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#676961 05/10/20 01:58 AM
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I realize there is not going to be much point in multiclassing in EA but I was wondering when the game goes live will we be able to multiclass?

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There won’t be multi-classing in EA but there will be at full release.

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Originally Posted by Deathztalker
I realize there is not going to be much point in multiclassing in EA but I was wondering when the game goes live will we be able to multiclass?


Not at the beginning of early access. But they said we will be able to eventually. I have 2 early access multiclass builds. A Rogue 1/ Wizard 3, and a Warlock 1/ Wizard 3. But they can wait, I have 13 single class builds for ea, 1 for each subclass.

Last edited by Merlex; 05/10/20 02:06 AM.
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10 levels wont even be enough for much multiclass potential yet, would need 20 to make it more viable.

DumbleDorf #677070 05/10/20 05:43 PM
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Originally Posted by DumbleDorf
10 levels wont even be enough for much multiclass potential yet, would need 20 to make it more viable.


The level cap isn’t 10 anymore.

Warlocke #677072 05/10/20 06:03 PM
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Multiclassing won't be available at the start of EA but will be added at some point, although with a level cap of 4 finding a useful Multiclass build will be tricky.

The Full Release cap was originally 10 but will be higher when it releases. How high we don't know. (Speculaion is in the 11-14 range)

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Maybe one dip in fighter for combat style and weapon, shield &armour proficiencies, or life cleric or warlock for some classes but yeah, not much of a point of multiclassing in EA with only four levels.

DumbleDorf #677074 05/10/20 06:16 PM
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Originally Posted by DumbleDorf
10 levels wont even be enough for much multiclass potential yet, would need 20 to make it more viable.

I'm assuming 11 or 12 levels for full release. Path to the Grave + Quickened Inflict Wounds (6th level slot) = 80 points of damage. Of course, I'll have to wait for Divine Soul Sorcerer and Grave Domain to be modded in wink

Of my 30 12th level builds, only 2 are single class. Most only dip into another class. But some, like my Half Elf Inflict Wounds build Soul Hunter have 4-5 levels of a secondary class. One is a 6/6 split, a Githzerai Eldritch Knight / Forge Domain Cleric Battle Tank. He has a 23 AC wearing mundane plate and using a mundane shield. Access to the Shield spell, makes it 28. He also has Heavy Armor Mastery and the Tough feat. That's a tank. I've been working on these builds since PAX.

My 2 3 multiclass builds for ea are:

1. Rogue 1/ Illusionist 3 Assuming Illusionist makes it into ea eventually. Though it make not make full release.
2. Fiend Pact Warlock 1/ Abjurer Wizard 3. Uses Armor of Agathys with Arcane Ward.
3. Rogue 1/ Trickery Domain Cleric 3.

Last edited by Merlex; 05/10/20 06:26 PM.
Merlex #677077 05/10/20 06:25 PM
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Originally Posted by Merlex
Originally Posted by DumbleDorf
10 levels wont even be enough for much multiclass potential yet, would need 20 to make it more viable.

I'm assuming 11 or 12 levels for full release. Path to the Grave + Quickened Inflict Wounds (6th level slot) = 80 points of damage. Of course, I'll have to wait for Divine Soul Sorcerer and Grave Domain to be modded in wink

Of my 30 12th level builds, only 2 are single class. Most only dip into another class. But some, like my Half Elf Inflict Wounds build Soul Hunter have 4-5 levels of a secondary class. One is a 6/6 split, a Githzerai Eldritch Knight / Forge Domain Cleric Battle Tank. He has a 23 AC wearing mundane plate and using a mundane shield. Access to the Shield spell, makes it 28. He also has Heavy Armor Mastery and the Tough feat. That's a tank. I've been working on these builds since PAX.



It highly depends on how much of PnP they implement, and class selection is also very limited to begin with.

Would it even be worth building a 6 monk / 6 rogue for example? It will depend on what abilities you gain vs which ones are lost. Can specialist classes be combined? Say just for example rather than viability Eldritch Knight & Arcane Trickster?

Also would taking just 2 fighter levels get you 2 extra feats in this ruleset as it used to in older ones?

Also the monk class might be changed in the current ruleset so that paths no longer unlock at level 6, if they made it higher then meh, if lower then great. Worse still if if there are no monk paths at all. I'm not bothering much to read up on PnP rulesets as video games will always implement them differently in some way.

Last edited by DumbleDorf; 05/10/20 06:29 PM.
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There are no specialist classes in 5E. EK and AT are subclasses to fighter and rogue.

Fighters receive extra feats, but the first is at level 6.

Normally feats are chosen at 4, 8, 12, etc.. based on your class level, not total levels.

So if the level cap is 12 then you get 3 feats normally.
If you multiclass 6 fighter + 6 x then you still get 3 feats, though this is better than 6 y + 6 x, which would mean only 2 feats.

Oh, and add 1 feat is variant human rules are in.

Monk paths unlock at level 3, as with most subclasses.

Last edited by Warlocke; 05/10/20 06:43 PM.
DumbleDorf #677080 05/10/20 06:50 PM
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Originally Posted by DumbleDorf
Originally Posted by Merlex
Originally Posted by DumbleDorf
10 levels wont even be enough for much multiclass potential yet, would need 20 to make it more viable.

I'm assuming 11 or 12 levels for full release. Path to the Grave + Quickened Inflict Wounds (6th level slot) = 80 points of damage. Of course, I'll have to wait for Divine Soul Sorcerer and Grave Domain to be modded in wink

Of my 30 12th level builds, only 2 are single class. Most only dip into another class. But some, like my Half Elf Inflict Wounds build Soul Hunter have 4-5 levels of a secondary class. One is a 6/6 split, a Githzerai Eldritch Knight / Forge Domain Cleric Battle Tank. He has a 23 AC wearing mundane plate and using a mundane shield. Access to the Shield spell, makes it 28. He also has Heavy Armor Mastery and the Tough feat. That's a tank. I've been working on these builds since PAX.



It highly depends on how much of PnP they implement, and class selection is also very limited to begin with.

Agreed, but this game should have a lot of modding. Most of the subclasses will make it in there eventually.

Originally Posted by DumbleDorf
Would it even be worth building a 6 monk / 6 rogue for example? It will depend on what abilities you gain vs which ones are lost. Can specialist classes be combined? Say just for example rather than viability Eldritch Knight & Arcane Trickster?
Why couldn't you combine specialist classes? I haven't seen anything in the rules, that says you can't. Though I'd probably just use Wizard instead of either EK or AT. Shadow Monk 6/ Assassin 6 is nasty, nasty, nasty. Ranger 5/ Rogue 5, is a classic 10 level build for 5e.

[quote=DumbleDorf]Also would taking just 2 fighter levels get you 2 extra feats in this ruleset as it used to in older ones?

No. Feats/ Ability Score Improvements in 5e are gained at Fighter levels 4, 6, 8, and 12. For Rogues, it's 4, 8, 10, and 12. All others are 4, 8, and 12. Variant Humans get a free feat at level 1. I have a Githyanki EK Fighter 8/ Abjurer Wizard 4 build, that has an 18 Strength (16 starting +2), Polearm Master, Sentinel, and Great Weapon Master. That's a total of 4 Feats/ ASIs.

Edited to add: Larian may change some things, but I doubt they will deviate too much from the rules. Any rule changes have to go through Wizards of the Coast.

Last edited by Merlex; 05/10/20 06:53 PM.
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Wow 5e seems to be very feat starved compared to earlier editions.

DumbleDorf #677084 05/10/20 06:56 PM
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Originally Posted by DumbleDorf
Wow 5e seems to be very feat starved compared to earlier editions.

Yes they are. But you get a lot from subclasses. And Wolfheartfps on YouTube reported that Larian may give feats and asi when leveling.

DumbleDorf #677085 05/10/20 06:59 PM
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Originally Posted by DumbleDorf
Wow 5e seems to be very feat starved compared to earlier editions.


It is, thank Cthulhu. I hated 3/3.5. For all of the unintuitiveness and nonsense that was eliminated, there was just too much of everything. Too many classes, too many feats, too much skill point allocation. I felt like I was playing a build rather than a character. 5E is more streamlined in a good way. I’m still making meaningful choices in character progression, but it isn’t smothering the rest of my gameplay experience.

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I'm strongly hoping that if multiclassing makes it to the final game, it'll get a rework of some sort. In the PnP version it's a very unappealing option, and a very easy way to completely mess up a character.

Warlocke #677115 05/10/20 09:49 PM
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Originally Posted by Warlocke
Originally Posted by DumbleDorf
Wow 5e seems to be very feat starved compared to earlier editions.


It is, thank Cthulhu. I hated 3/3.5. For all of the unintuitiveness and nonsense that was eliminated, there was just too much of everything. Too many classes, too many feats, too much skill point allocation. I felt like I was playing a build rather than a character. 5E is more streamlined in a good way. I’m still making meaningful choices in character progression, but it isn’t smothering the rest of my gameplay experience.


Streamlined is never good. The endless character possibilities are what made 3.5 and 2.0 so appealing, at least when it came to the video game adaptations.

Last edited by DumbleDorf; 05/10/20 09:50 PM.
DumbleDorf #677124 05/10/20 10:44 PM
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Originally Posted by DumbleDorf
10 levels wont even be enough for much multiclass potential yet, would need 20 to make it more viable.

In my PnP games, we almost NEVER reach over levels 8-9 and we multiclass sometimes nonetheless. Multiclassing is viable before level 10.

Due to the rigid rule that you need 4 levels in a single class to get the Feat or Ability gain, experienced players often do 4/4.

But, Warlock level 2, can be a viable addition to a character for example.

Baraz #677125 05/10/20 10:47 PM
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Originally Posted by Baraz
Originally Posted by DumbleDorf
10 levels wont even be enough for much multiclass potential yet, would need 20 to make it more viable.

In my PnP games, we almost NEVER reach over levels 8-9 and we multiclass sometimes nonetheless. Multiclassing is viable before level 10.

Due to the rigid rule that you need 4 levels in a single class to get the Feat or Ability gain, experienced players often do 4/4.

But, Warlock level 2, can be a viable addition to a character for example.


Whats the point then in all those high level spell's you'ld never get to use?

Its less about the power and more about the fact that Wish, Timestop, Whirlwind attack, Greater Shapechange etc are all fun things to play with.

DumbleDorf #677146 06/10/20 12:25 AM
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Originally Posted by DumbleDorf
Originally Posted by Warlocke
Originally Posted by DumbleDorf
Wow 5e seems to be very feat starved compared to earlier editions.


It is, thank Cthulhu. I hated 3/3.5. For all of the unintuitiveness and nonsense that was eliminated, there was just too much of everything. Too many classes, too many feats, too much skill point allocation. I felt like I was playing a build rather than a character. 5E is more streamlined in a good way. I’m still making meaningful choices in character progression, but it isn’t smothering the rest of my gameplay experience.


Streamlined is never good. The endless character possibilities are what made 3.5 and 2.0 so appealing, at least when it came to the video game adaptations.


I agree. I love complex nuanced systems, it allows you to implement almost any character concept you can imagine. The people attracted to this kind of game are intelligent and can appreciate a well designed complex system.

DumbleDorf #677147 06/10/20 12:27 AM
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Originally Posted by DumbleDorf
Originally Posted by Warlocke
Originally Posted by DumbleDorf
Wow 5e seems to be very feat starved compared to earlier editions.


It is, thank Cthulhu. I hated 3/3.5. For all of the unintuitiveness and nonsense that was eliminated, there was just too much of everything. Too many classes, too many feats, too much skill point allocation. I felt like I was playing a build rather than a character. 5E is more streamlined in a good way. I’m still making meaningful choices in character progression, but it isn’t smothering the rest of my gameplay experience.


Streamlined is never good. The endless character possibilities are what made 3.5 and 2.0 so appealing, at least when it came to the video game adaptations.


Streamlining is always good if what you are working with is a convoluted mess. As someone who has been playing D&D a long time, I find 5E to be elegant and a breath of fresh air. There is still a ton of character possibilities. There are definitely way more options than 2nd edition, so that is a weird invocation.


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