Druid to level 2. Take Circle of Spores, then leave druidism for Fighter-dom.
Unless it comes out waaaaay under-powered and useless, the Spore-tan (Spore Spartan, thank you thank you) sounds really fun in both combat and roleplay. For instance, roleplaying into the multiclass would involve the character sharpening the quarterstaff they'd taken at their journey's start into a spear to pair with their trusty wooden shield. Spore-tan.
Concept-wise the Spores part is pretty much in the bag by level two. It's not like that aspect of the character is going to improve significantly by taking a few more druid levels, so the main consideration in that regard is really only delaying your ASIs in case your idea involves picking up a feat (increasing stats is cool too, but usually isn't as significant for the concept as a feat might be) - Magic Initiate comes to mind, but that's just an aside. It's certainly not too soon, it just depends a bit on what you want to get sooner and what can wait until a little later. Spores is cool, though fragility can be a little worrisome with point buy/standard array stats and a race that doesn't have much in the way of self-defense.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
As a DM I make my players wait until level 4-5 to multi class. If I was your DM and you told me your plan was fighter with 2 levels of Druid, I would advise you to roll up the fighter and then multi class at level 4-5 to druid.
A a GM I have absolutely no issues with when a player chooses to multiclass. I might advise them if they're doing something that badly nerfs their character (like if they're avoiding getting Extra Attack on a melee character), but 3rd level is not too soon.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I want to know, what is driving this need to MC at all? You initial post screams "power-gamer" when you say "Unless it comes out waaaaay under-powered and useless". Useless in what way? DPS? Utility?
I believe they are talking about its effectiveness in combat. And, may I add, if it’s fun for them, then it isn’t your responsibility to act like they’re stooping to a lower level by multiclassing in order to make a character that is honestly very interesting. They’ve already expressed an interest in the roleplaying implications of this character.
I want to know, what is driving this need to MC at all? You initial post screams "power-gamer" when you say "Unless it comes out waaaaay under-powered and useless". Useless in what way? DPS? Utility?
I believe they are talking about its effectiveness in combat. And, may I add, if it’s fun for them, then it isn’t your responsibility to act like they’re stooping to a lower level by multiclassing in order to make a character that is honestly very interesting. They’ve already expressed an interest in the roleplaying implications of this character.
I have played many an MC char. I have heard all the reasons why "it makes for a more interesting RP experience". Sorry, I don't believe it. Bottom line, dips into a 2nd class are designed to power up the char. I have done it myself, all with completely legitimate "backstories and RP reasons", all the while knowing precisely why I was doing it. Same with virtually every time I have seen anyone else do it.
I have a bladesinger/fighter multiclass. It's absolutely, purely for roleplaying reasons. Let me go over the things my character gets from his fighter levels:
- A +2 bonus to damage rolls with his sword - A 1d10+4 heal once per short rest - Action Surge 1/long rest - More hit points
And that's it. As for what he loses...
- A +4 bonus to damage rolls while Bladesong is active - 7th level spells - 8th level spells
I think you can agree that's not a worthwhile trade. So why did I do it? Because it makes sense for the character.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
I want to know, what is driving this need to MC at all? You initial post screams "power-gamer" when you say "Unless it comes out waaaaay under-powered and useless". Useless in what way? DPS? Utility?
Ok say you want to play eldritch knight well news flash sorry to say spell slots suck with them. So multiclass with wizard to make things easier and more fun. And if you want to make your characters backstory more interesting maybe also throw in warlock with a pact of the hexblade not just because it has extra damage but because it adds some fun to to role playing.
I want to know, what is driving this need to MC at all? You initial post screams "power-gamer" when you say "Unless it comes out waaaaay under-powered and useless". Useless in what way? DPS? Utility?
I believe they are talking about its effectiveness in combat. And, may I add, if it’s fun for them, then it isn’t your responsibility to act like they’re stooping to a lower level by multiclassing in order to make a character that is honestly very interesting. They’ve already expressed an interest in the roleplaying implications of this character.
I have played many an MC char. I have heard all the reasons why "it makes for a more interesting RP experience". Sorry, I don't believe it. Bottom line, dips into a 2nd class are designed to power up the char. I have done it myself, all with completely legitimate "backstories and RP reasons", all the while knowing precisely why I was doing it. Same with virtually every time I have seen anyone else do it.
I have a bladesinger/fighter multiclass. It's absolutely, purely for roleplaying reasons. Let me go over the things my character gets from his fighter levels:
- A +2 bonus to damage rolls with his sword - A 1d10+4 heal once per short rest - Action Surge 1/long rest - More hit points
And that's it. As for what he loses...
- A +4 bonus to damage rolls while Bladesong is active - 7th level spells - 8th level spells
I think you can agree that's not a worthwhile trade. So why did I do it? Because it makes sense for the character.
So, if I am reading this properly, you are a 6/4 split at the moment, with 4 levels in Fighter. Is that correct? And where are you going next with that char? More levels of Fighter or Bladesinger?
Need there be a plan? A lot of folks just see where the character is at at level up. Heck, maybe they'd take some rogue because not all MC thinking fits into the mold you're offering.
But this thread isn't about how MCs play out. This thread is about whether it's ok to MC at level 3. It's fine to grab your wild shape in Druid 2 and move on. For some reason this build has me thinking of Stinkor from the Masters of the Universe, I think it could be skinned that way.
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Jander Sunstar is the thinking person's Drizzt, fight me.
I want to know, what is driving this need to MC at all? You initial post screams "power-gamer" when you say "Unless it comes out waaaaay under-powered and useless". Useless in what way? DPS? Utility?
I believe they are talking about its effectiveness in combat. And, may I add, if it’s fun for them, then it isn’t your responsibility to act like they’re stooping to a lower level by multiclassing in order to make a character that is honestly very interesting. They’ve already expressed an interest in the roleplaying implications of this character.
I have played many an MC char. I have heard all the reasons why "it makes for a more interesting RP experience". Sorry, I don't believe it. Bottom line, dips into a 2nd class are designed to power up the char. I have done it myself, all with completely legitimate "backstories and RP reasons", all the while knowing precisely why I was doing it. Same with virtually every time I have seen anyone else do it.
To quote Miles Davis, so what? Why should anyone care, so long as they're having fun and not being disruptive to the other people at the table?
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Is level 3 too soon to multiclass? Heath smith had the basic answer. HOWEVER, what you are doing is power building not ROLEplaying in my book, it may be fun and I’m not here to tell you you can’t but what I would like to know about the character is: 1) Why did the character chose to become a Druid in the first place? 2) Why did they choose to be a member of the circle of spores? 3) what happened to make them turn away from being a Druid and become a fighter? Or what happened to make them feel they needed to become fighter rather than continue as a Druid? 4) if they are turning away especially why should “the spirits of nature” keep granting them spells and supporting their Druid abilities? answering these questions will give you and the DM a much deeper appreciation for the character and make your playing of them truly ROLEplay and not tabletop gaming station play.
There are certain classes where a one or two level dip is very useful, usually because of granted proficiencies or special abilities that don't scale much. This can cause problems for ASI progression, but may be worth it. It's up to the DM if they take offense.
Is level 3 too soon to multiclass? Heath smith had the basic answer. HOWEVER, what you are doing is power building not ROLEplaying in my book, it may be fun and I’m not here to tell you you can’t but what I would like to know about the character is: 1) Why did the character chose to become a Druid in the first place? 2) Why did they choose to be a member of the circle of spores? 3) what happened to make them turn away from being a Druid and become a fighter? Or what happened to make them feel they needed to become fighter rather than continue as a Druid? 4) if they are turning away especially why should “the spirits of nature” keep granting them spells and supporting their Druid abilities? answering these questions will give you and the DM a much deeper appreciation for the character and make your playing of them truly ROLEplay and not tabletop gaming station play.
I think the spore-tan is not just power building. You got a two level druidic foundation to a warrior, something less daring players may try to reflect with druidic warrior (if that's even available to figures) fighting style. The OP. is clearly trying a concept more than simply class features. For some reason I'm thinking this would go really well with a Lizardfolk type.
Your challenge is facile:
1.) They come from an inherently druidic community. Almost everyone in the close knit community (maybe species specific) takes Druidic training because 2.) they're culture is centered around the spores. Maybe they're underdark or swamp or deep forrest based and have a very psilocbyinish perspective on the world. Some adventurers in this community might take on barbarian totems but it all goes back to what the fungi teach them. 3.) Druid foundation and in their heart at character and life story conception, but became a warrior (you know the game now has a Druidic fighting style, this is like that but that druidic foundation is costing a couple of levels before they get to really kick butt). This goes back to the. other thread where you can only narratively see taking another class as an abandonment, there are many many other ways to narrate the character's _development_. 4.) As such, they maintain their Druidic traditions, it sounds like the character is even going to arm and armor themselves in accordance with Druidic conventions. And in maintaining those Druidic traditions they carry those foundational druidic abilities with them into the battles they. fight. This wasn't hard, in fact it was completely half-arsed on my end. MC can be evocative of character conceits that staying in one's class lane just doesn't. What the OP wrote was enough to pass muster. As a DM, I'd work with them to develop their story a bit (and find a place in the gameworld for them). It seems your approach is "meh, convince me" which is more standoffish than engaging and getting what you want from players.
If you look around the forums, especially in the Story and Lore sections, you'll often see efforts to build characters from film, books, comics, etc. Now presumably the effort is being made because there is something compelling about the character and a versimilitude in that characters creation, one may call it reasonably realistic. Rarely, if ever are these adaptation efforts successful by keeping to one class. That says it all right there. Multiclassing can capture the idea of a role more effectively than a single class adherence in many cases. I mean dropping Elminster in this discussion
I mean the challenge makes it sound like "what a Druid is" to you is set in stone ... I don't know if that's good for imagination.
I would say that spore druid 2/fighter doesn't seem like terribly good synergy. Basically, you get halo of spores (1d4 save negates) which will be very marginal, symbiotic entity with 8 temp HP (the 1d6 per melee attack is pretty nice, but it's going to go poof the first time anything hits you), and of course 2 levels of druidic spellcasting (not terrible, but not super impressive).
I would say that spore druid 2/fighter doesn't seem like terribly good synergy. Basically, you get halo of spores (1d4 save negates) which will be very marginal, symbiotic entity with 8 temp HP (the 1d6 per melee attack is pretty nice, but it's going to go poof the first time anything hits you), and of course 2 levels of druidic spellcasting (not terrible, but not super impressive).
mhm multiclassing is basically juggling there are some ground things to help beginners but you can always add your own twist even if you mess up(Hope this analogy makes sense). As long as you're happy, your party is happy, and you aren't making your DM down a who advil container a session and work with them I personally think you're doing multiclassing right
Bottom line, dips into a 2nd class are designed to power up the char.
Hmm. "That's the bottom line cuz Dennis the Peasant said so" really doesn't have the same oomph.
I have a character on the back burner in a campaign that may or may not happen who was originally designed to be a warlock, but because he would be extremely reluctant to use his warlock abilities initially (at least where anyone could see him do it), I created an alternate version that would have started as a first-level rogue or fighter (didn't care which, either would have made sense with his backstory), then multiclassed into warlock when the DM let me know my patron had "woken up" -- maybe as soon as second level. What combos I might have been able to concoct doing that were the furthest thing from my mind. It's what would have made sense for the character from a roleplaying perspective.
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I want to know, what is driving this need to MC at all? You initial post screams "power-gamer" when you say "Unless it comes out waaaaay under-powered and useless". Useless in what way? DPS? Utility?
I believe they are talking about its effectiveness in combat. And, may I add, if it’s fun for them, then it isn’t your responsibility to act like they’re stooping to a lower level by multiclassing in order to make a character that is honestly very interesting. They’ve already expressed an interest in the roleplaying implications of this character.
I have played many an MC char. I have heard all the reasons why "it makes for a more interesting RP experience". Sorry, I don't believe it. Bottom line, dips into a 2nd class are designed to power up the char. I have done it myself, all with completely legitimate "backstories and RP reasons", all the while knowing precisely why I was doing it. Same with virtually every time I have seen anyone else do it.
It saddens me you think this. There is a difference between building for pure power and just ensuring you're not a negative contributor to the party. The way the MC system is designed, there are way more terrible combinations than there are good ones, and being a burden is rarely fun.
Roleplaying and mechanics are not the opposite ends of a spectrum. I will say it over and over again. Your roleplaying doesn't magically get better or more meaningful if your character is terrible in combat or made without any consideration of mechanics whatsoever. If the backstory and RP reasons are legit, what the heck is the problem? This build isn't any better than a straight class build, the player has a character concept they want to achieve and the MC does that.
I'd love to see an analysis of exactly how OP's build is so much stronger than a straight fighter or a straight druid of the same level. Show me the powergaming. Go ahead, I'll wait.
it depends on the goal of the multi-class. A lot of people say that you're gimping yourself by MC before level 5 due to delay, blah blah blah.
Those people are wrong. Sometimes it's a great move, other times it stinks. I've had characters with both situations. The character where I did it and it was a mistake imo, was a sorlock. I wasn't cheesing eldritch blast, so I didnt get as much out of it as I could have. For that character delaying higher level spells was a mistake imo. For my bardlock, I dipped bard early. Zero regrets, 10/10 would do it again. I didn't delay anything critical by doing it. Delaying your ASI is not the end of the world. It all comes down to what's going to make you happiest for the most amount of sessions.
For your character, what are you getting out of your two levels of druid? You /will/ be delaying extra attack which is a pretty big deal. You're going to be delaying your first ASI/feat. While that's not the end of the world, it's significant. What are you going to /gain/ from the early MC?
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
I want to know, what is driving this need to MC at all? You initial post screams "power-gamer" when you say "Unless it comes out waaaaay under-powered and useless". Useless in what way? DPS? Utility?
I believe they are talking about its effectiveness in combat. And, may I add, if it’s fun for them, then it isn’t your responsibility to act like they’re stooping to a lower level by multiclassing in order to make a character that is honestly very interesting. They’ve already expressed an interest in the roleplaying implications of this character.
I have played many an MC char. I have heard all the reasons why "it makes for a more interesting RP experience". Sorry, I don't believe it. Bottom line, dips into a 2nd class are designed to power up the char. I have done it myself, all with completely legitimate "backstories and RP reasons", all the while knowing precisely why I was doing it. Same with virtually every time I have seen anyone else do it.
It saddens me you think this. There is a difference between building for pure power and just ensuring you're not a negative contributor to the party. The way the MC system is designed, there are way more terrible combinations than there are good ones, and being a burden is rarely fun.
Roleplaying and mechanics are not the opposite ends of a spectrum. I will say it over and over again. Your roleplaying doesn't magically get better or more meaningful if your character is terrible in combat or made without any consideration of mechanics whatsoever. If the backstory and RP reasons are legit, what the heck is the problem? This build isn't any better than a straight class build, the player has a character concept they want to achieve and the MC does that.
I'd love to see an analysis of exactly how OP's build is so much stronger than a straight fighter or a straight druid of the same level. Show me the powergaming. Go ahead, I'll wait.
I'd like to see it too. Honestly, my initial hot take is that druid 2 | fighter X is going to generally be weaker than fighter X+2 for quite some time.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
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Specifically:
Druid to level 2. Take Circle of Spores, then leave druidism for Fighter-dom.
Unless it comes out waaaaay under-powered and useless, the Spore-tan (Spore Spartan, thank you thank you) sounds really fun in both combat and roleplay. For instance, roleplaying into the multiclass would involve the character sharpening the quarterstaff they'd taken at their journey's start into a spear to pair with their trusty wooden shield. Spore-tan.
Sound viable?
Thanks!
Seems cool. Very good damage output, at least, but others might think differently.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Concept-wise the Spores part is pretty much in the bag by level two. It's not like that aspect of the character is going to improve significantly by taking a few more druid levels, so the main consideration in that regard is really only delaying your ASIs in case your idea involves picking up a feat (increasing stats is cool too, but usually isn't as significant for the concept as a feat might be) - Magic Initiate comes to mind, but that's just an aside. It's certainly not too soon, it just depends a bit on what you want to get sooner and what can wait until a little later. Spores is cool, though fragility can be a little worrisome with point buy/standard array stats and a race that doesn't have much in the way of self-defense.
Want to start playing but don't have anyone to play with? You can try these options: [link].
As a DM I make my players wait until level 4-5 to multi class. If I was your DM and you told me your plan was fighter with 2 levels of Druid, I would advise you to roll up the fighter and then multi class at level 4-5 to druid.
A a GM I have absolutely no issues with when a player chooses to multiclass. I might advise them if they're doing something that badly nerfs their character (like if they're avoiding getting Extra Attack on a melee character), but 3rd level is not too soon.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
level 1 is too soon to multiclass - you're good after that
o.O
Guide to the Five Factions (PWYW)
Deck of Decks
I believe they are talking about its effectiveness in combat. And, may I add, if it’s fun for them, then it isn’t your responsibility to act like they’re stooping to a lower level by multiclassing in order to make a character that is honestly very interesting. They’ve already expressed an interest in the roleplaying implications of this character.
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
I have a bladesinger/fighter multiclass. It's absolutely, purely for roleplaying reasons. Let me go over the things my character gets from his fighter levels:
- A +2 bonus to damage rolls with his sword
- A 1d10+4 heal once per short rest
- Action Surge 1/long rest
- More hit points
And that's it. As for what he loses...
- A +4 bonus to damage rolls while Bladesong is active
- 7th level spells
- 8th level spells
I think you can agree that's not a worthwhile trade. So why did I do it? Because it makes sense for the character.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
Ok say you want to play eldritch knight well news flash sorry to say spell slots suck with them. So multiclass with wizard to make things easier and more fun. And if you want to make your characters backstory more interesting maybe also throw in warlock with a pact of the hexblade not just because it has extra damage but because it adds some fun to to role playing.
Need there be a plan? A lot of folks just see where the character is at at level up. Heck, maybe they'd take some rogue because not all MC thinking fits into the mold you're offering.
But this thread isn't about how MCs play out. This thread is about whether it's ok to MC at level 3. It's fine to grab your wild shape in Druid 2 and move on. For some reason this build has me thinking of Stinkor from the Masters of the Universe, I think it could be skinned that way.
Jander Sunstar is the thinking person's Drizzt, fight me.
To quote Miles Davis, so what? Why should anyone care, so long as they're having fun and not being disruptive to the other people at the table?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
Is level 3 too soon to multiclass? Heath smith had the basic answer. HOWEVER, what you are doing is power building not ROLEplaying in my book, it may be fun and I’m not here to tell you you can’t but what I would like to know about the character is:
1) Why did the character chose to become a Druid in the first place?
2) Why did they choose to be a member of the circle of spores?
3) what happened to make them turn away from being a Druid and become a fighter? Or what happened to make them feel they needed to become fighter rather than continue as a Druid?
4) if they are turning away especially why should “the spirits of nature” keep granting them spells and supporting their Druid abilities?
answering these questions will give you and the DM a much deeper appreciation for the character and make your playing of them truly ROLEplay and not tabletop gaming station play.
Wisea$$ DM and Player since 1979.
There are certain classes where a one or two level dip is very useful, usually because of granted proficiencies or special abilities that don't scale much. This can cause problems for ASI progression, but may be worth it. It's up to the DM if they take offense.
I think the spore-tan is not just power building. You got a two level druidic foundation to a warrior, something less daring players may try to reflect with druidic warrior (if that's even available to figures) fighting style. The OP. is clearly trying a concept more than simply class features. For some reason I'm thinking this would go really well with a Lizardfolk type.
Your challenge is facile:
1.) They come from an inherently druidic community. Almost everyone in the close knit community (maybe species specific) takes Druidic training because 2.) they're culture is centered around the spores. Maybe they're underdark or swamp or deep forrest based and have a very psilocbyinish perspective on the world. Some adventurers in this community might take on barbarian totems but it all goes back to what the fungi teach them. 3.) Druid foundation and in their heart at character and life story conception, but became a warrior (you know the game now has a Druidic fighting style, this is like that but that druidic foundation is costing a couple of levels before they get to really kick butt). This goes back to the. other thread where you can only narratively see taking another class as an abandonment, there are many many other ways to narrate the character's _development_. 4.) As such, they maintain their Druidic traditions, it sounds like the character is even going to arm and armor themselves in accordance with Druidic conventions. And in maintaining those Druidic traditions they carry those foundational druidic abilities with them into the battles they. fight. This wasn't hard, in fact it was completely half-arsed on my end. MC can be evocative of character conceits that staying in one's class lane just doesn't. What the OP wrote was enough to pass muster. As a DM, I'd work with them to develop their story a bit (and find a place in the gameworld for them). It seems your approach is "meh, convince me" which is more standoffish than engaging and getting what you want from players.
If you look around the forums, especially in the Story and Lore sections, you'll often see efforts to build characters from film, books, comics, etc. Now presumably the effort is being made because there is something compelling about the character and a versimilitude in that characters creation, one may call it reasonably realistic. Rarely, if ever are these adaptation efforts successful by keeping to one class. That says it all right there. Multiclassing can capture the idea of a role more effectively than a single class adherence in many cases. I mean dropping Elminster in this discussion
I mean the challenge makes it sound like "what a Druid is" to you is set in stone ... I don't know if that's good for imagination.
Jander Sunstar is the thinking person's Drizzt, fight me.
I would say that spore druid 2/fighter doesn't seem like terribly good synergy. Basically, you get halo of spores (1d4 save negates) which will be very marginal, symbiotic entity with 8 temp HP (the 1d6 per melee attack is pretty nice, but it's going to go poof the first time anything hits you), and of course 2 levels of druidic spellcasting (not terrible, but not super impressive).
mhm multiclassing is basically juggling there are some ground things to help beginners but you can always add your own twist even if you mess up(Hope this analogy makes sense). As long as you're happy, your party is happy, and you aren't making your DM down a who advil container a session and work with them I personally think you're doing multiclassing right
Hmm. "That's the bottom line cuz Dennis the Peasant said so" really doesn't have the same oomph.
I have a character on the back burner in a campaign that may or may not happen who was originally designed to be a warlock, but because he would be extremely reluctant to use his warlock abilities initially (at least where anyone could see him do it), I created an alternate version that would have started as a first-level rogue or fighter (didn't care which, either would have made sense with his backstory), then multiclassed into warlock when the DM let me know my patron had "woken up" -- maybe as soon as second level. What combos I might have been able to concoct doing that were the furthest thing from my mind. It's what would have made sense for the character from a roleplaying perspective.
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
It saddens me you think this. There is a difference between building for pure power and just ensuring you're not a negative contributor to the party. The way the MC system is designed, there are way more terrible combinations than there are good ones, and being a burden is rarely fun.
Roleplaying and mechanics are not the opposite ends of a spectrum. I will say it over and over again. Your roleplaying doesn't magically get better or more meaningful if your character is terrible in combat or made without any consideration of mechanics whatsoever. If the backstory and RP reasons are legit, what the heck is the problem? This build isn't any better than a straight class build, the player has a character concept they want to achieve and the MC does that.
I'd love to see an analysis of exactly how OP's build is so much stronger than a straight fighter or a straight druid of the same level. Show me the powergaming. Go ahead, I'll wait.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
it depends on the goal of the multi-class. A lot of people say that you're gimping yourself by MC before level 5 due to delay, blah blah blah.
Those people are wrong. Sometimes it's a great move, other times it stinks. I've had characters with both situations. The character where I did it and it was a mistake imo, was a sorlock. I wasn't cheesing eldritch blast, so I didnt get as much out of it as I could have. For that character delaying higher level spells was a mistake imo. For my bardlock, I dipped bard early. Zero regrets, 10/10 would do it again. I didn't delay anything critical by doing it. Delaying your ASI is not the end of the world. It all comes down to what's going to make you happiest for the most amount of sessions.
For your character, what are you getting out of your two levels of druid? You /will/ be delaying extra attack which is a pretty big deal. You're going to be delaying your first ASI/feat. While that's not the end of the world, it's significant. What are you going to /gain/ from the early MC?
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
I'd like to see it too. Honestly, my initial hot take is that druid 2 | fighter X is going to generally be weaker than fighter X+2 for quite some time.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha