```metadata
title: DnD 5e Gestalt Version 1.2
description: ''
tags: ''
systems: []
renderer: legacy

```

# Phiros' DnD 5e Gestalt Variant V1.4.0

A campaign variant for the creation of significantly overpowered and flexible characters. Best used for groups where there a too few players to field a "well balanced" party or simply to spice things up and make things a bit interesting for your party of min-maxers, powergamers and munchkins. This ruleset is not recommended for new players or those who suffer from analysis paralysis.

#### Assumptions: 

In order to achieve some semblence of "balance" the following assumptions have been made:
* Roleplay and exploration should remain mostly unaffected. Characters are incredibly versatile but the action economy more or less reigns things back in.
* These characters will be significantly more powerful than their single class peers
* A party of Gestalt characters will need significantly more difficult combats to challenge them.
* The use of Milestones for leveling up rather than Experience
* Access to "Official" WotC Races, Classes, Spells and Archetypes only (PHB, Volo, MToF, XGtE, SCAG, Eberron, Theros, and Tasha's are playtested as being fine. (Unearthed Arcana content is not recommended).
* Proficiency Bonus is based on overall character level as normal (see PHB page 15).
* No other variant rules such as multiclassing (feats have been playtested, they seem not to be a problem).
* Characters are generated using either the Standard Array or Point Buy (An enhanced array or rolling ability scores may make more MAD concepts mechanically viable).

#### Character Creation
At character creation choose two classes to form your Gestalt character. There are several restrictions on the choices that you will make at character creation as follows:

* Choose the spell slot progression for one of your classes, you will cast all spells from this pool. These slots recharge based on the parent class. (The spell points variant from the DMG is fine here too, again pick the progression from one parent class only. Consider allowing Pact Magic to act as a separate resource.)
* Choose the Ability Score Improvement progression from one of your classes.
* You may choose a race and a background (gaining background equipment) as normal.
* You gain the saving throw proficiencies from one of the parent classes, no mixing and matching.


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#### Skills, Features and Equipment
* You gain armor, weapon and tool proficiencies of both classes. A druid still won't use metal weapons or armor.
* Your hit die is the higher of the two classes.
* Starting HP is the maximum for your hit die + your constitution modifier. Hitpoints per level is as per usual, rolled or static for the parent class with the higher hit die size.
* You select skills from both classes separately. You cannot double up on a proficiency in order to choose from the other list or get expertise that way. Any expertise you get from your class must be spent on a proficiency from that class, your background or one granted by a racial trait.
* You gain no equipment from either class. Instead purchase equipment from PHB chapter 5 with 200gp starting funds. You may choose to buy kits if you like.
* If you select two classes with spell foci you may use them interchangably for spellcasting, you don't need to juggle multiple foci.
* You gain spells and cantrips from both class lists as per their individual class feature tables. Keep a track of which list each spell comes from as you will use that class' spellcasting modifier and save DC for that particular spell. 
* You gain all unique class features, including a chosen archetype (or equivalent), from both classes. For non-unique features, such as Fighting Style or Unarmored Defense, you gain both but they do not stack with themselves in any way. Channel Divinity works as per multiclassing rules on PHB page 164.

> ##### single class characters in a Gestalt party
> In order to remain somewhat relevant in a Gestalt campaign, single classed characters should be given an additonal feat from the PHB at character creation.
> In addition, when they get to choose archetypes (or their equivalent), they should gain two from their class instead of one. In addition, they should gain two additional class skill proficiencies

> ##### Solo characters
> In a solo game it's pretty much game over if your character goes down to a debilitating effect unless they have an NPC party to bail them out or you have some deus ex machina planned.
> A solo character should be granted the saving throw proficiencies of both parent classes as well as a free extra feat at character creation. "Skilled" would be a recommended choice in this scenario.
> GMs will need to be quite careful about what threats and effects they put their player up against as one bad roll could lead to a brutal end.
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#### Other optional but recommended considerations:

This ruleset passively encourages all players to have some form of spell casting and martial prowess (Gish builds). You may wish to consider the following for your game:
* Allow those with the Warlock class to substitute Intelligence for Charisma for their class features and invocations.
* Use "Action Oriented Monsters" (Matt Colville's concept: https://www.youtube.com/watch?v=y_zl8WWaSyI, Reddit thread: https://www.reddit.com/r/mattcolville/comments/dkegva/action_oriented_monster_catch_all_thread/)
* Limit reaction spells such as Shield and Counterspell to once per short rest except where a class feature specifically interacts with that spell (like the War Wizard's Power Surge). If a player has a feat that would grant them daily use of that spell, allow that in addition.
* The Spell Points variant (DMG page 288) can allow for a lot more flexibility for low level utility casting.
* Armoured casting restriction: A levelled spell gained through a class may only be cast with armor or shield equipped if that class provides the proficiency for that armor or shield. (Treantmonk's Houserule no. 2: https://youtu.be/PbsTKreJwsk?t=635)
* Power Attack for all: When you use the attack action using a weapon or unarmed strike you can choose to take a -5 penalty to that attack roll. If the attack hits, you add +10 to the damage roll. (Treantmonk's Houserule no.3: https://youtu.be/PbsTKreJwsk?t=1012)