I like using this for games when I have 2-3 players and none of them want to run multiple characters. This thread is to discuss interesting, fluffy and/or crunchy class combos. Starting off with the original example combos in the entry.
Barbarian/Bard Seems a little MAD, requiring Str, Dex, Con, and Cha at least in the 13-15 range to be doable. Collage of Swords or Valor and Path of the Ancestral Guardian would make for decent Skald I reckon.
Barbarian/Wizard d12 hit die and a naked AC bonus that also provides more hit points makes the Wizard not so squishy anymore, and also begs to be combined with the Bladesinger tradition. With the right statline you can have a naked AC while bladsinging that puts full plate w/shield Fighters to shame, combine with bear totem to also be resistant to damn near everything. Also by lvl 5, you get extra movement that stacks with your bladesong extra movement.
Cleric/Sorcerer So many great combinations; Life/Divine Soul (healing for days), Light/Phoenix or Pyromancer (bevis chanting "Fire! Fire! Fire"), Death or Grave/Shadow (super emo/goth), Tempest/Storm (Look Thor and Ororo had a kid), Darkness/Shadow ("Ah, you think darkness is your ally...), Light/Shadow ("Perfectly balanced, as all things should be."), Arcana/Wild Magic (extra arcane spells, random additional magical effects, go nuts).
Druid/Ranger There are some interesting combinations with this one; Moon/Hunter (powerful wild shapes + hunter tricks and extra attacks = one scary mofo), Twilight/Monster Slayer (Nature Based anti-undead at it's finest), Spores/Primeval Guardian (fungus and tree powers, go full on "the happening" on their asses).
Fighter/Ranger There are really no bad combinations here but there are some with a touch more flavor; Cavalier/Beastmaster (pick a small race, grab a lance, have a decent mount and Beastmaster is finally useful), Battle Master/Hunter (Use the spell-less ranger variant to have all the mauvers), Eldritch Knight/Horizon Walker (Magical teleporting beatstick), Brute or Champion/Hunter (lots of offensive and a little defensive potential, at least you have some spells to give your actions some diversity.)
Fighter/Rouge Adding the combat prowess of the Fighter and the stealth of the Rogue is one of the oldest combos in D&D. For a classic feel go Champion/Thief... A little too boring? Too Vanilla? How about these; Eldritch Knight/Arcane Trickster (Damn near the Fighter/Mage/Thief of yore, lots of low level spells and magical abilities), Samurai/Swashbuckler (Want to be the scariest damn swordsman ever? This is how), Warlord/Mastermind (manipulate your enemies and your friends, be the ultimate chessmaster).
Monk/Cleric Wisdom does damn near all your heavy lifting here. And there are some nice thematic combos; Open Hand/Life (heal yourself with WoB and others with spells, gets free sanctuary, have some cantrips for range), Sun Soul/Light (you are just a font of light and fire, might be the best Ryu/Goku build), Long Death/Death ("Omae wa mou shindeiru"), Kensai/War (takes a big steaming shit all over the Samurai/Swashbuckler's title of "scariest swordsman"), Tranquility/Protection (Defense and healing out the ass), Shadow/Darkness ("You merely adopted the dark, I was born to it, molded by it...).
Monk/Sorcerer So damn MAD, but let's see what we can get; Shadow/Shadow (*insert third DKR Bane reference*), Tranquility/Divine Soul (Healing and Protection from Monk+Healing and blasting from Sorcerer), Sun Soul/Phoenix (If you can get a decent statline, by level 18 you're a Super Saiyan Harry).
Monk/Wizard Some more MAD Monk action; Kensai/Bladesinger (needs 3 good stats to try for "scariest swordsman", but could do it), Long Death/Necromancy (pretty much just fluff combo, but done right could be scary), Tranquillity/Abjuration (The best defense is... moar defense), Shadow/Illusion (Ninja with a ton of distraction magic).
Paladin/Sorcerer This will rival Monk/Cleric for most efficient combo ability wise, but btfo'd it terms of magical ability. Basically there are no bad choices but Devotion/Divine Soul is the fluffiest combo and makes the Pally an even better healer while still adding all the Sorcerer goodness.
Sorcerer/Wizard A mad spell casting combo, but so much arcane magic. You can pick your spells know based off of spells you know you will always need/use and the spells you memorise from your book and fill in the gaps. Some neat combos; Pyromancer/Lore Master (alter all you spells to fire and ignore resistance and eventually immunity), Stone/Bladesinger (If you have a low Dex but still want to gish).
And now for combos i came up with;
Paladin/Warlock With the high refresh rate of Warlock spell slots this means there is no reason not to smite every combat as often as you can. There are some combos for this that have maximum fluff/crunch; Devotion/Celestial, Ancients/Archfey, Conquest/Fiend, Oathbreaker/Undying, Treachery/Great Old One, Vengeance/Hexblade.
Sorcerer/Warlock Slots refreshed on short rests that level up as you level, sorcery points that be burned for slots or metamagic effects. You are living magical artillery, but lets look at some combos; Divine Soul/Celestial, Storm/Kraken, Shadow/Raven Queen, Sea/Great Old One.
Paladin/Ranger Woodland Knight of the Wildlands with some interesting synergy; Ancients/Primeval Guardian, Vengeance/Hunter or Monster Slayer.
Ranger/Rogue Urban/Wilderness ambush predator without peer; Gloom Stalker/Assassin, Hunter/Scout or Swashbuckler.
Fighter (Eldritch Knight)/Wizard (Bladesinger) Yo dawg, I heard you like gishes...
Fighter (Purple Dragon Knight)/Paladin (Oath of the Crown) Champion of the civilized lands.
Paladin (Ancients)/Bard (Glamour) Magical champion of the Feywild.
Cleric (Nature)/Druid (Land) CaDzilla lives!
Mystic (Awakened)/Wizard (Illusion) Jace clone.
Bard (Lore)/Sorcerer (Divine Soul) So much magic, does what the Sorcerer/Wizard wishes it could do. Add it some Cleric spells and magic from any other class from the Bard. Possibly the most versatile spell caster in the entire game.
Fighter (Samurai)/Monk (Kensei) officially the most weeb build.
Barbarian (Zealot)/Cleric (War) Kratos from God of War.
Barbarian (Zealot)/Paladin (Vengeance) War from Darksiders.
Artificer (Gunsmith)/Wizard (War Magic) "I'm here to kick ass and cast spells, and I'm all out of slots".
Barbarian (bear totem)/Druid (moon) for a terrifying wild shape combo (keeps naked ac, rage damage, resistances and extra attack. not to mention extra movement)
Monk/Paladin (whatever you want) for a naked ac, tons of chances to crit for that divine smite and a pretty hard to hit melee fighter
OK so new one: Monk (Drunken Master)/Barbarian (Totem maybe) {also, half-orc makes this insane}
your choice between 2 naked ac's, 4 attacks per round all at advantage with rage damage (because str is your attacking stat with this build), at level 20 your crits will do 6x damage: ie. 6d10+4+str for one of four melee attacks. if you can enlarge with a support it buffs this even more. you have +40 movement. and if you flurry of blows you disengage for free. bear totem to resist all but psychic and have the highest hp class to boot. adv on dex saves on top of evasion. can't be surprised. eagle attunement will give you non magical flight for burst of 70 or 140 feet. relentless endurance and relentless rage to be insanely hard to finish off. deflect missiles. stunning strike. redirect missed melee attacks ((including spell touch) on you to hit another adj. enemy. up to 7 attacks a round with intoxicated frenzy. and drunkards luck to negate any disadvantage you might encounter, and that stacks with diamond soul. empty body will not only make you invisible if you need to recoup, but will also give you resistance to all damage types if you're raging.
add in some legendary actions and the ability to regen ki (or have a higher pool) and you have yourself a super nasty boss, even without minions. but give them a buffer and/or a healer and they will be insane
oh and the free disengage from the flurry of blows also grants +10 movement
additionally, buffs to make them even more insane IBNLT: haste, enlarge, greater invisibility,, bless, shield of faith, fly, blink, mirror image. Also, None of their abilities require sound! throw in a silence effect in the area for even more scary times, that will really mess casters up.
My friends and I just started a gestalt game in Curse of Strahd, I'm playing a Protector Aasimar Forge Domain Cleric/Paladin, we started at level one. We got locked in a creepy 3 story house, and the only encounter we had was a single Animated Armor, it nearly took out our Barbarian, but luckily heals for days with the combo I choose. I'm going for a defender, healer, off tank build, I use a Halberd and a Warhammer. Blessing of the Forge is probably the greatest thing. Gestalt is pretty darn fun to play.
Barbarian (bear totem)/Druid (moon) for a terrifying wild shape combo (keeps naked ac, rage damage, resistances and extra attack. not to mention extra movement)
Monk/Paladin (whatever you want) for a naked ac, tons of chances to crit for that divine smite and a pretty hard to hit melee fighter
I would mention that the extra attack would not carry over to the shapeshifted form. They get the attacks listed nothing more. But STILL a very interesting build, rage into shapeshift (I know of no reason this would be a problem) and be a raging bear, or whatever.
The Paladin Monk might be interesting, but lots of stats needed. Fishing for crits from flurry of blows to then turn it into a smite sound awfully fun. Downside would be you either have few ki points or few spell slots to use for it. Still I like the thematic concept for it moreso than just the potential damage burst you can get. Someone with a very rigid structure to their life is how I see it. Well trained in both body and spirit. I might look into using this for myself at some point (bad guy or good guy not sure yet) lots of flexibility in how you play the character depending on what your class focus is and subclasses taken.
For some reason Drunken Master, and Oathbreaker come to mind. Perhaps play up the Drunken master not as someone who mimics a drunken weave type fighting but fell from grace and turned to drinking to quell their inner demons (or embrace).
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"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Actually extra attack does transfer over to wild shape. You keep all your class abilities except those explicitly stated. You just can't use it if you use a different "action" that the creature has, like multi-attack and extra attack don't stack.
That is good to know, I had not run into it yet but I will know for the future.
Rollback Post to RevisionRollBack
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Barbarian/Warlock is also pretty nasty as some invocations and eldritch smite aren't spells and you can slap Armor of Agathys on before you rage, kinda MAD though you need four good stats (still have to use str for attacks and dex for ac to get full use of class abilities.)
Giant Soul or Stone Sorcerer/Paladin Conquest same casting stat and very physical full caster side, giving you tons of spell slots to smite and buff. stone has a naked ac that is decent and works with a shield and lets you teleport to allies that are in melee while retaining the tank-like qualities of the paladin. Giant soul makes you huge (or gargantuan with enlarge) slap a powerful build race onto it and you could out wrestle a Terrasque. Not to mention metamagic, I think people forget how powerful it is. Giant soul is, thematically, very fun for me with conqueror paladin because they are all about dominating and terrifying their opponents. Take a Goliath and make them huge ~18-20 ft tall, then enlarge them, which literally doubles their size and octuples weight. Make it a Dragonborn and you've got complimentary stats and a very imposing presence, I would also, as a dm, rule that the breath weapon of the Dragonborn would increase the AoE relative to the size change and possible even add the extra damage they would get on melee attacks to it as well, though that's just me. Conquest also gets Spiritual Weapon and Armor of Agathys which is some nice frosting on top.
Anyone have any ideas for making a gestalt character on DndBeyond? With the possibility of reaching level 20 with both
Gestalt characters (as laid out above) are not covered by official Dungeons & Dragons rules and therefore aren't supported within the D&D Beyond character builder/sheet.
When homebrew core classes is added, I expect there will be a way to create gestalts, but for now it's not possible.
Also Tranquility Monk/Redemption Paladin: Incredibly MAD because you need Wisdom, Charisma, and Dexterity (Strength is pretty unnecessary given that you won't be attacking much and you can use a finesse weapon, plus your AC uses Dexterity and Wisdom) but you are the ultimate pacifist and tank/healer/controller. Like if you're looking at it through the 4e roles (I have some criticisms of 4e but roles was one of the things that was cool about it), you fulfill both Defender and Leader, and Controller as a secondary role.
Anyone have any ideas for making a gestalt character on DndBeyond? With the possibility of reaching level 20 with both
Gestalt characters (as laid out above) are not covered by official Dungeons & Dragons rules and therefore aren't supported within the D&D Beyond character builder/sheet.
When homebrew core classes is added, I expect there will be a way to create gestalts, but for now it's not possible.
Sorry to revive a long-dead thread, but what do you mean by 'when' homebrew classes are added? Last I heard they mentioned in a Twitch stream that wasn't going to happen, because of the technical headaches of trying to make it work. Do you have a reference that they are planning to do this after all?
Gestalt 3.5 Rules
I like using this for games when I have 2-3 players and none of them want to run multiple characters. This thread is to discuss interesting, fluffy and/or crunchy class combos.
Starting off with the original example combos in the entry.
Barbarian/Bard
Seems a little MAD, requiring Str, Dex, Con, and Cha at least in the 13-15 range to be doable. Collage of Swords or Valor and Path of the Ancestral Guardian would make for decent Skald I reckon.
Barbarian/Wizard
d12 hit die and a naked AC bonus that also provides more hit points makes the Wizard not so squishy anymore, and also begs to be combined with the Bladesinger tradition. With the right statline you can have a naked AC while bladsinging that puts full plate w/shield Fighters to shame, combine with bear totem to also be resistant to damn near everything. Also by lvl 5, you get extra movement that stacks with your bladesong extra movement.
Cleric/Sorcerer
So many great combinations; Life/Divine Soul (healing for days), Light/Phoenix or Pyromancer (bevis chanting "Fire! Fire! Fire"), Death or Grave/Shadow (super emo/goth), Tempest/Storm (Look Thor and Ororo had a kid), Darkness/Shadow ("Ah, you think darkness is your ally...), Light/Shadow ("Perfectly balanced, as all things should be."), Arcana/Wild Magic (extra arcane spells, random additional magical effects, go nuts).
Druid/Ranger
There are some interesting combinations with this one; Moon/Hunter (powerful wild shapes + hunter tricks and extra attacks = one scary mofo), Twilight/Monster Slayer (Nature Based anti-undead at it's finest), Spores/Primeval Guardian (fungus and tree powers, go full on "the happening" on their asses).
Fighter/Ranger
There are really no bad combinations here but there are some with a touch more flavor; Cavalier/Beastmaster (pick a small race, grab a lance, have a decent mount and Beastmaster is finally useful), Battle Master/Hunter (Use the spell-less ranger variant to have all the mauvers), Eldritch Knight/Horizon Walker (Magical teleporting beatstick), Brute or Champion/Hunter (lots of offensive and a little defensive potential, at least you have some spells to give your actions some diversity.)
Fighter/Rouge
Adding the combat prowess of the Fighter and the stealth of the Rogue is one of the oldest combos in D&D. For a classic feel go Champion/Thief... A little too boring? Too Vanilla? How about these; Eldritch Knight/Arcane Trickster (Damn near the Fighter/Mage/Thief of yore, lots of low level spells and magical abilities), Samurai/Swashbuckler (Want to be the scariest damn swordsman ever? This is how), Warlord/Mastermind (manipulate your enemies and your friends, be the ultimate chessmaster).
Monk/Cleric
Wisdom does damn near all your heavy lifting here. And there are some nice thematic combos; Open Hand/Life (heal yourself with WoB and others with spells, gets free sanctuary, have some cantrips for range), Sun Soul/Light (you are just a font of light and fire, might be the best Ryu/Goku build), Long Death/Death ("Omae wa mou shindeiru"), Kensai/War (takes a big steaming shit all over the Samurai/Swashbuckler's title of "scariest swordsman"), Tranquility/Protection (Defense and healing out the ass), Shadow/Darkness ("You merely adopted the dark, I was born to it, molded by it...).
Monk/Sorcerer
So damn MAD, but let's see what we can get; Shadow/Shadow (*insert third DKR Bane reference*), Tranquility/Divine Soul (Healing and Protection from Monk+Healing and blasting from Sorcerer), Sun Soul/Phoenix (If you can get a decent statline, by level 18 you're a Super Saiyan Harry).
Monk/Wizard
Some more MAD Monk action; Kensai/Bladesinger (needs 3 good stats to try for "scariest swordsman", but could do it), Long Death/Necromancy (pretty much just fluff combo, but done right could be scary), Tranquillity/Abjuration (The best defense is... moar defense), Shadow/Illusion (Ninja with a ton of distraction magic).
Paladin/Sorcerer
This will rival Monk/Cleric for most efficient combo ability wise, but btfo'd it terms of magical ability. Basically there are no bad choices but Devotion/Divine Soul is the fluffiest combo and makes the Pally an even better healer while still adding all the Sorcerer goodness.
Sorcerer/Wizard
A mad spell casting combo, but so much arcane magic. You can pick your spells know based off of spells you know you will always need/use and the spells you memorise from your book and fill in the gaps. Some neat combos; Pyromancer/Lore Master (alter all you spells to fire and ignore resistance and eventually immunity), Stone/Bladesinger (If you have a low Dex but still want to gish).
And now for combos i came up with;
Paladin/Warlock With the high refresh rate of Warlock spell slots this means there is no reason not to smite every combat as often as you can. There are some combos for this that have maximum fluff/crunch; Devotion/Celestial, Ancients/Archfey, Conquest/Fiend, Oathbreaker/Undying, Treachery/Great Old One, Vengeance/Hexblade.
Sorcerer/Warlock Slots refreshed on short rests that level up as you level, sorcery points that be burned for slots or metamagic effects. You are living magical artillery, but lets look at some combos; Divine Soul/Celestial, Storm/Kraken, Shadow/Raven Queen, Sea/Great Old One.
Paladin/Ranger Woodland Knight of the Wildlands with some interesting synergy; Ancients/Primeval Guardian, Vengeance/Hunter or Monster Slayer.
Ranger/Rogue Urban/Wilderness ambush predator without peer; Gloom Stalker/Assassin, Hunter/Scout or Swashbuckler.
Fighter (Eldritch Knight)/Wizard (Bladesinger) Yo dawg, I heard you like gishes...
Fighter (Purple Dragon Knight)/Paladin (Oath of the Crown) Champion of the civilized lands.
Barbarian (Berserker)/Fighter (Champion) Crit often, crit hard.
Paladin (Ancients)/Bard (Glamour) Magical champion of the Feywild.
Cleric (Nature)/Druid (Land) CaDzilla lives!
Mystic (Awakened)/Wizard (Illusion) Jace clone.
Bard (Lore)/Sorcerer (Divine Soul) So much magic, does what the Sorcerer/Wizard wishes it could do. Add it some Cleric spells and magic from any other class from the Bard. Possibly the most versatile spell caster in the entire game.
Fighter (Samurai)/Monk (Kensei) officially the most weeb build.
Barbarian (Zealot)/Cleric (War) Kratos from God of War.
Barbarian (Zealot)/Paladin (Vengeance) War from Darksiders.
Artificer (Gunsmith)/Wizard (War Magic) "I'm here to kick ass and cast spells, and I'm all out of slots".
some pretty cool combo's in there.
Barbarian (bear totem)/Druid (moon) for a terrifying wild shape combo (keeps naked ac, rage damage, resistances and extra attack. not to mention extra movement)
Monk/Paladin (whatever you want) for a naked ac, tons of chances to crit for that divine smite and a pretty hard to hit melee fighter
Si vis pacem, deos occidere.
Thanks for posting this!
While I don't think I'll be letting my players play a Gestalt, I will probably make the Big Bad a Gestalt.
OK so new one: Monk (Drunken Master)/Barbarian (Totem maybe) {also, half-orc makes this insane}
your choice between 2 naked ac's, 4 attacks per round all at advantage with rage damage (because str is your attacking stat with this build), at level 20 your crits will do 6x damage: ie. 6d10+4+str for one of four melee attacks. if you can enlarge with a support it buffs this even more. you have +40 movement. and if you flurry of blows you disengage for free. bear totem to resist all but psychic and have the highest hp class to boot. adv on dex saves on top of evasion. can't be surprised. eagle attunement will give you non magical flight for burst of 70 or 140 feet. relentless endurance and relentless rage to be insanely hard to finish off. deflect missiles. stunning strike. redirect missed melee attacks ((including spell touch) on you to hit another adj. enemy. up to 7 attacks a round with intoxicated frenzy. and drunkards luck to negate any disadvantage you might encounter, and that stacks with diamond soul. empty body will not only make you invisible if you need to recoup, but will also give you resistance to all damage types if you're raging.
add in some legendary actions and the ability to regen ki (or have a higher pool) and you have yourself a super nasty boss, even without minions. but give them a buffer and/or a healer and they will be insane
oh and the free disengage from the flurry of blows also grants +10 movement
additionally, buffs to make them even more insane IBNLT: haste, enlarge, greater invisibility,, bless, shield of faith, fly, blink, mirror image.
Also, None of their abilities require sound! throw in a silence effect in the area for even more scary times, that will really mess casters up.
Si vis pacem, deos occidere.
My friends and I just started a gestalt game in Curse of Strahd, I'm playing a Protector Aasimar Forge Domain Cleric/Paladin, we started at level one. We got locked in a creepy 3 story house, and the only encounter we had was a single Animated Armor, it nearly took out our Barbarian, but luckily heals for days with the combo I choose. I'm going for a defender, healer, off tank build, I use a Halberd and a Warhammer. Blessing of the Forge is probably the greatest thing. Gestalt is pretty darn fun to play.
If you played Gestalt in 5e, how would saving throw proficiencies work?
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You get the proficiencies from classes. Overlapping proficiencies do not stack.
I would mention that the extra attack would not carry over to the shapeshifted form. They get the attacks listed nothing more. But STILL a very interesting build, rage into shapeshift (I know of no reason this would be a problem) and be a raging bear, or whatever.
The Paladin Monk might be interesting, but lots of stats needed. Fishing for crits from flurry of blows to then turn it into a smite sound awfully fun. Downside would be you either have few ki points or few spell slots to use for it. Still I like the thematic concept for it moreso than just the potential damage burst you can get. Someone with a very rigid structure to their life is how I see it. Well trained in both body and spirit. I might look into using this for myself at some point (bad guy or good guy not sure yet) lots of flexibility in how you play the character depending on what your class focus is and subclasses taken.
For some reason Drunken Master, and Oathbreaker come to mind. Perhaps play up the Drunken master not as someone who mimics a drunken weave type fighting but fell from grace and turned to drinking to quell their inner demons (or embrace).
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Actually extra attack does transfer over to wild shape. You keep all your class abilities except those explicitly stated. You just can't use it if you use a different "action" that the creature has, like multi-attack and extra attack don't stack.
Si vis pacem, deos occidere.
That is good to know, I had not run into it yet but I will know for the future.
"Where words fail, swords prevail. Where blood is spilled, my cup is filled" -Cartaphilus
"I have found the answer to the meaning of life. You ask me what the answer is? You already know what the answer to life is. You fear it more than the strike of a viper, the ravages of disease, the ire of a lover. The answer is always death. But death is a gentle mistress with a sweet embrace, and you owe her a debt of restitution. Life is not a gift, it is a loan."
Not gestalt but I'm running a kensei/conqueror and I'm psyched for high level play.
Si vis pacem, deos occidere.
Seems like frontliner would be barbarian (bear) and fighter (champion) for attacks and crits for days.
Barbarian/Warlock is also pretty nasty as some invocations and eldritch smite aren't spells and you can slap Armor of Agathys on before you rage, kinda MAD though you need four good stats (still have to use str for attacks and dex for ac to get full use of class abilities.)
Giant Soul or Stone Sorcerer/Paladin Conquest same casting stat and very physical full caster side, giving you tons of spell slots to smite and buff. stone has a naked ac that is decent and works with a shield and lets you teleport to allies that are in melee while retaining the tank-like qualities of the paladin. Giant soul makes you huge (or gargantuan with enlarge) slap a powerful build race onto it and you could out wrestle a Terrasque. Not to mention metamagic, I think people forget how powerful it is. Giant soul is, thematically, very fun for me with conqueror paladin because they are all about dominating and terrifying their opponents. Take a Goliath and make them huge ~18-20 ft tall, then enlarge them, which literally doubles their size and octuples weight. Make it a Dragonborn and you've got complimentary stats and a very imposing presence, I would also, as a dm, rule that the breath weapon of the Dragonborn would increase the AoE relative to the size change and possible even add the extra damage they would get on melee attacks to it as well, though that's just me. Conquest also gets Spiritual Weapon and Armor of Agathys which is some nice frosting on top.
Si vis pacem, deos occidere.
Anyone have any ideas for making a gestalt character on DndBeyond? With the possibility of reaching level 20 with both
DM: Three separate games of Lost Mine of Phandelver x Dragon of Icespire Peak x Tyranny of Dragons x Kobold press one-shots x homebrew content
Gestalt characters (as laid out above) are not covered by official Dungeons & Dragons rules and therefore aren't supported within the D&D Beyond character builder/sheet.
When homebrew core classes is added, I expect there will be a way to create gestalts, but for now it's not possible.
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Wu Jen Mystic/Moon Druid (at least level 10): I WILL TURN INTO AN ELEMENTAL AND BEND ALL THE FRICKIN ELEMENTS TO MY WILL
i like linguistics and, well, d&d, obviously. this bio hadn't been updated for 3 years so i figured i'd do that.
Also Tranquility Monk/Redemption Paladin: Incredibly MAD because you need Wisdom, Charisma, and Dexterity (Strength is pretty unnecessary given that you won't be attacking much and you can use a finesse weapon, plus your AC uses Dexterity and Wisdom) but you are the ultimate pacifist and tank/healer/controller. Like if you're looking at it through the 4e roles (I have some criticisms of 4e but roles was one of the things that was cool about it), you fulfill both Defender and Leader, and Controller as a secondary role.
i like linguistics and, well, d&d, obviously. this bio hadn't been updated for 3 years so i figured i'd do that.
Sorry to revive a long-dead thread, but what do you mean by 'when' homebrew classes are added? Last I heard they mentioned in a Twitch stream that wasn't going to happen, because of the technical headaches of trying to make it work. Do you have a reference that they are planning to do this after all?
Moon druid combo with Oath of Ancients paladin gives you a wild shape that can smite!
Darkness monk + darkness sorcerer = Noob Saibot from Mortal Kombat.
Tempest cleric and tempest barbarian and you are on your way to being Thor.
I like the Eldritch Knight/Arcane Trickster combo. The best way to get that Ryu Hayabusa or Strider Hyru feel.