The Shadow
Hero
I had a thought about how this might be done. First, what we know:
1) Multiclassing will follow the same basic idea as 3e.
2) They will try to spread out a class' benefits over the first 3 levels, so as to avoid front-loading and single-level dipping.
I am further assuming that magic bonus and weapon bonus do not stack, you merely get the best value of all your classes.
Now, the classes we see in the playtest document are still pretty front-loaded. So perhaps the spreading of class benefits will occur only for people who multiclass.
This makes a degree of sense - picking up your first level of a class in-game is different from the curtain rising upon a first-level character. The starting character has plenty of time for training before the curtain rises, while the multiclasser has to learn as he goes.
So here's an idea of how to multiclass into fighter:
Level 1: Pick your fighting style. You get your expertise die, and your 1st level ability to use it with. You also gain sufficient proficiencies to handle everything in your fighting style's suggested equipment.
Level 2: You get either Deadly Strike or Parry, your choice. (You don't have these yet, as you were so focussed on picking up your basic fighting style.) You also pick up all other weapon proficiencies, or all other armor and shield proficiencies, your choice.
Level 3: You gain the other of Deadly Strike or Parry, as well as all remaining proficiencies. Plus your usual 3rd level fighting-style technique.
Cleric:
Level 1: You gain the Orisons, Religion, and Channel Divinity abilities. Pick a Domain, but the only thing you get from it is the proficiencies implied by its suggested equipment.
Level 2: You gain your auto-prepared spells *only*, though you get the full number of slots for your level. You gain the 1st level benefit of your Domain, including all remaining proficiencies.
Level 3: You get the full spell slots for your level and all Domain abilities.
Rogue:
Level 1: You get Thieves' Cant and a 1d6 Sneak Attack ability, as well as all weapon and armor proficiencies. Pick a Rogue scheme, though at the moment all you get is its background skills.
Level 2: You gain your level 1 scheme ability and Knack. Sneak attack jumps to 3d6.
Level 3: You gain your level 2 scheme ability and Skill Mastery.
Wizard:
Level 1: You gain your Cantrips and Arcane Knowledge.
Level 2: You get your Spellbook, but only three 1st-level spells. You get all your slots.
Level 3: You get all spells appropriate to your level.
Sorcerer:
This one's a little hard to eyeball, as we only have one origin to work with, and it seems to be an unusual one. First pass:
Level 1: You get your cantrips, and any necessary proficiencies. You also get 1 Willpower, and your Sorcerous Power, but no spells.
Level 2: You get 2 more Willpower and 1 known spell.
Level 3: You get the full amount of Willpower and spells for your level.
Warlock:
Level 1: You get any proficiencies you don't have already. Plus Eldritch Lore, your 1st level Pact Boon, a 2d6 Eldritch Blast, and one favor per short rest.
Level 2: You gain 1 invocation and Ritual Magic. Eldritch Blast goes up to 3d6.
Level 3: You gain the full number of invocations for your level, plus 2 favors per short rest. Also your level 3 Pact Boon, as usual.
How's it look?
1) Multiclassing will follow the same basic idea as 3e.
2) They will try to spread out a class' benefits over the first 3 levels, so as to avoid front-loading and single-level dipping.
I am further assuming that magic bonus and weapon bonus do not stack, you merely get the best value of all your classes.
Now, the classes we see in the playtest document are still pretty front-loaded. So perhaps the spreading of class benefits will occur only for people who multiclass.
This makes a degree of sense - picking up your first level of a class in-game is different from the curtain rising upon a first-level character. The starting character has plenty of time for training before the curtain rises, while the multiclasser has to learn as he goes.
So here's an idea of how to multiclass into fighter:
Level 1: Pick your fighting style. You get your expertise die, and your 1st level ability to use it with. You also gain sufficient proficiencies to handle everything in your fighting style's suggested equipment.
Level 2: You get either Deadly Strike or Parry, your choice. (You don't have these yet, as you were so focussed on picking up your basic fighting style.) You also pick up all other weapon proficiencies, or all other armor and shield proficiencies, your choice.
Level 3: You gain the other of Deadly Strike or Parry, as well as all remaining proficiencies. Plus your usual 3rd level fighting-style technique.
Cleric:
Level 1: You gain the Orisons, Religion, and Channel Divinity abilities. Pick a Domain, but the only thing you get from it is the proficiencies implied by its suggested equipment.
Level 2: You gain your auto-prepared spells *only*, though you get the full number of slots for your level. You gain the 1st level benefit of your Domain, including all remaining proficiencies.
Level 3: You get the full spell slots for your level and all Domain abilities.
Rogue:
Level 1: You get Thieves' Cant and a 1d6 Sneak Attack ability, as well as all weapon and armor proficiencies. Pick a Rogue scheme, though at the moment all you get is its background skills.
Level 2: You gain your level 1 scheme ability and Knack. Sneak attack jumps to 3d6.
Level 3: You gain your level 2 scheme ability and Skill Mastery.
Wizard:
Level 1: You gain your Cantrips and Arcane Knowledge.
Level 2: You get your Spellbook, but only three 1st-level spells. You get all your slots.
Level 3: You get all spells appropriate to your level.
Sorcerer:
This one's a little hard to eyeball, as we only have one origin to work with, and it seems to be an unusual one. First pass:
Level 1: You get your cantrips, and any necessary proficiencies. You also get 1 Willpower, and your Sorcerous Power, but no spells.
Level 2: You get 2 more Willpower and 1 known spell.
Level 3: You get the full amount of Willpower and spells for your level.
Warlock:
Level 1: You get any proficiencies you don't have already. Plus Eldritch Lore, your 1st level Pact Boon, a 2d6 Eldritch Blast, and one favor per short rest.
Level 2: You gain 1 invocation and Ritual Magic. Eldritch Blast goes up to 3d6.
Level 3: You gain the full number of invocations for your level, plus 2 favors per short rest. Also your level 3 Pact Boon, as usual.
How's it look?