4e 'Dual' Class
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| Fan Content |
|---|
| D&D 4e |
| This page is fan content for 4th Edition D&D. |
NOTE: A ‘Dual’ Class is a template used for combining two classes together, which are chosen at first level.
Dual Class
“You think you can defeat me? Fool! You may be a master of your art, but I’ve mastered two!”
Contents |
CLASS TRAITS
Role: Any. A Dual Class may be any role, and any combination of two roles, which depend on class selection.
Power Source: Any. Again, a Dual Class may blend power sources together, or may have two classes with the same power source.
Key Abilities: The abilities of the two classes that are chosen; generally, Dual Class characters will not use all three stats of both classes (if they were a Cleric, they might only use the Strength-based powers, for example).
Armor Proficiencies: A Dual Class character is proficient in the Armor that both classes are proficient in.
Weapon Proficiencies: A Dual Class is proficient in any weapon that either class is proficient in.
Implement: Dual Class Characters may use implements with appropriate classes, but only with that class (so a Cleric-Wizard could not use a Staff for Cleric powers, or a Holy Symbol for Wizard powers).
Bonus to Defense: A Dual Class character can choose one of two options-Adding +1 to two different defenses that at least one of their classes has a bonus in, or they may add +2 to one defense that both classes have a bonus in.
Hit Points at 1st Level: Average the two classes HP at first level (chart below; if both classes have the same role, they have the HP listed in the description) + Constitution score.
Striker or Leader/ Defender: 13 Striker or Leader/Controller: 11 Unlisted: 12
Hit Points per level Gained: Average of two classes.
Striker or Leader/Controller: 4 Unlisted: 5
Healing Surges per Day: Average of two classes + Constitution modifier.
Controller/Defender: 7 Striker/Defender: 7 Leader/Defender: 8 Unlisted: 6
Trained Skills: Obtain any automatic skills from either class. Use the lower number of skills gained, and select skills from either list.
Build Options: Fighter-Rogue and Cleric-Warlord
Class Features: Depends on class (see below).
Dual Class is a template that can create anything from a Cleric-Paladin to a Fighter-Warlock. People in a Dual Class tend to be extremely different, even when in the same combination of classes. However, most people in a Dual Class tend to be either extremely determined or talented, as it is very hard to master two arts at once, which is what they need to excel at doing.
DUAL CLASS OVERVIEW
Characteristics: Being in a Dual Class means that either you can do one thing in multiple ways (A Ranger-Rogue attempting to get a high damage output), or you can do multiple things, just not as well as people who dedicate all of their time to one art (a Ranger-Cleric can heal and have an impressive damage output).
Religion: Members of a Dual Class are as likely to worship Gummsh as Corellon.
Races: Half-Elves and Humans are the most common members of a Dual Class, but any race can belong to one, and some races are known for blending two arts together (many elves use both blade and magic, for example).
CREATING A DUAL CLASS
The two build options are examples of different combinations of classes, but any two classes may be combined.
Fighter-Rogue
Fighter-Rogues combine the damage output of the Rogue with the survivability of a Fighter, creating an efficient killing machine. They usually choose the Brutal Scoundrel, so that they may use the strength that the Fighter requires as much as possible.
Suggested Feat: Backstabber (Human Bonus: Distracting Shield)
Suggested Skills: Athletics, Bluff and Streetwise
Suggested At-Will Powers: Reaping Strike and Riposte Strike
Suggested Encounter Power: Torturous Strike
Suggested Daily Power: Villain’s Menace
Cleric-Warlord
The Cleric-Warlord is the epitome of leaders, able to gain the best buffs from both classes. They are usually Inspiring warlords so that Charisma helps with both classes.
Suggested Feat: Shield Proficiency (Light) (Human Bonus: Alertness)
Suggested Skills: Arcana, Diplomacy, Heal, Intimidate
Suggested At-Will Powers: Righteous Brand and Wolf Pack Tactics
Suggested Encounter Power: Hammer and Anvil
Suggested Daily Power: Lead the Attack
DUAL CLASS FEATURES
People in a Dual cass gain two features from each class:
Cleric: Healer’s Lore, Healing Word. Fighter: Combat Challenge, Fighter Weapon Talent. Paladin: Divine Challenge, Lay on Hands. Ranger: Hunter’s Quarry, Fighting Style; however, you do not gain the bonus feats. If you choose Archer Fighting Style, you gain the Prime Shot feature. Rogue: Sneak Attack and Rogue Tactics. Warlock: Warlock’s Curse and Eldritch Pact. Warlord: Combat Leader and Inspiring word. In addition, choose a ‘Presence’ to count as for qualifying for feats, additional effects on powers, etc. Wizard: Arcane Implement Mastery and Spellbook (No free rituals, does not count as ritual book).
Powers
When you are in a Dual Class, you may choose powers from either class. However, you may not have more than half (round up) of each type of power (At-Will, Encounter, Daily and Utility) come from one class.














