So I'm playing in a 'hardcore' homebrew campaign with 2 others (in case you want to know they're a cleric/paladin multiclass and a warlock/rogue multiclass), to put it short, we'll hop from island to island, beating dungeons and level up every time after beating a dungeon. The DM has revealed to us that the final boss is a Kraken that we have to beat to get to the main land and that the plan is to get us to level 25 (so multiclassing is adviced) before we start fighting it. We started at level 5 and just leveled up to 6, so far I am a level 5 shifter barbarian and currently thinking about multiclassing into fighter and/or druid (fighter because it will make my character much stronger with the extra attacks, etc. and druid for flavor and wildshape being pretty useful if we're going to fight it on water). But which would be the better option and how many levels should I take in them?
Personally I would go to Barb 6 first before multiclassing. Barb 6 picks up an extra Rage per long rest on top of a subclass feature. If you are planning to multi into Fighter I would go 2-4 levels then finish off with Barb the rest of the way. 2 levels gets you Action Surge, 3 gets you a subclass and 4 nets you a ASI. I would not try to hit Fighter levels for Extra attack because you will not see an additional attack until you hit Fighter 11 and most campaigns would have ended way before then.
Beast barb 6 also gives you access to a swimming speed and the ability to breathe under water. Dragon monk is viable but you have to get the monk level high.
In my opinion, if you want to add another class to your character at level 6 (I did agree upon this idea), I would choose between a tempest cleric, a circle of land druid, which depends on what terrain you're currently in, way of open hand monk, oath of ancients or vengeance paladin, or a wild magic sorcerer to make it a "wild" character. However, it depends on what the other players' have set for their characters also.
Man, the thing about barbarian is that it has a tricky time considering multiclasses. Reason being is that barbarian is somewhat MAD when you consider how it's traditionally built with a focus on DEX and CON aside from the obvious STR. This means your CHA, INT, and WIS are most likely low, so that already shuts the door on most multiclass options unless your DM doesn't care about the stat pre-requisite.
Similar to what TheLonelyMagi recommends, I'd say stick with barbarian. However, stick with it until lvl 8 just so you can access that ASI as soon as possible, then multiclass into fighter. From my experience, a hardcore campaign typically punishes delays in those predicted bumps in power, so it'll be hard on you if you're not up to par by then. Besides, you still benefit from more barbarian levels, as 7th level gives you advantage in initiative and you get the extra rage at 6th, and it's all important.
Now, after lvl 8? If you decide to multiclass into fighter, pick a neat fighting style. Blind fighting is nice, great weapon fighting is a consistent boost in damage if you're attacking with the pertinent weapon. You've got options. But you know something? Nothing wrong with sticking with barbarian either. Just because a campaign is hardcore doesn't mean you need to multiclass to survive. It's all about how you play and build yourself. Lvl 10's infectious fury can cause some nice burst on a single target if you know their WIS is low. lvl 11's feature lets you become a better tank.
Beast barb 6 also gives you access to a swimming speed and the ability to breathe under water. Dragon monk is viable but you have to get the monk level high.
I already have my barbarian subclass, which is the path of the totem warrior.
Man, the thing about barbarian is that it has a tricky time considering multiclasses. Reason being is that barbarian is somewhat MAD when you consider how it's traditionally built with a focus on DEX and CON aside from the obvious STR. This means your CHA, INT, and WIS are most likely low, so that already shuts the door on most multiclass options unless your DM doesn't care about the stat pre-requisite.
My stats are: 18 STR, 14 DEX, 18 CON, 11 INT, 13 WIS, 10 CHA and I haven't asked about their rule on pre-requisites but I have a feeling that I'll need those if I want to multiclass.
True, but I don't see much use in a cleric, sorcerer and monk, mainly due to the fact I can't use spells while raging and that's my main way of damage dealing. And Monk just strikes me as odd seeing as I use a greataxe and switching to unarmed would weaken me severely, not to mention I already have unarmored defence from being a barbarian.
I understand where you're coming from. I just thought that the tempest cleric and the barbarian together would make it a more beefed up character for you. The tempest cleric gives your character a sense of channel divinity in comparison to the Zealot path. For example, if you were a variant human barbarian cleric multiclass, devoted to Thor, you would be proficient in heavy armor, and you can cast the different spells that the tempest domain gives you. I was mainly looking at what the barbarian and the cleric offers to you.
In my opinion, if you want to add another class to your character at level 6 (I did agree upon this idea), I would choose between a tempest cleric, a circle of land druid, which depends on what terrain you're currently in, way of open hand monk, oath of ancients or vengeance paladin, or a wild magic sorcerer to make it a "wild" character. However, it depends on what the other players' have set for their characters also.
I am curious though why you suggested circle of the land druid for a barbarian multiclass? Aren't they meant to be the main spellcaster subclass of the druids?
Think of Maui from the movie Moana for example. He would be the perfect barbarian druid multiclass due to his strength and his ability to turn into certain things like the eagle for instance. Although, Maui on his druid side would be a good circle of the moon type because he is a demigod of some sort.
Also, something that I realized was that if you're a barbarian with the path of the totem warrior, I would recommend the druid because they both have something to do with being in the wilderness. If you would like more information, you can always send me a private chat if you would like to.
Moon Druid and Totem Warrior blend together perfectly. If you take bear as your totem, you have resistance to practically everything. You can't cast spells while raging, but you can't cast new spells while wildshaped either. You can, however, rage while wildshaped! If you want a fighting style without taking fighter levels, I'd recommend the Fighting Initiate feat.
I play a level 13 totem barb that I've often thought of multiclassing with either fighter or druid, but ultimately, I stayed straight barb since the barb goodies at higher levels were too good to delay.
You got a really good point Kodos (not sure how you want your name said)
Thanks.
Kodos is fine. It's from the Simpsons (Don't blame me; I voted for Kodos). We started off in Pathfinder where I had a bear animal companion named Kang.
I am still considering moon druid, since at level 6 their attacks in wildshape count as magical to overcome resistances to non-magical attacks, which are really handy when you eventually have to fight a Kraken and likely other monsters that have resistances to that. The Dm even commented on the fact that a druid would fit perfectly flavor wise for my character since he already shifts (due to being a shifter) and combining that with, like you guys said, being a bear totem barbarian, makes it a really cool combo. Though how strong it is compared to just using my +1 greataxe I got last session, I'm not sure.
I am still considering moon druid, since at level 6 their attacks in wildshape count as magical to overcome resistances to non-magical attacks, which are really handy when you eventually have to fight a Kraken and likely other monsters that have resistances to that. The Dm even commented on the fact that a druid would fit perfectly flavor wise for my character since he already shifts (due to being a shifter) and combining that with, like you guys said, being a bear totem barbarian, makes it a really cool combo. Though how strong it is compared to just using my +1 greataxe I got last session, I'm not sure.
I'm currently playing a moon druid and a barbarian in two different campaigns. I thought about multi-classing my druid into barb, but I wanted to play something other than a barbarian for a while. Next time I make a character though, I'm going to multi-class them and see if the combo is worth it. I can tell you both classes on their own are great though.
For you, I think Moon Druid/barb is a no brainer since you'll be fighting in/on/around water and druid has many watery wildshapes. My totem warrior barb, badass as he is, would be pretty useless fighting on water.
I'm currently playing a moon druid and a barbarian in two different campaigns. I thought about multi-classing my druid into barb, but I wanted to play something other than a barbarian for a while. Next time I make a character though, I'm going to multi-class them and see if the combo is worth it. I can tell you both classes on their own are great though.
For you, I think Moon Druid/barb is a no brainer since you'll be fighting in/on/around water and druid has many watery wildshapes. My totem warrior barb, badass as he is, would be pretty useless fighting on water.
Yeah, though should I try to get the druid side to lvl 20 (missing out on more barbarian stuff), barbarian side to lvl 20 (missing out on f.e. the magical natural weapons) or not get either side to lvl 20 and just figure out to what level I should take each side? (dm said we're going to lvl 25 btw)
Yeah, though should I try to get the druid side to lvl 20 (missing out on more barbarian stuff), barbarian side to lvl 20 (missing out on f.e. the magical natural weapons) or not get either side to lvl 20 and just figure out to what level I should take each side? (dm said we're going to lvl 25 btw)
The traditional barb/druid is 2 levels of druid, 3 levels barb. But since you're already a level 6 barb, I would dip into druid for 6 levels, for magical attacks and improved wild shape (CR2 staring at lvl 6). Since you're primarily a barb, I wouldn't necessarily take any more levels than that as druid and even that might be too many levels depending on what you want. And then, of course, you need to figure out if you want to dip into fighter as well. Good times.
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So I'm playing in a 'hardcore' homebrew campaign with 2 others (in case you want to know they're a cleric/paladin multiclass and a warlock/rogue multiclass), to put it short, we'll hop from island to island, beating dungeons and level up every time after beating a dungeon. The DM has revealed to us that the final boss is a Kraken that we have to beat to get to the main land and that the plan is to get us to level 25 (so multiclassing is adviced) before we start fighting it. We started at level 5 and just leveled up to 6, so far I am a level 5 shifter barbarian and currently thinking about multiclassing into fighter and/or druid (fighter because it will make my character much stronger with the extra attacks, etc. and druid for flavor and wildshape being pretty useful if we're going to fight it on water). But which would be the better option and how many levels should I take in them?
Personally I would go to Barb 6 first before multiclassing. Barb 6 picks up an extra Rage per long rest on top of a subclass feature. If you are planning to multi into Fighter I would go 2-4 levels then finish off with Barb the rest of the way. 2 levels gets you Action Surge, 3 gets you a subclass and 4 nets you a ASI. I would not try to hit Fighter levels for Extra attack because you will not see an additional attack until you hit Fighter 11 and most campaigns would have ended way before then.
Beast barb 6 also gives you access to a swimming speed and the ability to breathe under water. Dragon monk is viable but you have to get the monk level high.
In my opinion, if you want to add another class to your character at level 6 (I did agree upon this idea), I would choose between a tempest cleric, a circle of land druid, which depends on what terrain you're currently in, way of open hand monk, oath of ancients or vengeance paladin, or a wild magic sorcerer to make it a "wild" character. However, it depends on what the other players' have set for their characters also.
Man, the thing about barbarian is that it has a tricky time considering multiclasses. Reason being is that barbarian is somewhat MAD when you consider how it's traditionally built with a focus on DEX and CON aside from the obvious STR. This means your CHA, INT, and WIS are most likely low, so that already shuts the door on most multiclass options unless your DM doesn't care about the stat pre-requisite.
Similar to what TheLonelyMagi recommends, I'd say stick with barbarian. However, stick with it until lvl 8 just so you can access that ASI as soon as possible, then multiclass into fighter. From my experience, a hardcore campaign typically punishes delays in those predicted bumps in power, so it'll be hard on you if you're not up to par by then. Besides, you still benefit from more barbarian levels, as 7th level gives you advantage in initiative and you get the extra rage at 6th, and it's all important.
Now, after lvl 8? If you decide to multiclass into fighter, pick a neat fighting style. Blind fighting is nice, great weapon fighting is a consistent boost in damage if you're attacking with the pertinent weapon. You've got options. But you know something? Nothing wrong with sticking with barbarian either. Just because a campaign is hardcore doesn't mean you need to multiclass to survive. It's all about how you play and build yourself. Lvl 10's infectious fury can cause some nice burst on a single target if you know their WIS is low. lvl 11's feature lets you become a better tank.
It all depends on what you wanna do.
I already have my barbarian subclass, which is the path of the totem warrior.
My stats are: 18 STR, 14 DEX, 18 CON, 11 INT, 13 WIS, 10 CHA and I haven't asked about their rule on pre-requisites but I have a feeling that I'll need those if I want to multiclass.
In the PHB (Player's Handbook), all of the prerequisites are at 13 for the minimum, so I think you're good to multiclass your character
True, but I don't see much use in a cleric, sorcerer and monk, mainly due to the fact I can't use spells while raging and that's my main way of damage dealing. And Monk just strikes me as odd seeing as I use a greataxe and switching to unarmed would weaken me severely, not to mention I already have unarmored defence from being a barbarian.
I understand where you're coming from. I just thought that the tempest cleric and the barbarian together would make it a more beefed up character for you. The tempest cleric gives your character a sense of channel divinity in comparison to the Zealot path. For example, if you were a variant human barbarian cleric multiclass, devoted to Thor, you would be proficient in heavy armor, and you can cast the different spells that the tempest domain gives you. I was mainly looking at what the barbarian and the cleric offers to you.
I am curious though why you suggested circle of the land druid for a barbarian multiclass? Aren't they meant to be the main spellcaster subclass of the druids?
Think of Maui from the movie Moana for example. He would be the perfect barbarian druid multiclass due to his strength and his ability to turn into certain things like the eagle for instance. Although, Maui on his druid side would be a good circle of the moon type because he is a demigod of some sort.
Also, something that I realized was that if you're a barbarian with the path of the totem warrior, I would recommend the druid because they both have something to do with being in the wilderness. If you would like more information, you can always send me a private chat if you would like to.
Moon Druid and Totem Warrior blend together perfectly. If you take bear as your totem, you have resistance to practically everything. You can't cast spells while raging, but you can't cast new spells while wildshaped either. You can, however, rage while wildshaped! If you want a fighting style without taking fighter levels, I'd recommend the Fighting Initiate feat.
I play a level 13 totem barb that I've often thought of multiclassing with either fighter or druid, but ultimately, I stayed straight barb since the barb goodies at higher levels were too good to delay.
You got a really good point Kodos (not sure how you want your name said)
Thanks.
Kodos is fine. It's from the Simpsons (Don't blame me; I voted for Kodos). We started off in Pathfinder where I had a bear animal companion named Kang.
I am still considering moon druid, since at level 6 their attacks in wildshape count as magical to overcome resistances to non-magical attacks, which are really handy when you eventually have to fight a Kraken and likely other monsters that have resistances to that. The Dm even commented on the fact that a druid would fit perfectly flavor wise for my character since he already shifts (due to being a shifter) and combining that with, like you guys said, being a bear totem barbarian, makes it a really cool combo. Though how strong it is compared to just using my +1 greataxe I got last session, I'm not sure.
I'm currently playing a moon druid and a barbarian in two different campaigns. I thought about multi-classing my druid into barb, but I wanted to play something other than a barbarian for a while. Next time I make a character though, I'm going to multi-class them and see if the combo is worth it. I can tell you both classes on their own are great though.
For you, I think Moon Druid/barb is a no brainer since you'll be fighting in/on/around water and druid has many watery wildshapes. My totem warrior barb, badass as he is, would be pretty useless fighting on water.
Yeah, though should I try to get the druid side to lvl 20 (missing out on more barbarian stuff), barbarian side to lvl 20 (missing out on f.e. the magical natural weapons) or not get either side to lvl 20 and just figure out to what level I should take each side? (dm said we're going to lvl 25 btw)
The traditional barb/druid is 2 levels of druid, 3 levels barb. But since you're already a level 6 barb, I would dip into druid for 6 levels, for magical attacks and improved wild shape (CR2 staring at lvl 6). Since you're primarily a barb, I wouldn't necessarily take any more levels than that as druid and even that might be too many levels depending on what you want. And then, of course, you need to figure out if you want to dip into fighter as well. Good times.