Gestalt Class Rules

Because we have like two PCs max and I am not actively trying to kill anyone, we're going to do gestalt classes to make everyone a little hardier.

  1. Choose two classes. These are your only classes – you cannot multiclass with a gestalt character. (I know. I am no fun at all.)
  2. Hit Die: Choose the higher of your classes' hit die.
  3. Saving Throws: Choose two saving throw proficiencies from among those in your classes. If your classes share a saving throw proficiency, you automatically have proficiency in that save and choose the second from among your remaining options.
  4. Skills: Choose a number of skills determined by whichever of your classes has more skill proficiencies. Choose from the combined skills available to both your classes.
  5. Starting Equipment: Choose one of your classes' starting equipment. Substitutions may be made between equipment packs, on a one-for-one basis (like if you want one weapon from the other class), with permission.
  6. Class Features: You gain all the class features from both your classes. Features that can stack (extra attacks, ASIs, etc) do stack. Features that are duplicates (Fighting Style) are only received the first time. Features that overlap but conflict (Unarmored Defense) choose whichever would yield the highest benefit.
  7. Spellcasting: Spell slots are separate, and can only be used for spells for that class (…eeexcept in special cases, see below). Spells are chosen from the class list you earned the spell from, and must be cast with the spellcasting ability for that class. (So… basically just keep two spell sheets.) Features affecting spellcasting (like metamagic) can only be used with spells from that class.

    1. The type of magic used for casting a spell also generally corresponds to the class it belongs to. Ranger and druid spells are nature-based; sorcerer, wizard, artificer, and most spells gained from magical subclasses are arcane-based; cleric and paladin are divine-based. Warlocks and bards are weird, and can refer to the spell chart (but if you're lazy and just want to do the thing quickly, you can just assume arcane).
    2. Spell slots can be pooled for SPECIFIC gestalt combos: Cleric/Paladin, Druid/Ranger, Cleric/Warlock (assuming your deity and patron is the same entity), Artificer/Wizard, Wizard/Magic Subclass, Bard/Anything. This is because your magic for both classes comes from a similar (or the same) source.
  8. Archetypes: Choose one class specialty for each of your classes when you reach the appropriate level(s).
  9. XP: If there were any non-gestalted characters in this campaign, I would probably handicap you a little. As it is, you get to progress at the normal rate. Enjoy being the Chosen One.

Gestalt Class Rules

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