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Why do you multiclass?
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<blockquote data-quote="Z. H. Darkstar" data-source="post: 6747470" data-attributes="member: 6746780"><p>For me, it's usually for either of the listed reasons, but not really a predominance of one over the other. Sometimes, I find a cool combo and theorycraft up a bunch of different builds based around it, my thread about Greenflame Blade being an example of this behavior. On the other hand, sometimes the MC is there to reconcile a concept that came first, like the Dr Strange build I made for my first 5e character.</p><p></p><p>Surprisingly, AL's rebuild rule is useful for variant humans in making RP sense of why a Fighter 1 suddenly gets magic abilities after gaining 300 xp. My armored eldritch spammer started as Fighter 1 with Magic Initiate (Warlock) for EB, Frostbite, and Hex. Once I hit 2nd level, I started my Warlock levels and switched my human feat to Mobile, so I could switch to heavy armor without the speed penalty. My RP reason was that he started out without a full pact made with his patron. The first character level was a tryout to be deemed worthy. Once he passed the test, his pact was made complete, and he was gifted with superhuman speed to move unimpeded by the heft of more protective armor. After spending some time with his Book of Shadows, he found a ritual to unlock the hidden blue draconic magic within his lineage. That's when I made the jump to taking Sorcerer levels for the rest of his career. Z. H. Darkstar has used all of these abilities and his reputation as a merciless knight of profane magic to rise through the ranks of both the Cloaks and the Zhentarim.</p><p></p><p>Another example of when concept led to multiclassing was my half-drow homage to Blade for OotA play. Trying to find a build that fully encapsulated his superhuman abilities and hard-hitting martial arts led to a Rogue Thief 14/Open Hand Monk 6 MC plan that uses Dawnbringer as his primary weapon for Sneak Attack. This build lets him be martially competent, while retaining the high agility options to get around the battlefield. Having Dawnbringer ups his weapon damage die to 1d10 without sacrificing Sneak Attack, plus gives him tankiness against creatures with sunlight sensitivity. Should material for Tier 4 play ever coalesce into the AL, Blade is still on-track to get 5 ASIs.</p><p></p><p>While it's wholly up to the DM to decide what optional rules are wanted in the campaign, I think that a degree of flexibility works best when players can't make the exact character they want out of a single class. Trying to find a balance between the expectations of both parties typically leads to a better play experience for everyone involved.</p></blockquote><p></p>
[QUOTE="Z. H. Darkstar, post: 6747470, member: 6746780"] For me, it's usually for either of the listed reasons, but not really a predominance of one over the other. Sometimes, I find a cool combo and theorycraft up a bunch of different builds based around it, my thread about Greenflame Blade being an example of this behavior. On the other hand, sometimes the MC is there to reconcile a concept that came first, like the Dr Strange build I made for my first 5e character. Surprisingly, AL's rebuild rule is useful for variant humans in making RP sense of why a Fighter 1 suddenly gets magic abilities after gaining 300 xp. My armored eldritch spammer started as Fighter 1 with Magic Initiate (Warlock) for EB, Frostbite, and Hex. Once I hit 2nd level, I started my Warlock levels and switched my human feat to Mobile, so I could switch to heavy armor without the speed penalty. My RP reason was that he started out without a full pact made with his patron. The first character level was a tryout to be deemed worthy. Once he passed the test, his pact was made complete, and he was gifted with superhuman speed to move unimpeded by the heft of more protective armor. After spending some time with his Book of Shadows, he found a ritual to unlock the hidden blue draconic magic within his lineage. That's when I made the jump to taking Sorcerer levels for the rest of his career. Z. H. Darkstar has used all of these abilities and his reputation as a merciless knight of profane magic to rise through the ranks of both the Cloaks and the Zhentarim. Another example of when concept led to multiclassing was my half-drow homage to Blade for OotA play. Trying to find a build that fully encapsulated his superhuman abilities and hard-hitting martial arts led to a Rogue Thief 14/Open Hand Monk 6 MC plan that uses Dawnbringer as his primary weapon for Sneak Attack. This build lets him be martially competent, while retaining the high agility options to get around the battlefield. Having Dawnbringer ups his weapon damage die to 1d10 without sacrificing Sneak Attack, plus gives him tankiness against creatures with sunlight sensitivity. Should material for Tier 4 play ever coalesce into the AL, Blade is still on-track to get 5 ASIs. While it's wholly up to the DM to decide what optional rules are wanted in the campaign, I think that a degree of flexibility works best when players can't make the exact character they want out of a single class. Trying to find a balance between the expectations of both parties typically leads to a better play experience for everyone involved. [/QUOTE]
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