Multiclassing in 4E became more balanced in many ways, and more "fair" - now a Wizard may multiclass without getting behind. However, I still didn't like multiclass in 4E. In my opinion, it lacks a lot of flavor: now you may multiclass as a Warlock, but you will never get Warlock's Curse, that is one of the most distinctive class features. A level 30 Fighter/Warlock can't curse anyone, while a level 1 Warlock can. Rogue Multiclassing is fair at first levels, as you get Sneak Attack once per encounter, but this means that, no matter how much you evolve as a rogue, you will never be able to use 2 sneak attacks in any encounter. Wizards don't get Cantrips, wich is a minor but very characteristic feature of the class; and even if you could get cantrips with another feat, it would be severely underpowered.
Paragon Multiclassing also has it's problems. You get to swap one of your at-will powers for one of your second class... but some classes effectively gain at-will powers as encounter powers when multiclassing (Warlock, Wizard). This encounter power is usually the at-will from the class that better suits your character; but, when paragon multiclassing, if you choose this same power to swap, you would get stuck an encounter power identical to one of your at-wills... I would house-rule it to allow this power to become an at-will, and then choose another one to be used once per encounter. But another problem is: what if you want a Paragon Path from the other class? Then, you are stuck with no at-will powers from your other
class/paragon path.(Also, some people say paragon multiclassing is worse than taking a paragon path, but it's not the point).
I also found the multiclass feats very unbalanced. They give you the benefits of Skill Training (one feat by itself), plus one great benefit (it may not be that impressive, but it comes in addition to all you already have).
These are some of the reasons why I decided to create a new (optional) system that allowed you to get more from your second class without completely unbalancing the game. The logic is simple: you can't have all the features from both classes, so you must gain some of each (or lose some from your "primary class", if you prefer to think this way). Also, in account of the greater versatility, you must also lose other benefits - nothing as radical as a Paragon Path, but some feats at least. The result is the Dual-class system presented below. It's a bit more complex, specially concerning armor proficiencies, and it's probably slightly (or not so slightly) unbalanced, but I believe it allows for many more interesting characters.
* Can be chosen only at 1st level.
* You do not gain a feat at 1st, 11th and 21st levels.
* You choose not one, but two classes.
* You get some features of each class. You do not gain all class features of any class; instead, you gain two kits of class features known as Half-classes.
* You belong to both classes. For all effects related to class, you are considered a member of both classes.
* You can't multiclass.
* You can choose one at-will power from each class. Humans may choose their extra at-will power from either class.
* You may choose your powers from any class. However, you need to balance the classes out. You can never have more than one attack power (either encounter or daily powers) of difference between powers of one class or the other. For example, a Rogue/Warlord of 7th level has a total of 5 attack powers, 3 encounter powers and 2 daily powers; it could have 3 rogue encounter powers and 2 warlord daily powers, or 2 rogue encounter powers, 1 warlord encounter power and one daily power of each class, or any combination where one class gets 2 powers and the other 3, but it could not have 3 encounter and one daily rogue powers. Utilities work in the same way. If one class has the Spellbook class feature, it can register two daily or two utilities from that class in the spellbook; this only counts as one power from that class. If both classes have an Spellbook, it has the extra flexibility of being able to record one daily or utility power of each class and prepare any of them; in this case, the powers in the spellbook count individually towards the total for the purpose of knowing how many powers of each class you may have.
* Role features from the same role don't stack. Some classes of the same role have very similar features, like Healing and Inspiring Word. These class features are known as Role Features. If you dual-class into two classes of the same role that have Role Features, you must choose one of those and forfeit it in exchange of another benefit noticed in the half-class. You can't forfeit role features to gain that benefit if you multiclass into a class of another role, or if one of the half-classes doesn't have an role feature. For example, a Ranger/Warlock cant't have both Hunter's Quarry and Warlock's Curse. So, it may forfeit Hunter's Quarry to gain Prime Shot or Warlock's Curse to gain Shadow Walk. Half-classes that don't have role features tell how they interact with role features of the same role, if there is any difference (for example, the incoming barbarian class has, according with the preview, better powers but no striker role feature; so you could not deal damage from your role feature when using a barbarian power).
* Proficiency with armor has a limit based on the class that uses the lightest armor. If your classes grant different armor proficiencies, you are proficient with armor only one category heavier than the heaviest armor the most restrictive class is proficient (the most restrictive class is the one whose heaviest armor proficiency is lighter). So, for example, a Fighter/Paladin could use Plate Armor, because the most restrictive class (Fighter) is proficient with Scale Armor; but a Paladin/Wizard would be proficient only with Leather Armor, despite all the proficiencies of the paladin, because the heaviest armor that the wizard (most restrictive class) can use is cloth. However, a Cleric/Warlord gains the same proficiency with armor from both classes, so it simply has that proficiency and done. Shields work differently: if both classes are proficient with shields, they have the heaviest shield proficiency. If at least one of them isn't proficient with shields, they don't get any shield proficiency.
* Weapon Proficiencies, unlike armor, stack: if one half-class grants you proficiency with any 2 martial weapons, and the other grants with any 1 martial weapon, you can choose any 3 martial weapons to be proficient with.
* Implements work only for powers of the same class. A Cleric/Wizard can't use a Holy Symbol to grant bonuses to Wizard Powers, nor a Staff with Cleric Bonuses. A Warlock/Wizard, by it's time, can use a Wand for both classes, as both can use Wands as implements.
* Add Hit Points (HP) and Healing Surges (HS) from both Half-classes.
* Half Hit Points (HP) and Healing Surges (HS) round down for game purposes, but still add normaly. So, if you have 27,5 HP, it's the same as having 27 HP (you should register it as 27 on your sheet); but if you later gain 3,5 HP, you end with 31 HP and not with 30 (you should put a note somewhere in your sheet recording if you have half a HP, for when you evolve you add another half HP and get an integer)
* Thought it's not different to have a Fighter/Warlock and a Warlock/Fighter, for consistency I prefer to list the classes in alphabetical order.
Armor Proficiency: all up to Chainmail
Weapon Proficiencies: any 2 simple
Implement: Holy Symbol
Bonus to defense: +1 Will
HP at 1st level: 6+1/2 Con score
HP/lv: 2,5
HS/day: 3,5+1/2 Con modifier
Trained Skills: Religion
Class Features: Channel Divinity, Ritual Casting
Role Feature: Healing Word
Forfeit Role Feature to gain: Healer's Lore
Channel Divinity: you gain this feature, but only one Channel Divinity Power (either Turn Undead or Divine Fortune, plus any Channel Divinity Powers you learn). If you gain this feature from another class, you can trade your Cleric Channel Divinity Power for one Channel Divinity Power from the other class.
At your DM discretion, you may take Class Feats to learn Cleric Channel Divinity Powers.
Half-Fighter
Armor Proficiency: all up to Scale, Heavy Shields
Weapon Proficiencies: all simple, all military weapons of any 2 groups
Bonus to defense: +1 Fortitude
HP at 1st level: 7,5+1/2 Con score
HP/lv: 3
HS/day: 4,5+1/2 Con modifier
Trained Skills: Any 1 Fighter Class Skill
Role Feature: Combat Challenge
Forfeit Role Feature to gain: Fighter Weapon Talent
Half-Paladin
Armor Proficiency: all up to Plate, Heavy Shields
Weapon Proficiencies: all simple melee, any 1 simple ranged, all military melee from any 1 group
Implement: Holy Symbol
Bonus to defense: +1 in any 2 other than AC
HP at 1st level: 7,5+1/2 Con score
HP/lv: 3
HS/day: 5+1/2 Con modifier
Trained Skills: Religion, any 1 Paladin Class Skill
Class Feature: Channel Divinity
Role Feature: Divine Challenge
Forfeit Role Feature to gain: Lay on Hands
Channel Divinity: you gain this feature, but only one Channel Divinity Power (either Divine Strength or Divine Mettle, plus any Channel Divinity Powers you learn). If you gain this feature from another class, you can trade your Paladin Channel Divinity Power for one Channel Divinity Power from the other class.
At your DM discretion, you may take Class Feats to learn Paladin Channel Divinity Powers.
Half-Ranger
Armor Proficiency: all up to Hide
Weapon Proficiencies: all simple from any 3 groups, any 2 military melee, any 1 military ranged
Bonus to defense +1 to Fort or +1 to Reflex (your choice)
HP at 1st level: 6+1/2 Con score
HP/lv: 2,5
HS/day: 3+1/2 Con modifier
Trained Skills: Dungeoneering or Nature (your choice), any 1 Ranger Class Skill
Class Feature: Fighting Style
Role Feature: Hunter's Quarry
Forfeit Role Feature to gain: Point Blank Shot
Half-Rogue
Armor Proficiency: Leather
Weapon Proficiencies: as rogue
Bonus to defense: +1 Reflex
HP at 1st level: 6+1/2 Con score
HP/lv: 2,5
HS/day: 3+1/2 Con modifier
Trained Skills: Stealth, Thievery, any 2 Rogue Class Skills
Class Feature: Rogue Tactics
Role Feature: Sneak Attack
Forfeit Role Feature to gain: Rogue Weapon Talent
Special: if you forfeit your Sneak Attack, your Role Feature from other class counts as a Sneak Attack for all effects save those that alter your Sneak Attack. So, you can't use the Backstabber feat to improve your Warlock's Curse, but the 19th level rogue daily exploit Assassin's Point would double your Warlock Curse damage on a critical hit, just as it would do to your Sneak Attack damage.
Half-Warlock
Armor Proficiency: Leather
Weapon Proficiencies: any 2 simple
Implement: Rods, Wands
Bonus to defense: +1 Reflex or +1 Will
HP at 1st level: 6+1/2 Con score
HP/lv: 2,5
HS/day: 3+1/2 Con modifier
Trained Skills: any 2 Warlock Class Skills
Class Feature: Eldritch Pact
Role Feature: Warlock's Curse
Forfeit Role Feature to gain: Shadow Walk
Special: you may choose your at-will power from the Warlock class between Eldritch Blast and your pact's power.
Special: if you forfeit your Warlock's Curse, you determine when your pact boon triggers using your Role Feature from the other class. An enemy to wich you dealt damage with your Role Feature since the start of your last turn counts as cursed for the purpose of triggering your pact boon. Any power that would curse an enemy still curses that enemy for the purpose of
triggering your pact boon, but you can't deal extra damage from the curse.
Half-Warlord
Armor Proficiency: all up to Chainmail, Light Shields
Weapon Proficiencies: all simple melee from any 2 groups, any 1 simple ranged, any 1 military melee
Bonus to defense: +1 Fortitude or +1 Reflex
HP at 1st level: 6+1/2 Con score
HP/lv: 2,5
HS/day: 3,5+1/2 Con modifier
Trained Skills: any 1 Warlord Class Skill
Class Feature: Commanding Presence
Role Feature: Inspiring Word
Forfeit Role Feature to gain: Combat Leader
Half-Wizard
Armor Proficiency: none
Weapon Proficiencies: as Wizard
Implement: Orbs, Rods, Staffs
Bonus to defense: +1 Will
HP at 1st level: 5+1/2 Con score
HP/lv: 2
HS/day: 3+1/2 Con modifier
Trained Skills: Arcana, any 1 Wizard Class Skill
Class Features: Cantrips, Ritual Casting, Spellbook
Special: thought you do not have the Arcane Implement Mastery class feature, you can take the Second Implement feat to gain it.
At your DM discretion, you may change your Spellbook class feature for the Arcane Implement Mastery class feature.
Half-Swordmage
Armor Proficiency: Leather
Weapon Proficiencies: All simple and martial light and heavy blades
Implement: Light or heavy blades (don't add the profiency bonus when using it as an implement)
Bonus to defense: +1 Will
HP at 1st level: 7,5+1/2 Con score
HP/lv: 3
HS/day: 4+1/2 Con modifier
Trained Skills: Arcana
Class Feature: Swordbond
Role Feature: Swordmage's Aegis
Forifeit Role Feature to gain: Swordmage's Warding
Paragon Multiclassing also has it's problems. You get to swap one of your at-will powers for one of your second class... but some classes effectively gain at-will powers as encounter powers when multiclassing (Warlock, Wizard). This encounter power is usually the at-will from the class that better suits your character; but, when paragon multiclassing, if you choose this same power to swap, you would get stuck an encounter power identical to one of your at-wills... I would house-rule it to allow this power to become an at-will, and then choose another one to be used once per encounter. But another problem is: what if you want a Paragon Path from the other class? Then, you are stuck with no at-will powers from your other
class/paragon path.(Also, some people say paragon multiclassing is worse than taking a paragon path, but it's not the point).
I also found the multiclass feats very unbalanced. They give you the benefits of Skill Training (one feat by itself), plus one great benefit (it may not be that impressive, but it comes in addition to all you already have).
These are some of the reasons why I decided to create a new (optional) system that allowed you to get more from your second class without completely unbalancing the game. The logic is simple: you can't have all the features from both classes, so you must gain some of each (or lose some from your "primary class", if you prefer to think this way). Also, in account of the greater versatility, you must also lose other benefits - nothing as radical as a Paragon Path, but some feats at least. The result is the Dual-class system presented below. It's a bit more complex, specially concerning armor proficiencies, and it's probably slightly (or not so slightly) unbalanced, but I believe it allows for many more interesting characters.
Dual-Classing
Dual classing is an alternative to multiclassing that allows you to get more characteristic features from both classes. You get more from your second class, but you also get less from the other - in fact, you are usually as much one member of the first than of the second, instead of one member of one class that dabbles in other.
* Can be chosen only at 1st level.
* You do not gain a feat at 1st, 11th and 21st levels.
* You choose not one, but two classes.
* You get some features of each class. You do not gain all class features of any class; instead, you gain two kits of class features known as Half-classes.
* You belong to both classes. For all effects related to class, you are considered a member of both classes.
* You can't multiclass.
* You can choose one at-will power from each class. Humans may choose their extra at-will power from either class.
* You may choose your powers from any class. However, you need to balance the classes out. You can never have more than one attack power (either encounter or daily powers) of difference between powers of one class or the other. For example, a Rogue/Warlord of 7th level has a total of 5 attack powers, 3 encounter powers and 2 daily powers; it could have 3 rogue encounter powers and 2 warlord daily powers, or 2 rogue encounter powers, 1 warlord encounter power and one daily power of each class, or any combination where one class gets 2 powers and the other 3, but it could not have 3 encounter and one daily rogue powers. Utilities work in the same way. If one class has the Spellbook class feature, it can register two daily or two utilities from that class in the spellbook; this only counts as one power from that class. If both classes have an Spellbook, it has the extra flexibility of being able to record one daily or utility power of each class and prepare any of them; in this case, the powers in the spellbook count individually towards the total for the purpose of knowing how many powers of each class you may have.
* Role features from the same role don't stack. Some classes of the same role have very similar features, like Healing and Inspiring Word. These class features are known as Role Features. If you dual-class into two classes of the same role that have Role Features, you must choose one of those and forfeit it in exchange of another benefit noticed in the half-class. You can't forfeit role features to gain that benefit if you multiclass into a class of another role, or if one of the half-classes doesn't have an role feature. For example, a Ranger/Warlock cant't have both Hunter's Quarry and Warlock's Curse. So, it may forfeit Hunter's Quarry to gain Prime Shot or Warlock's Curse to gain Shadow Walk. Half-classes that don't have role features tell how they interact with role features of the same role, if there is any difference (for example, the incoming barbarian class has, according with the preview, better powers but no striker role feature; so you could not deal damage from your role feature when using a barbarian power).
* Proficiency with armor has a limit based on the class that uses the lightest armor. If your classes grant different armor proficiencies, you are proficient with armor only one category heavier than the heaviest armor the most restrictive class is proficient (the most restrictive class is the one whose heaviest armor proficiency is lighter). So, for example, a Fighter/Paladin could use Plate Armor, because the most restrictive class (Fighter) is proficient with Scale Armor; but a Paladin/Wizard would be proficient only with Leather Armor, despite all the proficiencies of the paladin, because the heaviest armor that the wizard (most restrictive class) can use is cloth. However, a Cleric/Warlord gains the same proficiency with armor from both classes, so it simply has that proficiency and done. Shields work differently: if both classes are proficient with shields, they have the heaviest shield proficiency. If at least one of them isn't proficient with shields, they don't get any shield proficiency.
* Weapon Proficiencies, unlike armor, stack: if one half-class grants you proficiency with any 2 martial weapons, and the other grants with any 1 martial weapon, you can choose any 3 martial weapons to be proficient with.
* Implements work only for powers of the same class. A Cleric/Wizard can't use a Holy Symbol to grant bonuses to Wizard Powers, nor a Staff with Cleric Bonuses. A Warlock/Wizard, by it's time, can use a Wand for both classes, as both can use Wands as implements.
* Add Hit Points (HP) and Healing Surges (HS) from both Half-classes.
* Half Hit Points (HP) and Healing Surges (HS) round down for game purposes, but still add normaly. So, if you have 27,5 HP, it's the same as having 27 HP (you should register it as 27 on your sheet); but if you later gain 3,5 HP, you end with 31 HP and not with 30 (you should put a note somewhere in your sheet recording if you have half a HP, for when you evolve you add another half HP and get an integer)
* Thought it's not different to have a Fighter/Warlock and a Warlock/Fighter, for consistency I prefer to list the classes in alphabetical order.
Half Classes
Half-Cleric
Armor Proficiency: all up to Chainmail
Weapon Proficiencies: any 2 simple
Implement: Holy Symbol
Bonus to defense: +1 Will
HP at 1st level: 6+1/2 Con score
HP/lv: 2,5
HS/day: 3,5+1/2 Con modifier
Trained Skills: Religion
Class Features: Channel Divinity, Ritual Casting
Role Feature: Healing Word
Forfeit Role Feature to gain: Healer's Lore
Channel Divinity: you gain this feature, but only one Channel Divinity Power (either Turn Undead or Divine Fortune, plus any Channel Divinity Powers you learn). If you gain this feature from another class, you can trade your Cleric Channel Divinity Power for one Channel Divinity Power from the other class.
At your DM discretion, you may take Class Feats to learn Cleric Channel Divinity Powers.
Half-Fighter
Armor Proficiency: all up to Scale, Heavy Shields
Weapon Proficiencies: all simple, all military weapons of any 2 groups
Bonus to defense: +1 Fortitude
HP at 1st level: 7,5+1/2 Con score
HP/lv: 3
HS/day: 4,5+1/2 Con modifier
Trained Skills: Any 1 Fighter Class Skill
Role Feature: Combat Challenge
Forfeit Role Feature to gain: Fighter Weapon Talent
Half-Paladin
Armor Proficiency: all up to Plate, Heavy Shields
Weapon Proficiencies: all simple melee, any 1 simple ranged, all military melee from any 1 group
Implement: Holy Symbol
Bonus to defense: +1 in any 2 other than AC
HP at 1st level: 7,5+1/2 Con score
HP/lv: 3
HS/day: 5+1/2 Con modifier
Trained Skills: Religion, any 1 Paladin Class Skill
Class Feature: Channel Divinity
Role Feature: Divine Challenge
Forfeit Role Feature to gain: Lay on Hands
Channel Divinity: you gain this feature, but only one Channel Divinity Power (either Divine Strength or Divine Mettle, plus any Channel Divinity Powers you learn). If you gain this feature from another class, you can trade your Paladin Channel Divinity Power for one Channel Divinity Power from the other class.
At your DM discretion, you may take Class Feats to learn Paladin Channel Divinity Powers.
Half-Ranger
Armor Proficiency: all up to Hide
Weapon Proficiencies: all simple from any 3 groups, any 2 military melee, any 1 military ranged
Bonus to defense +1 to Fort or +1 to Reflex (your choice)
HP at 1st level: 6+1/2 Con score
HP/lv: 2,5
HS/day: 3+1/2 Con modifier
Trained Skills: Dungeoneering or Nature (your choice), any 1 Ranger Class Skill
Class Feature: Fighting Style
Role Feature: Hunter's Quarry
Forfeit Role Feature to gain: Point Blank Shot
Half-Rogue
Armor Proficiency: Leather
Weapon Proficiencies: as rogue
Bonus to defense: +1 Reflex
HP at 1st level: 6+1/2 Con score
HP/lv: 2,5
HS/day: 3+1/2 Con modifier
Trained Skills: Stealth, Thievery, any 2 Rogue Class Skills
Class Feature: Rogue Tactics
Role Feature: Sneak Attack
Forfeit Role Feature to gain: Rogue Weapon Talent
Special: if you forfeit your Sneak Attack, your Role Feature from other class counts as a Sneak Attack for all effects save those that alter your Sneak Attack. So, you can't use the Backstabber feat to improve your Warlock's Curse, but the 19th level rogue daily exploit Assassin's Point would double your Warlock Curse damage on a critical hit, just as it would do to your Sneak Attack damage.
Half-Warlock
Armor Proficiency: Leather
Weapon Proficiencies: any 2 simple
Implement: Rods, Wands
Bonus to defense: +1 Reflex or +1 Will
HP at 1st level: 6+1/2 Con score
HP/lv: 2,5
HS/day: 3+1/2 Con modifier
Trained Skills: any 2 Warlock Class Skills
Class Feature: Eldritch Pact
Role Feature: Warlock's Curse
Forfeit Role Feature to gain: Shadow Walk
Special: you may choose your at-will power from the Warlock class between Eldritch Blast and your pact's power.
Special: if you forfeit your Warlock's Curse, you determine when your pact boon triggers using your Role Feature from the other class. An enemy to wich you dealt damage with your Role Feature since the start of your last turn counts as cursed for the purpose of triggering your pact boon. Any power that would curse an enemy still curses that enemy for the purpose of
triggering your pact boon, but you can't deal extra damage from the curse.
Half-Warlord
Armor Proficiency: all up to Chainmail, Light Shields
Weapon Proficiencies: all simple melee from any 2 groups, any 1 simple ranged, any 1 military melee
Bonus to defense: +1 Fortitude or +1 Reflex
HP at 1st level: 6+1/2 Con score
HP/lv: 2,5
HS/day: 3,5+1/2 Con modifier
Trained Skills: any 1 Warlord Class Skill
Class Feature: Commanding Presence
Role Feature: Inspiring Word
Forfeit Role Feature to gain: Combat Leader
Half-Wizard
Armor Proficiency: none
Weapon Proficiencies: as Wizard
Implement: Orbs, Rods, Staffs
Bonus to defense: +1 Will
HP at 1st level: 5+1/2 Con score
HP/lv: 2
HS/day: 3+1/2 Con modifier
Trained Skills: Arcana, any 1 Wizard Class Skill
Class Features: Cantrips, Ritual Casting, Spellbook
Special: thought you do not have the Arcane Implement Mastery class feature, you can take the Second Implement feat to gain it.
At your DM discretion, you may change your Spellbook class feature for the Arcane Implement Mastery class feature.
Half-Swordmage
Armor Proficiency: Leather
Weapon Proficiencies: All simple and martial light and heavy blades
Implement: Light or heavy blades (don't add the profiency bonus when using it as an implement)
Bonus to defense: +1 Will
HP at 1st level: 7,5+1/2 Con score
HP/lv: 3
HS/day: 4+1/2 Con modifier
Trained Skills: Arcana
Class Feature: Swordbond
Role Feature: Swordmage's Aegis
Forifeit Role Feature to gain: Swordmage's Warding