I'm considering multi-classing next time I level. My PC (and the rest of the party) found her dad dead in a cage last session. In a moment of RP, I swore I'd bring the fury of the nine hells on the person who did it. We killed the person who is probably responsible. I had the thought that it could lead to an interesting multi-class.
PC is a rogue arcane trickster. I'm looking at both paladin (oath of vengeance) and warlock (hexblade) as potential multi-class just because it'd be interesting perhaps. But I'm so new to the game that I don't know if I should or if multi-classing is even worth it.
For those who have multi-classed, was it more trouble than it was worth? Was it more amazing than you could imagine?
Keep in mind that you would have to have 13 charisma for either of those multiclasses AND 13 strength if you chose paladin AND 13 dex for rogue. Paladin is the must likely non starter for a rogue but not a guarantee.
You can develop some interesting character concepts with multiclassing that you can't achieve otherwise. As long as you enjoy the concept, it should be worth it. However, you may wish to stick with rogue to see what it's like. Perhaps take magic initiate and get some of the tiefling spells instead?
Since you said by the Nine Hells, I think that fiendlock would be more on flavor than hexblade, but you could always have the DM take you to one of the Nine Hells to make the hexblade pact.
Multiclassing can be worth it. It increases the breadth of your options quickly, slows down the progression of stronger abilities in the middle, and is usually better than the level 20 capstone abilities.
For rogues, a 5-6 level dip into a class for extra attack can be really advantageous (warlock needs pact of the blade and an invocation for this). I only really recommend hexblade if you somehow have mediocre DEX and higher CHA, otherwise a different patron might be more beneficial (unless you really want shields.
I enjoy multi-classing, it fits my play style. I like to limit myself to only using the PHB and building characters that are on par, or sometimes better than, the classes that are released in supplemental material. In doing so I've run across only one small hindrance to multi-classing, but it's something that isn't a big issue if you're going to be playing the character for a while.
The only real issue for mult-classing is, if done early on, that it takes a bit longer for the character to "come online". Most classes don't begin to really become powerful until after level 3 and then right after that is the level 4 ASI. Those two features bump the effectiveness of a class significantly so, when comparing it to a vanilla build, it can seem you're trailing behind if you mult-class in those first four levels. However, once you get to around level 6, where many classes get another bump in effectiveness, you're going to be hitting a spot where you'll start to see yourself catching up.
Multi-classing can be a fun way to play, it can incorporate story or mechanics for the purpose, and will give you a different playing style. Just be prepared to progress a little slower until you reach that level 6 threshold. As well, if you are considering multi-classing, take a good look at the class you're looking to add and plan out your progression. Knowing when you're going to switch, when you're going to stop, and what abilities have the most synergy will help you multi-class more effectively.
There's no universal yes or no to multiclassing. If you like the role playing opportunities then it's a good idea, and a bad idea if you don't. Mechanically paladin and warlock don't synergize that well with Arcane Trickster beyond a 2 level dip in warlock to be able to see through magical darkness. Some other combinations work very well together and can make a generally stronger character, though with a slow down in power for a few levels as stated above.
Keep in mind that you would have to have 13 charisma for either of those multiclasses AND 13 strength if you chose paladin AND 13 dex for rogue. Paladin is the must likely non starter for a rogue but not a guarantee.
You can develop some interesting character concepts with multiclassing that you can't achieve otherwise. As long as you enjoy the concept, it should be worth it. However, you may wish to stick with rogue to see what it's like. Perhaps take magic initiate and get some of the tiefling spells instead?
Since you said by the Nine Hells, I think that fiendlock would be more on flavor than hexblade, but you could always have the DM take you to one of the Nine Hells to make the hexblade pact.
I'm okay on the stats. Thank to gauntlets of ogre power I've got 19 strength (8 otherwise) and I've got a 14 in charisma.
I was leaning toward hexblade because of the rash oath to do whatever it took to get revenge on the people responsible for killing her dad. Or oath of vengeance for the paladin just because, again, is she now out for blood against these people? The party killed the half-dragon immediately responsible (we're running through ToD with some extras thrown in) but she knows he's part of a larger organization. Combine a warlock patron or paladin oath with her membership in the Harpers and she could become reckless. (Not the barb trait, just rash.)
A fiend patron could be interesting for ToD. If my PC gets killed maybe I'll make a warlock.
If I don't multiclass, I will likely take either the observant feat or the wood elf racial feat from XGtE when I hit L8.
Multiclassing can be worth it. It increases the breadth of your options quickly, slows down the progression of stronger abilities in the middle, and is usually better than the level 20 capstone abilities.
For rogues, a 5-6 level dip into a class for extra attack can be really advantageous (warlock needs pact of the blade and an invocation for this). I only really recommend hexblade if you somehow have mediocre DEX and higher CHA, otherwise a different patron might be more beneficial (unless you really want shields.
That's good to think about for hexblade. Mella (my PC) has 19 DEX and 14 CHA right now. I dumped my ASI at L4 into INT because of the arcane trickster archetype. I feel like my rogue is extra squishy. Sometimes she feels squishier than a sorcerer/wizard. (She only has 31 total HP and has nearly died on more than one occasion. Which is more likely player error than a fact of her stats.)
I enjoy multi-classing, it fits my play style. I like to limit myself to only using the PHB and building characters that are on par, or sometimes better than, the classes that are released in supplemental material. In doing so I've run across only one small hindrance to multi-classing, but it's something that isn't a big issue if you're going to be playing the character for a while.
The only real issue for mult-classing is, if done early on, that it takes a bit longer for the character to "come online". Most classes don't begin to really become powerful until after level 3 and then right after that is the level 4 ASI. Those two features bump the effectiveness of a class significantly so, when comparing it to a vanilla build, it can seem you're trailing behind if you mult-class in those first four levels. However, once you get to around level 6, where many classes get another bump in effectiveness, you're going to be hitting a spot where you'll start to see yourself catching up.
Multi-classing can be a fun way to play, it can incorporate story or mechanics for the purpose, and will give you a different playing style. Just be prepared to progress a little slower until you reach that level 6 threshold. As well, if you are considering multi-classing, take a good look at the class you're looking to add and plan out your progression. Knowing when you're going to switch, when you're going to stop, and what abilities have the most synergy will help you multi-class more effectively.
So you would recommend not multi-classing until at least level 3? We're about to L6 so that's why it's on my mind to potentially diversify the character. Our party isn't very diverse to begin with (2 rangers, a paladin, and my rogue) which is why I went with arcane trickster when I probably should have gone assassin or thief given her faction agent background.
Thank you for taking the time to reply to my thread. I appreciate how helpful everyone is on these forums.
There's no universal yes or no to multiclassing. If you like the role playing opportunities then it's a good idea, and a bad idea if you don't. Mechanically paladin and warlock don't synergize that well with Arcane Trickster beyond a 2 level dip in warlock to be able to see through magical darkness. Some other combinations work very well together and can make a generally stronger character, though with a slow down in power for a few levels as stated above.
What classes do you feel synergize better with arcane trickster?
First of all temporary effects like spells and magic items do not allow you to qualify for classes, so you couldn't be a paladin RAW. As I said above, 2 levels into warlock will let you see through magical darkness, which you can cast as an Arcane Trickster. Beyond that your main options are fighter and wizard. Fighting styles and action surge are nice, as is extra attack if you take it to 5th level. Eldritch Knight should pair well with Arcane Trickster, but doesn't because the multi-classing rules screw partial casters. AT and EK get spell slots as a full caster/3 rounded up when single-classed, but rounded down when multi-classed. Since both would round down separately, a level 5AT/5EK has the same number of spell slots as a level 4 AT. So it's only a decent option if your DM is willing to round up. By the same token adding a level of Wizard does not add any spell slots RAW because you have to round down your AT levels. If you can get your levels to stack as they should, then bladesinger improves your AC, concentration, and gives you extra attack. Presumably you have a decent Int.
Generally I'd recommend just staying as an Arcane Trickster
What classes do you feel synergize better with arcane trickster?
I think most wizard subclasses work very well. You can go illusionist or enchanter to strengthen AT's spell preference. You can go bladesinger or war mage to strengthen your combat effectiveness. Conjurer and diviner add some nice skills to a rogue's portfolio in my opinion. I don't think abjurer or evoker are good fits though. In most of these cases, I recommend 7 levels to get the level 6 ability and level 4 spells.
3 levels of warlock with pact of blade could be useful, it is a little MAD and not as synergistic as wizard, but if you choose the right spells, low CHA won't be a negative, and you can get 2 level 2 spell slots that come back each short rest.
Fighter can be good, but not eldritch knight for reasons mentioned by others. The other subclasses are about equal, whatever you pick will probably be best going to level 6 with.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I'm considering multi-classing next time I level. My PC (and the rest of the party) found her dad dead in a cage last session. In a moment of RP, I swore I'd bring the fury of the nine hells on the person who did it. We killed the person who is probably responsible. I had the thought that it could lead to an interesting multi-class.
PC is a rogue arcane trickster. I'm looking at both paladin (oath of vengeance) and warlock (hexblade) as potential multi-class just because it'd be interesting perhaps. But I'm so new to the game that I don't know if I should or if multi-classing is even worth it.
For those who have multi-classed, was it more trouble than it was worth? Was it more amazing than you could imagine?
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
Keep in mind that you would have to have 13 charisma for either of those multiclasses AND 13 strength if you chose paladin AND 13 dex for rogue. Paladin is the must likely non starter for a rogue but not a guarantee.
You can develop some interesting character concepts with multiclassing that you can't achieve otherwise. As long as you enjoy the concept, it should be worth it. However, you may wish to stick with rogue to see what it's like. Perhaps take magic initiate and get some of the tiefling spells instead?
Since you said by the Nine Hells, I think that fiendlock would be more on flavor than hexblade, but you could always have the DM take you to one of the Nine Hells to make the hexblade pact.
Multiclassing can be worth it. It increases the breadth of your options quickly, slows down the progression of stronger abilities in the middle, and is usually better than the level 20 capstone abilities.
For rogues, a 5-6 level dip into a class for extra attack can be really advantageous (warlock needs pact of the blade and an invocation for this). I only really recommend hexblade if you somehow have mediocre DEX and higher CHA, otherwise a different patron might be more beneficial (unless you really want shields.
I enjoy multi-classing, it fits my play style. I like to limit myself to only using the PHB and building characters that are on par, or sometimes better than, the classes that are released in supplemental material. In doing so I've run across only one small hindrance to multi-classing, but it's something that isn't a big issue if you're going to be playing the character for a while.
The only real issue for mult-classing is, if done early on, that it takes a bit longer for the character to "come online". Most classes don't begin to really become powerful until after level 3 and then right after that is the level 4 ASI. Those two features bump the effectiveness of a class significantly so, when comparing it to a vanilla build, it can seem you're trailing behind if you mult-class in those first four levels. However, once you get to around level 6, where many classes get another bump in effectiveness, you're going to be hitting a spot where you'll start to see yourself catching up.
Multi-classing can be a fun way to play, it can incorporate story or mechanics for the purpose, and will give you a different playing style. Just be prepared to progress a little slower until you reach that level 6 threshold. As well, if you are considering multi-classing, take a good look at the class you're looking to add and plan out your progression. Knowing when you're going to switch, when you're going to stop, and what abilities have the most synergy will help you multi-class more effectively.
There's no universal yes or no to multiclassing. If you like the role playing opportunities then it's a good idea, and a bad idea if you don't. Mechanically paladin and warlock don't synergize that well with Arcane Trickster beyond a 2 level dip in warlock to be able to see through magical darkness. Some other combinations work very well together and can make a generally stronger character, though with a slow down in power for a few levels as stated above.
I'm okay on the stats. Thank to gauntlets of ogre power I've got 19 strength (8 otherwise) and I've got a 14 in charisma.
I was leaning toward hexblade because of the rash oath to do whatever it took to get revenge on the people responsible for killing her dad. Or oath of vengeance for the paladin just because, again, is she now out for blood against these people? The party killed the half-dragon immediately responsible (we're running through ToD with some extras thrown in) but she knows he's part of a larger organization. Combine a warlock patron or paladin oath with her membership in the Harpers and she could become reckless. (Not the barb trait, just rash.)
A fiend patron could be interesting for ToD. If my PC gets killed maybe I'll make a warlock.
If I don't multiclass, I will likely take either the observant feat or the wood elf racial feat from XGtE when I hit L8.
Thank you for the response. Lots to think about.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
That's good to think about for hexblade. Mella (my PC) has 19 DEX and 14 CHA right now. I dumped my ASI at L4 into INT because of the arcane trickster archetype. I feel like my rogue is extra squishy. Sometimes she feels squishier than a sorcerer/wizard. (She only has 31 total HP and has nearly died on more than one occasion. Which is more likely player error than a fact of her stats.)
Thank you for taking the time to reply to my OP.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
So you would recommend not multi-classing until at least level 3? We're about to L6 so that's why it's on my mind to potentially diversify the character. Our party isn't very diverse to begin with (2 rangers, a paladin, and my rogue) which is why I went with arcane trickster when I probably should have gone assassin or thief given her faction agent background.
Thank you for taking the time to reply to my thread. I appreciate how helpful everyone is on these forums.
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
What classes do you feel synergize better with arcane trickster?
My Homebrew Backgrounds | Feats | Magic Items | Monsters | Races | Subclasses
First of all temporary effects like spells and magic items do not allow you to qualify for classes, so you couldn't be a paladin RAW. As I said above, 2 levels into warlock will let you see through magical darkness, which you can cast as an Arcane Trickster. Beyond that your main options are fighter and wizard. Fighting styles and action surge are nice, as is extra attack if you take it to 5th level. Eldritch Knight should pair well with Arcane Trickster, but doesn't because the multi-classing rules screw partial casters. AT and EK get spell slots as a full caster/3 rounded up when single-classed, but rounded down when multi-classed. Since both would round down separately, a level 5AT/5EK has the same number of spell slots as a level 4 AT. So it's only a decent option if your DM is willing to round up. By the same token adding a level of Wizard does not add any spell slots RAW because you have to round down your AT levels. If you can get your levels to stack as they should, then bladesinger improves your AC, concentration, and gives you extra attack. Presumably you have a decent Int.
Generally I'd recommend just staying as an Arcane Trickster
I think most wizard subclasses work very well. You can go illusionist or enchanter to strengthen AT's spell preference. You can go bladesinger or war mage to strengthen your combat effectiveness. Conjurer and diviner add some nice skills to a rogue's portfolio in my opinion. I don't think abjurer or evoker are good fits though. In most of these cases, I recommend 7 levels to get the level 6 ability and level 4 spells.
3 levels of warlock with pact of blade could be useful, it is a little MAD and not as synergistic as wizard, but if you choose the right spells, low CHA won't be a negative, and you can get 2 level 2 spell slots that come back each short rest.
Fighter can be good, but not eldritch knight for reasons mentioned by others. The other subclasses are about equal, whatever you pick will probably be best going to level 6 with.