D&D 5E good breakdown of multiclass vs single class for 5e?

No. 4th level is ok. You raised your stat. I would probably have multiclassed at level 3 though, so at level 5 you already have 2 level 1 spells per short rest and agonizing blast. At that point you really don't have to worry about having lost your level 5 ability

Your single classed Sorcerer is tossing out Fireballs and Hypnotic patterns at this level, with enough SP to quicken twice per battle.

You've traded out those game changers that completely turn encounters on their head, for better at will damage.

Your single classed Cleric has Spirit guardians and Revivify (game changers).

Your single classed martial has Extra attack (doubling his base damage potential).

Your single classed Bard has Hypnotic pattern, and Bardic inspiration on a Short rest.

Your single classed Monk has extra attack (doubling his damage potential) and Stunning fist.

These are all game changing abilities, that literally change the way the game is played and are an exponential power increase from levels 1-4.
 

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I am actually thinking of playing a triple class build in a 1-20 game I will be playing soon. Start as Stout Halfling Shadow Sorcerer (S8/D17/C12/I8/W16/CH13), multiclass at level 2 to fighter (unarmed Fighting), multiclass at level 3 to Monk. Take Monk to level 8 (S1/F1/M6). Then go Fighter Eldritch Knight 6, finally sorcerer 4, Monk 8, Fighter 8

Show me what that PC looks like at 5th level.

I'll then show you what a single classed Sorcerer, Fighter or Monk looks like at the same level.

We can compare your PC to those other three.
 

Show me what that PC looks like at 5th level.

I'll then show you what a single classed Sorcerer, Fighter or Monk looks like at the same level.

We can compare your PC to those other three.
Assuming Halfling with the same stats and the second chance feat at 4th level. I bolded the things I think are really significant and put the comparative large weaknesses in red.

At 5th level this triple class character has:
16 base AC, 21 AC with shield, patient defense
32hps, can Charisma save vs damage to keep from going to 0 hp
proficiency in Con and Charisma

Move 35
Darkvision 120 feet
6 spells (Silvery Barbs, Shield as Sorcerer, Darkness, Darkvision, Pass Without Trace and Silence as a Monk)
2 1st level spell slots
5 cantrips (BB, GFB, message Mage Hand as sorcerer, Minor Illusion as Monk)
0 sorcery points
3 ki
second wind 1d10+1
No Action Surge
Damage to 1 target using cantrip - 13 (18.5 to 2 targets) - (1d10 Warhammer, 1d8 GFB, 3Dex, 5.5 to second target)
Damage using attack action and martial arts - 16 (1d10 Warhammer+1d8 martial arts+6)
23.5 damage using flurry of blows (1d10+2d8+9).
patent defense, step of the wind, no stunning strike

5th level Sorcerer:
14 base AC, 19AC with shield, second chance
27 hps, Can Charisma save vs damage to keep from going to 0 hp
proficiency in con and charisma

Move 25
Darkvision 120 feet
9 spell slots, 6 spells known plus darkness
5 cantrips
5 Sorcery Points

0 ki
no second wind
no action surge
Damage to 1 target using cantrip - 10 (15.5 to two targets) (1d4Dagger +1d8GFB+4Dex, 5.5 to 2nd target)
no martial arts, no FOB, no Monk spells, no stunning strike

5th level fighter
16 AC, 21 with shield, second chance
40hps
Proficiency in Con and Str
Move 25
No darkvision
3 spell slots, 4 spells known (probably shield, Absorb Elements, PEG, Silvery Barbs)
2 cantrips
0 sorcery points
0 ki
second wind 1d10+5
Action Surge

Damage to 1 target using cantrip - 13 (18.5 total to 2 targets) (1d8Rapier+1d8GFB+4Dex, 5.5 to 2nd target)
Damage attack action (extra attack) - 17 (2d8+8)
No martial arts or FOB
No Patient defense, no step of wind, no Monk spells, No stunning strike

5th level Monk
17 base AC, no shield, second chance, patient defense for disadvantage
33hps
proficiency in STR and Dex
Move 35
No Darkvision
4 Spells (Darkness, Darkvision, Pass Without Trace or Silence)
1 Cantrip (Minor Illusion)
5 ki
No 2nd Wind
No Action Surge
No Damage cantrip
Damage using extra attack and martial arts (2d8+1d6+12) 24.5
Damage using FOB 32 (2D8+2D6+16)
patent defense, step of the wind, stunning strike


This is intended to be a melee build so a single class Sorcerer is a difficult comparison and is behind in damage, AC and hp. He can undoubtedly make up for that in spells but that is beyond the scope of what I am looking to do. Compared to a straight monk and a straight fighter, the multiclass keeps up with the fighter in damage (due in part to d10 dex weapons) and is roughly as good defensively while having more spells, better movement, Darkvision but no action surge. Compared to a straight Monk it does less damage and does not have stunning strike but is much better defensively, has more spells, better weapons and darkvision.

Also keep in mind here we are comparing 5th level specifically and while the Monk is substantially outrunning the other three in damage, he would be well behind the triple class in damage at 3rd and 4th level due to fighting style and cantrips.

IME the biggest weakness of the Monk in tier 2 is defense, that is what I am trying to shore up.
 
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Your single classed Sorcerer is tossing out Fireballs and Hypnotic patterns at this level, with enough SP to quicken twice per battle.

I would not call either of these spells game changers.

Something like upcast cause fear targeting 3 enemies is generally going to be as effective at control as hypnotic pattern because it will last longer, it is easier to target multiple enemies (especially with allies engaged) and it is impossible to shake off without a save. It is not as debilitating the first round, but it is better after the first round.

There are other spells that are game changers at 3rd level (Fly, Counterspell, Thunder Step, Fear). These would be better examples I think, but even then you have to look at the totality of what you are getting vs what you ar elosing.

You also need to consider your ability scores to really make a comparison. If you are sporting a 13 Charisma for example, any of those control spells are going to be largely useless.

Finally keep in mind QS is extremely effective on a Gish allowing something like Blur, PEG, invisibility or mirror image while still getting an action. By this I am saying other classes will often get more out of the action then the sorcerer will.

Your single classed Cleric has Spirit guardians and Revivify (game changers).

Revivify is a game changer if you have the material component for it and that is a legit reason to always take level 5 in cleric.

You can do spirit guardian type damage without spirit guardians though. Upcast spiritual weapon and attack cantrips will beat it for the first several turns and come close to matching after that. You control who you damage and you don't have to hold concentration.

Your single classed martial has Extra attack (doubling his base damage potential).

And he can often pick up a cantrip that makes up for this or an ability like sneak attack or martial arts that makes up for some of it.

Your single classed Bard has Hypnotic pattern, and Bardic inspiration on a Short rest.

And he doesn't have spells like Shield, Absorb Elements or Find Familiar. Moreover Dissonent Whispers upcasts very well.


Your single classed Monk has extra attack (doubling his damage potential) and Stunning fist.

Extra attack only increases a Monk's damage potential by 50% due to martial arts and only by 33% if you consider flurry of blows. Stunning strike is a substantial boost, but then so are a lot of things you get with some classes at 1st level as well (like martial weapon proficiency for example).

As an example a 4/1 Monk/Undead Warlock does less damage but he also has form of dread that makes him immune to fear and lets him frighten an enemy he hits in combat every turn. Is one more weapon attack better than frightening an enemy every turn? In some cases yes, in some cases no, but he can also pick up Hex as one of his spells (and booming blade as a cantrip) and close quite a bit of that damage gap, if not all of it.
 
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Your single classed Sorcerer is tossing out Fireballs and Hypnotic patterns at this level, with enough SP to quicken twice per battle.

You've traded out those game changers that completely turn encounters on their head, for better at will damage.

Your single classed Cleric has Spirit guardians and Revivify (game changers).

Your single classed martial has Extra attack (doubling his base damage potential).

Your single classed Bard has Hypnotic pattern, and Bardic inspiration on a Short rest.

Your single classed Monk has extra attack (doubling his damage potential) and Stunning fist.

These are all game changing abilities, that literally change the way the game is played and are an exponential power increase from levels 1-4.

And still it is ok.
Are you better? No.
But it totally depends on the game. If you only do 1 encounter per long rest, those two game changing spells will win big. But in that case everyone but full spellcasters can go home anyway.

In a game where the fighter lvl 5 can keep up, your character can keep up too.
And you not only get better at wills. The warlock also gets 1 extra spell per short rest. More spells known. More cantrips.

So in any group that plays a normal game, you are perfectly fine multiclassing even at the worst possible level, which might be level 4.
 

Only 5th level 4/1 split that is clearly more powerful than single class 5th level character is rogue 4/fighter 1 with sharpshooter.

5th level rogue is not that great, especially as a Scout as you have already competition for your reaction slot(uncanny dodge is better, but still).

you are probably at 16 dex, unless variant human or custom lineage, so breastplate vs studded leather is +1 AC and you have shields as melee backup if needed for 18 AC, +2 ranged attacks to offset lot of SS penalties and d10+1 short rest heal.
 

Assuming Halfling with the same stats and the second chance feat at 4th level.
You're a Sorcerer 1, Fighter 1 and Monk 3 so no feat.

Lets assume:

Lightfoot Halfling, Sorcerer (Shadow) 1, Fighter 1, Shadow Monk 3

With a 27 point buy, here are your Stats.
S: 9
D: 14 (16)
C :14
I: 8
W: 14
Ch: 13 (14)

At 5th level this triple class character has:
16 base AC, 21 AC with shield, patient defense
32hps, can Charisma save vs damage to keep from going to 0 hp
proficiency in Con and Charisma
15 Base AC. 20 with shield, but you only have 2 x 1st level slots per long rest.
37 HP

Move 35
Darkvision 120 feet
6 spells (Silvery Barbs, Shield as Sorcerer, Darkness, Darkvision, Pass Without Trace and Silence as a Monk)
2 1st level spell slots
5 cantrips (BB, GFB, message Mage Hand as sorcerer, Minor Illusion as Monk)
0 sorcery points
3 ki
second wind 1d10+1
No Action Surge
All looks good.
Damage to 1 target using cantrip - 13 (18.5 to 2 targets) - (1d10 Warhammer, 1d8 GFB, 3Dex, 5.5 to second target)
Ill assume you're using Tashas and have made that Warhammer a Monk weapon for you, so you can retain your Martial Arts class feature when holding it (and attack with it using Dex).

Spell attack at +6, dealing 1d10+1d8+3 (and 1d8+2 splash to second target.
Damage using attack action and martial arts - 16 (1d10 Warhammer+1d8 martial arts+6)
23.5 damage using flurry of blows (1d10+2d8+9).
patent defense, step of the wind, no stunning strike

Rest looks OK.

Lets stack him up against a 5th level Fighter (single class). A generic switch hitter single classed Fighter. After this, we can run the same experiment with a Sorcerer (Dragon) and a Monk (Open Hand). Just BOG standard single classed PCs using point buy.

I'll even let you win initiative every single time, because I'm feeling generous.

Fighty McFightyson. Vuman Battlemaster 5
Feats: Sharpshooter, GWM
S: 15 (16)
D: 14
C: 15 (16)
I: 8
W: 10
Ch: 8
HP 55, AC 18
Plate, Greatsword, Longbow, lots-a-arrows
F/S: Archery - Manouvers, (Precise strike, Riposte, Pushing Attack).

You're 30' away and have won initiative.

It's your turn, what do you do?

You're dead inside of 2 rounds at range, so I presume melee?
 
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Here is your Sorcerer:

Burny McBlastington. Vuman Red Dragon Sorcerer 5
Feats: Elemental Adept (Fire) +2 Cha
S: 8
D: 14
C: 15 (16)
I: 8
W: 10
Ch: 15 (18)
HP 48, AC 15 (Scales)

Cantrips: Firebolt, GFB, Light, Mage Hand, Control Flames, Minor Illusion
Spells (4/3/2): Shield, Sleep, Mirror Image, Scorching ray, Fireball, Fly,
SP/ Metamagic: 5SP, Quicken, Heighten
 

And here is your Monk

Every Bodywas-Kungfoof-Itin. Wood Elf OHM Monk 5
Feats: Mobile
S: 10
D: 14 (16)
C: 14
I: 8
W: 15 (16)
Ch: 8
HP 38, AC 16
Longbow (Monk weapon), lots-a-arrows

This guy is your best chance of winning, and only becuase you're proficient in Con saves.
 

You're a Sorcerer 1, Fighter 1 and Monk 3 so no feat.

Lets assume:

Lightfoot Halfling, Sorcerer (Shadow) 1, Fighter 1, Shadow Monk 3

With a 27 point buy, here are your Stats.
S: 9
D: 14 (16)
C :14
I: 8
W: 14
Ch: 13 (14)

I posted my stats earlier. This is not right. My stats are:

S8
D15+2=17 (18 after second chance feat)
C12
I8
W15+1=16
Ch13

The character is a Halfling with the stats I posted above. That is not changable.

This is a discussion on when is the right time to multiclass, and whether or not this would be playable from level 1-20. This is not a question on how can I build the most powerful character. If I wanted to build the most powerful character I would just roll up a wizard and be done with it.

On the fighter you put a bunch of stuff in there that does not fit the character. The fighter classes are Eldritch knight, dex build. He would use the same stats above and be a Halfling. The Sorcerer would be a shadow sorcerer, not a dragon and again be a halfling using the stats above. Monk is a Shadow Monk Halfling and as I said would do by far the most damage at 5th level (although he is well behind at other levels and well behind at 5th defensively).

Moreover even after all these things that take the build off track, you did not account for strength of the grave, patient defense or shield spell in your math when you said he would be dead in 1 turn against the fighter. It will take 4-5 turns on average for the fighter you built to take the Monk to 0 hps.

The actual chance of landing a hit against the Monk with 16 AC using patient defense and shield is only 16%, the average on the 3rd turn is only patient defense is 30% and after that it is 55%. With both attacks this is only going to average 4DPR the first 2 turns, 6DPR the 3rd turn and 11DPR the 4th turn and thereafter, throwing precision on there will boost the chance of hitting to 38% in the first 2 turns (before you are out of dice). So here is the average damage per turn with a greatsword and an 16 Strength:
1: 8 (using precsion)
2: 8 (using precision) (16 total)
3: 6 (22 total)
4: 11 (33 total this puts him to 0 for the first time)
5: 12 (45 total)

Change that to a halfling EK with an 8 strength using a dex weapon (which is the character we are discussion) and it is behind the Monk.

So with a fighter that is not possible on this character, it is going to on average be the 5th turn before you take him to 0 and when you do he will get a strength of the grave save to stay alive. This to the larger discussion - the Charisma saving throw will be important for this character. He only gets it if he takes his first level in Sorcerer.

Finally you left out any comment on darkvision. Only the Sorcerer (if he is a shadow) and the triple class have it. I realize that is difficult to amalgamate into this math, but it does matter quite a bit in play. How do you figure this in?

I still think I want to start as a sorcerer for the darkvision and charisma save proficiency. I can't see the damage boost at 5th level (and only 5th level) overcoming those. The real question now is do I want to take fighter for d8 martial arts and d10 dedicated weapons or wait until 8th level for that? The character will be better at levels 3,4,5,7 if I take the fighter level (in addition to the sorc level) and better at levels 2,6 if I don't take it.
 
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