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  1. - Top - End - #1
    Bugbear in the Playground
     
    PaladinGuy

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    Default Comprehensive List of Reasons to Multiclass

    What are the individual reasons to ever consider taking a 1-2 level dip in a class?

    Fighting Styles
    Unarmored Defense
    Divine Smite
    Short Rest Spell Slots
    Don't get me started on hexblade

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    Titan in the Playground
     
    Imp

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    Default Re: Comprehensive List of Reasons to Multiclass

    RP reasons?

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    Bugbear in the Playground
     
    PaladinGuy

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    Default Re: Comprehensive List of Reasons to Multiclass

    Quote Originally Posted by Unoriginal View Post
    RP reasons?
    You truly have mastered the art of unhelpful helpful replies xD
    You know pretty much everything about the game, throw a man a bone here?

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    BloodSnake'sCha's Avatar

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    Default Re: Comprehensive List of Reasons to Multiclass

    Cunning Action
    The fighter extra action
    Bardic inspiration
    Sorcerer 13 base armor/DS bonus to save or attack.
    wizard lv1 rituals(for the people that don't like feats)
    A lot more that I need the books to write.
    Quote Originally Posted by Unoriginal View Post
    RP reasons?
    Well, if I want my character to be safe because he is smart I will dip monk for unarmored defense.

    You can RP all you want but if you can't do stuff your character can only talk about it.

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    NecromancerGuy

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    Default Re: Comprehensive List of Reasons to Multiclass

    Quote Originally Posted by Bjarkmundur View Post
    You truly have mastered the art of unhelpful helpful replies xD
    You know pretty much everything about the game, throw a man a bone here?
    You wanted a comprehensive list. "RP Reasons" is a catchall for a majority of the full list.


    Other mechanical reasons (remember sometimes the dip is at 1st level):
    Proficiencies(Weapon)
    Proficiencies(Armor)
    Proficiencies(Skills)
    Proficiencies(Saves)
    Class Features(1st level)
    Class Features(2nd level)

    Examples:
    Heavy Armor on a Wizard
    Healing Word on a Rogue
    Knowledge Domain on a Rogue
    Guidance on a Rogue
    Lore Bard on a Rogue
    Shillelagh on a Monk

    Conclusion: The list is too long and includes a majority of the mechanics found at 1st-2nd level.
    Last edited by OldTrees1; 2019-04-20 at 06:10 AM.

  6. - Top - End - #6
    Barbarian in the Playground
     
    GreenSorcererElf

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    Default Re: Comprehensive List of Reasons to Multiclass

    Quote Originally Posted by OldTrees1 View Post
    Conclusion: The list is too long and includes a majority of the mechanics found at 1st-2nd level.
    Exactly. Clerics, wizards, warlocks, and sorcerers get subclass goodies at 1&2. The list will get long if you're going to include every specific archetype feature.

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    Pex's Avatar

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    Default Re: Comprehensive List of Reasons to Multiclass

    Spellcaster that's not Bard - A range attack cantrip for a character who lacks a meaningful range attack, and it's hurting the party you don't have a range attack losing your actions for the round in an encounter.

    Sorcerer/Wizard - Shield & Absorb Elements

    Cleric - Guidance & Bless

    Rogue - When you really need or want expertise in a particular skill or two.

    Fighter - A boost in combat.
    Quote Originally Posted by OvisCaedo View Post
    Rules existing are a dire threat to the divine power of the DM.

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    Orc in the Playground
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    Default Re: Comprehensive List of Reasons to Multiclass

    A lot of the martial classes have long stretches of rather uninteresting features. I usually multiclass out of martial classes after I reach a certain level almost regardless of the situation.

    Barbarian's the worst offender for me. After level 7 I don't care for any of the intervening base class abilities up until 20. Fighter has the same problem after 11th.

  9. - Top - End - #9
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    Pex's Avatar

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    Default Re: Comprehensive List of Reasons to Multiclass

    Quote Originally Posted by Jamesps View Post
    A lot of the martial classes have long stretches of rather uninteresting features. I usually multiclass out of martial classes after I reach a certain level almost regardless of the situation.

    Barbarian's the worst offender for me. After level 7 I don't care for any of the intervening base class abilities up until 20. Fighter has the same problem after 11th.
    Same. I went to Barbarian 8 though for the ASI. Took a feat.
    Quote Originally Posted by OvisCaedo View Post
    Rules existing are a dire threat to the divine power of the DM.

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    Barbarian in the Playground
     
    DruidGirl

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    Default Re: Comprehensive List of Reasons to Multiclass

    I do it because it's fun and is sometimes thematically fitting for the character.

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    Orc in the Playground
     
    RogueGuy

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    Default Re: Comprehensive List of Reasons to Multiclass

    Quote Originally Posted by Jamesps View Post
    Barbarian's the worst offender for me. After level 7 I don't care for any of the intervening base class abilities up until 20. Fighter has the same problem after 11th.
    Quote Originally Posted by Pex View Post
    Same. I went to Barbarian 8 though for the ASI. Took a feat.
    I agree you get diminishing returns in the second half of the levels for none spell casters.

    Maybe the better question is when to multi-class?

    Casters often want a level early to get Armour and are then a level behind in getting bigger spells. Ultimately they want 17 Levels in a class to get Level 9 spells.

    Martial are better able to mix two classes as they gain more than they lose by taking several levels in a different class.

  12. - Top - End - #12
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    Pex's Avatar

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    Default Re: Comprehensive List of Reasons to Multiclass

    Quote Originally Posted by Lyracian View Post
    I agree you get diminishing returns in the second half of the levels for none spell casters.

    Maybe the better question is when to multi-class?

    Casters often want a level early to get Armour and are then a level behind in getting bigger spells. Ultimately they want 17 Levels in a class to get Level 9 spells.

    Martial are better able to mix two classes as they gain more than they lose by taking several levels in a different class.
    It's a matter of taste. Some players don't care about having the higher level spells. They're cool but not essential. What you get multiclassing is fun for them now then what could happen many levels later. In one of my games the warlock multiclassed a few levels in bard to get more cantrips, healing spells, and expertise. Bardic Inspiration was a cherry on top. In another game the cleric multiclassed wizard for spell diversity.

    For warriors going 5 levels is without doubt for Extra Attack. It's the 6th level that's tempting for Fighter and Paladin. Totem Barbarian less so, but the ribbon might matter for some players plus one more rage per day. If Fighter goes to 6 you can get out after. For Paladin it's an issue. You want CH to saves, but depending on your Oath 7th level is really good then you might as well go 8th for the ASI. 9th gives you 3rd level paladin spells, but it's possible to get out if you were more focused on smiting than spellcasting.
    Quote Originally Posted by OvisCaedo View Post
    Rules existing are a dire threat to the divine power of the DM.

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    JakOfAllTirades's Avatar

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    Default Re: Comprehensive List of Reasons to Multiclass

    Quote Originally Posted by Jamesps View Post
    A lot of the martial classes have long stretches of rather uninteresting features. I usually multiclass out of martial classes after I reach a certain level almost regardless of the situation.

    Barbarian's the worst offender for me. After level 7 I don't care for any of the intervening base class abilities up until 20. Fighter has the same problem after 11th.
    I have similar feelings about playing a BladeLock after level 12. Once I've got the LifeDrinker Invocation, and a good 12th level Feat to go with it, I find myself debating whether I want 8 more levels of Warlock, or... something else.
    HEY, WTF HAPPENED TO MY AVATAR?


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    Man_Over_Game's Avatar

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    Default Re: Comprehensive List of Reasons to Multiclass

    • Barbarian: Rage, Reckless Attack (Advantage on melee attacks)
    • Fighter: Constitution Proficiency, Heavy Armor, Fighting Style, Second Wind, ACTION SURGE!!!!
    • Monk: Unarmed Strike, Unarmored Defense, Dodge as a Bonus Action
    • Paladin: Heavy Armor, Divine Smite
    • Ranger: Favored Terrain, Favored Enemy, Fighting Style, Goodberries
    • Rogue: Expertise, Thieves' Tools Proficiency, Cunning Action
    • Bard: Utility spells, Bardic Inspiration, lots of known spells
    • Cleric: Armor proficiency, niche combat boon (such as enhanced healing or punishing enemies for attacking you), prepared spells
    • Druid: Wisdom Spell Slots, Wild Shape, easy subclass feature, prepared spells
    • Sorcerer: Metamagic, Shield, Absorb Elements, level 1 subclass feature, lots of spell slots/cantrips.
    • Warlock: Pact Boon, invocations, level 1 subclass feature, Short Rest spell slots.
    • Wizard: Shield, Absorb Elements, easy subclass feature.
    Last edited by Man_Over_Game; 2019-04-22 at 02:39 PM.
    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas I’ve gleaned from your posts has been valuable. You’re a gem of the community here.

    5th Edition Homebrewery
    Prestige Options, changing primary attributes to open a world of new multiclassing.
    Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
    Pain, using Exhaustion to make tactical martial combatants.
    Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!

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    Barbarian in the Playground
     
    GreenSorcererElf

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    Default Re: Comprehensive List of Reasons to Multiclass

    Quote Originally Posted by Man_Over_Game View Post
    • Barbarian: Rage, Reckless Attack (Advantage on melee attacks)
    • Fighter: Constitution Proficiency, Heavy Armor, Fighting Style, Second Wind, ACTION SURGE!!!!
    • Monk: Unarmed Strike, Unarmored Defense, Dodge as a Bonus Action
    • Paladin: Heavy Armor, Divine Smite
    • Ranger: Favored Terrain, Favored Enemy, Fighting Style, Goodberries
    • Rogue: Expertise, Thieves' Tools Proficiency, Cunning Action
    • Bard: Utility spells, Bardic Inspiration
    • Cleric: Armor proficiency, niche combat boon (such as enhanced healing or punishing enemies for attacking you).
    • Druid: Wisdom Spell Slots, Wild Shape, easy subclass feature.
    • Sorcerer: Metamagic, Shield, Absorb Elements, level 1 subclass feature, lots of spell slots/cantrips.
    • Warlock: Pact Boon, invocations, level 1 subclass feature, Short Rest spell slots.
    • Wizard: Shield, Absorb Elements, easy subclass feature.
    Fixed that omission ;)

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    DruidGuy

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    Default Re: Comprehensive List of Reasons to Multiclass

    Not sure you can come up with a comprehensive list of reasons to multiclass. That’s like trying to come up with a comprehensive list of reasons to play D&D.

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    Man_Over_Game's Avatar

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    Default Re: Comprehensive List of Reasons to Multiclass

    Quote Originally Posted by TyGuy View Post
    Fixed that omission ;)
    Made the revision. Can't believe I forgot Action Surge. I wouldn't put Second Wind on the list, though. It's generally a feature that I only ever consider if I'm already playing a Fighter.
    Quote Originally Posted by KOLE View Post
    MOG, design a darn RPG system. Seriously, the amount of ideas I’ve gleaned from your posts has been valuable. You’re a gem of the community here.

    5th Edition Homebrewery
    Prestige Options, changing primary attributes to open a world of new multiclassing.
    Adrenaline Surge, fitting Short Rests into combat to fix bosses/Short Rest Classes.
    Pain, using Exhaustion to make tactical martial combatants.
    Fate Sorcery, lucky winner of the 5e D&D Subclass Contest VII!

  18. - Top - End - #18
    Ettin in the Playground
     
    Chimera

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    Default Re: Comprehensive List of Reasons to Multiclass

    Depending on your DM, an Ranger's Natural Explorer ability is worth more than any other class feature. By the sounds of it, not many DMs actually impose the penalties that the ability obviates unless you remind them, so it's often not really a benefit. But if they do, it certainly can be.

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    Pex's Avatar

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    Default Re: Comprehensive List of Reasons to Multiclass

    Quote Originally Posted by Man_Over_Game View Post
    Made the revision. Can't believe I forgot Action Surge. I wouldn't put Second Wind on the list, though. It's generally a feature that I only ever consider if I'm already playing a Fighter.
    When multiclassing into Fighter it helps to think of it as an extra HD of Short Rest healing.
    Quote Originally Posted by OvisCaedo View Post
    Rules existing are a dire threat to the divine power of the DM.

  20. - Top - End - #20
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    Max_Killjoy's Avatar

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    Default Re: Comprehensive List of Reasons to Multiclass

    Quote Originally Posted by Unoriginal View Post
    RP reasons?
    RP reasons, and "how to best map this character into the mechanics within the limitations of the system" reasons.
    It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.

    Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.

    The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.

    The Worldbuilding Forum -- where realities are born.

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    Max_Killjoy's Avatar

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    Default Re: Comprehensive List of Reasons to Multiclass

    Quote Originally Posted by Willie the Duck View Post
    Depending on your DM, an Ranger's Natural Explorer ability is worth more than any other class feature. By the sounds of it, not many DMs actually impose the penalties that the ability obviates unless you remind them, so it's often not really a benefit. But if they do, it certainly can be.
    One level dip in Revised Ranger:

    Light armor, medium armor, shields
    Simple weapons, martial weapons
    One skill from the class's skill list
    Ignore difficult terrain.
    Advantage on initiative rolls.
    On the first turn during combat, advantage on attack rolls against creatures that have not yet acted
    +2 Damage against "favored enemy", which can be Humanoids, for pete's sake.
    It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.

    Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.

    The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.

    The Worldbuilding Forum -- where realities are born.

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    Ettin in the Playground
     
    nickl_2000's Avatar

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    Default Re: Comprehensive List of Reasons to Multiclass

    There is also one thing that I haven't seen listed here. Cantrip, being able to cast RP spells and ranged spells at will can be a very useful thing.
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