First campaign ever, never multiclased. Im a Hexblade lvl 7 and i'll love to keep this character till high level. At some point i would love to add 3 lvls in fighter but im having a hard time deciding when to do so. It feels like im delaying important stuff for ages with 3 lvls but at the same time the benefits are awesome once i have them. Furthermore if i do get to play this character at high levels the combo would would go hard or at the very least be cool.
English isnt my first language, i hope im being clear and ty in advance to anyone that takes the time to lend me some insight
First campaign ever, never multiclased. Im a Hexblade lvl 7 and i'll love to keep this character till high level. At some point i would love to add 3 lvls in fighter but im having a hard time deciding when to do so. It feels like im delaying important stuff for ages with 3 lvls but at the same time the benefits are awesome once i have them. Furthermore if i do get to play this character at high levels the combo would would go hard or at the very least be cool.
English isnt my first language, i hope im being clear and ty in advance to anyone that takes the time to lend me some insight
Just judge it on a level by level basis. Compare what you'd get at lvl 8 for warlock (which I think is just an ASI or Feat) vs level 1 for fighter, and then keep weighing the benefits of each choice at each new level-up
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
3 levels is a sizeable dip for a running campaign; not unworkable, but you're already leveled enough you can typically expect some long stretches between levels. Which subclass are you looking at?
Also, my typical suggestion for first time players is just to let your one class ride rather than dipping; it's generally a better experience to just continually power up than make what's typically a more lateral move for a bit, imo.
What level do you expect your campaign to end? That will greatly influence when you should multiclass.
Without any more information, I would suggest you multiclass either at warlock level 9 or 11.
Level 9 is when your Pact Magic slots reach their maximum level of 5, and there are some nice 5th level spells to grab, particularly Hold Monster and Synaptic Static.
Level 11 is when you get your third Pact Magic Slot, so that can be a really be a nice upgrade. You also get your 6th level Mystic Arcanum here. There are some really choice spells to grab here. My favorites are probably Mental Prison, Scatter, and Summon Fiend (also Mass Suggestion if you are using the 2014 rules).
Personally, I would probably grab my fighter levels after Warlock 9 then go back to Warlock later, but it's entirely up to you. Play how you want :-)
First campaign ever, never multiclased. Im a Hexblade lvl 7 and i'll love to keep this character till high level. At some point i would love to add 3 lvls in fighter but im having a hard time deciding when to do so. It feels like im delaying important stuff for ages with 3 lvls but at the same time the benefits are awesome once i have them. Furthermore if i do get to play this character at high levels the combo would would go hard or at the very least be cool.
English isnt my first language, i hope im being clear and ty in advance to anyone that takes the time to lend me some insight
Just judge it on a level by level basis. Compare what you'd get at lvl 8 for warlock (which I think is just an ASI or Feat) vs level 1 for fighter, and then keep weighing the benefits of each choice at each new level-up
Ty, its hard to decide when, it always feels like you loose a lot because the first lvl in fighter doesn'tgive you that much, its the second and third one that count the most but with 3 lvls in the main class you also gain a lot. The only benefit from the first lvl of fighter is +1 ac and a small heal, right now that vs the feat from warlock 8 is worse, then comes lvl 9 with 5th lvl spells and invocations i think. 10 is the odd lvl so maybe there. I'll keep in mind what you said, ty.
Mechanically +1ac (im the frontline and it has been rough), action surge is huge both for melee and for spellcasting, and the 3rd lvl gives you the subclass benefits.
Thematically i do envision my PC being a better melee fighter and the action surge + subclass helps with that feeling.
I've never multiclased so i though more experienced players might have advice on how to choose a time to do so. It's hard for me to know how powerful multiclasing is tbh. I want to do it, i just want to mitigate the potential losses with the help of experienced people
action surge is huge both for melee and for spellcasting
Are you playing 2014 rules, or 2024? Action Surge can't be used on Magic actions in 2024
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
Mechanically +1ac (im the frontline and it has been rough), action surge is huge both for melee and for spellcasting, and the 3rd lvl gives you the subclass benefits.
Thematically i do envision my PC being a better melee fighter and the action surge + subclass helps with that feeling.
I've never multiclased so i though more experienced players might have advice on how to choose a time to do so. It's hard for me to know how powerful multiclasing is tbh. I want to do it, i just want to mitigate the potential losses with the help of experienced people
I like the idea of a Hexblade Battle Master for the Maneuvers and extra 1d8 damage, etc. that comes with some of them. I've been toying with that idea myself, but I'd probably start out with a Fighter and then Multi-class into Warlock after level 6 or 7 because of extra attack, extra feat/asi at 6, and the 2 additional maneuvers at 7.
"First campaign ever" I would advise against multi class, it is easy to mess up and it is often not clear how features interact.
After a few campaigns you will be able to weigh up more the gains of multiclass v the losses of getting your main class features later, (if at all) and when is is best to take the dip, this can depend on when you expect the campaign to end.
3 levels is a sizeable dip for a running campaign; not unworkable, but you're already leveled enough you can typically expect some long stretches between levels. Which subclass are you looking at?
Also, my typical suggestion for first time players is just to let your one class ride rather than dipping; it's generally a better experience to just continually power up than make what's typically a more lateral move for a bit, imo.
Battlemaster was my choice originally but also the one with the runes seems good, i was hoping to make up mi mind by the time i got there. Ty for the advice!
What level do you expect your campaign to end? That will greatly influence when you should multiclass.
Without any more information, I would suggest you multiclass either at warlock level 9 or 11.
Level 9 is when your Pact Magic slots reach their maximum level of 5, and there are some nice 5th level spells to grab, particularly Hold Monster and Synaptic Static.
Level 11 is when you get your third Pact Magic Slot, so that can be a really be a nice upgrade. You also get your 6th level Mystic Arcanum here. There are some really choice spells to grab here. My favorites are probably Mental Prison, Scatter, and Summon Fiend (also Mass Suggestion if you are using the 2014 rules).
Personally, I would probably grab my fighter levels after Warlock 9 then go back to Warlock later, but it's entirely up to you. Play how you want :-)
The dm said around lvl 11 but we have talked multiple times that we can continue the story afterwards with the same characters or change, so 11 is most likely and with some luck we can take it till 15 or so.
Ty very much for the advice it was very insightful!
Ty to everyone who took the time to help me with this, after reading your advice i think i wont concern myself with multiclassing at least for a couple of levels.
3 levels is a sizeable dip for a running campaign; not unworkable, but you're already leveled enough you can typically expect some long stretches between levels. Which subclass are you looking at?
Also, my typical suggestion for first time players is just to let your one class ride rather than dipping; it's generally a better experience to just continually power up than make what's typically a more lateral move for a bit, imo.
Battlemaster was my choice originally but also the one with the runes seems good, i was hoping to make up mi mind by the time i got there. Ty for the advice!
Battlemaster is decently frontloaded, though assuming you didn't get the stats to really go wide on your spread I'd suggest avoiding the maneuvers with DCs, as you're likely to come in under par enough to whiff a lot for the tier you'd be playing in. Rune Knight arguably amplifies the concerns a little: of the four rune options you can take at 3rd level, 3 use the subclass DC which itself uses the CON mod, which I'd guess would be at least as low as your mod for Maneuvers.
For your first campaign I agree with those saying don’t multiclass. Especially as the campaign is expected to end in 4 levels and 3 would be spent multiclassing. As a general rule you want to multiclass either early (when the leveling is faster) or when the class/subclasses “ Peter out” in your estimation. If you’re getting good stuff at each level then stay with what you have (if it ain’t broke don’t fix it). In a campaign going to level 11, by. Level 7 you should probably already have multiclassed unless there is a clear story reason to add the new class. You will see a lot of “whiteroom” multiclass builds on here ( including some from me) that are meant to (mentally) explore what is possible. Generally they are lousy to play them through the levels in a campaign until they finally come on line fully. That, or, they are being created for high level one shots or high level campaigns.
What level do you expect your campaign to end? That will greatly influence when you should multiclass.
Without any more information, I would suggest you multiclass either at warlock level 9 or 11.
Level 9 is when your Pact Magic slots reach their maximum level of 5, and there are some nice 5th level spells to grab, particularly Hold Monster and Synaptic Static.
Level 11 is when you get your third Pact Magic Slot, so that can be a really be a nice upgrade. You also get your 6th level Mystic Arcanum here. There are some really choice spells to grab here. My favorites are probably Mental Prison, Scatter, and Summon Fiend (also Mass Suggestion if you are using the 2014 rules).
Personally, I would probably grab my fighter levels after Warlock 9 then go back to Warlock later, but it's entirely up to you. Play how you want :-)
Or, Tasha's Bubbling Cauldron is a nice Mystic Arcanum option. You can conjure into being Common or Uncommon potions once per Long Rest, up to your Charisma modifier.
The best time to multi class is at creation when the campaign character is instantly starting at mid level. Starting at level 1 and slogging your way upwards can get painful for multi classing. You feel as if you are weaker vice getting stronger. It is the day to day or night to night grind that wears on your psyche. Going 1st to 2nd level is not a lot of points, but from 9th to 10 is a lot of points and that 9-1 level split is rough as that 1 level adds very little for the cost.
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First campaign ever, never multiclased. Im a Hexblade lvl 7 and i'll love to keep this character till high level. At some point i would love to add 3 lvls in fighter but im having a hard time deciding when to do so. It feels like im delaying important stuff for ages with 3 lvls but at the same time the benefits are awesome once i have them. Furthermore if i do get to play this character at high levels the combo would would go hard or at the very least be cool.
English isnt my first language, i hope im being clear and ty in advance to anyone that takes the time to lend me some insight
Just judge it on a level by level basis. Compare what you'd get at lvl 8 for warlock (which I think is just an ASI or Feat) vs level 1 for fighter, and then keep weighing the benefits of each choice at each new level-up
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
What do you want the three levels of fighter for?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
3 levels is a sizeable dip for a running campaign; not unworkable, but you're already leveled enough you can typically expect some long stretches between levels. Which subclass are you looking at?
Also, my typical suggestion for first time players is just to let your one class ride rather than dipping; it's generally a better experience to just continually power up than make what's typically a more lateral move for a bit, imo.
What level do you expect your campaign to end? That will greatly influence when you should multiclass.
Without any more information, I would suggest you multiclass either at warlock level 9 or 11.
Level 9 is when your Pact Magic slots reach their maximum level of 5, and there are some nice 5th level spells to grab, particularly Hold Monster and Synaptic Static.
Level 11 is when you get your third Pact Magic Slot, so that can be a really be a nice upgrade. You also get your 6th level Mystic Arcanum here. There are some really choice spells to grab here. My favorites are probably Mental Prison, Scatter, and Summon Fiend (also Mass Suggestion if you are using the 2014 rules).
Personally, I would probably grab my fighter levels after Warlock 9 then go back to Warlock later, but it's entirely up to you. Play how you want :-)
Ty, its hard to decide when, it always feels like you loose a lot because the first lvl in fighter doesn'tgive you that much, its the second and third one that count the most but with 3 lvls in the main class you also gain a lot. The only benefit from the first lvl of fighter is +1 ac and a small heal, right now that vs the feat from warlock 8 is worse, then comes lvl 9 with 5th lvl spells and invocations i think. 10 is the odd lvl so maybe there. I'll keep in mind what you said, ty.
Mechanically +1ac (im the frontline and it has been rough), action surge is huge both for melee and for spellcasting, and the 3rd lvl gives you the subclass benefits.
Thematically i do envision my PC being a better melee fighter and the action surge + subclass helps with that feeling.
I've never multiclased so i though more experienced players might have advice on how to choose a time to do so. It's hard for me to know how powerful multiclasing is tbh. I want to do it, i just want to mitigate the potential losses with the help of experienced people
Are you playing 2014 rules, or 2024? Action Surge can't be used on Magic actions in 2024
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
2014 and my melee is pretty decent anyways so i dont think that if my dm rules it out for some reason i would mind
I like the idea of a Hexblade Battle Master for the Maneuvers and extra 1d8 damage, etc. that comes with some of them. I've been toying with that idea myself, but I'd probably start out with a Fighter and then Multi-class into Warlock after level 6 or 7 because of extra attack, extra feat/asi at 6, and the 2 additional maneuvers at 7.
Depends what you want. MCing generally pigeon holes you into one particular play style that is the whole reason you do it.
In the case of Hexblade,
if you want more AC you MC into Swords-Bard to get some low level slots for the Shield spell, and you do it any time after 5th level.
If you want more melee-power, you MC into Battlemaster Fighter either at 6th level or at 9th level or at 13th level.
If you want more spellcasting, you MC into Sorcerer either at 4th level or at 6th level.
"First campaign ever" I would advise against multi class, it is easy to mess up and it is often not clear how features interact.
After a few campaigns you will be able to weigh up more the gains of multiclass v the losses of getting your main class features later, (if at all) and when is is best to take the dip, this can depend on when you expect the campaign to end.
Battlemaster was my choice originally but also the one with the runes seems good, i was hoping to make up mi mind by the time i got there. Ty for the advice!
The dm said around lvl 11 but we have talked multiple times that we can continue the story afterwards with the same characters or change, so 11 is most likely and with some luck we can take it till 15 or so.
Ty very much for the advice it was very insightful!
I see, i've haven't considered that aspect. Im learning a lot here ty very much!
Ty to everyone who took the time to help me with this, after reading your advice i think i wont concern myself with multiclassing at least for a couple of levels.
You all have been very kind and helpful.
I wish you all a great day!
Battlemaster is decently frontloaded, though assuming you didn't get the stats to really go wide on your spread I'd suggest avoiding the maneuvers with DCs, as you're likely to come in under par enough to whiff a lot for the tier you'd be playing in. Rune Knight arguably amplifies the concerns a little: of the four rune options you can take at 3rd level, 3 use the subclass DC which itself uses the CON mod, which I'd guess would be at least as low as your mod for Maneuvers.
For your first campaign I agree with those saying don’t multiclass. Especially as the campaign is expected to end in 4 levels and 3 would be spent multiclassing. As a general rule you want to multiclass either early (when the leveling is faster) or when the class/subclasses “ Peter out” in your estimation. If you’re getting good stuff at each level then stay with what you have (if it ain’t broke don’t fix it). In a campaign going to level 11, by. Level 7 you should probably already have multiclassed unless there is a clear story reason to add the new class. You will see a lot of “whiteroom” multiclass builds on here ( including some from me) that are meant to (mentally) explore what is possible. Generally they are lousy to play them through the levels in a campaign until they finally come on line fully. That, or, they are being created for high level one shots or high level campaigns.
Wisea$$ DM and Player since 1979.
Or, Tasha's Bubbling Cauldron is a nice Mystic Arcanum option. You can conjure into being Common or Uncommon potions once per Long Rest, up to your Charisma modifier.
The best time to multi class is at creation when the campaign character is instantly starting at mid level. Starting at level 1 and slogging your way upwards can get painful for multi classing. You feel as if you are weaker vice getting stronger. It is the day to day or night to night grind that wears on your psyche. Going 1st to 2nd level is not a lot of points, but from 9th to 10 is a lot of points and that 9-1 level split is rough as that 1 level adds very little for the cost.