Good evening. I like to play DnD. In the current campaign I'm playing, i choose to be an oath of vengeance paladin. For the race, i decided to play as a human, the standard one ( +1 on every stat and 1 additional language). This where my initial stats including the feats for the human race:
Str 15 (+2); Dex 13 (+1); Con 16 (+3); Int 13 (+1); Wis 15 (+2); & Char 16 (+3).
At lvl 4 I decided to improve my strength, and in this month i have reach lvl 7 of Paladin class, and this is my current stats:
Str 17 (+3); Dex 13 (+1); Con 16 (+3); Int 13 (+1); Wis 15 (+2) & Char 16 (+3).
So, frome here on, what do you suggest me to continue, go through lvl 20 only as paladin, or multiclassed with one or two clases more?
I feel that multiclassing is an optional rule that invites and condones a suite of negative behaviors. I simply disallow it at my table.
Why do you want to multiclass? Paladins are fine and unless your PC has completed his oath of vengeance why would you be spending your time doing anything but pursuing that?
Well it depends really. Do you want focus and raw power? Go for full paladin. Do you want utility and some fun options? Multiclass. Many people say multiclassing is a bad idea and leads to less powerful characters and yada yada yada (insert powergaming, min-maxing nonsense). It's a game, for fun, do what you want but do please respect you GM's wishes (seriously those guys work hard) and other players enjoyment(don't make a character that makes theirs useless).
I personally am a multiclass fan. Currently working on a triple-class character( Paladin-Warlock-Barbarian). However I am doing that many as i have a specific image for the character and found traits in other classes that bound really well with what he is and does. Story is important to me and so is filling a versatile but specific role and fighting style.
The end result of any multiclass is a character that gives up some power in one area for some in another. Use it well however and you can have that power you traded into something else also add onto your base class. For instance, Paladin/ Hexblade Warlock is a very popular multiclass. Why? Because Hexblade Warlock lets you use your Charisma modifier for melee attacks AND as both a warlock and a paladin it is your spellcasting modifier. This lets you focus on increasing your charisma, useful for the groups face who also happens to be an extremely competent magician and fighter. Giving up a few high level paladin Wrath of God spells for some very useful warlock spells and cantrips. Oh and your spells reset on short rest instead of long. Nice that.
However. Now you'll probably think you can ignore strength and dex stats, and when hitting things they are admittedly kinda useless with that. But a good GM will notice and start throwing in some cheeky little strength and dex saving throw attacking enemies to make sure you aren't having too easy a time of it. So be aware of that and if he doesn't notice maybe be a nice player and point it out so he isn't having to chuck insane stuff at you to give you a challenge (and mess up your friends fun with them getting murdered by stuff that's easy for you).
TLDR: Focus and Wrath of God smiting your enemies and healing sometimes OR little less wrath and healing for some utility and versatility and bit of creative thinking
Sorry for the delay; DM have agree to let me multiclass, so in the next level i'm going to start warlock class, don't worry, i only would delay 1 level the ASI. I'm going to take Hexblade path. What cantrips do you recommend me?. Eldritch Blast is 100% to be in the list, but i'm between Booming Blade or Green Flame Blade, or both, there's prestidigitation and thaumaturgy. For the pact, I'm divided between pact of the blade or pact of the tome, the two are great, I have a sentient magic weapon, so i cannot make it my pact weapon, it adds me a +1 in both attk & dmg rolls. And pact of the tome gives more cantrips at a little cost of sacrificing some offensive. What do you suggest? I'm planning go 13 paladin / 7 warlock. I want, if it is convenient the find great steed spell to power my special steed. I have find steed, and DM gaves me a Great White Celestial Tiger, with 60 HP 16 AC and 40 ft of normal speed, it's a great steed, and I have grown fond of it, so i want it to have it´s power up too. I don't worry about avenging angel, it's great, but for 1 hour of fear and fly per long rest in a intense battle is not much, specially with well prepared enemies. DM has great ideas in making us work hard, in roleplaying and battling, it's very fun, he has great ideas, well that counts for our 2 DMs our party have, we played a Homebrew Main Campaign 3 Saturday and Waterdeep Campaign the last Saturday of the month (in Waterdeep i play as a gloom stalker ranger). I want to hear your ideas. Thanks in advanced.
Well lets start with the pacts. Pact of the blade seems not too useful to you as you already have a magic weapon with +1 on it already, the summoning the blade could be very useful though, but only likely in special circumstances. If you were likely to be captured or something being able to summon a weapon would be great! But most of the time players actively avoid that scenario. Pact of the tome seems much more useful as it ups the cantrips number from 2 to 5, and those 3 extra cantrips can come from ANY class (there are some fun ones).
Cantrips aren't usually especially powerful but they do add lots of utility and some stuff you can ALWAYS fight with. Eldritch Blast is the obvious first choice, too good to let go. Booming blade vs Green Flame Blade is a question of how your character fights and what your enemies are like. Booming blade basically locks one target in place, to move they have to take damage, so if you want to lock down a single powerful melee person then this is great, a ranged fighter has no need to move to attack other people so they arent locked down so much as having to choose between standing and letting you attack them again next turn or take damage to get away. Green flame would be my choice though as it adds damage to your base attack and it can jump to a target near the initial guy. It's like a smite, except a cantrip so you can always use it and it can do a little bonus damage to a nearby person. Great for lots of weaker enemies. Other cantrips I'd recommend would be minor illusion for the many out of battle uses or toll the dead if you want another good combat cantrip (WIS save, 1d8 on fail, upped to 1d12 if they are already injured). I honestly can never think of many uses for prestidigitation myself, I know people have used it in some great ways though. I'm more a fan of thaumaturgy, lots of obvious utility there for lots of situations.
Finally to the levels, 13 paladin/7 warlock is an interesting middle ground, you get a 4th level spell from each but you miss out on some other stuff. You seem to really want find greater steed so 12 paladin/ 8 warlock for that extra ASI is out. However maybe 14 paladin/ 6 warlock is something to consider. You do lose the 4th level spell from the warlock but you gain cleansing touch, which lets you end any spell on yourself or anyone you touch as many times as your charisma modifier. This is extremely powerful. Barbarian got mind controlled and is beating up on the wizard? Touch, he's fixed. You have a hold person spell keeping you from laying on hands a dying party member or letting a monster hit the squishier people in the back? Not anymore. Its extremely useful.
But as a counter-argument the 4th level warlock spells are great too, Shadow of Moil will make anyone attacking you take pretty decent damage back, Banishment is super useful for taking a breather during a battle against a single really powerful enemy and other things, Summon Greater Demon..... maybe not on a paladin now that i think about it... and my personal favorite, Sickening Radiance (30 foot sphere, CON save, 4d10 radiant, plus no invisibility and add a level of exhaustion to them).
It's really up to how you want to play and what your circumstances are in the campaign. Sounds like y'all are having a great time with a great DM, so best of luck to you!
Wow! That sounds very interesting, by the way, what do you suggest? look, my special steed have good stats and the only power ups that DM has mention about is grant it the ability to fly and have multi-attack option. But warlock could learn fly, and because of the steed contract features, every spell i cast that affects me could affect it, then when the situation in which we need to fly appears then i could cast it for the both us (i need to be mounted on it, that is the only cons about granted this ability temporarily in this way instead of having great find steed do the work). Here look at my Celestial Tiger Stats:
- STR: 18 (+4)
-DEX: 17 (+3)
-CON: 16 (+3)
-INT: 8 (-1)
-WIS: 12 (+2)
-CHA: 10 (0)
Skills
Perception +3
Stealth + 7
Attacks
Bite: +6 to hit. 1d10 + 5 in dmg.
Claws: +6 to hit. 2d6 + 5 in dmg.
Accesories
Saddle
AC: 15 (i make a mistake when i wrote it in the last post)
HP: 60
Speed: 40 ft
Also, this is the stats of my sentient weapon:
Description: A shortsword with a black blade made of unknown material
The weapon is considered corporeal or incorporeal which ever the wielder chooses at the time of the attack.
Corporeal form it deals 1d8 + Str/Dex Mod dmg.
Incorporeal (it need to roll the d20 to attack too) form deals 2d6 psychic dmg
In both forms the weapon gives +1 to attack and damage rolls, when doing physical damage, because i choose the dueling fighting style, i have a +2 dmg points on attack rolls that landed a hit.
My armor grants me 18 of AC and a +1 AC when attacked by range spells that requires and spell attack roll from the caster. In terms of AC, because most of the time i wear a shield, i have a total of 20 AC.
Most of the time i am attacked by range spells that requires saving throws, though. I also have a cube of force that a PC gave me 1 month ago, he found many items and gold in a secret task that he did that time, and share it with the party when he returned to us again. So he gave that cube. I have use it in special occasions, i don't want to depend to much in magic items, because of what Xanathar said in his book, that he hates magic items because sometimes the item don't function, i think that he uses magic items till they have no more charges, XD.
So, finally i'm open in sacrifice Great Find Steed for better performance and versatility in the battlefield. So what recommendation do you suggest, apart the great ones that you told me in your post now that GFS could be sacrifice for better development? Thanks in advanced.
So I am assuming that your Great White Celestial Tiger is just a better tiger, and looking at it it already is better by a few health points than the direct upgrade of tigers, the Saber-Tooth Tiger. There are some other things to consider though. While yes, the Fly spell would effect your mount as well, do you want to have to use a 3rd level spell slot each time you want to fly? This is mitigated a little by the whole warlock recharge thing but it is using a 3rd level spell when 4th level is the highest you'll ever get. So GFS may actually be a good choice. For consideration, the commonly accepted best mount, the Griffon has almost as much health as your current tiger and a multi-attack with attacks only a little weaker, it doesn't have stealth but does have 80 ft of flight, advantage on sight perception rolls (much more common than smell), higher perception all around and darkvision which your tiger admittedly has too. So if GFS will buff your tiger to have multi-attack and flight then your tiger may actually be better than it so I personally would go for that as your GFS.
12 Paladin/8 Warlock is basically you get 4th level Warlock slots, no GFS, and an Ability Score Improvement. So the only trade from 13 Paladin/7 Warlock is 4th level paladin spells (including GFS) for an ASI. ASI's are extremely powerful, those extra two points can raise two stats up to a higher bonus if they are on an odd number or one stat up to a higher bonus if its even, or you can get a feat. If you go for a feat, Alert, Blade Master, Defensive Duelist, Heavy Armor Master, Lucky, Mounted Combatant, Sentinel, Shield Master, and Tough are the feats I'd recommend to look at but there are like 70 of them so look around and pick what feels right. Other than the ASI there is not much you gain, you can memorize one more spell on Warlock and that's it.
Most people would suggest to go for the ASI, however it is always up to how you want to play this character and that GFS with a flying magical tiger honestly sounds awesome, how he flies will be a fun thing to figure out too, maybe he could fly by running on air with little glowing circles appearing under his feet and leaving a trail of sorts, idk, if its not wings then you can get pretty creative with it. Anyway I actually am running out of time so sorry if this is shorter and less detailed than my last answer. If you have any other questions feel free to ask.
(oh and those sword stats definitely mean that its a better option than the blade pact, if you could find some way to make that your pact weapon though that might be a very different story)
I feel that multiclassing is an optional rule that invites and condones a suite of negative behaviors. I simply disallow it at my table.
Why do you want to multiclass? Paladins are fine and unless your PC has completed his oath of vengeance why would you be spending your time doing anything but pursuing that?
i personally don't see why you would not be searching for more sources of power in order to complete your oath. this even more for oath like vengeance or conquest where ruthlessness is key. i'd say get as much power as you can by any means necessary, it won't go against your oath.
But obviously, the DM's word is law so if you don't want multiclassing in your games that's your choice. just let the players know well ahead. im personally fan of multiclassing if it makes sense acording to your characters background, ideals and goal at the moment.
I recently made a wizard fighter with archery as fighting style. his base class is wizard and his master is an elf and he trained him in an elf village. as part of the tutelage he was trained for archery as other elf in the village. and it makes sense, there is no reason why a wizard wouldnt train in at least one martial class for his own survival in an unforgiving world with all kind of beast and creatures, if you can't use your magic you still have a chance to be effective. considering also that my character is very power and knowledge hungry, taking him in very dangerous places very often.
this is just an example but yeah, multiclassing isn't bad if it's made in a way that make sense for the character and his development.
My paladin started as a priestly initiate but did not graduate into the priesthood, instead taking the paladin path. (Magical initiate cleric feat: Guidance, Thaumaturgy, Ceremony) so that feat doesn't add combat ability but suits the backstory for the character. Further to prosecute his oath of vengeance he has branched into Bard to get to lore school for the skill and expertise bonuses (low INT and history and investigation are useful to find out if someone is truly in need of punishment or if they are trying to hoodwink the dimwitted paladin into doing their dirty work)
So multi classing is definitely a workable option, I always prefer there to be character story reasons for it rather than just more dice.
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Good evening. I like to play DnD. In the current campaign I'm playing, i choose to be an oath of vengeance paladin. For the race, i decided to play as a human, the standard one ( +1 on every stat and 1 additional language). This where my initial stats including the feats for the human race:
Str 15 (+2); Dex 13 (+1); Con 16 (+3); Int 13 (+1); Wis 15 (+2); & Char 16 (+3).
At lvl 4 I decided to improve my strength, and in this month i have reach lvl 7 of Paladin class, and this is my current stats:
Str 17 (+3); Dex 13 (+1); Con 16 (+3); Int 13 (+1); Wis 15 (+2) & Char 16 (+3).
So, frome here on, what do you suggest me to continue, go through lvl 20 only as paladin, or multiclassed with one or two clases more?
I feel that multiclassing is an optional rule that invites and condones a suite of negative behaviors. I simply disallow it at my table.
Why do you want to multiclass? Paladins are fine and unless your PC has completed his oath of vengeance why would you be spending your time doing anything but pursuing that?
Abide.
Well it depends really. Do you want focus and raw power? Go for full paladin. Do you want utility and some fun options? Multiclass. Many people say multiclassing is a bad idea and leads to less powerful characters and yada yada yada (insert powergaming, min-maxing nonsense). It's a game, for fun, do what you want but do please respect you GM's wishes (seriously those guys work hard) and other players enjoyment(don't make a character that makes theirs useless).
I personally am a multiclass fan. Currently working on a triple-class character( Paladin-Warlock-Barbarian). However I am doing that many as i have a specific image for the character and found traits in other classes that bound really well with what he is and does. Story is important to me and so is filling a versatile but specific role and fighting style.
The end result of any multiclass is a character that gives up some power in one area for some in another. Use it well however and you can have that power you traded into something else also add onto your base class. For instance, Paladin/ Hexblade Warlock is a very popular multiclass. Why? Because Hexblade Warlock lets you use your Charisma modifier for melee attacks AND as both a warlock and a paladin it is your spellcasting modifier. This lets you focus on increasing your charisma, useful for the groups face who also happens to be an extremely competent magician and fighter. Giving up a few high level paladin Wrath of God spells for some very useful warlock spells and cantrips. Oh and your spells reset on short rest instead of long. Nice that.
However. Now you'll probably think you can ignore strength and dex stats, and when hitting things they are admittedly kinda useless with that. But a good GM will notice and start throwing in some cheeky little strength and dex saving throw attacking enemies to make sure you aren't having too easy a time of it. So be aware of that and if he doesn't notice maybe be a nice player and point it out so he isn't having to chuck insane stuff at you to give you a challenge (and mess up your friends fun with them getting murdered by stuff that's easy for you).
TLDR: Focus and Wrath of God smiting your enemies and healing sometimes OR little less wrath and healing for some utility and versatility and bit of creative thinking
Hello friends!
Sorry for the delay; DM have agree to let me multiclass, so in the next level i'm going to start warlock class, don't worry, i only would delay 1 level the ASI. I'm going to take Hexblade path. What cantrips do you recommend me?. Eldritch Blast is 100% to be in the list, but i'm between Booming Blade or Green Flame Blade, or both, there's prestidigitation and thaumaturgy. For the pact, I'm divided between pact of the blade or pact of the tome, the two are great, I have a sentient magic weapon, so i cannot make it my pact weapon, it adds me a +1 in both attk & dmg rolls. And pact of the tome gives more cantrips at a little cost of sacrificing some offensive. What do you suggest? I'm planning go 13 paladin / 7 warlock. I want, if it is convenient the find great steed spell to power my special steed. I have find steed, and DM gaves me a Great White Celestial Tiger, with 60 HP 16 AC and 40 ft of normal speed, it's a great steed, and I have grown fond of it, so i want it to have it´s power up too. I don't worry about avenging angel, it's great, but for 1 hour of fear and fly per long rest in a intense battle is not much, specially with well prepared enemies. DM has great ideas in making us work hard, in roleplaying and battling, it's very fun, he has great ideas, well that counts for our 2 DMs our party have, we played a Homebrew Main Campaign 3 Saturday and Waterdeep Campaign the last Saturday of the month (in Waterdeep i play as a gloom stalker ranger). I want to hear your ideas. Thanks in advanced.
Hello again!
Well lets start with the pacts. Pact of the blade seems not too useful to you as you already have a magic weapon with +1 on it already, the summoning the blade could be very useful though, but only likely in special circumstances. If you were likely to be captured or something being able to summon a weapon would be great! But most of the time players actively avoid that scenario. Pact of the tome seems much more useful as it ups the cantrips number from 2 to 5, and those 3 extra cantrips can come from ANY class (there are some fun ones).
Cantrips aren't usually especially powerful but they do add lots of utility and some stuff you can ALWAYS fight with. Eldritch Blast is the obvious first choice, too good to let go. Booming blade vs Green Flame Blade is a question of how your character fights and what your enemies are like. Booming blade basically locks one target in place, to move they have to take damage, so if you want to lock down a single powerful melee person then this is great, a ranged fighter has no need to move to attack other people so they arent locked down so much as having to choose between standing and letting you attack them again next turn or take damage to get away. Green flame would be my choice though as it adds damage to your base attack and it can jump to a target near the initial guy. It's like a smite, except a cantrip so you can always use it and it can do a little bonus damage to a nearby person. Great for lots of weaker enemies. Other cantrips I'd recommend would be minor illusion for the many out of battle uses or toll the dead if you want another good combat cantrip (WIS save, 1d8 on fail, upped to 1d12 if they are already injured). I honestly can never think of many uses for prestidigitation myself, I know people have used it in some great ways though. I'm more a fan of thaumaturgy, lots of obvious utility there for lots of situations.
Finally to the levels, 13 paladin/7 warlock is an interesting middle ground, you get a 4th level spell from each but you miss out on some other stuff. You seem to really want find greater steed so 12 paladin/ 8 warlock for that extra ASI is out. However maybe 14 paladin/ 6 warlock is something to consider. You do lose the 4th level spell from the warlock but you gain cleansing touch, which lets you end any spell on yourself or anyone you touch as many times as your charisma modifier. This is extremely powerful. Barbarian got mind controlled and is beating up on the wizard? Touch, he's fixed. You have a hold person spell keeping you from laying on hands a dying party member or letting a monster hit the squishier people in the back? Not anymore. Its extremely useful.
But as a counter-argument the 4th level warlock spells are great too, Shadow of Moil will make anyone attacking you take pretty decent damage back, Banishment is super useful for taking a breather during a battle against a single really powerful enemy and other things, Summon Greater Demon..... maybe not on a paladin now that i think about it... and my personal favorite, Sickening Radiance (30 foot sphere, CON save, 4d10 radiant, plus no invisibility and add a level of exhaustion to them).
It's really up to how you want to play and what your circumstances are in the campaign. Sounds like y'all are having a great time with a great DM, so best of luck to you!
Greetings Kiwi76!
Wow! That sounds very interesting, by the way, what do you suggest? look, my special steed have good stats and the only power ups that DM has mention about is grant it the ability to fly and have multi-attack option. But warlock could learn fly, and because of the steed contract features, every spell i cast that affects me could affect it, then when the situation in which we need to fly appears then i could cast it for the both us (i need to be mounted on it, that is the only cons about granted this ability temporarily in this way instead of having great find steed do the work). Here look at my Celestial Tiger Stats:
- STR: 18 (+4)
-DEX: 17 (+3)
-CON: 16 (+3)
-INT: 8 (-1)
-WIS: 12 (+2)
-CHA: 10 (0)
Skills
Perception +3
Stealth + 7
Attacks
Bite: +6 to hit. 1d10 + 5 in dmg.
Claws: +6 to hit. 2d6 + 5 in dmg.
Accesories
Saddle
AC: 15 (i make a mistake when i wrote it in the last post)
HP: 60
Speed: 40 ft
Also, this is the stats of my sentient weapon:
Description: A shortsword with a black blade made of unknown material
The weapon is considered corporeal or incorporeal which ever the wielder chooses at the time of the attack.
Corporeal form it deals 1d8 + Str/Dex Mod dmg.
Incorporeal (it need to roll the d20 to attack too) form deals 2d6 psychic dmg
In both forms the weapon gives +1 to attack and damage rolls, when doing physical damage, because i choose the dueling fighting style, i have a +2 dmg points on attack rolls that landed a hit.
My armor grants me 18 of AC and a +1 AC when attacked by range spells that requires and spell attack roll from the caster. In terms of AC, because most of the time i wear a shield, i have a total of 20 AC.
Most of the time i am attacked by range spells that requires saving throws, though. I also have a cube of force that a PC gave me 1 month ago, he found many items and gold in a secret task that he did that time, and share it with the party when he returned to us again. So he gave that cube. I have use it in special occasions, i don't want to depend to much in magic items, because of what Xanathar said in his book, that he hates magic items because sometimes the item don't function, i think that he uses magic items till they have no more charges, XD.
So, finally i'm open in sacrifice Great Find Steed for better performance and versatility in the battlefield. So what recommendation do you suggest, apart the great ones that you told me in your post now that GFS could be sacrifice for better development? Thanks in advanced.
So I am assuming that your Great White Celestial Tiger is just a better tiger, and looking at it it already is better by a few health points than the direct upgrade of tigers, the Saber-Tooth Tiger. There are some other things to consider though. While yes, the Fly spell would effect your mount as well, do you want to have to use a 3rd level spell slot each time you want to fly? This is mitigated a little by the whole warlock recharge thing but it is using a 3rd level spell when 4th level is the highest you'll ever get. So GFS may actually be a good choice. For consideration, the commonly accepted best mount, the Griffon has almost as much health as your current tiger and a multi-attack with attacks only a little weaker, it doesn't have stealth but does have 80 ft of flight, advantage on sight perception rolls (much more common than smell), higher perception all around and darkvision which your tiger admittedly has too. So if GFS will buff your tiger to have multi-attack and flight then your tiger may actually be better than it so I personally would go for that as your GFS.
12 Paladin/8 Warlock is basically you get 4th level Warlock slots, no GFS, and an Ability Score Improvement. So the only trade from 13 Paladin/7 Warlock is 4th level paladin spells (including GFS) for an ASI. ASI's are extremely powerful, those extra two points can raise two stats up to a higher bonus if they are on an odd number or one stat up to a higher bonus if its even, or you can get a feat. If you go for a feat, Alert, Blade Master, Defensive Duelist, Heavy Armor Master, Lucky, Mounted Combatant, Sentinel, Shield Master, and Tough are the feats I'd recommend to look at but there are like 70 of them so look around and pick what feels right. Other than the ASI there is not much you gain, you can memorize one more spell on Warlock and that's it.
Most people would suggest to go for the ASI, however it is always up to how you want to play this character and that GFS with a flying magical tiger honestly sounds awesome, how he flies will be a fun thing to figure out too, maybe he could fly by running on air with little glowing circles appearing under his feet and leaving a trail of sorts, idk, if its not wings then you can get pretty creative with it. Anyway I actually am running out of time so sorry if this is shorter and less detailed than my last answer. If you have any other questions feel free to ask.
(oh and those sword stats definitely mean that its a better option than the blade pact, if you could find some way to make that your pact weapon though that might be a very different story)
I feel that multiclassing is an optional rule that invites and condones a suite of negative behaviors. I simply disallow it at my table.
Why do you want to multiclass? Paladins are fine and unless your PC has completed his oath of vengeance why would you be spending your time doing anything but pursuing that?
i personally don't see why you would not be searching for more sources of power in order to complete your oath. this even more for oath like vengeance or conquest where ruthlessness is key. i'd say get as much power as you can by any means necessary, it won't go against your oath.
But obviously, the DM's word is law so if you don't want multiclassing in your games that's your choice. just let the players know well ahead. im personally fan of multiclassing if it makes sense acording to your characters background, ideals and goal at the moment.
I recently made a wizard fighter with archery as fighting style. his base class is wizard and his master is an elf and he trained him in an elf village. as part of the tutelage he was trained for archery as other elf in the village. and it makes sense, there is no reason why a wizard wouldnt train in at least one martial class for his own survival in an unforgiving world with all kind of beast and creatures, if you can't use your magic you still have a chance to be effective. considering also that my character is very power and knowledge hungry, taking him in very dangerous places very often.
this is just an example but yeah, multiclassing isn't bad if it's made in a way that make sense for the character and his development.
My paladin started as a priestly initiate but did not graduate into the priesthood, instead taking the paladin path. (Magical initiate cleric feat: Guidance, Thaumaturgy, Ceremony) so that feat doesn't add combat ability but suits the backstory for the character. Further to prosecute his oath of vengeance he has branched into Bard to get to lore school for the skill and expertise bonuses (low INT and history and investigation are useful to find out if someone is truly in need of punishment or if they are trying to hoodwink the dimwitted paladin into doing their dirty work)
So multi classing is definitely a workable option, I always prefer there to be character story reasons for it rather than just more dice.
Life's hard - get a helmet!