Hello all you lovely and wonderfull people. The constant noob that is me is now back with a simple question that im to unsure about to not ask.
i want to play a dexadin. However this dexadin started as a kobold rouge that escaped enslavement. For rp reasons I want him to start as a rough and then go into paladin. The problem im having with Green is that his str is 11, and as a kobold he have -2 in str so its actually 9. Do I genuinly have to waste several ASI just to reach 13 to go into paladin or can this be houseruled like most things? I just dont see a kitchen slave beeing that strong, but sneaky to steal food or avoid a beating from master. I never intend for green to use any str based weapons or heavy armour, heck his shield is a wook pan and his ”sword” a kitchen knife!! So rp wise I feel its redundant for him to waste all those asi just to get the class when I dont even want to use any str based armour/weapons.
lsdr: are the multiclass requierments able to be houseruled or not?
Technically anything can be house-ruled, but that depends entirely on your DM. And frankly this is a question for your DM, not for a forum on the internet.
Okej thanks :) and yeah as I said I wasnt sure if it could be houseruled or not so figured Id ask before proposing this build to him to see if it was even worth bringing up or not. Thank you ever so kindly for your reply and do have a wonderfull day <3
If you're asking if you can override the requirements in DDB, nope, you can't. You have to meet the requirements when selecting the class you want to level into. However there is a work around; if you manually override your strength score to meet the requirement for paladin multicass, class into paladin, then remove the override, you should be now a rogue/paladin multiclass with 9 strength
If you're asking if you can override the requirements in DDB, nope, you can't. You have to meet the requirements when selecting the class you want to level into. However there is a work around; if you manually override your strength score to meet the requirement for paladin multicass, class into paladin, then remove the override, you should be now a rogue/paladin multiclass with 9 strength
If you're asking if you can override the requirements in DDB, nope, you can't. You have to meet the requirements when selecting the class you want to level into. However there is a work around; if you manually override your strength score to meet the requirement for paladin multicass, class into paladin, then remove the override, you should be now a rogue/paladin multiclass with 9 strength
On the “home” tab of the character creator, directly underneath the field where one sets HP Type yo Fixed/Manual, there is a section to turn off prerequisites. There are two toggles, one to turn off prerequisites for Feats, and the other to turn off prerequisites for Multiclassing.
lsdr: are the multiclass requierments able to be houseruled or not?
Everything *can* be houseruled. It's not like your group is going to be fined by Wizards Of The Coast if you don't play strictly by the book. :) The only time rules are "enforced" by someone not at the table is in Adventurer's League or some other kind of organized play, where you have multiple groups and it's important to have everyone playing by the same set of rules.
That being said, the more you futz with the rules as written, the more you potentially unbalance the game. But the example you describe shouldn't come close to breaking anything. Just tweak the Paladin multiclass prerequisites to be "13 in Charisma and 13 in either Strength or Dexterity", and it shouldn't be disruptive.
The decision that some classes require a 13 in one stat (e.g., Rogue with Dex 13), some must have a 13 in one stat or another (e.g., Fighter Strength 13 or Dex 13), while some must have a 13 in two stats (e.g. Paladin Strength 13 and Charisma 13) has always struck me as very unfair and of questionable intentionality. I doubt that there is anything particularly unbalanced about Paladin, Ranger, or Monk multiclassing that deserves them being subject to extra requirements when compared against other classes, or that a Fighter multiclass is so underpowered that it should be easier to multi than other classes.
Allowing each class to satisfy "X 13 or Y 13" would be better design, and your DM may very well agree if you ask nicely :)
The decision that some classes require a 13 in one stat (e.g., Rogue with Dex 13), some must have a 13 in one stat or another (e.g., Fighter Strength 13 or Dex 13), while some must have a 13 in two stats (e.g. Paladin Strength 13 and Charisma 13) has always struck me as very unfair and of questionable intentionality. I doubt that there is anything particularly unbalanced about Paladin, Ranger, or Monk multiclassing that deserves them being subject to extra requirements when compared against other classes, or that a Fighter multiclass is so underpowered that it should be easier to multi than other classes.
Allowing each class to satisfy "X 13 or Y 13" would be better design, and your DM may very well agree if you ask nicely :)
I agree that requiring 13 in one stat for each class would be a better design. However, the current system is one or two stats and is far simpler than earlier versions of the game. The origin is essentially that paladins, rangers, monks, assassins, illusionists were all special or elite classes of adventurers, different from the run of the mill fighter/cleric/magic user/thief so these classes required more. The 5e multiclassing requirements are vestiges of this history.
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The reason for some classes requiring two or more is historical and goes back all the way to AD&D at least. In AD&D there was a broad range of minimum stats imposed on a range of classes. The base class like a fighter might only have a minimum strength while a paladin or ranger could require minimum values in several stats. In addition, dual classing required a 15+ in the primary stat of your original class and a 17+ in the class you wanted to dual class into.
Playing a paladin for example, required the following minimum stats:
In addition, in 1e, characters could receive an experience bonus if they had high values in specific stats. For a paladin, 15+ in strength and wisdom (though they already needed a 17 charisma to even be a paladin in the first place), a ranger was 15+ or more in strength, intelligence and wisdom, while a cleric was just 15+ in wisdom, a fighter 15+ in strength, and a magic user was 16+ in intelligence.
All of this evolved into the much simpler 5e much simpler multiclassing requirements where certain classes require a minimum value in two stats and others only require one.
Yes, I remember this history, but the issue is: if they were cognizant of it being too complicated and burdensome in the past and wanted to streamline it.... why did they choose to keep it at all?
Having NO restrictions on multiclassing would not have broken anything, or made class identity meaningless. Having ONE STAT restricting multiclassing would not have broken anything. Somebody, somewhere, sat down and said "anyone can be a paladin, and anyone can be a monk, but you don't deserve to be a paladin/monk unless you have 13 str, dex, wis, and cha." Whoever that guy is, I hope he doesn't come back to work on 6E.
The intent may have been to foolproof the process, so new players couldn't accidentally torpedo their own characters by wasting levels in a class they don't have the stats to realistically support. (eg making physical attacks with your shiny new fighter levels, but feeling useless as both the attack roll and damage roll are reduced by a -3 stat modifier from your 5 Strength score)
The lack of a system requiring starting stat thresholds for a first level character belies that intent.
You can make a hulking brute as a Paladin, with high strength and garbage charisma. It doesn’t even hurt you much, if you plan to focus on smites and just see all those other misc cha features as “bonuses” you don’t card much about. But then if you decide, ya know, this guy is more of a fighter or barbarian, I’ll start taking those levels and leave paladin behind me.... you can’t, because your charisma is too low to STOP taking paladin levels.
Sure, but at a session 0 you'd expect that a DM teaching new players would warn them away from a brain-dead wizard. They'd be much less likely to have their level-up choices scrutinised.
Sure, but at a session 0 you'd expect that a DM teaching new players would warn them away from a brain-dead wizard. They'd be much less likely to have their level-up choices scrutinised.
That assumes the DM is that good at it. If the whole table is brand new....
Sure, but at a session 0 you'd expect that a DM teaching new players would warn them away from a brain-dead wizard. They'd be much less likely to have their level-up choices scrutinised.
That assumes the DM is that good at it. If the whole table is brand new....
While true, hopefully someone would have caught the quick build recommendations.
Sure, but at a session 0 you'd expect that a DM teaching new players would warn them away from a brain-dead wizard. They'd be much less likely to have their level-up choices scrutinised.
That assumes the DM is that good at it. If the whole table is brand new....
While true, hopefully someone would have caught the quick build recommendations.
People can’t find the “Show Advanced Filters” button directly underneath the search bars. How many posts per week pop up that Spells of the Mark don’t work when there are literally scores of posts about it already. I just read a post by someone who has never played D&D and was upset that when they hit “create background” it wouldn’t let them publish their homebrew base class. Now I know how Anne Burrell must feel. 🙄
Hello all you lovely and wonderfull people. The constant noob that is me is now back with a simple question that im to unsure about to not ask.
i want to play a dexadin. However this dexadin started as a kobold rouge that escaped enslavement. For rp reasons I want him to start as a rough and then go into paladin. The problem im having with Green is that his str is 11, and as a kobold he have -2 in str so its actually 9. Do I genuinly have to waste several ASI just to reach 13 to go into paladin or can this be houseruled like most things? I just dont see a kitchen slave beeing that strong, but sneaky to steal food or avoid a beating from master. I never intend for green to use any str based weapons or heavy armour, heck his shield is a wook pan and his ”sword” a kitchen knife!! So rp wise I feel its redundant for him to waste all those asi just to get the class when I dont even want to use any str based armour/weapons.
lsdr: are the multiclass requierments able to be houseruled or not?
Technically anything can be house-ruled, but that depends entirely on your DM. And frankly this is a question for your DM, not for a forum on the internet.
Okej thanks :) and yeah as I said I wasnt sure if it could be houseruled or not so figured Id ask before proposing this build to him to see if it was even worth bringing up or not. Thank you ever so kindly for your reply and do have a wonderfull day <3
If you're asking if you can override the requirements in DDB, nope, you can't. You have to meet the requirements when selecting the class you want to level into. However there is a work around; if you manually override your strength score to meet the requirement for paladin multicass, class into paladin, then remove the override, you should be now a rogue/paladin multiclass with 9 strength
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Im not quiet sure I understand what you mean by manually overriding it. Should I have green go lift weights on his spare time?
No, he is talking about the technical method to implement a potential homebrew Paladin Multiclassing into your DNDBEYOND character sheet.
Oh, I think I get it now, thank you to you two as well and do have a amazing day :)
On the “home” tab of the character creator, directly underneath the field where one sets HP Type yo Fixed/Manual, there is a section to turn off prerequisites. There are two toggles, one to turn off prerequisites for Feats, and the other to turn off prerequisites for Multiclassing.
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Everything *can* be houseruled. It's not like your group is going to be fined by Wizards Of The Coast if you don't play strictly by the book. :) The only time rules are "enforced" by someone not at the table is in Adventurer's League or some other kind of organized play, where you have multiple groups and it's important to have everyone playing by the same set of rules.
That being said, the more you futz with the rules as written, the more you potentially unbalance the game. But the example you describe shouldn't come close to breaking anything. Just tweak the Paladin multiclass prerequisites to be "13 in Charisma and 13 in either Strength or Dexterity", and it shouldn't be disruptive.
The decision that some classes require a 13 in one stat (e.g., Rogue with Dex 13), some must have a 13 in one stat or another (e.g., Fighter Strength 13 or Dex 13), while some must have a 13 in two stats (e.g. Paladin Strength 13 and Charisma 13) has always struck me as very unfair and of questionable intentionality. I doubt that there is anything particularly unbalanced about Paladin, Ranger, or Monk multiclassing that deserves them being subject to extra requirements when compared against other classes, or that a Fighter multiclass is so underpowered that it should be easier to multi than other classes.
Allowing each class to satisfy "X 13 or Y 13" would be better design, and your DM may very well agree if you ask nicely :)
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
I agree that requiring 13 in one stat for each class would be a better design. However, the current system is one or two stats and is far simpler than earlier versions of the game. The origin is essentially that paladins, rangers, monks, assassins, illusionists were all special or elite classes of adventurers, different from the run of the mill fighter/cleric/magic user/thief so these classes required more. The 5e multiclassing requirements are vestiges of this history.
------------------
The reason for some classes requiring two or more is historical and goes back all the way to AD&D at least. In AD&D there was a broad range of minimum stats imposed on a range of classes. The base class like a fighter might only have a minimum strength while a paladin or ranger could require minimum values in several stats. In addition, dual classing required a 15+ in the primary stat of your original class and a 17+ in the class you wanted to dual class into.
Playing a paladin for example, required the following minimum stats:
Strength: fighter 9, assassin/paladin 12, ranger 13
Intelligence: paladin/magic user 9, assassin 11, ranger 13, illusionist 15
Wisdom: cleric 9, druid 12, paladin 13, ranger 14, monk 15
Dexterity: thief 9, assassin 12, monk 15, illusionist 16
Constitution: figher 7, paladin 9, monk 11, ranger 14
Charisma: druid 15, paladin 17
In addition, in 1e, characters could receive an experience bonus if they had high values in specific stats. For a paladin, 15+ in strength and wisdom (though they already needed a 17 charisma to even be a paladin in the first place), a ranger was 15+ or more in strength, intelligence and wisdom, while a cleric was just 15+ in wisdom, a fighter 15+ in strength, and a magic user was 16+ in intelligence.
All of this evolved into the much simpler 5e much simpler multiclassing requirements where certain classes require a minimum value in two stats and others only require one.
Yes, I remember this history, but the issue is: if they were cognizant of it being too complicated and burdensome in the past and wanted to streamline it.... why did they choose to keep it at all?
Having NO restrictions on multiclassing would not have broken anything, or made class identity meaningless. Having ONE STAT restricting multiclassing would not have broken anything. Somebody, somewhere, sat down and said "anyone can be a paladin, and anyone can be a monk, but you don't deserve to be a paladin/monk unless you have 13 str, dex, wis, and cha." Whoever that guy is, I hope he doesn't come back to work on 6E.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
The intent may have been to foolproof the process, so new players couldn't accidentally torpedo their own characters by wasting levels in a class they don't have the stats to realistically support. (eg making physical attacks with your shiny new fighter levels, but feeling useless as both the attack roll and damage roll are reduced by a -3 stat modifier from your 5 Strength score)
The lack of a system requiring starting stat thresholds for a first level character belies that intent.
You can make a hulking brute as a Paladin, with high strength and garbage charisma. It doesn’t even hurt you much, if you plan to focus on smites and just see all those other misc cha features as “bonuses” you don’t card much about. But then if you decide, ya know, this guy is more of a fighter or barbarian, I’ll start taking those levels and leave paladin behind me.... you can’t, because your charisma is too low to STOP taking paladin levels.
Bad system is bad.
dndbeyond.com forum tags
I'm going to make this way harder than it needs to be.
Sure, but at a session 0 you'd expect that a DM teaching new players would warn them away from a brain-dead wizard. They'd be much less likely to have their level-up choices scrutinised.
That assumes the DM is that good at it. If the whole table is brand new....
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
While true, hopefully someone would have caught the quick build recommendations.
People can’t find the “Show Advanced Filters” button directly underneath the search bars. How many posts per week pop up that Spells of the Mark don’t work when there are literally scores of posts about it already. I just read a post by someone who has never played D&D and was upset that when they hit “create background” it wouldn’t let them publish their homebrew base class. Now I know how Anne Burrell must feel. 🙄
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting