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The Advanced Multiclass Guide
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<blockquote data-quote="Zardnaar" data-source="post: 7474620" data-attributes="member: 6716779"><p>This thread is a sequel to my last guide where I covered a few well known builds. T His is more about the building blocks of how to mitigate the drawbacks of multiclassing in the guide.</p><p></p><p> First things 1st what are the downsides of multiclassing. Generally IMHO they are.</p><p></p><p>Delayed access to ASI or multiple attacks.</p><p>Missing out on higher level class abilities.</p><p>Missing out on the 3rd fighter attack (theoretically the 4th one but who plays level 20?)</p><p>Delayed or missing access to higher level spells or spellslots</p><p></p><p>Concept 2 is how to mitigate the downsides. Basically if you have to give up some of that make sure whatever you are getting in return is either better or can mitigate it in some ways. For example missing out on an ASI for an extra attack or the paladins aura might be worth it as no feat can duplicate those abilities.</p><p></p><p> You also want to keep you damage up to at least average damage. A rough guideline on what I consider damage tiers. THis more or less applies as long as you plan on making weapon attacks or cantrips if you're a primary spellcaster of course DPR matters less.</p><p></p><p>Low Damage. Wizard and land druid melee</p><p>Below Average Damage. Valor Bards, some clerics</p><p>Average Damage, Rogue or Sword and board type fighter, min maxed clerics</p><p>Above Average Damage. Great weapon fighters, striker type Rangers and Paladins, Warlocks spamming eldritch Blast, some clerics under ideal circumstances</p><p>High Damage. Warrior types abusing the -5/+10 feats, Sorlocks. </p><p></p><p>This is a rough guideline and IMHO of course. Now the following it basically the things to learn about when constructing a MC character. Due to how some things work in 5E it kind of pays to look at the classes as a mix and match buffet to fit your concept of whatever you want to achieve. Note not all concepts are that viable under 5E rules. I am assuming you build a good PCs. Here are some tricks to consider when MCing.</p><p></p><p><strong> Eldritch Blast/Cantrips.</strong></p><p> Yes the Sorlock is a big obvious abuse of the this but the way EB scales and the way it interact with hex and/or hunters quarry means even a skill monkey build can keep up with respectable damage for the low low price of 2 levels of warlock taking agonizing blast. A lesser abuse is Green Flame Blade.</p><p></p><p><strong> Classes as building block 4 levels at a time.</strong></p><p><strong></strong> This gets around the idea that you miss out on ASIS if you MC to much. A Fighter 6/Ranger4/Rogue4 for example if build right still deals great damage and doesn't miss out on any ASIS and due to the fighter 6 thing is actually ahead of the other classes that do not get an extra ASi such as fighters and Rogues. The missing 3rd fighter attack can be mitigated via hunter ranger and Rogue class features. </p><p></p><p><strong> The class dip</strong></p><p> This basically means the Fighter and Sorcerer level for the proficiency in con saves or the hexblade dip for the Paladin 6/8 Hexblade 1 thing perhaps 2 levels for the eldritch blast thing. Proficiency in con saves is great for spellcasters and if feats are not used its almost a class exclusive feature to Sorcerers (and level 6 transmuters) at least for spellcasters. </p><p></p><p> <strong>The multiclass spellcaster table.</strong></p><p> This is about how you tie everything together. For example an Eldritch Knight 6/Wizard 4 counts as a level 7 caster for spell slot purposes, a similar idea applies with the Paladin/Sorcerer and you can use those spell slots to smite with up to 5th level slots and the 6th level slots to upcast lower level spells.</p><p></p><p><strong>Warlock Recharge Mechanics and Sorcerer Points</strong>.</p><p></p><p> This is for the coffee lock and Sorlock abuse. A coffee lock is a Warlock who never sleeps and rather than long rest takes 7 short rests and converts the warlock spell slots to sorcerer points and then converts them into spell slots. Lots of low level spell slots. </p><p></p><p><strong>Shillelagh</strong></p><p></p><p> This is a way to get your attacks keyed off your wisdom score which is a great idea for clerics. This means a nature cleric, multi class Druid or a Cleric who has the spell sniper or magic initiate feats for the most part or 3pp races such a Soldier Dragonkin from the Midgard setting. A beat down spell buffed green flame blade using arcane cleric can hurt a lot combined with Shillelagh. A nature cleric using the polearm master feat can also out perform a war cleric (less MAD) so go figure. </p><p></p><p></p><p> So why multiclass? The two main reasons IMHO is to build a concept not well supported by the rules such as a PHB only gish (Fighter 1, fiendpact warlock XYZ), or for min maxing. Some classes their higher level abilities are either not to exciting or take to long to get their. This is often classes such as the Ranger, Fighter, and Rogue which MC together very well in multiple combinations. The charisma based classes and spellcasters also MC very well together due to some of them pushing the power limits of 5E (lore bards, Paladins), or because of how things work in the classes mechanics (Warlocks, Sorcery point abuse with warlocks, or Sorcerer con saves). The intelligence based spell casters (wizards and the 1/3rd casters) are gimped by comparison (EK 6/Abjurer XYZ is one of the few I would actually play). I don't like missing that 2nd attack as a warrior for longer than 1 level (Fighter1/bladelock 4 is fine), missing the fighter 3rd attack is fine as long as you like what you are giving up. Classes such as Paladins and Rnagers do not get a 3rd attack anyway so level 6 and 8 are great MC exit points for them even something as basic as multiple weapon styles at low levels can be useful (Fighter 5./Ranger or Paladin 2 or both).</p><p></p><p> If your concept only makes one attack anyway such as Rogues and Clerics that is OK. A spell buffed clerics using things like spiritual guardians. A rogue giving up sneak attack dice usually doesn't matter if you take some fighter or Ranger levels as the 2d6 or 3d6 you give up are easily offset by those classes features- A Rogue 8 fighter or Ranger (hunter) 5 will actually deal more damage than a single classed Rogue especially if dual wielding. The higher level Rogue abilities are also not that great or losing them doesn't hurt you that much. </p><p></p><p> So that is basically it for a few tricks that I know.</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7474620, member: 6716779"] This thread is a sequel to my last guide where I covered a few well known builds. T His is more about the building blocks of how to mitigate the drawbacks of multiclassing in the guide. First things 1st what are the downsides of multiclassing. Generally IMHO they are. Delayed access to ASI or multiple attacks. Missing out on higher level class abilities. Missing out on the 3rd fighter attack (theoretically the 4th one but who plays level 20?) Delayed or missing access to higher level spells or spellslots Concept 2 is how to mitigate the downsides. Basically if you have to give up some of that make sure whatever you are getting in return is either better or can mitigate it in some ways. For example missing out on an ASI for an extra attack or the paladins aura might be worth it as no feat can duplicate those abilities. You also want to keep you damage up to at least average damage. A rough guideline on what I consider damage tiers. THis more or less applies as long as you plan on making weapon attacks or cantrips if you're a primary spellcaster of course DPR matters less. Low Damage. Wizard and land druid melee Below Average Damage. Valor Bards, some clerics Average Damage, Rogue or Sword and board type fighter, min maxed clerics Above Average Damage. Great weapon fighters, striker type Rangers and Paladins, Warlocks spamming eldritch Blast, some clerics under ideal circumstances High Damage. Warrior types abusing the -5/+10 feats, Sorlocks. This is a rough guideline and IMHO of course. Now the following it basically the things to learn about when constructing a MC character. Due to how some things work in 5E it kind of pays to look at the classes as a mix and match buffet to fit your concept of whatever you want to achieve. Note not all concepts are that viable under 5E rules. I am assuming you build a good PCs. Here are some tricks to consider when MCing. [B] Eldritch Blast/Cantrips.[/B] Yes the Sorlock is a big obvious abuse of the this but the way EB scales and the way it interact with hex and/or hunters quarry means even a skill monkey build can keep up with respectable damage for the low low price of 2 levels of warlock taking agonizing blast. A lesser abuse is Green Flame Blade. [B] Classes as building block 4 levels at a time. [/B] This gets around the idea that you miss out on ASIS if you MC to much. A Fighter 6/Ranger4/Rogue4 for example if build right still deals great damage and doesn't miss out on any ASIS and due to the fighter 6 thing is actually ahead of the other classes that do not get an extra ASi such as fighters and Rogues. The missing 3rd fighter attack can be mitigated via hunter ranger and Rogue class features. [B] The class dip[/B] This basically means the Fighter and Sorcerer level for the proficiency in con saves or the hexblade dip for the Paladin 6/8 Hexblade 1 thing perhaps 2 levels for the eldritch blast thing. Proficiency in con saves is great for spellcasters and if feats are not used its almost a class exclusive feature to Sorcerers (and level 6 transmuters) at least for spellcasters. [B]The multiclass spellcaster table.[/B] This is about how you tie everything together. For example an Eldritch Knight 6/Wizard 4 counts as a level 7 caster for spell slot purposes, a similar idea applies with the Paladin/Sorcerer and you can use those spell slots to smite with up to 5th level slots and the 6th level slots to upcast lower level spells. [B]Warlock Recharge Mechanics and Sorcerer Points[/B]. This is for the coffee lock and Sorlock abuse. A coffee lock is a Warlock who never sleeps and rather than long rest takes 7 short rests and converts the warlock spell slots to sorcerer points and then converts them into spell slots. Lots of low level spell slots. [B]Shillelagh[/B] This is a way to get your attacks keyed off your wisdom score which is a great idea for clerics. This means a nature cleric, multi class Druid or a Cleric who has the spell sniper or magic initiate feats for the most part or 3pp races such a Soldier Dragonkin from the Midgard setting. A beat down spell buffed green flame blade using arcane cleric can hurt a lot combined with Shillelagh. A nature cleric using the polearm master feat can also out perform a war cleric (less MAD) so go figure. So why multiclass? The two main reasons IMHO is to build a concept not well supported by the rules such as a PHB only gish (Fighter 1, fiendpact warlock XYZ), or for min maxing. Some classes their higher level abilities are either not to exciting or take to long to get their. This is often classes such as the Ranger, Fighter, and Rogue which MC together very well in multiple combinations. The charisma based classes and spellcasters also MC very well together due to some of them pushing the power limits of 5E (lore bards, Paladins), or because of how things work in the classes mechanics (Warlocks, Sorcery point abuse with warlocks, or Sorcerer con saves). The intelligence based spell casters (wizards and the 1/3rd casters) are gimped by comparison (EK 6/Abjurer XYZ is one of the few I would actually play). I don't like missing that 2nd attack as a warrior for longer than 1 level (Fighter1/bladelock 4 is fine), missing the fighter 3rd attack is fine as long as you like what you are giving up. Classes such as Paladins and Rnagers do not get a 3rd attack anyway so level 6 and 8 are great MC exit points for them even something as basic as multiple weapon styles at low levels can be useful (Fighter 5./Ranger or Paladin 2 or both). If your concept only makes one attack anyway such as Rogues and Clerics that is OK. A spell buffed clerics using things like spiritual guardians. A rogue giving up sneak attack dice usually doesn't matter if you take some fighter or Ranger levels as the 2d6 or 3d6 you give up are easily offset by those classes features- A Rogue 8 fighter or Ranger (hunter) 5 will actually deal more damage than a single classed Rogue especially if dual wielding. The higher level Rogue abilities are also not that great or losing them doesn't hurt you that much. So that is basically it for a few tricks that I know. [/QUOTE]
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