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View Full Version : D&D 5e/Next Class and a half (alternative Gestalt/Multiclassing rules)



Black Jester
2017-03-02, 01:22 AM
The Class and a Half system allows the player to choose one class for his character, and supplement it with some of the abilities of another. I haven't fully playtested this and would look forward to feedback of other players.


All player characters have a primary and a secondary class. The secondary class is always equal to half the primary class (rounded down).
Player characters start game at level 2 in their primary and level 1 in their secondary class, and improve the secondary class only if they reach a new even level in their primary class. Example: A character who improves his (primary) level from 2 to 3 would gain no additional pwers from his secondary class; on the next level raise from 3 to four, his secondary class would also increase to level 2.

A character's proficiency bonus, total number of Hit Dice and so on are solely based on the character's primary class.

Attributes, Race, Background etc. are determined normally. The character has to fulfill the full multiclassing requirements of both classes.

The character's actual hit dice are are based on the primary character class. However, if there is a difference of two or more dice steps between the two chosen class' hit dice, the effective hit dice are adjusted in that direction. Example: A Fighter (HD d10) // Wizard (HD d6) would use a d8 Hitdie; a Barbarian (d12)//Fighter a d12.

The DM is always the final arbiter which combinations are legal and which ones aren't. As a rule of thumb, a character should only follow one particular type of spellcasting class (arcane or divine) at the same time (wizard//cleric works fine, cleric//druid would imply some serious philosophical differences in the character's past) and cultures that produce Barbarians rarely include Monks, Paladins or Wizards, so these combinations would be exotic and require a good explanation on the player's part.

The character uses the weapon and armor proficiencies of his primary class; he may gain one additional proficiency in any form of weapon or armor (including shields) from his secondary class. If no such thing is possible, he may gain proficiency in a fitting tool set or a language instead. Restrictions based on convictions instead of competence (like a druid's inability to use metal armor, or some cleric's choice of arms) remain in full force.

The character gain proficiency in the primary class' saves, as well as one chosen save of the secondary class. If the saves completely overlap, the player can freely pick a third save of his own choice his character is proficient in.

The characters can choose his primary class' skills as usual, as well as one additional skill or tool proficiency from the secondary class. If the secondary class offers three or more skill picks, the character can choose one additional skill from the secondary class' list.

Characters with more than one spellcasting class use the multiclassing spellcaster spell slot table (D&D 5e PHB, p. 165) or the primary class spell slots, not both. Obviously, they gain access to the spells and cantrips of both classes.

The secondary class' ASIs do not work at “full power”; they cannot be used to attain new feats, and only one ability score can be increased by exactly one point, instead of the usual two. Alternatively, the character may gain proficiency in any one skill from the secondary class skill list instead of increasing an attribute.

Characters can still multiclass either on their primary or their secondary class, but may only ever take a class in either branch if that class has not yet been taken by the other side.