![]() For example a Cleric/Ranger that takes his first 5 levels in ranger, and the rest in cleric is by the standards of this guide a Ranger/Cleric up until level 11 (when his cleric levels pass up ranger thereby making him a Cleric/Ranger). This distinction is important as a character with 18 levels in wizard and 2 in fighter, behaves very differently than the inverse of Fighter 18/Wizard 2.Īdditionally these definitions are fluid, and not necessarily based on a level 20 build since most characters have to be played from 1-x. ![]() This is not at all dependent on the timing of the levels taken, for instance a wizard that takes his first level in fighter (then proceeds in wizard x) will be considered a Wizard/Fighter. For the purpose of this guide a Fighter/Rogue represents a character with more levels in fighter than rogue, and Rogue/Fighter a character with more rogue levels than fighter. For this reason I have separated the multiclasses into dipping or adding to your core class. Most multiclassing involves dips or at the very least one class of greater level than the other. Otherwise it is probably best to avoid delaying extra attack/3rd level spells by any more than 1 level. There are some notable exceptions to this rule, such as gish builds starting fighter or paladin for a level or two, aiming to use SCAG cantrips instead of extra attack. Since most classes get a huge swing at level 5, a common tip is to take 5 levels in a class before multiclassing, so as to pick up either extra attack or third level spells as soon as possible. This is more acceptable on a higher level character who already has their core stat at 20 and desired feats. For these reasons it is highly discouraged to take 3 levels in a multiclass, or to leave a class one level before earning an ASI. Feats as well such as GWM, SS, PAM, SM, etc greatly effect a character's prowess in combat. It may not seem like much but adding +1 to hit and damage, or +1 to save DC has a large impact on a character throughout the course of an adventuring day. A multiclass caster who picks up other non-warlock caster levels may not suffer on damage as long as they have at least 5 levels in their core class, as slots will continue to progress.ĪSIs are extremely strong, and generally add more to a character than most class features. ![]() From a purely damage standpoint spells of level 3 or higher are pretty much a cap on damage, and scale according to slots. Most multiclasses are a combination of 2 or 3 of these aims, but the second, to add versatility alone is generally weaker as it comes at the sacrifice of power.Ī caster with multiple classes will have versatility but sacrifice higher level spells, and may end up feeling weaker once initiative is rolled. The third is as a requirement to make your desired build work. The first is to make a character better at their core competency. Most multiclasses fall into one of 3 categories.
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