The Greenhorn's Guide to... Multiclassing!

So you’ve played D&D. And with your early characters you were always asked an important question. What class do you want to be? And often when that question is asked, it is implied that your choice is singular and final. Once a fighter, always a fighter! But not exactly…
Every time you level your character, you are NOT required to make that level be the same class as the one you started as. Confusing? A little bit. But perhaps and example will help.
You are Marve the fighter. You have reached fifth level and earned your extra attack, often considered a critical ability for your class. But now you’ve leveled again. And while you like being a fighter, it seems a little one note. Maybe you’ve decided your fighter would be cooler if he could enter a berserker rage, or cast a cantrip at a distant enemy. To achieve this, when you reach level 6 (which we shall refer to as your character level), you decide to multi class, remaining a level 5 fighter, but also becoming a level 1 something… else. But to do so, just like everything else in D&D, you need to know the rules.
RULE #1
There are requirements. To enter into a new class there are specific ability scores you must posses, and they are specific to each class. These can be found in the Player’s Handbook (Chapter 6: Customization Options, Multiclassing, Prerequisites), but for our example above, Marv will need an intelligence of 13 to become a cantrip throwing wizard. So before you pick the class your going to multi into, make sure you meet that requirement.
Rule #2
Try to be as SAD as possible. What does this mean? It means that in general, you want your character to rely on as few ability scores as possible. When your character needs only a single high ability score, this is referred to as being SAD (Single Attribute Dependent) as opposed to being MAD (Multiple Attribute Dependent). There is nothing inherently wrong with being MAD, other than the fact that you will need to have either made great rolls when creating you character, or you will need to spend many levels increasing your weaker stats. For a good example of SAD vs. MAD, think of it this way. As a Rogue, all you care about is dexterity. It determines your chance to hit, your damage, your armor class, and is key to many of your skills. Rogues are very SAD, especially if you choose a subclass that only relies on dexterity. Paladins on the other hand typically need strength or dexterity for fighting, constitution to boost their hit points, and charisma to power their spell casting and special abilities. Paladins are very MAD.
This whole SAD/MAD thing directly relates to your decision to multiclass. Your choice of a second class will often work best when you don’t become even more MAD. Good examples of this are Rangers who multi into Druid (as both share a need for wisdom), or a Bard that multis into a Sorcerer (as both rely on charisma). So when choosing a second class, think about what ability scores that class relies on, and make sure it fits with your character.
Rule #3
Look for synergies. Certain class features will accommodate one another, while others will clash. A good example of class synergy is combining the Gloomstalker Ranger and the Assassin Rogue. The Assassin has advantage (roll twice and use the higher number) on any attack against a creature that hasn’t taken their turn yet. The Gloomstalker gets a bonus to their initiative, making it more likely they will act first in combat. This is synergy.
The opposite of synergy is when your classes actively clash with one another. A good example of this is the Berserker Barbarian and the Bladesinger Wizard. Each class offers a special ability while in combat, rage for the Barbarian and bladesong for the Wizard. While these two abilities sound like a great combination at first, they clash upon closer inspection. The damage boost from the rage only works when you attack with strength, while most Bladesingers will attack with dexterity (via a weapon trait known as finesse). The bladesong boosts spell casting in combat, but rage prevents spellcasting of any kind, including maintaining spells via concentration. These classes clash with one another.
Lastly, remember that when looking at classes you might want to multi together, remember that some class features are based on character level, and some are based on class level. Abilities that are based character level will always be stronger for a multiclass character. A good example of this is in comparing the Spore Druid’s halo of spores with the Wizard’s cantrips. The halo ability is based off class level and cantrips are based off of character level. One will grow no matter what class you level, the other will not.
Rule #4
Know what your going to get. This rule is specifically about what you receive the moment you multi into a new class. Or more important, what you do NOT receive. For every class, there is a list of what proficiencies you receive when you start out as that particular class. You do NOT get the items on this list. What you DO get is the list provided in the Player’s Handbook section on multiclassing (Chapter 6: Customization Options, Multiclassing, Proficiencies). So for example, if you multi into Fighter, you do gain proficiencies in martial weapons and medium armor, but you do NOT gain proficiency in heavy armor. Make sure you check this chart so you know what your really getting. Should you wish to work around this limitation, look for classes that give proficiencies as a feature, such as the War Cleric, who provides a heavy armor proficiency as bonus, and not as a standard proficiency.
For casters, what you get will also relate to spells. While some classes spell progressions do not mix, meaning you will cast two different types of spells at two different class levels (this typically occurs with warlocks and their pact magic) most will be combined. This means your number of spell slots an their level will be determined by a special chart and a formula that combines your class levels. So for example, if your character level is 9, made up up 4 Ranger levels and 5 Druid levels, the formula is Druid levels, plus one half your ranger levels, giving you a caster level of 7. This means you would have 11 spell slots reaching a maximum of 4th level. These slots can then be used to cast druid OR ranger spells. While this is weaker than what a 9th level single class Druid could cast (14 slots, 5th level maximum), it’s much better than a 9th level single class Ranger (9 slots, 3rd level maximum). To learn more about mixing spell casting classes, refer to the Player’s Handbook (Chapter 6: Customization Options, Spellcasting, Multiclass Spellcaster).
Rule #5
Wave goodbye to your capstone. I personally consider this barely a rule, but many, many people love to bring it up, and it does lead to an interesting conversation about how deep to multiclass. Your capstone ability is the one you receive at level 20, and given that you currently cannot exceed that level, one single level of multiclassing will bar you from ever earning it. Now this might sound terrible at first, but remember, most campaigns rarely reach level 20 in the first place. That being said, there are some capstones that are amazing (like Druids getting unlimited Wildshapes) and some that are terrible (the Ranger’s Foeslayer comes to mind). Remember that multiclassing will cost you this capstone, along with any other abilities that you are unable to reach due to hitting your maximum level. Often, multiclassers will choose a very specific amount of a class to gain to insure they do not lose out on an ability from their original class. This often results in them just taking a level or two of a class, referred to as a dip. It is up to you if you wish to limit your multiclassing to a “dip”.
So… that just about covers the wonderful world of multiclassing. While most of what we discussed here is specific to taking on a second class, it also applies to adding on a third or forth. There is no limit to how many classes you can add before you hit level 20. Also, stay tuned for a future article on how to maximize your multiclass, creating lovely combinations like the Coffeelock, which is banned from most gaming tables for good reasons.
Happy roleplaying, and may the dice be ever in your favor.
Battlemage
By 88Grzes
https://www.deviantart.com/88grzes/art/Battlemage-572804509
