Theodoxus
2016-01-02, 10:51 AM
I'm looking at bringing back the 1e feel of mutliclassing (and Dual-Classing) within the 5e system. I want to preface this by stating two very important things:
1) This ISN'T gestalt. These aren't 20th level characters with crazy internal multiclassing builds that go something like Paladin 7/Fighter 3/Rogue 10//Wizard 20.
2) I know this won't be balanced to core. I'm not looking for opinions on how to make this balanced to core.
What I am looking for are opinions that will keep the three options for character creation more internally balanced with each other. Specifically, I'm looking at opinions on where I'm making my level breaks and how I'm handling multiple spell classes. Feedback in those areas is appreciated. Telling me this is broken, OP, not gonna fly, etc are less than constructive - this is happening, I'd just prefer a bit of 'theorycraft retuning' before bringing it live in a home game. With that, I appreciate your attention (and apologize in advance to the length of the post).
The multiclass rules in the 5th Ed PHB are optional. I'm not going to use them, as written, but have opted to create an offshoot that brings back the feel of old D&D while maintaining the balance structure inherent in the new rules. What follows takes the heart of the new multiclass rules and combines them with the flavor from 1st edition and melds them into a new whole.
At the start of character creation, a player must decide if they want to be a single class (with the option to become a dual class character) or start as a multiclass character. Because of the way the multiclass rules are set up, this is an unalterable choice from the start. One should have clear expectations and desires for their characters career before embarking on their creation. Please read through all the rules below before deciding on how to build your character.
As an overview, a single class character will choose a single class and stick with it their entire career. Using the various archetype options to differentiate and empower their choice, they forego breadth of options for specialization that is unmatched by other class options. The single classed character is the only one capable of reaching the level 20 capstone in their chosen class.
A dual classed character starts life as a single class character, but at some point, decides to transition into another class. The only restriction is they must meet the multiclass guidelines set forth in the Player's Handbook for attributes. Thus, to dual class into a Fighter from Wizard, the character must have a 13 or greater Intelligence, 13 or greater Constitution and either a 13 or greater Dexterity or Strength.
A multiclassed character is different. Picking between 2 and 4 distinct classes, they progress all classes at the same time. This does slow their development in comparison to single and dual classed characters, but the breadth of power and versatility tends to make up the difference in outright power. Multiclassed characters also need to meet the attribute requirements for the classes they're choosing. As such, three and four class combinations are rare, though possible.
Mechanics of the Dual Class option:
Given that your character is starting with a single class, you of course get all the abilities and proficiencies of that class. When you decide to enter a second class, provided you meet the prerequisites, you don't get everything from the new class. First, your experience is set to zero and you begin as a first level member of your new class. You don't gain any hit dice, hit points or proficiencies. Your Proficiency Bonus does not increase and you don't gain any new saving throw proficiencies.
You do gain all class abilities as noted in your new class, including any spell slots your new class might provide. For spellcasting, each class is considered unique; instead of using the multiclass spellcasting chart, each class derives their own spells and spell slots. However, you can still cast any spell known from any spell slot available – provided the slot is high enough level to use for the spell in question.
Once your new class level exceeds your first class’ level, you begin to accumulate Proficiency bonuses again. Also, you gain proficiency with the Secondary Save of your new class (or gain Expertise in that save, if they’re the same stat). For instance, if you Dual Classed from Fighter to Barbarian, both classes have Strength as a Secondary Save, so you would double your Proficiency bonus to Strength saves. If instead, you had Dual Classed from Fighter to Wizard, you would instead gain Proficiency in Int Saves, as that is the Secondary Save for Wizards. You also gain the starting skill proficiencies of your second class at this time. Other than the prerequisites required to enter a second class, there is no restriction on what that class is (although you can’t choose the same class twice).
Dual Class Maximums
First Class Level
Second Class Level Maximum
1
19
2
19
3
19
4
19
5
19
6
19
7
19
8
19
9
19
10
18
11
18
12
17
13
17
14
16
15
15
16
14
17
13
18
11
19
9
20
-
Mechanics of the Multiclass Option:
Mutliclassed characters begin their careers with two or more classes. The choices are limited, based on the four generic class types: Adept, Mage, Scoundrel and Warrior (described below). Choosing only two classes provides more flexibility, the only restriction being that the two classes must have at least 1 Save (Primary or Secondary) that is different. When multiclassing between three or more classes, no two classes can belong to the same generic class type.
The generic class types are comprised of:
Adept – Cleric, Druid and Paladin. Priests and Holy Warriors.
Mage – Sorcerer, Warlock and Wizard. Arcane casters.
Scoundrels – Bard, Monk and Rogue. Shady characters who work best in the shadows.
Warriors – Barbarian, Fighter and Ranger. People of action.
Multiclassed characters receive skill proficiencies for the class of their choice, and then 1 additional for each class after the first. They receive all weapon and armor proficiencies from all their classes. They receive proficiency in three Saving Throws of their choice, but two must be Secondary Saves, unless the classes have those saves in common. (For instance, a multiclassed Fighter/Monk has Strength in common for their Secondary Save, so they’d be proficient in Con, Dex and Str.) They utilize the Multiclass Chart from the Player’s Handbook for determining spell slots. For half and partial casters, add 1/2 and 1/3 level respectively to the table. For example: A 4th level Paladin/Sorcerer/Rogue (Arcane Trickster)/Ranger = Half/Full/Third/Half = 2+4+1+2=9th level spell slots. The same character at their maximum level (11th) would have 5+11+3+5=20th level spell slots (note the table doesn’t go above 20th level).
Multiclassed characters start with Hit Points equal to their highest hit die plus Con modifier. At higher levels, they take the average of their class Hit Die. The example above, would start with d10+Con mod (Paladin and Ranger have a d10) and then every level, would take the average of the roll of 2d10+1d8+1d6)+Con Mod. (Alternatively, you could take the average of the standard allotment for the classes – (6+5+4+6) = 5+Con Mod.)
Multiclassed XP Chart
Level
Multiclass (2 Classes)
Mutliclass (3 Classes)
Multiclass (4 Classes)
1
-
-
-
2
450
750
975
3
1,350
2,250
2,295
4
4,050
6,750
8,775
5
9,750
16,250
21,125
6
21,000
35,000
45,500
7
34,500
57,500
74,750
8
51,000
85,000
110,500
9
72,000
120,000
156,000
10
96,000
160,000
208,000
11
127,500
212,500
325,000
12
150,000
250,000
-
13
180,000
300,000
-
14
210,000
350,000
-
15
247,500
-
-
16
292,500
-
-
17
337,500
-
-
1) This ISN'T gestalt. These aren't 20th level characters with crazy internal multiclassing builds that go something like Paladin 7/Fighter 3/Rogue 10//Wizard 20.
2) I know this won't be balanced to core. I'm not looking for opinions on how to make this balanced to core.
What I am looking for are opinions that will keep the three options for character creation more internally balanced with each other. Specifically, I'm looking at opinions on where I'm making my level breaks and how I'm handling multiple spell classes. Feedback in those areas is appreciated. Telling me this is broken, OP, not gonna fly, etc are less than constructive - this is happening, I'd just prefer a bit of 'theorycraft retuning' before bringing it live in a home game. With that, I appreciate your attention (and apologize in advance to the length of the post).
The multiclass rules in the 5th Ed PHB are optional. I'm not going to use them, as written, but have opted to create an offshoot that brings back the feel of old D&D while maintaining the balance structure inherent in the new rules. What follows takes the heart of the new multiclass rules and combines them with the flavor from 1st edition and melds them into a new whole.
At the start of character creation, a player must decide if they want to be a single class (with the option to become a dual class character) or start as a multiclass character. Because of the way the multiclass rules are set up, this is an unalterable choice from the start. One should have clear expectations and desires for their characters career before embarking on their creation. Please read through all the rules below before deciding on how to build your character.
As an overview, a single class character will choose a single class and stick with it their entire career. Using the various archetype options to differentiate and empower their choice, they forego breadth of options for specialization that is unmatched by other class options. The single classed character is the only one capable of reaching the level 20 capstone in their chosen class.
A dual classed character starts life as a single class character, but at some point, decides to transition into another class. The only restriction is they must meet the multiclass guidelines set forth in the Player's Handbook for attributes. Thus, to dual class into a Fighter from Wizard, the character must have a 13 or greater Intelligence, 13 or greater Constitution and either a 13 or greater Dexterity or Strength.
A multiclassed character is different. Picking between 2 and 4 distinct classes, they progress all classes at the same time. This does slow their development in comparison to single and dual classed characters, but the breadth of power and versatility tends to make up the difference in outright power. Multiclassed characters also need to meet the attribute requirements for the classes they're choosing. As such, three and four class combinations are rare, though possible.
Mechanics of the Dual Class option:
Given that your character is starting with a single class, you of course get all the abilities and proficiencies of that class. When you decide to enter a second class, provided you meet the prerequisites, you don't get everything from the new class. First, your experience is set to zero and you begin as a first level member of your new class. You don't gain any hit dice, hit points or proficiencies. Your Proficiency Bonus does not increase and you don't gain any new saving throw proficiencies.
You do gain all class abilities as noted in your new class, including any spell slots your new class might provide. For spellcasting, each class is considered unique; instead of using the multiclass spellcasting chart, each class derives their own spells and spell slots. However, you can still cast any spell known from any spell slot available – provided the slot is high enough level to use for the spell in question.
Once your new class level exceeds your first class’ level, you begin to accumulate Proficiency bonuses again. Also, you gain proficiency with the Secondary Save of your new class (or gain Expertise in that save, if they’re the same stat). For instance, if you Dual Classed from Fighter to Barbarian, both classes have Strength as a Secondary Save, so you would double your Proficiency bonus to Strength saves. If instead, you had Dual Classed from Fighter to Wizard, you would instead gain Proficiency in Int Saves, as that is the Secondary Save for Wizards. You also gain the starting skill proficiencies of your second class at this time. Other than the prerequisites required to enter a second class, there is no restriction on what that class is (although you can’t choose the same class twice).
Dual Class Maximums
First Class Level
Second Class Level Maximum
1
19
2
19
3
19
4
19
5
19
6
19
7
19
8
19
9
19
10
18
11
18
12
17
13
17
14
16
15
15
16
14
17
13
18
11
19
9
20
-
Mechanics of the Multiclass Option:
Mutliclassed characters begin their careers with two or more classes. The choices are limited, based on the four generic class types: Adept, Mage, Scoundrel and Warrior (described below). Choosing only two classes provides more flexibility, the only restriction being that the two classes must have at least 1 Save (Primary or Secondary) that is different. When multiclassing between three or more classes, no two classes can belong to the same generic class type.
The generic class types are comprised of:
Adept – Cleric, Druid and Paladin. Priests and Holy Warriors.
Mage – Sorcerer, Warlock and Wizard. Arcane casters.
Scoundrels – Bard, Monk and Rogue. Shady characters who work best in the shadows.
Warriors – Barbarian, Fighter and Ranger. People of action.
Multiclassed characters receive skill proficiencies for the class of their choice, and then 1 additional for each class after the first. They receive all weapon and armor proficiencies from all their classes. They receive proficiency in three Saving Throws of their choice, but two must be Secondary Saves, unless the classes have those saves in common. (For instance, a multiclassed Fighter/Monk has Strength in common for their Secondary Save, so they’d be proficient in Con, Dex and Str.) They utilize the Multiclass Chart from the Player’s Handbook for determining spell slots. For half and partial casters, add 1/2 and 1/3 level respectively to the table. For example: A 4th level Paladin/Sorcerer/Rogue (Arcane Trickster)/Ranger = Half/Full/Third/Half = 2+4+1+2=9th level spell slots. The same character at their maximum level (11th) would have 5+11+3+5=20th level spell slots (note the table doesn’t go above 20th level).
Multiclassed characters start with Hit Points equal to their highest hit die plus Con modifier. At higher levels, they take the average of their class Hit Die. The example above, would start with d10+Con mod (Paladin and Ranger have a d10) and then every level, would take the average of the roll of 2d10+1d8+1d6)+Con Mod. (Alternatively, you could take the average of the standard allotment for the classes – (6+5+4+6) = 5+Con Mod.)
Multiclassed XP Chart
Level
Multiclass (2 Classes)
Mutliclass (3 Classes)
Multiclass (4 Classes)
1
-
-
-
2
450
750
975
3
1,350
2,250
2,295
4
4,050
6,750
8,775
5
9,750
16,250
21,125
6
21,000
35,000
45,500
7
34,500
57,500
74,750
8
51,000
85,000
110,500
9
72,000
120,000
156,000
10
96,000
160,000
208,000
11
127,500
212,500
325,000
12
150,000
250,000
-
13
180,000
300,000
-
14
210,000
350,000
-
15
247,500
-
-
16
292,500
-
-
17
337,500
-
-