D&D (2024) Multiclassing as feats:


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I was the original author of those multiclass feats articles in EN5ider and I eventually expanded them into my very first third-party release. It's a few years old at this point, but it covers all the base classes in the 2014 PHB. (It's also on sale for $3 as of this message posting.)
this is great, but these are feats for synergy between two classes and making a combo better, not giving base class abilities via feat.
 

this is great, but these are feats for synergy between two classes and making a combo better, not giving base class abilities via feat.
They are indeed. Mike tagged me into the thread after the initial batch of feats I wrote up for En5ider came up. It is indeed another approach, but perhaps one some other folks reading might find useful.
 

you have to take in calculation at what levels you get low level features of another class.

and feats that you mentioned are so bad that no one ever took them. at least in the games I played for last 11 years.

The feats I mentioned have only been around for 6 months and they are pretty balanced with other 2024 feats. The reason I chose them is because they give one of the things those dips give, just one instead of all.

People talk about how powerful a 1-level dip is, but at least on a 1-level dip you lose a level in your primary class. Here you are going to get the dip and also get the class level.
 

I've been considering whether, with the state of my house rules, I even still need multiclassing to get what I want from it. My goal is to conceptually approximate AD&D demi-human multiclassing, because that's an important part of D&D to me.

It's not important to me at all that every potential class combination can exist. It's only important to me that certain ones can. Those basically amount to the core four (and their substitutes) with the others. So that means I don't need any combinations of fighters, paladins, and barbarians with each other. I don't need combinations of wizards, sorcerers, and warlocks with each other. No cleric/druids. Monk, warlocks, and possibly bards don't need to be able to multiclass at all.

So what do I need? Fighter/thief, fighter/cleric, fighter/mage. Thief/mage, thief/cleric. Cleric/mage. Along with the possibility to switch some of those for alternate classes, that's what I'm looking for.

What options do I have for that out of the box?

Anything/rogue is super easy, since all you need is some skills and thieves tools, and probably an Expertise or 2. You can add that to any class with starting choices plus feats. Although off the top of my head, I'm not sure all species can get an Expertise feat without my house rules.

Anything/fighter is almost as easy. Everyone gets the same attack bonus, so that's not an issue. All you need is to pick up some weapons and armor via feats and there you go. The Tough feat is almost guaranteed to get your hit points up to par. There are even feats for a fighting style and Battle Master maneuvers. (And I'm looking at 2014)

Anything / wizard or cleric aren't necessarily very satisfying. Because of the way spellcasting works, just picking up Magic Initiate and maybe Ritual Caster feels way more like you are just dabbling.

So now we get into specifics.

Rogue/Wizard can be done fairly well with Arcane Trickster. Add feats if you want lean into it harder. Or just wizard with skills/feats. I never really saw a lot of conceptual sense for a more even split here, so that works for me.

Cleric/Wizard has the Arcana domain, and taking Magic Initiate plus Ritual Caster leans into wizard enough for my needs. Going the other way, just taking the Magic Initiate feat with an appropriate story and a clearly clerical spell (like cure wounds) to up cast with your slots feel like it meets the concept well enough. Arcana domain makes more sense for priest of a magic deity than multiclassing anyway.

For Cleric/Rogue, Trickery domain plus skills and tools hits the goal about as well as such a fringe concept needs. Going the other way makes even less sense.

Cleric/Fighter has War Domain as a great built-in option, and other domains can situationally be as good or better. The traditional dwarven fighter/cleric gets hammers and axes from his race, so all he needs is heavy armor (yay Forge for Moradin!) Giving a cleric enough martial power to feel like a (traditional) fighter also is well supported with 5e options. Going the other direction wouldn't give you much, and would really just feel like adding a bit of flavor to your backstory or progression.

Now we get to the tough one. Fighter/Wizard. I say this, because it is the one I care the most about. Eldritch Knight is good to feel like you are dabbling in wizard. Bladesinger is a valiant attempt, and works well as the specific tradition, but doesn't fully hit the fighter/wizard itch for me because of the incompatibility of the features with extended Strength-based gear options.

This is where after a couple of years of trying to figure out options that would work, I just ended up making a fighter-mage base class. Full caster, with better gear and hp than Bladesinger, but less wizard stuff, and (2014) Improved Battle Magic as its big feature.

And now...I've just started thinking, "Do I even need multiclassing?" I hate level dips, I don't care for things like fighter/barbarian or fighter/paladin, and combining Charisma casters irritates me. What else do I want that isn't already supported?

Ranger/Druid is something I've always liked the idea of, that doesn't work very well. Even having a ranger go all in with Magic Initiate, Ritual Caster and and that druidic cantrip fighting style doesn't feel like it's doing much. And going Druid with some skills and weapon proficiencies only feels like a druid/fighter, though the TCoE option to burn a wild shape to summon a familiar hits a little bit of the animal companion angle.

So, to get back to what the OP is proposing, I kind of like the idea of adding some feats to enhance select multiclassing options. For what I need, I don't need feats that are beyond normal power, and I don't want a chain. Just ones that could add essential ability combinations not otherwise attainable. So for druid/ranger (and druid is harder to do, so that's the right direction) I'd probably need a feat that adds some iconic ranger abilities. So probably something that gives a weakened version of a favored enemy (and maybe terrain). That wouldn't really be terribly satisfying though. Maybe a better bet would be something that lets you snag a weakened version of Hunter's level 3 feature. Druid with a sword, a fighting style, a hawk companion when needed, and a neat combat option from Hunter. I'm not sure that's entirely satisfying, but I'm not sure if even making a base class would be a satisfying way to get the feel in 5e. Maybe the whole ranger/druid idea just isn't a thing that can really translate out of AD&D (where it wasn't actually legal anyway).

The other concept I've always loved was Ranger/Bard, which has the same problem. It would need a satisfying feat to feel like it's adding Ranger stuff, and that's elusive. Ranger/Bard would probably be the prime candidate for an actual 5e multiclassing even split (conceptually), due to bards not traditionally being full casters

Just some thoughts on multiclassing and how feats can tie into it.
 

I always thought 5e should just have multiclassing as the 3rd level subclass. You keep your main class and add a little something else. A bit like all the classes have some sort of magic casting subclass, not just add some Wizard or Warlock if you must have eldritch blast.

Does this mean you get to be a 10/10 and be a mid fighter and a mid caster, no, but you get to be a great fighter and minor caster. This might be even better if you can subclass into your primary class and unlock even more.
 


I like subclasses that give flavor of other classes and I also like feats that replicate some ability of other classes. I wouldn't use a generic feat, however. I would use a specific feat for a specific ability to help keep it in line with other feats and not step on other classes too much.
 

I saw pcs take two or even three of them. They seemed to be decent enough to me, compared to how fiddly a lot of 4e feats were.
this is how I value proficiency and I might be wrong a lot.

base is skill proficiency value:

skill: 1 proficiency
expertise: 2 proficiency
tools/languages: 3 for 1 proficiency in any combination
martial weapons: 2 proficiency
fighting style: 3 proficiency, requires martial weapons
light armor+shields: 1 proficiency
medium armor: 1 proficiency, requires light armor
heavy armor: 1 proficiency, requires medium armor
weapon mastery: 1 proficiency, requires martial weapons
cantrip: 1 proficiency
saving throw proficiency(dex, con, wis): 3 proficiency
saving throw proficiency(str, int, cha): 2 proficiency
1st level spell usable once per Long rest: 1 proficiency, max 5 times
2nd level spell usable once per Long rest: 2 proficiency, requires 4th level, max 2 times
3rd level spell usable one per Long rest: 3 proficiency, requires 8th level, max once


Origin feat Skilled changed into Extra proficiency feat.

It gives 3 proficiency at 1st level or if taken at 4th level or higher added +1 ASI or 3 proficiency is increased to 6 extra proficiency.
 
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I like subclasses that give flavor of other classes and I also like feats that replicate some ability of other classes. I wouldn't use a generic feat, however. I would use a specific feat for a specific ability to help keep it in line with other feats and not step on other classes too much.
during UA for 2024, we had a moment with universal subclass levels for all classes and that could have been a good place to have the "dabbler" subclass or even universal subclasses.

I.E: battlemaster could have been a universal subclass for anyone, sure, the martials would utilize it the best, but even a wizard could had have a whack at it as a contingency to spell slots over cantrips.

beast master is another solid universal subclass choice.

healer for all spellcasters, does not matter if it's on a cleric or a wizard. just rework channel divinity of the subclass into separate resource usage.
with new Origin feats it's moot anyway, with human wizard, you can take Magic initiate Cleric&Druid and get Cure wounds+Healing word as 1st level spells and you are good to go as primary party healer.
 

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