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Table of Contents
Hybrid Training
Blocked By: Hybrid Class
You have spent a considerable amount of time learning the tricks and tips of another class. You cannot select this feature if you are a member of the Hybrid class; your attention is already split too fine.
Choose a class other than your own. You are now considered to be part of that class. When choosing class features, you may select from either class.
You gain one or two features from the list below, based on your new class.
Bard
When you select Bard as your Hybrid class, you gain their Inspiration feature.
Inspiration
As a Bard, your primary duty is to keep your team in fighting trim, and your most important tool is your ability to inspire them.
You begin each battle with a number of Inspiration points equal to your Victories. At the start of each turn, you gain one Inspiration, to a maximum equal to your level. At the end of an encounter, any unused Inspiration is lost.
As a two-second action, you may choose a single ally that you can see and grant them one of your Inspiration points. You may only do this if that ally currently does not have Inspiration granted by you. When that ally makes a skill check, which can include an attack roll, they may expend that point of Inspiration to grant themselves favour on the roll. They must choose to do this before rolling the dice.
Berserker
If you choose Berserker as your Hybrid class, you get their Rage feature.
Rage
Hitting you only makes you more angry. Whenever you are struck in battle, and take damage as a result (meaning you actually suffer a loss of stamina or increase in hit points), you gain one point of Rage. There is no limit to the amount of Rage that you can gain in this manner.
You may add your Rage to any damage inflicted by a melee or unarmed strike that you make. However, at the end of your turn, if you have not made an attack, and have not been attacked since the end of your last turn, you lose all of your accumulated Rage.
Druid
When you choose Druid as your Hybrid class, you gain their Spellcasting feature.
Spellcasting
Every Druid learns at least the basics of magic. Nature is your spellcasting skill.
Choose three Power 1 spells from the Natural Tradition, and add them to the list of spells that you know. Whenever you gain a level, choose three additional spells, whose Power does not exceed your new level, and add them to the list of spells that you know.
Each Order (with the exception of the Order of the Wild Form) will receive one additional spell at each level. However, that spell must be chosen from a specific Sphere.
Your spells are powered by Æther, in the same manner as most other casters. At the beginning of every encounter, you will have Æther equal to your current Victories. If you are in a natural setting, you automatically gain one Æther at the start of your turn; otherwise, you must take a quick action to recover one Æther. Either way, you can only regain one Æther per turn, and the maximum amount of Æther that you can have is equal to your level plus your Foresight.
Remaining Æther is lost at the end of the encounter.
If you are a Ranger, and a member of the Order of the Wild Hunt, you gain only two spells per level, but may add one additional spell from each of the Beast and Plant Spheres, per level, to your list of spells known.