Gestalt Ruleset for 5e

by ReignOfMagic

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Gestalt Ruleset

What to expect

Gestalt characters is an idea/ruleset that harkens back to older editions. 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. 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.

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. 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. (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).

In addition to all that, I will endevor to cover some of the more common variant rules which I am familiar with. As well as a few of the homebrew rules I routinely use. (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).

As 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. 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. 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. 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.

Table of Contents

Core Gestalt Rules

Choosing your classes

Building a Gestalt character allows you to take any 2 different classes at the same time. Mult-classing still a potential option, and will be discussed towards the end of this document.

Hit Dice and Hit Points

When determining hit die pool and your hit point maximum, you would take whichever hit die would give you the most benefit. 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. Do note that you still only gain 1 hit die, and 1 hit die worth of maximum HP with a gestalt character.

For 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.

Proficiency Bonus

When determining your proficiency bonus, you still look at your current character level as if you were a non-gestalt character, as per normal.

For 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.

Skill/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. Likewise this also applies to tool proficiencies. 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.

For 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.

Saving Throws

To determine your saving throws, you do so by taking both starting classes saving throws and combining those into a list. You then choose two of those saving throws from that list with which to be proficient in. (IE Fighter/Rogue would choose 2 from Str/Dex/Con/Int)

Starting Equipment

When first building a character there are two options for choosing starting equipment.

Option 1: Select one classes equipment list and equip your character from that list like normal.

Option 2: Look at p143 in the PHB, determine which of the two classes would be "wealthier" and roll for starting wealth using that. (At GM Discretion this gold total can be "maximized" as if you had rolled max for each die)

Class Features

For Gestalt character, you gain all class features & restrictions from each of your classes. If your two classes would grant the same feature, such as extra attack, or spell slots, use whichever class which would grant you the best bonuses.

For Example, a Paladin/Sorcerer would determine their spell slots as per the Sorcerer spell slot table. For Example, a Fighter/Barbarian would determine their extra attack from Fighter.

If a feature "mimics" another class feature, utilize only one of those features. For example a Fighter/Warlock could only benifit from Extra Attack or Thirsting blade invocation, not both.

Spell Casting (Specifics)

As already stated above, when determining your spell slots you use the class which would give you the most spell slots. The one exception to this is Warlocks with any other spell casters. As warlocks do not gain the "Spell casting" feature and instead get "Pact Magic" a Warlock/Caster would get both the spell slots from Warlock and spell slots from the caster.

When determining which spells you can cast/prepare/know, do so as written for each class as normal for your given level. This means that if you have two different casters you would prepare spells for both classes as normal. This in turn grants you a much wider spell list from which to choose from over the course of your "adventuring day", but does not grant you extra spell slots (with the above stated exception of warlocks and pact magic).

Ability Score Improvement (Specifics)

Ability Score Improvement (ASI for short), has a major change from the normal ruleset when making a Gestalt Character. The ASI's from levels 4, 8, 12, 16, 19 are half as effective. Meaning that if you wanted to increase your ability scores you would only gain 1 ASI point for each "ASI" you would gain at the above levels. If you are using feats you must expend BOTH of your ASI's in order to select a feat. This might mean (if you multi-class on a gestalt character) that you must "bank" your ASI if you wish to gain a feat.

The exception to this rule is any ASI gained from the non-standard list (4, 8, 12, 16, 19), such as from Fighters levels 6/14, or rogues from level 10. These "non-standard" ASI levels work as normal, granting you 2 ASI points, or the ability to select a feat (if allowed in your game).

An easier way to think of this is, any ASI you would gain at class levels 4, 8, 12, 16, 19 are "half" ASI's, while any ASI granted at any other class level is a "full" ASI.

Multiclassing

As touched upon at various points throughout this document. You may multiclass with a Gestalt character. Each of your "gestalt" classes functions independently for the purposes of multiclassing. All standard rules with multi-classing still apply. For example if you multi-class into a caster, you would use the multi-classing spell slot table in the PHB to determing your spell slots. Likewise you would also gain any proficiencies as per the multiclassing table.

As normal, multiclassing is at GM discretion on whether or not it is allowed.

Variant Rules and Gestalt Characters

Spell Points

Spell points is a variant rule found in the DMG on p288. If you are using spell points with gestalt characters instead of spell slots, you determine the number of spell points available to you as per your best caster class similar to spell slots.

Essentially, determine your full caster level as you normally would for a gestalt caster, then refer to the Spell Point chart in the DMG to determine how many spell points you would have.

Variant Saving throws

As an alternative to the above rules on saving throw rules in this document there are 2 other options, which the GM may allow you to use.

Option 1: You are proficient in all saves from both of your starting classes. (IE Fighter/Rogue would be proficient in Str/Dex/Con/Int)

Option 2: Choose one of your "starting" classes to become proficient in those saves. (IE a Fighter/Rogue would either be prof in Str/Con or Dex/Int)

Variant Spell Slots/Spell Points

As an alternative to the above rules on spell slots/spell points in this document. A GM may allow each a Gestalt character to determine the number of slots/points they have from both classes. Doing so drastically increase the number of spells that can be cast per day.

For example Sorcerer/Wizard of 5th level would have the follow spell slots available to them (spell points follow the same logic)

Variant Spell Slot totals
Spell Slot Level Spell Slot Count
1st 8
2nd 6
3rd 4

Other Variant rules

As far as I am aware, there are no other variant rules which would affect a Gestalt character creation, or be different than would affect a normal character. If I am missing one, feel free to contact me via my homebrew discord: https://discord.gg/xj7UNAn

Want to contribute/make a suggestion?

Feel free to join me on my Hombrewery discord.

https://discord.gg/xj7UNAn

 

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