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Creating a Character

Kalimvore uses a homebrew system based on the D&D 5e gestalt system. Choose the two classes you'd like to play for your character and build them following the rules below.

Your Race and Background

Kalimvore uses homebrew races. Check out the races folder in the Kalimvore compendium for more information. Any published background is acceptable.

Ability Scores

Using the Point-Buy System, you have 31 points to spend (For the website, set it to custom race). As written, no ability score can be above 15 before any bonuses are applied. Note: Races no longer have racial bonuses. Instead, add +2 and +1 to any two attributes.

Hit Dice

When determining which hit dice to use, choose the larger hit die of the two. Example: A ranger rogue would use the ranger’s d10 hit die instead of the Rogue’s d8 hit die. Meaning they would have 10+CON hit points at level 1.

Proficiency Bonus

Both classes share the same level and level up normally.

Skill Proficiencies

The number of skills you gain is based on the class with the most and you can choose skills from either list. Example: A fighter ranger can choose 3 skills, picking from both the fighter's list and the ranger's list. Note: Check out the skills page in this compendium for new homebrew skills.

Armor, Weapons, Tools

You gain all armor, weapon, and tool proficiencies from both classes.

Starting Equipment

Instead of using the starting equipment under the equipment section of your class description, use the table below by picking the wealthier of your two classes. You can use that gold to purchase any armor, weapons, and items. Example: A barbarian rogue would start with 160 gp. Note: Check out the weapons page in this compendium for new homebrew weapons.

Class Starting Gold

Artificer: 200 gp   Barbarian: 80 gp   Bard: 200 gp   Cleric: 200 gp   Druid: 80 gp   Fighter: 200 gp   Monk: 20 gp   Paladin: 140 gp   Ranger: 140 gp   Rogue: 160 gp   Sorcerer: 120 gp   Warlock: 160 gp   Wizard: 160 gp  

Class Features

You get all class features from both classes. Example: A 1st-level monk ranger gets both the Monk’s Unarmored Defense and Martial Arts features, and the Ranger’s Favored Enemy and Natural Explorer features. Note: Class and ability-based restrictions (like a druid's inability to wear metal armor) apply normally to a gestalt character, regardless of what the other class is.

Ability Score Improvements

Both classes share the same level so the Ability Score Improvement features you gain at class levels 4, 8, 12, 16, and 19 functions as normal; you may increase a single stat by two, increase two abilities by one, or take a feat. The Ability Score Improvements gained at fighter levels 6 and 14 and at rogue level 10 also function normally.

Saving Throws

Choose two saving throws from the lists between your two classes.

Extra Attack

The extra attack feature gained from classes does not stack except for the fighter’s additional extra attack features. Also, the Warlock’s eldritch invocation Thirsting Blade doesn’t grant an additional attack if you also have Extra Attack.

Spell Slots

If both classes have a spellcasting feature use this table. Note: Your character sheets should reflect the proper spell slots.

Spellcasting Abilities

If both classes cast spells and have different spellcasting abilities, choose one of the two you'd like to cast all your spells. Note: If a player can justify their character using a completely different ability, we might be able to work something out.

Starting Feat

Choose a starter feat from any printed material. Note: The following are prohibited as starter feats, but can be picked at later levels: Alert, Great Weapon Master, Lucky, Observant, Sharpshooter.