I love the idea of multiclassing. I'm a theorycrafter at heart and a veteran of Guild Wars (an MMO where every character is essentially gestalt), so multiclassing in my eyes allows for a greater breadth of options. What's really nice about 5e is that multiclassing is usually horizontal progression rather than vertical. Straight 1-20 is a really solid option for each class, and if you choose to multiclass you're often giving up some of those powers for something relatively equivalent, but different. As a DM I'm also fully willing to open up almost all UA for multiclassing. There are some exceptions (like Nuclear Druid, or dipping only 1 level into Revised Ranger), but otherwise I'm very flexible with how my players want to represent themselves mechanically. Fluff and Mechanics never need to be opposed to each other, so I'll work with players to create a story that fits well with their abilities (or vice versa). I'm not too demanding on a certain "quality of lore reasons" for characters making certain decisions.
There are also classes that seem to multiclass better than others. Warlock and Sorcerer are both great multiclass options with many different classes, particularly other Cha based classes. Some class combinations don't work well and that usually involves classes that have very different attributes. Wizard/Druid or Monk/Sorcerer don't really have reasons to multiclass, so that's where I'd be inclined to show a player either an existing archetype for one of those classes, or homebrew a custom archetype that can fulfill the same purpose. However, if you can avoid some of those unharmonious class features there are other exceptions like Monks or Rogues being able to get a lot of mileage out of Devil's Sight.
Ultimately it comes down to me being flexible, either as a player or a DM. I love the idea of multiclassing in general, and it works even better in 5e compared to other editions. You're usually giving up either flexibility to specialize, or top-end power to gain versatility compared do a straight 1-20 class.
Multi-classing isnt as "rewarding" as it was in 3.5 but its still a fun thing to do. I have a Wizard who multi-classed into sorcerer. He found a recipe book that turned out to be full of cannibal recipies. After trying some recipies he gained bonuses and he slowly started to believe that it was a power being awakened inside of him.
I only used it from a story sense for my characters when they have something occur and they change their views, or something happens to them.
I am currently playing my first-ever multiclassed character, out of about 20 characters I've conceived &/or played over the years. Xander "Jetsam" Foggybottom is a halfling piratadin of Stronmaus, Giant God of Storms and Joy. Sailor background, began as Swashbuckler Rogue (to level 4), then on to Oath of the Ancients Paladin (currently 6/10), reflavoured with a marine rather than a Green-Man vibe. Dexterity based, wields rapier and Shield of the Sentinel. It was rather painful, the transition into multiclassing, levels 5 through 7 I definitely felt rather behind. It was rather tempting to take a single level dip into Fighter, so that I could have had the Dual Wielding fighting style. It seems adding a class is like getting a tattoo, once you've got one, you don't want to just stop there. But I held true to my story aim, and am very happy now. Maybe not as battle effective as the mix could be in other's hands or circumstances, but I'm having a lot of fun with my group, and that's all that matters.
I still play 3.5 and I've multiclassed most of my characters. My favorites are my bard/rogue and my current fighter/rogue. In the past I've made what I affectionately call a Bardbarian, lol! That was a lot of fun to play, but I didn't play with that group long enough to see where it could have gone. I have a friend who made a Rage Mage that wasn't half bad.
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"Anything is possible if you don't know what you're talking about." - My Granddad
Having built a couple 5e characters now, I've found that unlike in 3.5, I never really want to multiclass. Maybe it's just how I build characters, so I'm curious about you guys. Gimme some stories and builds and such, I gotta know.
For those of you who don't, why? Is it the rules or just a lack of desire?
edit: for me personally, a lot of it is that I just don't want to learn the rules for it, and from skimming them nothing has stood out. I'd like to see some feats that provide benefits for it, later on.
I almost always multiclass. For me i am usually trying to build a class that doesn't exist and by mashing two or more together I can end up with something that feels right.
there is something I always wished would be available when multiclassing, that is special items only available if you multiclass. Such as if you multiclass a wizard and a fighter, be able to pour your magic into your weapon to have your weapon do its damage. and the spell damage you pour into it. Example, pour your magic mistle into your longsword to do force damage with the longsword.
I know we could simply do this a homebrew option, but I actually think it would be nice if there were specific rules, I don't have to come up with, were in place for multiclassing to make a special hybrid class.
there is something I always wished would be available when multiclassing, that is special items only available if you multiclass. Such as if you multiclass a wizard and a fighter, be able to pour your magic into your weapon to have your weapon do its damage. and the spell damage you pour into it. Example, pour your magic mistle into your longsword to do force damage with the longsword.
I know we could simply do this a homebrew option, but I actually think it would be nice if there were specific rules, I don't have to come up with, were in place for multiclassing to make a special hybrid class.
I'd like to see a series of feats for all the different multiclass options, I know it would be hard to pull off, but I'd love it.
I find multiclassing in 5e as being used more for min-maxing thing than as a role-playing element.
Sure, you'll have the occasional person who does it for roleplaying: a priest (cleric) who took up the sword (paladin) when the congregation was in need of defending or a sage (Wizard) who delved too far into books/experiments they probably shouldn't have and ended up making a pact with a being for more knowledge (warlock). The reason you don't often see this, is that it's easy for you to do these things with background choices and don't have to nerf yourself for the first x levels (an Acolyte Paladin with moderate Wisdom and a Sage Warlock with a decent Intellect).
But most of the time, you're just going to get the rogue who wants the shadow monk abilities and extra attack. Or the paladin who wants the regenerating spell slots of the warlock/sorcerer for extra smiting with no actual reason except to maximize damage. Or the lore bard who dips one level into life cleric for the heavy armor proficiency and boost to healing spells (or two levels if they want channel divinity)
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
I think I haven't done a multiclass yet because I have so many options left to explare with single class characters. I wanna play them all. All of them. Every build of every class, with multiple races. Heh. Heh heh. Mwu hahahahaha.
I multiclass extensively. It is incredibly powerful and beats out pure classes nearly every time until some capstones. 2 levels of fighter for your wizard gives you plate and action surge and CON saves 3 levels barbarian gives your wild shape druid wolf totem and rage 3 levels of warlock gives your paladin invocations and pacts and short rest spells 3 levels of ranger gives your monk horde breaker, goodberry and longstrider 1 level of fighter gives any archer (brd/rog?) +2 to hit and second wind
8 swashbuckler/6 Shadowmonk/6 Battlemaster. Evasion, uncanny dodge, snk atk, cha to init, action surge, 2nd wind, 2 attks, movement increase, wis to ac, shadow teleport, maneuvers, the list goes on...
I enjoy looking at how a character evolves and meets their personal goals and the goals of their party. To me its about creating the character and attempting to describe them as best as you can within the rules. It is not always possible to play the character you want to play at 1st level without either being a Variant Human and taking a relevant feat. Using Adventurers League or Home rules can make it possible for your future Elven Spell Knight, to start at level 1 as a Human with Perception and Magic Initiate (Wizard), using the Fighter Class. Taking the Shield spell and the cantrips- Green Flame Blade and Light. Level 2 this character could either remain human and take Fighter or could change race to Elf (keeping Perception proficiency and losing Magic Initiate) but gaining a Wizard Level (choosing Green Flame Blade, Mending, Ray of Frost cantrips, Shield and 5 other 1st level spells).Taking further levels in Fighter and Wizard to meet the needs and interests of the character. Which Wizard Tradition is chosen? Which Martial Archetype is taken? Fighter (Eldritch Knight) with some Wizard levels adds to the players options.
I multi-classed in one campaign as a Bardlock (Warlock (Archfey Tome) and Lore Bard), the character had a Spy (Criminal) background. My party was made up from Barbarian, Fighter, Ranger, Paladin and my Bardlock. The others chose not to multiclass. This character was really fun to play, even when her patron gave her tough tasks. The Jack of All Trades feature and Expertise were seriously useful. She was powerful, yet never took the limelight away from the rest of her party.
My current character is a Half Elf pacifist Life Cleric, who worships Neith the Goddess of Wisdom, War and Sweet Water, with the Acolyte background he run afoul of his temples hierarchy, when he found an ancient text which describes Neith as a goddess who promotes peace and only advocates justified war. Has taken the Magic Initiate (Druid) because he had received tuition in Natures Mysteries in his first year as a novice, he just seemed to have difficulty in letting go to Nature as his link to Neith is paramount. I am considering taking a level or few as a Druid and maybe making a Pact with an Archfey (River spirit servant of Neith) much later in my career. Beast Speech is too tempting but the shapeshifting druid features are not so (apart from to explore with the creatures of the sweet waters). The pacifist aspect is hard in D&D, but Skylar my cleric has got lots of mileage out of Thaumaturgy.
Now some people may feel that being a cleric and a warlock is impossible, I would beg them to reconsider. Obviously its all about the story,in one case the pact is actually with an agent of the god or goddess or an avatar. In another its the story of fall and redemption, a cleric who is tempted and takes a pact to further his or her goals (believing that it will work out and ultimately help their god/goddesses cause). This may work or it might fail. The god/goddess may or may not know that their cleric has forged a pact with a Fiend or a Great Old One. The god or goddess might actually want this to happen for their own divine inscrutable reasons. The Cleric may return to the fold and could even keep their pact powers (because they were activated by a Patron, now they are empowered by a divine proxy. If my Life Cleric made a pact with a Fiend, and returned to his goddess, she could get a servitor of the Flame Lord to empower the pact as her proxy, for her aid to the Flame Lord or another favour.
It's tough when you multiclass spell casters limiting your spell slots. As for an RP view of it, I love doing that every chance I get. Illusion Wizard/Cleric entertainer FTW!
I would like to try multi-classing, but find I never know when I should do it.
I don't play that technically, so maybe others would have better options when it comes to what is doing best for stats, but in my experience, I multiclass when it feels right. If the character is heading a certain direction and the story allows, I'll pick up a level.
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"Anything is possible if you don't know what you're talking about." - My Granddad
I find that I've never felt the need to with this edition. It's strangely satisfying to stick with classes. That being said I have multiclassed before as a Monk/Warlock, and while I may multiclass again, I don't find that there are many great reasons to do it. In most cases I think that the benefits aren't always great.
I suppose I should've made that distinction, lol! I haven't played anything newer than 3.5 >_> I'm using this time to get acquainted with the newer editions.
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"Anything is possible if you don't know what you're talking about." - My Granddad
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I love the idea of multiclassing. I'm a theorycrafter at heart and a veteran of Guild Wars (an MMO where every character is essentially gestalt), so multiclassing in my eyes allows for a greater breadth of options. What's really nice about 5e is that multiclassing is usually horizontal progression rather than vertical. Straight 1-20 is a really solid option for each class, and if you choose to multiclass you're often giving up some of those powers for something relatively equivalent, but different. As a DM I'm also fully willing to open up almost all UA for multiclassing. There are some exceptions (like Nuclear Druid, or dipping only 1 level into Revised Ranger), but otherwise I'm very flexible with how my players want to represent themselves mechanically. Fluff and Mechanics never need to be opposed to each other, so I'll work with players to create a story that fits well with their abilities (or vice versa). I'm not too demanding on a certain "quality of lore reasons" for characters making certain decisions.
There are also classes that seem to multiclass better than others. Warlock and Sorcerer are both great multiclass options with many different classes, particularly other Cha based classes. Some class combinations don't work well and that usually involves classes that have very different attributes. Wizard/Druid or Monk/Sorcerer don't really have reasons to multiclass, so that's where I'd be inclined to show a player either an existing archetype for one of those classes, or homebrew a custom archetype that can fulfill the same purpose. However, if you can avoid some of those unharmonious class features there are other exceptions like Monks or Rogues being able to get a lot of mileage out of Devil's Sight.
Ultimately it comes down to me being flexible, either as a player or a DM. I love the idea of multiclassing in general, and it works even better in 5e compared to other editions. You're usually giving up either flexibility to specialize, or top-end power to gain versatility compared do a straight 1-20 class.
Multi-classing isnt as "rewarding" as it was in 3.5 but its still a fun thing to do. I have a Wizard who multi-classed into sorcerer. He found a recipe book that turned out to be full of cannibal recipies. After trying some recipies he gained bonuses and he slowly started to believe that it was a power being awakened inside of him.
I only used it from a story sense for my characters when they have something occur and they change their views, or something happens to them.
I am currently playing my first-ever multiclassed character, out of about 20 characters I've conceived &/or played over the years. Xander "Jetsam" Foggybottom is a halfling piratadin of Stronmaus, Giant God of Storms and Joy. Sailor background, began as Swashbuckler Rogue (to level 4), then on to Oath of the Ancients Paladin (currently 6/10), reflavoured with a marine rather than a Green-Man vibe. Dexterity based, wields rapier and Shield of the Sentinel. It was rather painful, the transition into multiclassing, levels 5 through 7 I definitely felt rather behind. It was rather tempting to take a single level dip into Fighter, so that I could have had the Dual Wielding fighting style. It seems adding a class is like getting a tattoo, once you've got one, you don't want to just stop there. But I held true to my story aim, and am very happy now. Maybe not as battle effective as the mix could be in other's hands or circumstances, but I'm having a lot of fun with my group, and that's all that matters.
I still play 3.5 and I've multiclassed most of my characters. My favorites are my bard/rogue and my current fighter/rogue. In the past I've made what I affectionately call a Bardbarian, lol! That was a lot of fun to play, but I didn't play with that group long enough to see where it could have gone. I have a friend who made a Rage Mage that wasn't half bad.
"Anything is possible if you don't know what you're talking about." - My Granddad
there is something I always wished would be available when multiclassing, that is special items only available if you multiclass. Such as if you multiclass a wizard and a fighter, be able to pour your magic into your weapon to have your weapon do its damage. and the spell damage you pour into it. Example, pour your magic mistle into your longsword to do force damage with the longsword.
I know we could simply do this a homebrew option, but I actually think it would be nice if there were specific rules, I don't have to come up with, were in place for multiclassing to make a special hybrid class.
<(*_*)> Giffard
Hell yeah, Dungeons and also some Dragons
I find multiclassing in 5e as being used more for min-maxing thing than as a role-playing element.
Sure, you'll have the occasional person who does it for roleplaying: a priest (cleric) who took up the sword (paladin) when the congregation was in need of defending or a sage (Wizard) who delved too far into books/experiments they probably shouldn't have and ended up making a pact with a being for more knowledge (warlock). The reason you don't often see this, is that it's easy for you to do these things with background choices and don't have to nerf yourself for the first x levels (an Acolyte Paladin with moderate Wisdom and a Sage Warlock with a decent Intellect).
But most of the time, you're just going to get the rogue who wants the shadow monk abilities and extra attack. Or the paladin who wants the regenerating spell slots of the warlock/sorcerer for extra smiting with no actual reason except to maximize damage. Or the lore bard who dips one level into life cleric for the heavy armor proficiency and boost to healing spells (or two levels if they want channel divinity)
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
I think I haven't done a multiclass yet because I have so many options left to explare with single class characters. I wanna play them all. All of them. Every build of every class, with multiple races. Heh. Heh heh. Mwu hahahahaha.
*ahem* sorry.
geek dad with 3 geek kids
I multiclass extensively. It is incredibly powerful and beats out pure classes nearly every time until some capstones.
2 levels of fighter for your wizard gives you plate and action surge and CON saves
3 levels barbarian gives your wild shape druid wolf totem and rage
3 levels of warlock gives your paladin invocations and pacts and short rest spells
3 levels of ranger gives your monk horde breaker, goodberry and longstrider
1 level of fighter gives any archer (brd/rog?) +2 to hit and second wind
Unrepentent min/maxer and multiclass specialist
8 swashbuckler/6 Shadowmonk/6 Battlemaster. Evasion, uncanny dodge, snk atk, cha to init, action surge, 2nd wind, 2 attks, movement increase, wis to ac, shadow teleport, maneuvers, the list goes on...
Ultimate archer? 3 Assassin/6 Arcane Archer/11 Hunter. Lots of single target dmg and lots of multiple target options.
I enjoy looking at how a character evolves and meets their personal goals and the goals of their party. To me its about creating the character and attempting to describe them as best as you can within the rules. It is not always possible to play the character you want to play at 1st level without either being a Variant Human and taking a relevant feat. Using Adventurers League or Home rules can make it possible for your future Elven Spell Knight, to start at level 1 as a Human with Perception and Magic Initiate (Wizard), using the Fighter Class. Taking the Shield spell and the cantrips- Green Flame Blade and Light. Level 2 this character could either remain human and take Fighter or could change race to Elf (keeping Perception proficiency and losing Magic Initiate) but gaining a Wizard Level (choosing Green Flame Blade, Mending, Ray of Frost cantrips, Shield and 5 other 1st level spells).Taking further levels in Fighter and Wizard to meet the needs and interests of the character. Which Wizard Tradition is chosen? Which Martial Archetype is taken? Fighter (Eldritch Knight) with some Wizard levels adds to the players options.
I multi-classed in one campaign as a Bardlock (Warlock (Archfey Tome) and Lore Bard), the character had a Spy (Criminal) background. My party was made up from Barbarian, Fighter, Ranger, Paladin and my Bardlock. The others chose not to multiclass. This character was really fun to play, even when her patron gave her tough tasks. The Jack of All Trades feature and Expertise were seriously useful. She was powerful, yet never took the limelight away from the rest of her party.
My current character is a Half Elf pacifist Life Cleric, who worships Neith the Goddess of Wisdom, War and Sweet Water, with the Acolyte background he run afoul of his temples hierarchy, when he found an ancient text which describes Neith as a goddess who promotes peace and only advocates justified war. Has taken the Magic Initiate (Druid) because he had received tuition in Natures Mysteries in his first year as a novice, he just seemed to have difficulty in letting go to Nature as his link to Neith is paramount. I am considering taking a level or few as a Druid and maybe making a Pact with an Archfey (River spirit servant of Neith) much later in my career. Beast Speech is too tempting but the shapeshifting druid features are not so (apart from to explore with the creatures of the sweet waters). The pacifist aspect is hard in D&D, but Skylar my cleric has got lots of mileage out of Thaumaturgy.
Now some people may feel that being a cleric and a warlock is impossible, I would beg them to reconsider. Obviously its all about the story,in one case the pact is actually with an agent of the god or goddess or an avatar. In another its the story of fall and redemption, a cleric who is tempted and takes a pact to further his or her goals (believing that it will work out and ultimately help their god/goddesses cause). This may work or it might fail. The god/goddess may or may not know that their cleric has forged a pact with a Fiend or a Great Old One. The god or goddess might actually want this to happen for their own divine inscrutable reasons. The Cleric may return to the fold and could even keep their pact powers (because they were activated by a Patron, now they are empowered by a divine proxy. If my Life Cleric made a pact with a Fiend, and returned to his goddess, she could get a servitor of the Flame Lord to empower the pact as her proxy, for her aid to the Flame Lord or another favour.
It's tough when you multiclass spell casters limiting your spell slots. As for an RP view of it, I love doing that every chance I get. Illusion Wizard/Cleric entertainer FTW!
I would like to try multi-classing, but find I never know when I should do it.
What characters do you have right now? What direction were you considering taking them in? I'm happy to help walk you through the process.
Unrepentent min/maxer and multiclass specialist
"Anything is possible if you don't know what you're talking about." - My Granddad
That a good point. I feel I don't do it based on story I will never do it.
I find that I've never felt the need to with this edition. It's strangely satisfying to stick with classes. That being said I have multiclassed before as a Monk/Warlock, and while I may multiclass again, I don't find that there are many great reasons to do it. In most cases I think that the benefits aren't always great.
I suppose I should've made that distinction, lol! I haven't played anything newer than 3.5 >_> I'm using this time to get acquainted with the newer editions.
"Anything is possible if you don't know what you're talking about." - My Granddad