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5E EN5ider #334 - Multiclass Feats

Great concepts for characters that make use of more than one class are aplenty but as a campaign reaches higher levels these builds lose effectiveness—that's a problem that today's issue of EN5ider aims to fix!

en5ider 334 snapshot.JPG

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Lately on EN5ider:
  • 334. Multiclass Feats. Sometimes you want to play an adventurer that's more than a stalwart warrior, deft vagabond, or potent spellcaster. It can be good fun to explore concepts that mean a few levels in one class and then a few more in another. The Fifth Edition rules are unfortunately not quite up to the task when it comes to keeping such a character as viable as their purely fighter, wizard, or cleric counterparts—until now. With these 12 feats in hand (all of which are only available starting at 7th level) a variety of combinations become far more worthwhile to pursue throughout a campaign, whether you're a doubly-obliged paladin and warlock, a ranger with a touch of bard, a studious wizardly monk, or one of many other amalgamations! Designed by Peter Martin, illustrated by Xanditz.
  • 333. Mini-Adventure: Fungal Bums. The adventurers destroy an infestation of strange mushroom creatures but days later one of the PCs develops an odd sickness impervious to traditional cures. Within weeks mushrooms sprout from the afflicted's back, and far stranger, the sporecaps speak. The 'umamish' claim to be helpful symbiotic fungus, merely hoping to hitch a ride until they reach maturity—and their host feels stronger, more resilient, better than ever before. However the umamish are anything but benevolent, slowly gaining control of the PC's mind and releasing more spores to infect others. To be cured the party needs to track down a recluse rumored to know the cure for these unwanted fungal stowaways! This supplementary adventure for 4–5 PCs is best used in an ongoing campaign (introduced at 3rd level and ending by 6th level) but can be contained into a shorter quest for 6th level PCs. Cunningly designed by Andrew Engelbrite, illustrated by Jeffrey Chen, and featuring the cartography of Dyson Logos.
  • 332. ZEITGEIST #10 - Godmind: Part 3. This is the crunchiest part of ZEITGEIST #10 - Godmind and includes the full breadth of rules and monsters a GM will need to run the rest of the module! That begins with the fundamental changes to the mechanics of reality following the Obscurati ritual and is followed by a host of creatures: the Ash Wolf (fey titan CR 25), smoldering wolf (CR 10), Beshela the Archfey of the Sea (CR 14), the Father of Thunder (fey titan CR 25), Granny Allswell (fey titan CR 25), corrupted earth spirit (CR 15), Asrabey Varal the Archfey of Obedience (CR 17), Porteur de Mort revelation sniper (CR 13), Porteur de Mort murderer (CR 13), Porteur de Mort alchemist (CR 13), Obscurati master builder (CR 15), Obscurati divinist (CR 14), Danoran frigate crew (CR 15), Danoran boarding squad (CR 11), and finally Sovereign Han Jierre (CR 20).
  • 331. Writhing Codex. Kill and zombify foes with breath of the master, do exactly what you think with corpse explosion, cast parasitic eruption to send someone to Cronenberg-ville, curse enemies with power word doom, become as resilient and unyielding as your animated minions via undead fortitude, disturb everybody at the party by conjuring a wall of flesh, protect your secrets with withering aura, travel in style by using wormway to hitch a ride in a purple worm, or go all-in and make the change into a wriggling mass of worms by casting the epic writhing transformation spell. Don't mind the spellbook slithering a little bit—that's completely normal and nothing to worry about. Disturbingly designed by Ben Green, illustrated by Rachel Maduro.
  • 330. Enchanted Trinkets: Patron Tokens. Warlocks—the mages who traded their souls for eldritch blast. We know them, we love their beams of death, but when it gets down to the nuts and bolts they sometimes fall short of the prowess shown by their companions. In that light this article is all about gifts geared to make the most out of Pact Magic users! As usual with the enchanted trinkets series each item has an innocuous, roleplay enriching effect, suggested gold value, and a resource element that you can use to create a more powerful effect at the expense of the item itself. This supplement's 14 magic items include the angel-hide bookmark, badge of seasons, barbed devil's bracelet, confidante's journal, fathomer's ring, focusing eye, hungry quasit, infernal triptych, paramour's daisy, satyr boots, seven-sided coin, sidereal lens, star milk, and true shape mirror. Devilishly designed by William Fischer and illustrated by Sade.

The latest batch of free EN5ider PDFs has reached a total of 13 that now
include the first adventure in the
ZEITGEIST Adventure Path!

(Part 1 | Part 2 | Part 3)
 
Mike Myler

Comments


Mike Myler

Mythological Figures & Maleficent Monsters KS soon
Would you be using your 4th level feat or 8th? the wording on "earliest is 7th level" confuses me.
Normally that'd be the case, but if you're multiclassing and have 3 levels in each of the classes your character is using, at 7th level one of those classes will unlock a feat or Ability Score Increase (because it'll be the character's 4th level in that class, which is when the ABI happens).

An example to help illustrate (and share because these are really neat).
1590517976949.png
 


Marandahir

Crown-Forester
I like these a lot. May see some use at my table.

That said, I was initially more excited when I thought that you have writen an article featuring 4e-style MC feats for 5e (feats that act like a 0.5 level dip into another class to give you a bit of that class' flavour without having to miss your capstone feature). I realise that the PHB has a few feats like this (the one that gives you a superiority die, the one that gives you cantrips of your choice from a spellcasting class), but I'd love to see a bit more of that for every class.

These are cool mystic-theurgy-style feats though. I'd love to see more combos in the future.
 


Pauln6

Explorer
Really imaginative. I'm a bit nervous about allowing a fighter 3 / barbarian 8 from getting 3 attacks since this is the fighter's truly unique ability at will. Would allowing this to kick in only while raging be good enough? The warlock/rogue sneak attack ability (which admittedly allows for a lot more damage stacking compared to multiple attack) is only usable as a rarity by comparison.

Edit: Ah wait, this is fighter levels treated as barbarian levels. That seems fine.
 
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