Tony Vargas
Legend
Arguably, the "route to power" in 3.5 is the single-classed caster and/or full-casting PrC. There's no PrCs in 5e, and full caster level isn't quite as vital with spell DCs scaling with character level and spells scaling with slots (so an MC'd caster/caster isn't as screwed as in 3.x).The fun thing is that the biggest problem with multiclassing is that it's too easy to accidentally make a underperforming character. Unlike 3.x or pathfinder, 5e multiclassing is not the "route to power".
Of course, the "route to power" in 5e is simply gaming the DM. It's evocative of the classic game, that way, and if you're going to embrace being all Empowered, you get to put up with that kinda thing.
Two main tenants not to lag behind for multiclass are:
- Don't miss ASIs.
- Don't miss out on your 5th level (or 11th level) power bump for long.
- Sure, while caster levels (sorta) stack, now, fixing a major issue with the original 3.0 MCing, 5e MCing puts a similar onus on ASIs (in contrast to 3.x, when feats & stat bumps were simply based on character level) and Extra Attack (I presume, the main 5th & 11th level bumps you're thinking about).
The fighter, certainly. While getting 3rd level spells and 6th level spells, respectively, is certainly a bump, it's not like 4th and 5th level spells are anything to sneeze at, though. But, yes, being conscious of the significant breakpoints of the classes you're combining is a good idea, otherwise you may pull in a class to get something and wind up getting it very late, or even missing out on it altogether.Most classes have a serious bump at 5th and a smaller one at 11th.
In the sense that they gain abilities at low level that can synergize pretty nicely with other class abilities, sure.Now, fighter is one of the more cherry-pick-able classes (cleric 1 being another one)
I suppose it could depend on the exact build and the vagaries of the specific campaign, but neither should be feeling to OP compared to a 5th level full caster, anyway. Nothing much to worry about, there.But Rogue 3/Fighter 2 is weaker then Rogue 5 or Fighter 5.
The balance of 5e is quite loose, that way. At any given level, in any given circumstance, a given MC combo, like a give class, might be wildly (in)effective. It's mostly on the DM to manage that variation to maximize the fun of his campaign.It's not badly off, still within the curve of classes.
Under-performing, even in that sense is a concern for the DM, in that he can find ways to keep such a PC involved and contributing, based on whatever his combination of abilities does bring to the party(npi). It's not like 3.5, when such considerations could render an otherwise cool concept non-viable.I never made any claim that performing poorly would lead to a TPK but...
"par" is what a general replacement character of the same general niche would bring to the table.
A character well below par will not be able to hold up their part of the party as well as a generic replacement character of the same niche.
3 levels is OK as an arbitrary example, depends on how long the campaign goes. The extreme case would be the multi-multi-classed PC who takes 2 or 3 levels of many classes and /never/ gets an ASI. Kinda like the 3.x MC goof who ended up with +0 in bad save.1. Delaying ASIs a long time (3 levels or more) can make a character less effective.
Delaying, again, depends on the campaign. One objective guide, though, is the exp it takes to level vs the expected exp of challenges, it indicates that characters generally level very fast the first few levels, then slow down through about 11th. So that first bump normally comes very quickly, if you delay it only a few levels, that may actually be a lot of play time. OTOH, advancement speeds up a little after 11th, so getting a kicker at 13th instead may not be that bad. OTOOH, if the campaign wraps at 15th, getting your 11th level bump at 16th is not getting it, at all.There is a power bump for the classes at 5th (and a lesser one at 11th) and delaying getting there can also can make a character less effective.