D&D General To multiclass or not to multiclass

Why multiclass?

  • The multiclass gets me close to my character concept which is not a current class.

    Votes: 18 51.4%
  • The multiclass allows me access to another subclass that works well with my main class.

    Votes: 7 20.0%
  • Other (please specify in the thread)

    Votes: 10 28.6%


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I multiclass for pretty much any reason one might choose to.

Sometimes, it's because a multiclass character fits the concept better.

Sometimes, it's because a multiclass character can achieve things a single-classed character can't.

Sometimes, it's because the way a character has grown, moving in a new direction is the right choice.

Sometimes, it's because I have a speciif mechanical end-goal in mind, and only one particular path can get me there.

Sometimes, I'm feeling a bit of a gonzo power-gamer mood, and multiclassing is one of the most core tools for that. (Though usually in 3.x/PF1e, not 5e, where most multiclass characters suck.)

As an example, I once wanted to see if a 5.0 character could actually learn ALL the skills. And it turned out you pretty much could! But I don't like playing a character that is story-free. I like every choice to either arise naturally from the initial concept, or to at least have a reasonable, relatively compelling, fun story I have written in order to explain it. So I asked: What kind of story would a character have, where they have 1 level of Rogue, and then 3 levels of Bard, and then 1 level of Cleric, before sticking with Bard from there on out? And I developed something. It wasn't insanely amazing prose, but it was fun, and articulated a personality and a belief-system for a character--something that could guide all sorts of other RP.
 
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Because I care about high tier casters, I avoid multiclass.

But all that matters is balance. If the mechanics for multiclass is balanced, it should be core. If it is unbalanced, it must not be core.
 


not at all convoluted, and I agree dips are cheese most of the time, but even split MC characters suck 99% of the time.
I think dips are perfectly reasonable most of the time. A level 1 or 2 dip delays your main class progression but gives everything you need for a character that feels like a multiclass one.
A level 1 fighter/wizard is always a little bit behind the pure one (either a spell level, a main or subclass ability or a feat, but only has a little bit more survivability and con save proficiency. But it lacks will save proficiency which is also very dangerous.
A level 2 fighter/wizard is a whole spell level back but now has action surge. Way more fightery capacity.

Seems perfect for me.

Dips are usually only really great for a few select levels. I did a comparison vetween a paladin with a hexblade dip and a pure paladin. They constantly swapped places for beeing more powerful. And every level was close...

Not seen a single dip that is overpowered over a longer period.
 
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I answered 3 but it is really both 1 and 2.
Sometimes I multiclass for character reasons, either background or the evolving story.
Sometimes I multiclass for mechanical reasons, I want to see how a particular build plays.
Sometimes I multiclass to fill a skills gap, since I often play in small groups and there is a role not covered.
I actually think that 5e is pretty balanced for multiclass and version 2024 more so.
 

Thanks Indagare for this thread as it made me reconsider my single class build.

So I’m trading out a 5th, 6th, and 7th level slot, 3 prepared spells, an 18th level subclass ability, an epic boon feat, and a capstone for a much slower progression and a three level dip that raises my primary stat by six, gives me an extra skill proficiency, a skill expertise, a better telepathy, and the ability to have proficiency in all three mental saves.

I think many/most wouldn’t do this dip, particularly due to the slower progression, but I know it’s better crunch-wise for my specific character and worth rationalizing the fluff.
 

Since most classes are pretty front loaded and most games end by levels 8-12, loosing capstone abilities or some later subclass features isn't big deal. On the other hand, multiclassing is pretty much only way to have horizontal growth instead of just vertical one. Sure, with good synergy, sometimes it's both, but even with no synergy between classes, it expands character's toolkit.

I mostly multiclass to create more rounded characters with wider set of abilities.
 

Thanks Indagare for this thread as it made me reconsider my single class build.

So I’m trading out a 5th, 6th, and 7th level slot, 3 prepared spells, an 18th level subclass ability, an epic boon feat, and a capstone for a much slower progression and a three level dip that raises my primary stat by six, gives me an extra skill proficiency, a skill expertise, a better telepathy, and the ability to have proficiency in all three mental saves.

I think many/most wouldn’t do this dip, particularly due to the slower progression, but I know it’s better crunch-wise for my specific character and worth rationalizing the fluff.
Just curious: what three level dip will raise a stat by 6?
 

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