A place to share thoughts and ideas about Dungeons and Dragons
D&D 5e – Multiclass
September 21, 2014Posted by on
As a DM, should you allow your players to multiclass?
To Multiclass, or not to Multiclass, that is the question –
Whether ’tis Nobler in the game to suffer
The Outrageous Limitations imposed by a single class,
Or to take on a Second – perhaps a Third or more –
And by so doing, overcome them?
(My apologies to the Bard of Avon.)
My knee-jerk reaction is to not allow characters to multiclass. When I developed my D&D Lite rules, I had to disallow multiclass characters. This was the only way that I could simplify the rules and still use 90% of the standard D&D rules for the 3.5 edition. However, with the fifth edition most of my objections have been addressed.
Objections to Multiclassing
1) It is too complicated.
This was my primary objection to multiclassing in the previous editions of the game. They have done an excellent job simplifying the muticlassing rules in 5e. And besides, if a player wants to multiclass it does nothing to complicate the game for anyone but him, and possibly the DM.
2) It encourages “munchkinism”.
There are players that will use “level-dipping” to grab some features from a class so they can min/max their character. This is the main objection that many Dungeon Masters have with multiclassing. 5e makes this a much less attractive option for players that only see it as a way to create the ultimate PC. You can create almost any character you can think of without the need to multiclass.
I think that I will allow it.
After much thought, I have decided to allow muticlassing in my games. I will discourage its use, but if a player has a character concept in mind that needs muticlassing I will allow it. The only requirement will be that the player must explain, in terms of what is happening in the game, why his character wants to advance in this different class and how his character is getting the initial training or what event has propelled him in this direction. (See the small sidebar in the Player’s Handbook as a good example.)
I will strictly enforce all of the multiclass rules.
You must meet the minimum ability requirements, not only for your new class, but also for any of your current classes.
You only get the proficiencies listed in the multiclass rules for the new class you take. These are severely limited. For instance, you don’t get any ability save proficiencies and you can’t get proficiency in heavy armor.
You don’t get any free equipment. You will have to find, be given, or purchase your spellbook if you want to lake a level of wizard.
If you have levels in more than one class of spellcaster, you must keep track of your spells for each different class separately. The rules are clear as to how many spell slots you get based on your various spell caster levels.
Some other options
If you don’t want to forbid multiclassing, but want to have some reasonable restrictions, here are some suggestions:
1) Require a PC to advance 3 levels in any class they have before multiclassing. This is not unreasonable, and makes for less “level-dipping”. Most of the best features of each class don’t occur until 3rd level anyway.
2) Have some classes only be available at first level. You can only have levels as a Barbarian or Sorcerer, for example, if your background indicates that you have always had this in you. This could also apply to a Druid. You could also restrict Monk, Warlock and even Wizard to this list. The Wizards cantrips are always available because he has been casting these spells for so long they are second-nature to him now, so how could a Fighter simply start being a Wizard with cantrips and all the rest?
3) Don’t allow certain combinations. Some classes are polar opposites of each other. These would include Barbarian/Monk, Sorcerer/Wizard, Cleric/Warlock, and Paladin/Rogue.