Hello there! This is my first post on the forums, but I was just looking for some advice on multiclassing. I am currently playing a changeling Wild Magic Sorcerer, and have decided to multiclass into Fighter (action surge + twinned spell cheese just sounded too great). However, I seem to have come to a point where I'm not sure how to continue. My character currently has 1 level in sorc, 2 in fighter. I originally was just going to stop there and finish off sorc. However, the level 18 ability is essentially just another damage dice if I roll max on something. I took a peek into the fighter subclasses to see if there was something better I could pick up.
I thought going Rune Knight would be pretty okay for the storm and cloud runes. A party member suggested psychic knight instead. They said the 1d10 per turn to reduce damage would be more worthwhile since it doesn't go on cooldown like the runes do. I thought Rune Knight would be worth it for the advantage/disadvantage reaction, as well as re-directing a hit. Also, my character happens to not have a tongue, so (with DM approval) my character speaks by casting message on multiple people at once, moving my mouth to imitate like the words are being spoken aloud, then I have to roll a deception check. My character already has a very good deception check (+7), but the passive advantage on deception checks from the runes would also be nice (even with a +7 I have managed to fail this check more times than I am proud to admit). Sorry for the long post, but any and all advice would be greatly appreciated!
1. What level do you expect the campaign to get to? 18th level may be a pipe dream anyway; if you expect the campaign to end at, say, level 16, now there's a different ability you're giving up.
2. The biggest thing you're giving up isn't the last level ability you're hitting, it's the next level. As a Sorcerer 1/Fighter 2 you're already behind a full level in spellcasting progression. Depending on what you want to do with your spellcasting that may not be the worst thing, but the math on things like Fireball are already not supremely in your favor just by delaying when you get it. Similarly, you've delayed your next ASI, which is going to be pinging your spell save/spell attack numbers in short order. These aren't crippling things by any means, but they are worth keeping in mind, and depending on just what you want to do with the Sorcerer that may be reason to pick up on your casting again sooner rather than later.
3. One thing to keep in mind as well is that this isn't necessarily a decision to be made now; you could easily pick up another Fighter level later.
4. How are you intending to fight with this character? Regarding the dip as a whole, Rune Knight is kind of adding three different things with another level: Giant's Might, the activated runes, and the passive runes. Obviously the passive runes aren't (usually) relevant in combat, at least with the ones you've chosen, but the others are. Giant's Might is likely to begin to fall off as you add levels - right now I presume you're relatively martial, but are you intending to stay that way as you level? The runes are somewhat similar, they don't require you to be point blank but do want you to be close to your enemies and allies alike; is that intended or would you rather keep more distance?
Overall Rune Knight is definitely very strong, and it's not a bad dip at all, but if you intend the character to be predominantly a sorcerer you might want to think about when you take your next fighter level, and consider what you're giving up both in the long term and immediately.
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Hello there! This is my first post on the forums, but I was just looking for some advice on multiclassing. I am currently playing a changeling Wild Magic Sorcerer, and have decided to multiclass into Fighter (action surge + twinned spell cheese just sounded too great). However, I seem to have come to a point where I'm not sure how to continue. My character currently has 1 level in sorc, 2 in fighter. I originally was just going to stop there and finish off sorc. However, the level 18 ability is essentially just another damage dice if I roll max on something. I took a peek into the fighter subclasses to see if there was something better I could pick up.
I thought going Rune Knight would be pretty okay for the storm and cloud runes. A party member suggested psychic knight instead. They said the 1d10 per turn to reduce damage would be more worthwhile since it doesn't go on cooldown like the runes do. I thought Rune Knight would be worth it for the advantage/disadvantage reaction, as well as re-directing a hit. Also, my character happens to not have a tongue, so (with DM approval) my character speaks by casting message on multiple people at once, moving my mouth to imitate like the words are being spoken aloud, then I have to roll a deception check. My character already has a very good deception check (+7), but the passive advantage on deception checks from the runes would also be nice (even with a +7 I have managed to fail this check more times than I am proud to admit). Sorry for the long post, but any and all advice would be greatly appreciated!
Some things to consider in this regard:
1. What level do you expect the campaign to get to? 18th level may be a pipe dream anyway; if you expect the campaign to end at, say, level 16, now there's a different ability you're giving up.
2. The biggest thing you're giving up isn't the last level ability you're hitting, it's the next level. As a Sorcerer 1/Fighter 2 you're already behind a full level in spellcasting progression. Depending on what you want to do with your spellcasting that may not be the worst thing, but the math on things like Fireball are already not supremely in your favor just by delaying when you get it. Similarly, you've delayed your next ASI, which is going to be pinging your spell save/spell attack numbers in short order. These aren't crippling things by any means, but they are worth keeping in mind, and depending on just what you want to do with the Sorcerer that may be reason to pick up on your casting again sooner rather than later.
3. One thing to keep in mind as well is that this isn't necessarily a decision to be made now; you could easily pick up another Fighter level later.
4. How are you intending to fight with this character? Regarding the dip as a whole, Rune Knight is kind of adding three different things with another level: Giant's Might, the activated runes, and the passive runes. Obviously the passive runes aren't (usually) relevant in combat, at least with the ones you've chosen, but the others are. Giant's Might is likely to begin to fall off as you add levels - right now I presume you're relatively martial, but are you intending to stay that way as you level? The runes are somewhat similar, they don't require you to be point blank but do want you to be close to your enemies and allies alike; is that intended or would you rather keep more distance?
Overall Rune Knight is definitely very strong, and it's not a bad dip at all, but if you intend the character to be predominantly a sorcerer you might want to think about when you take your next fighter level, and consider what you're giving up both in the long term and immediately.