D&D General Should you Multiclass?


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I do think it's a testament to 5e's design balance that multi-classing works as well as it does - mixing and matching with other classes could be fraught with balance issues, but it's not, particularly.
It's pretty common to take multiclass dips to get features that'll combo for much stronger results than a single-class could. But I guess not everyone has to deal with paladin-warlock super-smiter short rest-rechargers 😆
Or a wizard that take a first level dip as artificer so they can have absurd AC without losing spell slot progression.

I consider multiclassing unbalanced but everyone has different experiences.
 

There are a lot of concepts that just make sense as some combination of Fighter and Rogue, though the game is a little punishing if you do it early. The dirty mercenary, the pirate, the cunning swashbuckler, etc. You can do some of these with subclasses but they aren't always focused on what I want, which is often bread and butter class features.
 

Looking at it from a mechanical standpoint, older editions like 3rd saw (in my experience) a lot of players multiclassing in a level or two of Rogue for the sneak attack and evasion abilities. 2024 though, and I generally don't see it. It does look like sticking to a single class works better.

For mechanical benefit over role-play/concept, I've only seen two multiclass builds. One is the paladin/sorcerer, so that as you level you have lots of spell slots to draw upon for the paladin abilities. The other is a character in one of two campaigns that I am running, where the player has a Monk 7/Ranger 1 purely for Hunters Mark to get that little bit extra damage. Nothing too extreme. Otherwise everyone sticks to a single class so they benefit from what it and their chosen subclass gives them.

Currently in 5th edition, I don't think multiclassing is worth it from a mechanics point of view. It's more to create the character concept that you want.
 

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