Multiclassing in Dungeons & Dragons 5e offers players the flexibility to combine different class features and spellcasting mechanics to create unique characters. However, this flexibility often leads to significant imbalance and optimization abuses that go well beyond the intent of individual class design. The system’s lack of scaling control across multiple classes enables combinations that are disproportionately powerful and frequently exploited by power gamers. Here’s why multiclassing is at the root of most “broken” abilities and spells:
1. Front-Loaded Power and Ability Spikes
Many classes in 5e have highly potent features at early levels—especially at level 1. For example:
Hexblade Warlocks get Hexblade’s Curse, Hex Warrior, and Charisma-based weapon attacks at level 1.
Paladins gain Divine Smite at level 2, allowing them to burn spell slots for massive burst damage—regardless of the spellcasting class those slots come from.
Sorcerers get Metamagic at level 3, letting them twin Hold Person, Haste, or Disintegrate—abilities that can single-handedly break encounters.
By dipping into one or two levels of these classes, characters gain outsize benefits that stack with their primary class features without meaningful trade-offs.
2. Spellcasting Progression Exploits
The way 5e handles multiclass spellcasting through the shared spell slot table allows for disproportionately powerful spell slot access without comparable spell selection or feature scaling.
A Sorcerer/Paladin build might only have a few sorcerer levels but gains high-level spell slots—then uses those to supercharge Divine Smites, essentially turning every hit into a potential nova explosion.
The classic Coffee Lock (Warlock/Sorcerer) abuses the Warlock’s short rest spell slots combined with Sorcerer’s Flexible Casting to generate an infinite supply of spell slots, breaking the entire rest economy.
This is only possible because of how multiclassed spell slot progression interacts across classes—something that was clearly not balanced with these combinations in mind.
3. Stacked Action Economy and Bonus Actions
Multiclassing enables combinations that exploit the action economy more effectively than any single class:
Monk/Rogue builds allow massive mobility, bonus action disengage, bonus action attacks, and Sneak Attack damage all rolled into one.
Fighter/Warlock combinations can use Eldritch Blast with Agonizing Blast, Hexblade’s Curse, and Action Surge to unleash a barrage of high-damage attacks in one turn.
Certain Bard builds can hand out Inspiration, cast spells, and use cunning support abilities all in the same round thanks to multiclass synergy.
This stacking leads to turns that feel unfair to both the DM and other players who chose a single-class path.
4. Negating Intended Weaknesses
Each class in 5e is designed with strengths and weaknesses. Multiclassing allows players to patch over a class’s drawbacks with another class’s strengths, often leading to over-tuned “best of all worlds” characters.
A Barbarian/Paladin gets both Rage resistance and Divine Smite burst, combining tankiness and massive offense in one package.
A Wizard/Cleric can get Shield, Counterspell, Fireball, and Healing Word—turning one character into the Swiss Army knife of spellcasting.
A Rogue/Fighter/Warlock can deliver sneak attacks, multiple attacks, and spell-like abilities while maintaining high AC, mobility, and sustained damage.
These combinations circumvent the balance framework that single-class characters are constrained by.
5. 2024 Revisions Helped—But the Core Problems Persist
With the release of the 2024 One D&D updates, some of the most abusable multiclass combinations have been toned down. For example:
Smite no longer scales so freely with higher-level spell slots unless you actually have the Paladin levels to support it.
Warlock spellcasting has been reworked to reduce short-rest slot abuse.
Some class features have been restructured to scale more cleanly or require deeper investment.
However, the core problem remains: the rules still allow mixing powerful, front-loaded class features in a way that bypasses intentional class balance. Many broken builds are still possible because the multiclass system continues to lack proper safeguards against stacking unintended synergies. Until core mechanics—like spell slot progression, bonus action economy, and scaling feature gates—are fundamentally restructured, multiclassing will remain the go-to path for players seeking to break the system wide open.
I think multiclassing should be done like in Mongoose Conan d20.
The primary issue is casting. It isn't really designed, as is, for multiclassing. I have an idea that might work, though it'd require some heavy duty tinkering.
One thing 2024 version does is to enhance the higher level features of sub/classes, so it makes harder to choose between multiclassing instead getting those single-class features. Just compare indomitable or the uses for second wind which makes you want to get more uses of it.
One thing not fixed is the ability to attack with Charisma to all Cha users with just 1 level of Warlock. I’d like if they just remove the option to use other than Str/Dex for weapon attacks but using the True Strike cantrip, so if a Warlock wants to use weapons, well get Str or Dex just like any other class with the same MAD problem.
The simple solution to table ban certain class combos, Tableban multicalssing for yourself, or say "yeah that doesn't work at my table, no matter what the rules say." I am part of a table that often multiclasses and the problems have been kept to a minimum.
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He/Him. Loooooooooong time Player. The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call To rise up in triumph should we all unite The spark for change is yours to ignite." Kalandra - The State of the World
Honestly, the attacking with CHA is meh on most options- however you slice it Bards and Sorcerers don't have the supporting features to make weapon combat all that strong, particularly relative to dedicated spellcasting. A Paladin/Warlock multiclass can wring a bit more advantage from it, but you can only min-max so much when you still need 13 STR for the multiclass, and trying to leave STR there means that you're capping your armor AC at 16 as opposed to 18 with the only semi-practical alternative being to crank your DEX up to 14 for an AC of 17; and at any of these points you haven't really solved the MAD limitations. Given Paladins are very much a frontline class, the trade-off is notable.
As Tilda points out many of these are not the problem you make them out to be especially under 2024 rules. 1) barbarian/paladin - since smiting is still a form of casting ( RAI IF NOT CLEARLY RAW) you can either rage and get resistances or smite and take full damage - not both at once, and switching is burning up your rages really quickly. You’re also almost always better off wearing armour than using the barbarian’s unarmored defense. So that is a wasted ability. 2) warlock - pact of the blade - this is powerful I grant, but it’s really only useful for paladins bards and fey wanderers where you want to invest in charisma anyway.. 2b) Coffeelocks - sound like it’s a big problem, however, when you look closer your best bet is converting the warlock slots to metamagic but your only getting a number of points equal to slots x slot level. A 1 level warlock dip only gets you 1 point, useful but not OP.. even if you go warlock 10/sorceror 10 to get 2 L5 slots thats only 10 points which just makes up for the 10 you lost by multiclassing so not quite the problem it first appears.
That brings up the real counterbalance to pretty much all the complaints with multiclassing - yes your getting some nice stuff but then your also giving up or significantly delaying some nice(r) stuff most times. Any multiclassing with a martial (rogues aren’t martials in Mnsho) means delaying that extra attack by at least 1 level and that is big. Same idea with getting that first L3 spell for casters. Given that most campaigns Peter out by level 15 when you want to MC you shouldn’t really be looking at the matching level abilities between the classes, you should be looking at what your giving up between L12-15 in the “core” class. That provides a better idea of what your really sacrificing for that MC dip.
Multiclassing is a small problem due to imbalance in the class designs to begin with, the vast majority of multiclass options really aren't that overpowered at all. It mostly comes down to Warlock and Pact of the Blade being too good but only in that it allows Paladin to focus on CHA much better.
There are better ways Multiclassing could have been done and some other systems do, do it in other ways. One uses feats to do it and so you only level your main class but can progress in another one by spending feats, I believe that is a better way to handle it. For D&D I'd have it as a half-feat where you can gain a level in another class (ignoring any levels that give feats) and you can choose a +1 in a relevant multiclass attribute.
That would work fairly well. One of my favorite 2014 “ multiclasses” was just that - have a ranger take the magic initiate - warlock feat to get Eldritch blast replacing their bow. Granted you can dump charisma but on the other hand you have nearly the same range as a long bow and get more shots above L10. You can’t use some of the ranger volley spells but you can still use them closer with daggers, hand axes, etc..
That would work fairly well. One of my favorite 2014 “ multiclasses” was just that - have a ranger take the magic initiate - warlock feat to get Eldritch blast replacing their bow. Granted you can dump charisma but on the other hand you have nearly the same range as a long bow and get more shots above L10. You can’t use some of the ranger volley spells but you can still use them closer with daggers, hand axes, etc..
Yup, I think it'd be better, there are some details that'd need deep consideration, like how to handle spellslot progression and HP but I think those can be easily resolved by going with the class that has more. So a Druid multiclassing into a Barbarian gets the d12 hitdie for that level but still gets the druid spellslot progression. At first it might seem a little OP'ed but really against other feats it really isn't. I mean, getting 6 levels of Barbarian (since you skip level 4) as a Druid means you're forgoing Warcaster, Resilient Constitution, Boon of Spell recall, Chef and multiple other feats which can be just as Impactful on Druid. It would also question if Extra Attack then should change or not... but it's a deep question and I just don't see WotC going this way since it would be copying one of their biggest rivals.
Any issues with multiclassing are almost always related to dipping rather than taking many levels in more than one class. And even then, the only thing I might consider problematic is armor dips for spellcasters. Getting medium armor and shields (and con save proficiency if done at level 1) feels a bit much for just giving up a single level.
Most or all supposed multiclassing exploits are solved by D&D not being a video game. The solutions are social in nature.
Partly it's that anybody who becomes a problem in play can be asked to rein it in, and disinvited from the group if it's ruining everybody's fun and they won't change. That sort of person would be a problem regardless of the multiclassing rules -- they would find whatever "exploits" existed in the rules, and use them.
But, most importantly, it's because you can't "win" D&D this way. Winning fights more easily gets you nothing. It likely makes the game less fun for most people.
The extant multiclassing rules have the advantage of being easy to use, and allow players to play some character concepts that don't fit the basic class models. They have to be good enough that people both feel like their multiclass makes a change to their character in play, and that they're not being overly punished in effectiveness for doing it. Does it allow on-paper exploits? So be it. It's going to be unavoidable for any set of mechanics that achieves those goals.
I may be an odd duck when it come to characters. I very rarely if ever play a character class. I play a concept and use Classes, Species, and Feats to build that concept. That often times requires multiclassing to put together the right combination of abilities to fit within a given theme.
For example I had a character that romanticized adventuring based on the books she had read and stories that she heard growing up. She would practice picking locks pretending that they were ancient treasure chests or vaults. She studied up on history and distant lands when she could and generally trained to be able to explore ancient ruins (rogue). When she was 15 she began to manifest psionic abilities that she learned to use to aid her in her future adventures (Telekinetic Feat as a background feat). As she began adventuring her psionic abilities manifested in even greater ways (Soulknife and Aberrant Sorcery). In the end she ended up a rogue/sorcerer 10/10 class wise, but she was a psionically gifted treasure hunter and historian in game. (All pre 2024 of course)
Basically all that to say that I could not have achieved the same character concept or story without multiclassing.
It would probably be helpful if OP actually defined what they think the "problem" is, beyond just saying "unbalanced/overpowered!"
I mean, Twinning disintegrate under 2014 rules is a million miles away from what I'd consider any kind of issue
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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 mean, Twinning disintegrate under 2014 rules is a million miles away from what I'd consider any kind of issue
Also 2014 sorcerers get all three of the example problem spells natively, so no multiclassing required. (And even if they didn't, it's not like they didn't have extremely good twinnable spells.)
I think the argument is that characters from other classes that have these spells would take a dip into Sorcerer just to be able to twin them, but I agree that's not really a problem.
Well, in 2014 maybe but … 2014 you needed the spell level in sorcery points to twin si for disentegrate you needed 6 sorcery points, so IF you were a mage “dipping” into sorceror you would either have to “dip” 6 levels or dip 2 and be willing to give up a L4 slot to twin disentegrate once. You could conceivably do the dip at L2 to 4 falling 2400 EXP behind everyone else. Or if you’re doing it at L11 it’s now falling 55,000 EXP behind for that 2 level “Dip”. Under 2024 rules given that they nerfed twinned is it even really worth considering? Multiclassing becomes essential when, like Lia’s character, you’re trying to play anything resembling a multidimensional character. Like Lia I tend to play complex characters that may or may not be optimized but are not really possible playing a single class. My present one is a half elf ranger 2/ bard 3 whose epic level parents tried to protect him by sending him to a far continent and now he is mixed up in an ancient war hiding beneath the surface politics of the world. And his combination of basic skills and knowledge and ranger fighting abilities have played major roles so far. I tend to bcreate an interesting but simple back story and then let the needs of the campaign dictate how the PC progresses, rather than trying to force a progression that doesn’t really fit the campaign just to create the finished product I preplanned. Sort of like life often does to our initial plans.
1) barbarian/paladin - since smiting is still a form of casting ( RAI IF NOT CLEARLY RAW) you can either rage and get resistances or smite and take full damage - not both at once,
You are correct Multiclassing is the problem, which is why it was only allowed for non-human PC's back in the early days of D&D. Mostly because they already had level limits.
Humans were forbidden to multiclass, they could only dual class.
I'm pretty sure someone probably suggested getting rid of MC'ing to Crawford, if he didn't bring it up himself, but they probably figured people would leave the game in droves if they did.
I find the issue with multiclassing isn't that class combinations are overpowered, its that there are very few rules about how you can multiclass (Which is my biggest issue with 5e in general).
I find no issue with paladin/warlock combos, but the rules allow you to only take as many levels as you want from either class whenever you wanted to take them. If there were a few more solid rules like "If you multiclass, you need to take x levels before taking a different class level" or "You can multiclass if your subclass shares a feature with your new class" (ie. Arcane Trickster multiclassing into wizard or something)
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Multiclassing in Dungeons & Dragons 5e offers players the flexibility to combine different class features and spellcasting mechanics to create unique characters. However, this flexibility often leads to significant imbalance and optimization abuses that go well beyond the intent of individual class design. The system’s lack of scaling control across multiple classes enables combinations that are disproportionately powerful and frequently exploited by power gamers. Here’s why multiclassing is at the root of most “broken” abilities and spells:
1. Front-Loaded Power and Ability Spikes
Many classes in 5e have highly potent features at early levels—especially at level 1. For example:
Hexblade Warlocks get Hexblade’s Curse, Hex Warrior, and Charisma-based weapon attacks at level 1.
Paladins gain Divine Smite at level 2, allowing them to burn spell slots for massive burst damage—regardless of the spellcasting class those slots come from.
Sorcerers get Metamagic at level 3, letting them twin Hold Person, Haste, or Disintegrate—abilities that can single-handedly break encounters.
By dipping into one or two levels of these classes, characters gain outsize benefits that stack with their primary class features without meaningful trade-offs.
2. Spellcasting Progression Exploits
The way 5e handles multiclass spellcasting through the shared spell slot table allows for disproportionately powerful spell slot access without comparable spell selection or feature scaling.
A Sorcerer/Paladin build might only have a few sorcerer levels but gains high-level spell slots—then uses those to supercharge Divine Smites, essentially turning every hit into a potential nova explosion.
The classic Coffee Lock (Warlock/Sorcerer) abuses the Warlock’s short rest spell slots combined with Sorcerer’s Flexible Casting to generate an infinite supply of spell slots, breaking the entire rest economy.
This is only possible because of how multiclassed spell slot progression interacts across classes—something that was clearly not balanced with these combinations in mind.
3. Stacked Action Economy and Bonus Actions
Multiclassing enables combinations that exploit the action economy more effectively than any single class:
Monk/Rogue builds allow massive mobility, bonus action disengage, bonus action attacks, and Sneak Attack damage all rolled into one.
Fighter/Warlock combinations can use Eldritch Blast with Agonizing Blast, Hexblade’s Curse, and Action Surge to unleash a barrage of high-damage attacks in one turn.
Certain Bard builds can hand out Inspiration, cast spells, and use cunning support abilities all in the same round thanks to multiclass synergy.
This stacking leads to turns that feel unfair to both the DM and other players who chose a single-class path.
4. Negating Intended Weaknesses
Each class in 5e is designed with strengths and weaknesses. Multiclassing allows players to patch over a class’s drawbacks with another class’s strengths, often leading to over-tuned “best of all worlds” characters.
A Barbarian/Paladin gets both Rage resistance and Divine Smite burst, combining tankiness and massive offense in one package.
A Wizard/Cleric can get Shield, Counterspell, Fireball, and Healing Word—turning one character into the Swiss Army knife of spellcasting.
A Rogue/Fighter/Warlock can deliver sneak attacks, multiple attacks, and spell-like abilities while maintaining high AC, mobility, and sustained damage.
These combinations circumvent the balance framework that single-class characters are constrained by.
5. 2024 Revisions Helped—But the Core Problems Persist
With the release of the 2024 One D&D updates, some of the most abusable multiclass combinations have been toned down. For example:
Smite no longer scales so freely with higher-level spell slots unless you actually have the Paladin levels to support it.
Warlock spellcasting has been reworked to reduce short-rest slot abuse.
Some class features have been restructured to scale more cleanly or require deeper investment.
However, the core problem remains: the rules still allow mixing powerful, front-loaded class features in a way that bypasses intentional class balance. Many broken builds are still possible because the multiclass system continues to lack proper safeguards against stacking unintended synergies. Until core mechanics—like spell slot progression, bonus action economy, and scaling feature gates—are fundamentally restructured, multiclassing will remain the go-to path for players seeking to break the system wide open.
I think multiclassing should be done like in Mongoose Conan d20.
The primary issue is casting. It isn't really designed, as is, for multiclassing. I have an idea that might work, though it'd require some heavy duty tinkering.
There are a lot of these that don't work under the 2024 rules and some don't require multiclassing.
I don't think there is as much of a problem as you think there is.
Mother and Cat Herder. Playing TTRPGs since 1989 (She/Her)
One thing 2024 version does is to enhance the higher level features of sub/classes, so it makes harder to choose between multiclassing instead getting those single-class features. Just compare indomitable or the uses for second wind which makes you want to get more uses of it.
One thing not fixed is the ability to attack with Charisma to all Cha users with just 1 level of Warlock. I’d like if they just remove the option to use other than Str/Dex for weapon attacks but using the True Strike cantrip, so if a Warlock wants to use weapons, well get Str or Dex just like any other class with the same MAD problem.
The simple solution to table ban certain class combos, Tableban multicalssing for yourself, or say "yeah that doesn't work at my table, no matter what the rules say."
I am part of a table that often multiclasses and the problems have been kept to a minimum.
He/Him. Loooooooooong time Player.
The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call
To rise up in triumph should we all unite
The spark for change is yours to ignite."
Kalandra - The State of the World
Honestly, the attacking with CHA is meh on most options- however you slice it Bards and Sorcerers don't have the supporting features to make weapon combat all that strong, particularly relative to dedicated spellcasting. A Paladin/Warlock multiclass can wring a bit more advantage from it, but you can only min-max so much when you still need 13 STR for the multiclass, and trying to leave STR there means that you're capping your armor AC at 16 as opposed to 18 with the only semi-practical alternative being to crank your DEX up to 14 for an AC of 17; and at any of these points you haven't really solved the MAD limitations. Given Paladins are very much a frontline class, the trade-off is notable.
As Tilda points out many of these are not the problem you make them out to be especially under 2024 rules.
1) barbarian/paladin - since smiting is still a form of casting ( RAI IF NOT CLEARLY RAW) you can either rage and get resistances or smite and take full damage - not both at once, and switching is burning up your rages really quickly. You’re also almost always better off wearing armour than using the barbarian’s unarmored defense. So that is a wasted ability.
2) warlock - pact of the blade - this is powerful I grant, but it’s really only useful for paladins bards and fey wanderers where you want to invest in charisma anyway..
2b) Coffeelocks - sound like it’s a big problem, however, when you look closer your best bet is converting the warlock slots to metamagic but your only getting a number of points equal to slots x slot level. A 1 level warlock dip only gets you 1 point, useful but not OP.. even if you go warlock 10/sorceror 10 to get 2 L5 slots thats only 10 points which just makes up for the 10 you lost by multiclassing so not quite the problem it first appears.
That brings up the real counterbalance to pretty much all the complaints with multiclassing - yes your getting some nice stuff but then your also giving up or significantly delaying some nice(r) stuff most times. Any multiclassing with a martial (rogues aren’t martials in Mnsho) means delaying that extra attack by at least 1 level and that is big. Same idea with getting that first L3 spell for casters. Given that most campaigns Peter out by level 15 when you want to MC you shouldn’t really be looking at the matching level abilities between the classes, you should be looking at what your giving up between L12-15 in the “core” class. That provides a better idea of what your really sacrificing for that MC dip.
Wisea$$ DM and Player since 1979.
Multiclassing is a small problem due to imbalance in the class designs to begin with, the vast majority of multiclass options really aren't that overpowered at all. It mostly comes down to Warlock and Pact of the Blade being too good but only in that it allows Paladin to focus on CHA much better.
There are better ways Multiclassing could have been done and some other systems do, do it in other ways. One uses feats to do it and so you only level your main class but can progress in another one by spending feats, I believe that is a better way to handle it. For D&D I'd have it as a half-feat where you can gain a level in another class (ignoring any levels that give feats) and you can choose a +1 in a relevant multiclass attribute.
That would work fairly well. One of my favorite 2014 “ multiclasses” was just that - have a ranger take the magic initiate - warlock feat to get Eldritch blast replacing their bow. Granted you can dump charisma but on the other hand you have nearly the same range as a long bow and get more shots above L10. You can’t use some of the ranger volley spells but you can still use them closer with daggers, hand axes, etc..
Wisea$$ DM and Player since 1979.
Yup, I think it'd be better, there are some details that'd need deep consideration, like how to handle spellslot progression and HP but I think those can be easily resolved by going with the class that has more. So a Druid multiclassing into a Barbarian gets the d12 hitdie for that level but still gets the druid spellslot progression. At first it might seem a little OP'ed but really against other feats it really isn't. I mean, getting 6 levels of Barbarian (since you skip level 4) as a Druid means you're forgoing Warcaster, Resilient Constitution, Boon of Spell recall, Chef and multiple other feats which can be just as Impactful on Druid. It would also question if Extra Attack then should change or not... but it's a deep question and I just don't see WotC going this way since it would be copying one of their biggest rivals.
Any issues with multiclassing are almost always related to dipping rather than taking many levels in more than one class. And even then, the only thing I might consider problematic is armor dips for spellcasters. Getting medium armor and shields (and con save proficiency if done at level 1) feels a bit much for just giving up a single level.
Most or all supposed multiclassing exploits are solved by D&D not being a video game. The solutions are social in nature.
Partly it's that anybody who becomes a problem in play can be asked to rein it in, and disinvited from the group if it's ruining everybody's fun and they won't change. That sort of person would be a problem regardless of the multiclassing rules -- they would find whatever "exploits" existed in the rules, and use them.
But, most importantly, it's because you can't "win" D&D this way. Winning fights more easily gets you nothing. It likely makes the game less fun for most people.
The extant multiclassing rules have the advantage of being easy to use, and allow players to play some character concepts that don't fit the basic class models. They have to be good enough that people both feel like their multiclass makes a change to their character in play, and that they're not being overly punished in effectiveness for doing it. Does it allow on-paper exploits? So be it. It's going to be unavoidable for any set of mechanics that achieves those goals.
I may be an odd duck when it come to characters. I very rarely if ever play a character class. I play a concept and use Classes, Species, and Feats to build that concept. That often times requires multiclassing to put together the right combination of abilities to fit within a given theme.
For example I had a character that romanticized adventuring based on the books she had read and stories that she heard growing up. She would practice picking locks pretending that they were ancient treasure chests or vaults. She studied up on history and distant lands when she could and generally trained to be able to explore ancient ruins (rogue). When she was 15 she began to manifest psionic abilities that she learned to use to aid her in her future adventures (Telekinetic Feat as a background feat). As she began adventuring her psionic abilities manifested in even greater ways (Soulknife and Aberrant Sorcery). In the end she ended up a rogue/sorcerer 10/10 class wise, but she was a psionically gifted treasure hunter and historian in game. (All pre 2024 of course)
Basically all that to say that I could not have achieved the same character concept or story without multiclassing.
She/Her Player and Dungeon Master
It would probably be helpful if OP actually defined what they think the "problem" is, beyond just saying "unbalanced/overpowered!"
I mean, Twinning disintegrate under 2014 rules is a million miles away from what I'd consider any kind of issue
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)
Also 2014 sorcerers get all three of the example problem spells natively, so no multiclassing required. (And even if they didn't, it's not like they didn't have extremely good twinnable spells.)
I think the argument is that characters from other classes that have these spells would take a dip into Sorcerer just to be able to twin them, but I agree that's not really a problem.
pronouns: he/she/they
Well, in 2014 maybe but … 2014 you needed the spell level in sorcery points to twin si for disentegrate you needed 6 sorcery points, so IF you were a mage “dipping” into sorceror you would either have to “dip” 6 levels or dip 2 and be willing to give up a L4 slot to twin disentegrate once. You could conceivably do the dip at L2 to 4 falling 2400 EXP behind everyone else. Or if you’re doing it at L11 it’s now falling 55,000 EXP behind for that 2 level “Dip”. Under 2024 rules given that they nerfed twinned is it even really worth considering? Multiclassing becomes essential when, like Lia’s character, you’re trying to play anything resembling a multidimensional character. Like Lia I tend to play complex characters that may or may not be optimized but are not really possible playing a single class. My present one is a half elf ranger 2/ bard 3 whose epic level parents tried to protect him by sending him to a far continent and now he is mixed up in an ancient war hiding beneath the surface politics of the world. And his combination of basic skills and knowledge and ranger fighting abilities have played major roles so far. I tend to bcreate an interesting but simple back story and then let the needs of the campaign dictate how the PC progresses, rather than trying to force a progression that doesn’t really fit the campaign just to create the finished product I preplanned. Sort of like life often does to our initial plans.
Wisea$$ DM and Player since 1979.
It is very clearly a spell RAW. divine smite
You are correct Multiclassing is the problem, which is why it was only allowed for non-human PC's back in the early days of D&D. Mostly because they already had level limits.
Humans were forbidden to multiclass, they could only dual class.
I'm pretty sure someone probably suggested getting rid of MC'ing to Crawford, if he didn't bring it up himself, but they probably figured people would leave the game in droves if they did.
I find the issue with multiclassing isn't that class combinations are overpowered, its that there are very few rules about how you can multiclass (Which is my biggest issue with 5e in general).
I find no issue with paladin/warlock combos, but the rules allow you to only take as many levels as you want from either class whenever you wanted to take them. If there were a few more solid rules like "If you multiclass, you need to take x levels before taking a different class level" or "You can multiclass if your subclass shares a feature with your new class" (ie. Arcane Trickster multiclassing into wizard or something)