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How to fix multiclassing?
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<blockquote data-quote="Neonchameleon" data-source="post: 8831918" data-attributes="member: 87792"><p>I really disagree that each level has about one feat worth of power even if it might have a feat's worth of description. For example for any primary casting class (i.e. Wizard, Sorcerer, Bard, Druid, Cleric, and arguably Warlock) every odd numbered level up is really powerful compared to first level in another class. More powerful spells are (unsurprisingly) more powerful than less powerful spells.</p><p></p><p>For the more martial characters levels that are almost certainly more powerful than another first level class are 3 (for your subclass assuming you aren't e.g. a Champion) and 5 (for the extra attack) and frequently 11. </p><p></p><p>For Paladins I'd throw in 2 (spells, smite), 6 (cha to all saves), 9 (2 third level spells), 13 (your first 4th level spell - the most arguable case), 17 (+1 4th level, your first fifth level), and 14th (Cleansing touch). Oh, and more lay on hands. For Tasha's Rangers again I can throw in 2, 9, 13, and 17 for the magic (including the extra free beast-themed spell), and 10 for nature's veil. And paladins and rangers already have pretty complete kits. Of course I'm not looking at subclasses here which may add things.</p><p></p><p>However. Not all feats are equal, and class features are even more uneven. To take one example Savage Attacker is an absolutely bargain basement level feat (and there are only a tiny handful of feats taken ahead of ASIs anyway). But if it's a choice between Savage Attacker and Brutal Critical (as the barbarian gets at 9, 13, and 17) give me Savage Attacker. Alert is obviously better than Feral Instinct. (And almost every <em>even</em> barb level 4-16 is either an AS/feat or a subclass feature). There's a reason barbs bail at 6. The fighter gets the equally disappointing Indomitable at 9, 13, and 17 - and generally 2 ASIs and 2 feats are full build so the ASIs at 14 and16 are less useful. There's a reason fighters often bail at 13.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 8831918, member: 87792"] I really disagree that each level has about one feat worth of power even if it might have a feat's worth of description. For example for any primary casting class (i.e. Wizard, Sorcerer, Bard, Druid, Cleric, and arguably Warlock) every odd numbered level up is really powerful compared to first level in another class. More powerful spells are (unsurprisingly) more powerful than less powerful spells. For the more martial characters levels that are almost certainly more powerful than another first level class are 3 (for your subclass assuming you aren't e.g. a Champion) and 5 (for the extra attack) and frequently 11. For Paladins I'd throw in 2 (spells, smite), 6 (cha to all saves), 9 (2 third level spells), 13 (your first 4th level spell - the most arguable case), 17 (+1 4th level, your first fifth level), and 14th (Cleansing touch). Oh, and more lay on hands. For Tasha's Rangers again I can throw in 2, 9, 13, and 17 for the magic (including the extra free beast-themed spell), and 10 for nature's veil. And paladins and rangers already have pretty complete kits. Of course I'm not looking at subclasses here which may add things. However. Not all feats are equal, and class features are even more uneven. To take one example Savage Attacker is an absolutely bargain basement level feat (and there are only a tiny handful of feats taken ahead of ASIs anyway). But if it's a choice between Savage Attacker and Brutal Critical (as the barbarian gets at 9, 13, and 17) give me Savage Attacker. Alert is obviously better than Feral Instinct. (And almost every [I]even[/I] barb level 4-16 is either an AS/feat or a subclass feature). There's a reason barbs bail at 6. The fighter gets the equally disappointing Indomitable at 9, 13, and 17 - and generally 2 ASIs and 2 feats are full build so the ASIs at 14 and16 are less useful. There's a reason fighters often bail at 13. [/QUOTE]
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