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Option 2: Look at p143 in the PHB, determine which of the two classes would be "wealthier" and roll for starting wealth using that. Option 1: Select one classes equipment list and equip your character from that list like normal. When first building a character there are two options for choosing starting equipment. (IE Fighter/Rogue would choose 2 from Str/Dex/Con/Int) Starting Equipment You then choose two of those saving throws from that list with which to be proficient in. To determine your saving throws, you do so by taking both starting classes saving throws and combining those into a list. If one or both classes would grant you tool proficiencies, select the class that would grant more tool proficiencies to determing total tool proficiencies, but using both classes for the list from which to choose your tool proficiencies.įor example a Fighter/Rogue would have 4 skill proficiencies, and thieves tools, but they could pull those 4 skill proficiencies from either the Fighter or Rogue's skill/tool list. Likewise this also applies to tool proficiencies. When determining what skills your character is proficient with, look at your two starting classes, determine which of the two would grant the most skills, and use that total, but utilizing both classes skill list for your skill list. When determining your proficiency bonus, you still look at your current character level as if you were a non-gestalt character, as per normal.įor example a 5th level gestalt character might be a 5th level Fighter and 5th level wizard, but they are still a 5th level character, not a 10th level character for determining their proficiency bonus. Do note that you still only gain 1 hit die, and 1 hit die worth of maximum HP with a gestalt character.įor example if you were a Fighter/Wizard gestalt character, your hit die would be d10s, which would then be used to determine your maximum hit point total. For every subsequent level after making your character, look at the two classes you have selected, and choose whichever class gives the largest hit die and add to your hit die pool, and to determine your new Hit Point maximum. When determining hit die pool and your hit point maximum, you would take whichever hit die would give you the most benefit. Mult-classing still a potential option, and will be discussed towards the end of this document. Table of Contentsīuilding a Gestalt character allows you to take any 2 different classes at the same time. As always encounter design is less about the honestly bad CR system in 5e, and more of an art that will greatly differ from table to table based on both GM and Player skill levels. As a note to the GM's, a potentially easy way to account for Gestalt characters is to count them as about 1.5 players when determining encounter difficulty. I personally recomend against doing a Gestalt campaign unless all players and the GM are experienced with 5e and are comfortable with all rules used at the table.
5E CHARACTER BUILDER MULTICLASS FREE
(Homebrew modifications will be towards the bottom, so feel free to ignore those unless you have looked at my "Homebrew rule compendium document, or are playing in one of my games).Īs a final note, this will result in much more complicated characters due to having multiple fully leveled classes, and that is before the mess that multi-classing gestalt charactrs can bring to the table.
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As well as a few of the homebrew rules I routinely use. In addition to all that, I will endevor to cover some of the more common variant rules which I am familiar with. (Although in all honesty I didn't make many changes as the author did a good job overall, I just disagreed with a few finer points). This document aims to take the rules on the DnD wiki, refine them slightly to be more in line with what I believe to be the core design philosophy of 5e, rather than a the more "direct" port from 3rd edition. This document will contain the ruleset for Gestalt character for DnD 5th edition, or at least my take on it as WotC have not given any indication that they will publish anything for Gestalt characters for 5e. From what my looking about has found this is typically reserved for either low player count games (1-3 players, generally 1 or 2, to simulate 3-5 players), or for a high powered/munchkin/epic fantasy/legendary heros esq game. When boiled down to a single sentence, it would be described as this "A character that simultaneously takes 2 different classes each time they level." Typically this will end up with PC's being stronger/more flexible than their non-gestalt counterparts. Gestalt characters is an idea/ruleset that harkens back to older editions.