i feel that the only classes that should be allowed to multiclass into themselves are warlock, cleric and sorcerer, since those are the only classes were their powers come from diffrent sources, for anything else i'd say you can simply say you do what emmber suggested and just change some subclass powers for some other subclass powers
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
For My understanding you technically cannot. However dnd is a social game, and I would say customization is awesome and multi classing into the same class should be allowed.
If you are a lvl 6 wizard, lvl 5 fighter and wanted to do 2 versions of wizard It would actually in most cases be worse than a lvl 6 wizard because according to the multi class guide you prepare spells for both separately meaning instead of lvl 3 spells you would have lvl 3 spell slots and only lvl 2 spells available to you. Also Class abilities that are unique to the class can only be obtained once and each class is counted separately (meaning a lvl 2 fighter,lvl 3 fighter doesn't get extra attack or extra uses of action surge or second wind); however, you would gain extra class abilities from sub classes.
Note: The only version of double/same class multi class being OP is in rouge because they gain extra expertise at lvl 1.
As a DM and a Player who personally likes building crazy unique characters I would tell anyone in this forum that as long as you only take abilities from sub classes and don't duplicate class stuff like bardic inspiration, Channel divinity, expertise, ect. Multi classing into the same class is in general a waste of levels and should only be taken if you reeeaaallly want the other subclass stuff.
Since you're in homebrew territory already, you really need to pull out the ability or whatever that you want and then figure out the most reasonable way to get access to it. For example, the above-mentioned idea of wasting 3 levels on redoing Fighter 1-3 just to get an expanded crit range seems really unnecessary compared to just putting the same effect on a magic item.
I like this, and there is already a feat that supports the build ,,, at least in the fighter class. (martial adept) However it is way less powerful than the feat you have created.
I thought it would be neat if the character lvl the 2nd sc was picked in would serve as the sc 3rd lvl. Let's say you become a soulknife at 10 (assuming you are a monk). At 13, you would gain the soulknife's 6th lvl features. I suppose to appease the higher ups, a limit should be put on the number of times a character can do this, kinda like a specialization in the class as a whole.
I have a Ranger who is a lvl 3 Gloom Stalker, lvl 3 Beast Master, and a lvl 3 Horizon Walker, Yes, my DM allowed me to multi subclass. I would have to say that my Ranger is one of the hardest hitters and hardest to hit out there. This is DND With all possibilities. I suggest if a character does this then they better do there home work.
I have a Ranger who is a lvl 3 Gloom Stalker, lvl 3 Beast Master, and a lvl 3 Horizon Walker, Yes, my DM allowed me to multi subclass. I would have to say that my Ranger is one of the hardest hitters and hardest to hit out there. This is DND With all possibilities. I suggest if a character does this then they better do there home work.
the potency of the beast master depends heavily on what animal you are using, so may i ask which one is yours?
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Like I said, I have a Ranger. He's lvl 3 Gloom Stalker lvl 3 Beast Master and lvl 3 Horizon Walker...... I'm working on lvling up to Hunter now. I'll tell you something right now about this, you all can look up the buffs. My character is pretty hard core.
Like I said, I have a Ranger. He's lvl 3 Gloom Stalker lvl 3 Beast Master and lvl 3 Horizon Walker...... I'm working on lvling up to Hunter now. I'll tell you something right now about this, you all can look up the buffs. My character is pretty hard core.
...you are a beast master ranger. Thus you have the ranger's companion feature. That feature grants you an loyal companion that may be any type of creature as long as its creature type is "beast"´and its size is medium or smaller, ie just an animal. What species of animal is your companion? is it a fastieth? an giant frog? an wolf? the strange breed of cow from the underdark known as a deep rothe? an normal housecat? there is an not-so-trivial difference between all of these mosters and wich one you are currently using will greatly affect how effective your build is in combat, and that is the information i asked for.
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
So lets say you do this. At what levels do you get your other subclass features? Is it like multi classing where you're level 13 before you get your improved combat superiority? And level 18 before you get your Battle master capstone? What is the down side to multi subclassing? Why not just go 3 levels sub class, 3 levels different sub class, repeat till your a level 18 fighter with 6 subclasses and all the benefits that come from each one?
I think you have to separate your Class levels from your Subclass levels.
Fighter Class Levels [Fighter 1-8] [Fighter 9-11] [Fighter 12-15]
Why complicate things? Just homebrew a single subclass that has some features from the other subclasses that you want. It's far easier to balance that way and it keeps it simple.
Since the multiclass feature has always been optional anyway, and every single rule in D&D is flexible and malleable, a good homebrew rule alternative for this rule is essentially a secondary subclass feature I created for a few of my campaigns. This feature would effectively replace multiclassing completely, and be limited to only one new subclass. This would not give access to all the class's subclasses and there would be no subclass level system. You're just a level 10 Eldritch Knight Champion Fighter, level 13 Berserk Zealot Barbarian, or Level 14 Arcane Trickster Assassin Rogue. Usually, the only tweaking required is maybe on the HP or AC on enemies, which should always be fluid and adjustable as needed anyway.
There are three methods I use to implement this feature:
A) Set a level prerequisite to unlock the secondary subclass (akin to the multiclass prerequisite of certain stats); have the secondary subclass features unlock alongside their counterparts such as they normally would with a new class' subclass features. I usually set this level prerequisite at around 7th or 8th level.
B) Set a level prerequisite for secondary subclass features that are separate from the original subclass features level requirements. This keeps the player from gaining two subclass features at the same level, while essentially getting to actually get access to their secondary subclass at an earlier level. Easy to plug these in on classes with featureless level-ups. The spread-out features add to the natural flow of progression a little better than option A. I usually set the first secondary feature prerequisite at around 4th or 5th level and plug in the other features at varying levels depending on the class.
C) Tie their secondary subclass into the progression of their backstory; maybe reward it a little early if they're roleplaying well and have given you a good moment to plug it into the story. Essentially, a single class campaign with a roleplay reward system. (Admittedly, this one's best for narrative/roleplay oriented parties, or at least parties who will do more than saying "I attack" over and over.) I try to not use this method too often unless I have a solid group of players who can roll with the narrative punches, as it were.
The drawbacks are the level prerequisites, no double-stacking spell slots upon receiving your secondary subclass, and, most obviously, the loss of actual multiclassing. Another potential drawback is a secondary subclass potentially having the same, or very similar, feature as your primary. Unfortunately, in my campaigns at least, them's the breaks. As DM, I finalize and offer all the options available for the players before character creation begins, and they decide what they want out of their options. If they truly don't want dupe or similar features, I encourage them to perhaps pick a separate subclass instead, otherwise, what you see is what you get. (Personally, I'm not changing one subclass feature because it overlaps with another subclass feature when it works fine with another subclass; and no substitutions either, otherwise I may as well let them homebrew a subclass instead).
Is this homebrew rule for everyone? Oh, very much no. Is it possible? Oh, very much so.
The Rules As Written are not law. Every single bit of published material about D&D is simply a guideline to help you play the game, but ultimately, you could throw out all of the same published material and still play amazing campaigns. This is why there are so many different "flavors" of D&D exist: Pathfinder, Numenara, Vampire The Masquerade, Warhammer, Call of Cthulhu, Blades in the Dark, Cyberpunk, Shadowrun, etc., etc., etc., etc. These flavor games came into being because people wanted different styles, settings, classes, races, and genres, and even different mechanics and rules. I am almost 100% certain that they trialed and errored their games by homebrewing another until they got what they desired.
So to everyone who keeps saying "No. No. No. No! No! NO! NO! NONONO!", please stop telling people what they can't do in a game literally designed to let you build worlds and stories as you see fit. Instead, try helping come up with ways to help them do exactly what "can't be done". Find the solutions that others tell you are impossible. Who knows? Maybe they or even yourself could design the next "flavor" for D&D.
Best answer IMO? Ask your DM as they are allowed to shape the rules as they want. If you do not ask you'll never know.
As per the DMG either they can custom make your class, accept your build, or deem it a no go.
How to Use This Book
This book is organized in three parts. The first part helps you decide what kind of campaign you'd like to run. The second part helps you create the adventures-the stories-that will compose the campaign and keep the players entertained from one game session to the next. The last part helps you adjudicate the rules of the game and modify them to suit the style of your campaign.
Eh honestly I'm not sure why we keep this thread up. Several people have mentioned that the best way is just to make a HB subclass with the features that you want. Your not going to break things, it's just worthwhile to mention that it's likely going to be more powerful than a pure one subclass. This is due to the following:
1. Most subclasses are frontloaded. This means they get their best feature at level 1/2/3, thus your HB rule could allow you to basically get the best features of each subclass (some exceptions- but your player probably isn't going to multiclass into a subclass that adds nothing to their build). If your rule allows for people to pick the first subclass feature of each subclass, that can easily get out of hand (Gloomstalker, HW, and Hunter making 3 attacks, and adding 3d8 to a attack on top of Hunter's mark).
2. Several subclasses have not very powerful abilities compared to other subclasses of the same class to balance more powerful capstones/starting abilities. For example the Battlemaster's Know Your Enemy is nowhere near as great as the Eldritch Knight's War Magic or even Champions level 3 ability. If your HB rule allows you to skip any bad abilities and replace them with more powerful ones, that could be weird.
Different versions of this HB rule will result in different issues, not all versions of this HB rule will result in issue #1 for example. As I said, I can't think of anything that would break the game, just that it's going to result in more powerful characters. Which, is honestly fine. Play however you want to play, just understand the consequences.
Also, none of these ideas are mine lol I'm basically just summarizing the issues pointed out in the last 2 pages. Honestly the main reason why this post has gotten so much "nope" is just because you posted it in the RAW Rules as Written forum, instead of the Homebrew forum.
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if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
Sorry to burst people's bubbles but this is not such a homebrew answer.
I was talking to my GM and he randomly suggested the idea of multi-sub-classing. Obviously, class abilities wouldn't stack by taking the same class again.
But this is where homebrew shops being the answer. I was on roll20 and playing with a dummy character backup character I have on his homebrew campaign (currently on hold).
Roll20 allows a player to duel-sub-class. I didn't get around to exploring it further because shortly after that, they started having server issues. However if a person. Duel classes into a second class, they can then do a 3rd multiclass (separate level up) back in to their original class and choose a secondary sub-class route.
Until someone actually does it, I don't know what kind of impact it would have on roll20's character creation. However, that it is possible, means that the narrative is there for it to happen within the rulebook itself and not just make something homebrew.
As I said to my GM. You obviously need to play it so that a player does not stack up multiple copies of an ability they already have. But in lore, there is no individual reason why someone might decide to study a different aspect of their class. Doing so is within their right as a player/character. And while they might become arguably weaker than if they hadn't. it is their choice. Becoming a sorcerer twice, would not give you extra spell slots. But it might for example give you a couple of extra spells you can cast.
The character would only gain the subclass bonuses of that subclass if they choose to level up the lower level subclass. (also the HP). The level up table for each class in the handbook would only apply to the highest level of each class that character has, as the subclasses count at the same class once acquired.
So from the theoretical Homebrew, I have proven that it is technically being within the rules, providing that you take a second class in between. Although if players are mad enough to do that, they are probably deserving of the punishment of wasting their level up like that.
Sorry to burst people's bubbles but this is not such a homebrew answer.
I was talking to my GM and he randomly suggested the idea of multi-sub-classing. Obviously, class abilities wouldn't stack by taking the same class again.
But this is where homebrew shops being the answer. I was on roll20 and playing with a dummy character backup character I have on his homebrew campaign (currently on hold).
Roll20 allows a player to duel-sub-class. I didn't get around to exploring it further because shortly after that, they started having server issues. However if a person. Duel classes into a second class, they can then do a 3rd multiclass (separate level up) back in to their original class and choose a secondary sub-class route.
Until someone actually does it, I don't know what kind of impact it would have on roll20's character creation. However, that it is possible, means that the narrative is there for it to happen within the rulebook itself and not just make something homebrew.
As I said to my GM. You obviously need to play it so that a player does not stack up multiple copies of an ability they already have. But in lore, there is no individual reason why someone might decide to study a different aspect of their class. Doing so is within their right as a player/character. And while they might become arguably weaker than if they hadn't. it is their choice. Becoming a sorcerer twice, would not give you extra spell slots. But it might for example give you a couple of extra spells you can cast.
The character would only gain the subclass bonuses of that subclass if they choose to level up the lower level subclass. (also the HP). The level up table for each class in the handbook would only apply to the highest level of each class that character has, as the subclasses count at the same class once acquired.
So from the theoretical Homebrew, I have proven that it is technically being within the rules, providing that you take a second class in between. Although if players are mad enough to do that, they are probably deserving of the punishment of wasting their level up like that.
Literally all of that is homebrew. That one specific Roll20 character sheet allows something means absolutely nothing.
Take Cleric - Life at L1. Then Muliclass not your current (cleric) class: Fighter at L2. Then multiclass not your current (fighter) class: Cleric - Peace at L3.
Simple.
I'm kidding.
But, I don't think there is anything wrong with letting it work, either. And, if you were going to do it, you'd do it by stacking their levels in everything they shared identically, and using their individual levels for features they don't share.
So the examples of a Wiz/Wiz, wouldn't get extra cantrips or extra spellbooks or two prep lists or anything like that. You'd add their wiz levels together to determine those things. As a class, you'd be total Wiz level. Only for the subclass features would you cal individually. So a Wiz 4/Wiz4 for the most part is a Wiz 8, but instead of their 6th level specialty ability they got two diff L2 specialty abilities.
Broken? Eh, I don't think so, not really. certainly not anything as broken as the latest cleric sub classes, anyway, so if there is power creep that bad already in the game, why hold back with anything?
i feel that the only classes that should be allowed to multiclass into themselves are warlock, cleric and sorcerer, since those are the only classes were their powers come from diffrent sources, for anything else i'd say you can simply say you do what emmber suggested and just change some subclass powers for some other subclass powers
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
For My understanding you technically cannot. However dnd is a social game, and I would say customization is awesome and multi classing into the same class should be allowed.
If you are a lvl 6 wizard, lvl 5 fighter and wanted to do 2 versions of wizard It would actually in most cases be worse than a lvl 6 wizard because according to the multi class guide you prepare spells for both separately meaning instead of lvl 3 spells you would have lvl 3 spell slots and only lvl 2 spells available to you. Also Class abilities that are unique to the class can only be obtained once and each class is counted separately (meaning a lvl 2 fighter,lvl 3 fighter doesn't get extra attack or extra uses of action surge or second wind); however, you would gain extra class abilities from sub classes.
Note: The only version of double/same class multi class being OP is in rouge because they gain extra expertise at lvl 1.
As a DM and a Player who personally likes building crazy unique characters I would tell anyone in this forum that as long as you only take abilities from sub classes and don't duplicate class stuff like bardic inspiration, Channel divinity, expertise, ect. Multi classing into the same class is in general a waste of levels and should only be taken if you reeeaaallly want the other subclass stuff.
Since you're in homebrew territory already, you really need to pull out the ability or whatever that you want and then figure out the most reasonable way to get access to it. For example, the above-mentioned idea of wasting 3 levels on redoing Fighter 1-3 just to get an expanded crit range seems really unnecessary compared to just putting the same effect on a magic item.
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
I like this, and there is already a feat that supports the build ,,, at least in the fighter class. (martial adept) However it is way less powerful than the feat you have created.
I thought it would be neat if the character lvl the 2nd sc was picked in would serve as the sc 3rd lvl. Let's say you become a soulknife at 10 (assuming you are a monk). At 13, you would gain the soulknife's 6th lvl features. I suppose to appease the higher ups, a limit should be put on the number of times a character can do this, kinda like a specialization in the class as a whole.
I have a Ranger who is a lvl 3 Gloom Stalker, lvl 3 Beast Master, and a lvl 3 Horizon Walker, Yes, my DM allowed me to multi subclass. I would have to say that my Ranger is one of the hardest hitters and hardest to hit out there. This is DND With all possibilities. I suggest if a character does this then they better do there home work.
the potency of the beast master depends heavily on what animal you are using, so may i ask which one is yours?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
Like I said, I have a Ranger. He's lvl 3 Gloom Stalker lvl 3 Beast Master and lvl 3 Horizon Walker...... I'm working on lvling up to Hunter now. I'll tell you something right now about this, you all can look up the buffs. My character is pretty hard core.
...you are a beast master ranger. Thus you have the ranger's companion feature. That feature grants you an loyal companion that may be any type of creature as long as its creature type is "beast"´and its size is medium or smaller, ie just an animal. What species of animal is your companion? is it a fastieth? an giant frog? an wolf? the strange breed of cow from the underdark known as a deep rothe? an normal housecat? there is an not-so-trivial difference between all of these mosters and wich one you are currently using will greatly affect how effective your build is in combat, and that is the information i asked for.
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
I think you have to separate your Class levels from your Subclass levels.
Fighter Class Levels [Fighter 1-8] [Fighter 9-11] [Fighter 12-15]
Fighter Subclass Levels [Champion 1-8] [Battle Master 1-3] [Champion 9-12]
For the purposes of gaining Features from Champion you are Fighter - level 12
For the purposes of gaining Features from Battle Master you are Fighter - level 3
For the purposes of gaining Features from Base Fighter Class you are Fighter - level 15
EDIT: Sorry about the deleted post...I suck at using forums...
Why complicate things? Just homebrew a single subclass that has some features from the other subclasses that you want. It's far easier to balance that way and it keeps it simple.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Since the multiclass feature has always been optional anyway, and every single rule in D&D is flexible and malleable, a good homebrew rule alternative for this rule is essentially a secondary subclass feature I created for a few of my campaigns. This feature would effectively replace multiclassing completely, and be limited to only one new subclass. This would not give access to all the class's subclasses and there would be no subclass level system. You're just a level 10 Eldritch Knight Champion Fighter, level 13 Berserk Zealot Barbarian, or Level 14 Arcane Trickster Assassin Rogue. Usually, the only tweaking required is maybe on the HP or AC on enemies, which should always be fluid and adjustable as needed anyway.
There are three methods I use to implement this feature:
A) Set a level prerequisite to unlock the secondary subclass (akin to the multiclass prerequisite of certain stats); have the secondary subclass features unlock alongside their counterparts such as they normally would with a new class' subclass features. I usually set this level prerequisite at around 7th or 8th level.
B) Set a level prerequisite for secondary subclass features that are separate from the original subclass features level requirements. This keeps the player from gaining two subclass features at the same level, while essentially getting to actually get access to their secondary subclass at an earlier level. Easy to plug these in on classes with featureless level-ups. The spread-out features add to the natural flow of progression a little better than option A. I usually set the first secondary feature prerequisite at around 4th or 5th level and plug in the other features at varying levels depending on the class.
C) Tie their secondary subclass into the progression of their backstory; maybe reward it a little early if they're roleplaying well and have given you a good moment to plug it into the story. Essentially, a single class campaign with a roleplay reward system. (Admittedly, this one's best for narrative/roleplay oriented parties, or at least parties who will do more than saying "I attack" over and over.) I try to not use this method too often unless I have a solid group of players who can roll with the narrative punches, as it were.
The drawbacks are the level prerequisites, no double-stacking spell slots upon receiving your secondary subclass, and, most obviously, the loss of actual multiclassing. Another potential drawback is a secondary subclass potentially having the same, or very similar, feature as your primary. Unfortunately, in my campaigns at least, them's the breaks. As DM, I finalize and offer all the options available for the players before character creation begins, and they decide what they want out of their options. If they truly don't want dupe or similar features, I encourage them to perhaps pick a separate subclass instead, otherwise, what you see is what you get. (Personally, I'm not changing one subclass feature because it overlaps with another subclass feature when it works fine with another subclass; and no substitutions either, otherwise I may as well let them homebrew a subclass instead).
Is this homebrew rule for everyone? Oh, very much no. Is it possible? Oh, very much so.
The Rules As Written are not law. Every single bit of published material about D&D is simply a guideline to help you play the game, but ultimately, you could throw out all of the same published material and still play amazing campaigns. This is why there are so many different "flavors" of D&D exist: Pathfinder, Numenara, Vampire The Masquerade, Warhammer, Call of Cthulhu, Blades in the Dark, Cyberpunk, Shadowrun, etc., etc., etc., etc. These flavor games came into being because people wanted different styles, settings, classes, races, and genres, and even different mechanics and rules. I am almost 100% certain that they trialed and errored their games by homebrewing another until they got what they desired.
So to everyone who keeps saying "No. No. No. No! No! NO! NO! NONONO!", please stop telling people what they can't do in a game literally designed to let you build worlds and stories as you see fit. Instead, try helping come up with ways to help them do exactly what "can't be done". Find the solutions that others tell you are impossible. Who knows? Maybe they or even yourself could design the next "flavor" for D&D.
Just a thought.
Best answer IMO? Ask your DM as they are allowed to shape the rules as they want. If you do not ask you'll never know.
As per the DMG either they can custom make your class, accept your build, or deem it a no go.
How to Use This Book
This book is organized in three parts. The first part helps you decide what kind of campaign you'd like to run. The second part helps you create the adventures-the stories-that will compose the campaign and keep the players entertained from one game session to the next. The last part helps you adjudicate the rules of the game and modify them to suit the style of your campaign.
no
Eh honestly I'm not sure why we keep this thread up. Several people have mentioned that the best way is just to make a HB subclass with the features that you want. Your not going to break things, it's just worthwhile to mention that it's likely going to be more powerful than a pure one subclass. This is due to the following:
1. Most subclasses are frontloaded. This means they get their best feature at level 1/2/3, thus your HB rule could allow you to basically get the best features of each subclass (some exceptions- but your player probably isn't going to multiclass into a subclass that adds nothing to their build). If your rule allows for people to pick the first subclass feature of each subclass, that can easily get out of hand (Gloomstalker, HW, and Hunter making 3 attacks, and adding 3d8 to a attack on top of Hunter's mark).
2. Several subclasses have not very powerful abilities compared to other subclasses of the same class to balance more powerful capstones/starting abilities. For example the Battlemaster's Know Your Enemy is nowhere near as great as the Eldritch Knight's War Magic or even Champions level 3 ability. If your HB rule allows you to skip any bad abilities and replace them with more powerful ones, that could be weird.
Different versions of this HB rule will result in different issues, not all versions of this HB rule will result in issue #1 for example. As I said, I can't think of anything that would break the game, just that it's going to result in more powerful characters. Which, is honestly fine. Play however you want to play, just understand the consequences.
Also, none of these ideas are mine lol I'm basically just summarizing the issues pointed out in the last 2 pages. Honestly the main reason why this post has gotten so much "nope" is just because you posted it in the RAW Rules as Written forum, instead of the Homebrew forum.
if I edit a message, most of the time it's because of grammar. The rest of the time I'll put "Edit:" at the bottom.
Sorry to burst people's bubbles but this is not such a homebrew answer.
I was talking to my GM and he randomly suggested the idea of multi-sub-classing. Obviously, class abilities wouldn't stack by taking the same class again.
But this is where homebrew shops being the answer. I was on roll20 and playing with a dummy character backup character I have on his homebrew campaign (currently on hold).
Roll20 allows a player to duel-sub-class. I didn't get around to exploring it further because shortly after that, they started having server issues. However if a person. Duel classes into a second class, they can then do a 3rd multiclass (separate level up) back in to their original class and choose a secondary sub-class route.
Until someone actually does it, I don't know what kind of impact it would have on roll20's character creation. However, that it is possible, means that the narrative is there for it to happen within the rulebook itself and not just make something homebrew.
As I said to my GM. You obviously need to play it so that a player does not stack up multiple copies of an ability they already have. But in lore, there is no individual reason why someone might decide to study a different aspect of their class. Doing so is within their right as a player/character. And while they might become arguably weaker than if they hadn't. it is their choice. Becoming a sorcerer twice, would not give you extra spell slots. But it might for example give you a couple of extra spells you can cast.
The character would only gain the subclass bonuses of that subclass if they choose to level up the lower level subclass. (also the HP). The level up table for each class in the handbook would only apply to the highest level of each class that character has, as the subclasses count at the same class once acquired.
So from the theoretical Homebrew, I have proven that it is technically being within the rules, providing that you take a second class in between. Although if players are mad enough to do that, they are probably deserving of the punishment of wasting their level up like that.
Literally all of that is homebrew. That one specific Roll20 character sheet allows something means absolutely nothing.
Like I've said many times. Just because something is possible on D&DBeyond - doesn't mean it's RAW. Clearly this also applies to Roll20.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Take Cleric - Life at L1. Then Muliclass not your current (cleric) class: Fighter at L2. Then multiclass not your current (fighter) class: Cleric - Peace at L3.
Simple.
I'm kidding.
But, I don't think there is anything wrong with letting it work, either. And, if you were going to do it, you'd do it by stacking their levels in everything they shared identically, and using their individual levels for features they don't share.
So the examples of a Wiz/Wiz, wouldn't get extra cantrips or extra spellbooks or two prep lists or anything like that. You'd add their wiz levels together to determine those things. As a class, you'd be total Wiz level. Only for the subclass features would you cal individually. So a Wiz 4/Wiz4 for the most part is a Wiz 8, but instead of their 6th level specialty ability they got two diff L2 specialty abilities.
Broken? Eh, I don't think so, not really. certainly not anything as broken as the latest cleric sub classes, anyway, so if there is power creep that bad already in the game, why hold back with anything?
I got quotes!
But again - if you were going to make it work that way - it would be so much simpler to just homebrew a new subclass.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).