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Multiclassing

Whenever you gain a character level, you can choose to gain a level in a different class instead of gaining the next level in your current class. Your character level is the total number of levels you have in any classes.
Multiclassing allows you to freely develop your adventurer in whatever direction you see fit. Compared to an adventurer of a single class, you’ll have a wider range of options, but you will reach more powerful class features later than most.

Experience Points

If your game is utilizing experience points (XP), your XP cost to gain new class levels is based on your character level and not your level in any class.

Hit Points and Hit Dice

You gain a class’s hit points described for 1st level only from your very first level as a 1st level character. Any levels gained from multiclassing gain the hit points as described for levels after 1st level, even if they would be the first level gained in a particular class.
If your classes both provide the same hit die type, you can simply pool them together. If your classes provide different hit die types, you must keep track of them separately and you may spend them as you choose for any features that require hit dice.

Proficiency Bonus

Your proficiency bonus is based on your character level, not on any one class.

Proficiencies

You only gain some of the 1st level proficiencies from classes taken after your first class, as shown in the Multiclassing Proficiencies table.

TABLE: MULTICLASSING PROFICIENCIES

CLASS PROFICIENCIES GAINED
Adept Simple weapons, shortswords
Berserker Light armor, medium armor, shields, simple weapons, martial weapons
Bard Light armor, one skill of your choice, one musical instrument of your choice
Cleric Two from Culture, History, Medicine, or Religion
Druid Light armor, medium armor, shields (characters with druid levels lose proficiency with metal armor and shields and cannot gain it)
Fighter Light armor, medium armor, shields, simple weapons, martial weapons
Herald Light armor, medium armor, shields, simple weapons, martial weapons
Marshal Light armor, medium armor, shields, simple weapons, martial weapons
Ranger Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’ skill list
Rogue Light armor, one skill from the class’ skill list, thieves’ tools
Sorcerer Arcana
Warlock Light armor, simple weapons
Wizard Arcana

Starting Equipment

You only gain the starting equipment of your first class at 1st level. You do not gain any additional starting equipment from your first levels in additional classes.

Class Features

Whenever you gain a new level in a class, you gain the class features for that level. Some features are found in multiple classes and need additional rules when combined: Alternate Armor Class, Combat Maneuvers, Extra Attack, and Spellcasting.

Alternate Armor Class

Multiple instances of any feature that provides an alternate Armor Class calculation do not stack and cannot combine in any way. If you have multiple features that provide an alternate Armor Class calculation, your AC is equal to the highest Armor Class calculation that currently applies.

Combat Maneuvers

If you gain the Combat Maneuvers class feature from more than one class, you gain any additional combat traditions or maneuvers the features provide but your exertion pool remains the same and does not stack.
Heralds. The herald is an exception to this rule. If your first levels are in the herald class, you gain an exertion pool equal to twice your proficiency bonus. You regain exertion spent from this pool at the end of a rest.

You use your class levels in every class that grants combat maneuvers to determine the highest degree of combat maneuvers you can learn, determined by the class with the greatest access.

Extra Attack

You cannot stack multiple instances of the Extra Attack feature from multiple classes, and additional instances of the feature do not add additional attacks.
Fighters and Marshals. The additional 11th level Extra attack feature gained by fighters and marshals are both exceptions to this rule (a fighter 5/marshal 6 can attack 3 times with the Attack action.)

Spellcasting

If you gain the Spellcasting feature from only one class you follow the spellcasting rules found in that class. However, if you gain the Spellcasting feature from different classes you must use the following rules.

Spells Known and Prepared

You know and prepare the spells of each of your classes as if you only had levels in that class. Each spell you know and prepare uses the Spellcasting feature of the associated class, including spellcasting ability and any spellcasting focus.

Spell Slots

TABLE: MULTICLASS SPELLCASTER

LEVEL 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH
2nd 3
3rd 4 2
4th 4 3
5th 4 3 2
6th 4 3 3
7th 4 3 3 1
8th 4 3 3 2
9th 4 3 3 3 1
10th 4 3 3 3 2
11th 4 3 3 3 2 1
12th 4 3 3 3 2 1
13th 4 3 3 3 2 1 1
14th 4 3 3 3 2 1 1
15th 4 3 3 3 2 1 1 1
16th 4 3 3 3 2 1 1 1
17th 4 3 3 3 2 1 1 1 1
18th 4 3 3 3 3 1 1 1 1
19th 4 3 3 3 3 2 1 1 1
20th 4 3 3 3 3 2 2 1 1

Your total number of spell slots is determined by adding together all the class levels you have from classes with the Spellcasting feature, but some classes do not count as highly as others when determining your spell slots.
Your class levels in the bard, cleric, druid, sorcerer, and wizard classes all count fully towards your spell slots.
Half your levels in the herald class count towards your spell slots.
One third of your levels in the ranger class with the Wildborn archetype count towards your spell slots.
Use this total to determine your spell slots using the Multiclass Spellcaster table.
This table may provide you with spell slots at levels higher than you can prepare or know. While you cannot use these slots for spells you don’t know or can’t prepare, you can still use them to enhance many lower level spells.

Pact Magic

If you have a Spellcasting class feature and the warlock’s Pact Magic class feature, you may spend spell points gained from your Pact Magic feature to cast spells you know from your Spellcasting class feature. Similarly, you can use spell slots gained from your Spellcasting feature to cast warlock spells you know.

Feats

A feat grants an adventurer special abilities beyond their class features.
Whenever your class gives you the Ability Score Improvement feature, you can instead choose a feat. Unless otherwise noted, you can take each feat only once.
In order to take a feat or gain its benefits, you must meet its prerequisites (if any).

Magical Feats

If you are a warlock and select a feat that allows you to choose your spellcasting ability (such as taking Power Caster and choosing a warlock cantrip), you must use the spellcasting ability chosen when you became a warlock. When taking multiple feats that allow you to choose your spellcasting ability and selecting options to cast warlock spells, you must use the spellcasting ability chosen when you took the first of these feats.

Ace Driver

Prerequisite: Proficiency with a type of vehicle

Athletic

Attentive

Battle Caster

Prerequisite: The ability to cast at least one spell of 1st-level or higher

Bladechanter

Prerequisites: 3 levels in fighter, 3 levels in wizard, Fighting Style (Two-Weapon Fighting)
If you wield a melee weapon in each hand, you may use them to perform seen spell components and as a spellcasting focus for wizard spells. In addition, whenever you are concentrating on a spell while using melee weapons as a spellcasting focus in this way, you enter a special trance-like state called bladechanting. If you lose concentration on your spell while bladechanting, you also stop bladechanting. While bladechanting you gain the following benefits.

Whirling Incantor

Prerequisite: Bladechanter feat
While bladechanting you gain the following additional benefits:

Eldritch Whirlwind Master

Prerequisite: Whirling Incantor feat
Whenever you use your reaction to cast a spell through a melee weapon attack using bladechanting, you may choose a number of additional targets for that spell up to the spell level of the spell slot used to cast it. These additional targets must all be within 10 feet of you and are each treated as if they were the spell’s original target.

Brutal Attack

Once per turn immediately after you roll damage for a melee weapon attack, you can roll the weapon’s damage dice a second time and use either total.

Bull Rush

When you take the Dash action and move at least 10 feet in a straight line toward a target, you can immediately take a bonus action to perform one of the following:
Attack. You make one melee weapon attack, dealing an extra 5 damage on a hit.
Shove. You use the Shove maneuver. On a success, you push the target up to 10 feet away from you.

Combat Thievery

Covert Training

Crafting Expert

This feat can be selected multiple times, choosing a different type of crafted item each time.

Crossbow Expertise

Deadeye

Prerequisite: 8th level or higher

Deflector

Prerequisite: Dexterity 13 or higher
When you are wielding a finesse weapon with which you are proficient and would be hit by a melee attack, you can use your reaction to add your proficiency bonus to your Armor Class against that attack.

Destiny’s Call

Dual-Wielding Expert

Dungeoneer

Eldritch Archer

Prerequisites: 3 levels in fighter, 3 levels in wizard, Fighting Style (Archery)

Arrow Enchanter

Prerequisite: Eldritch Archer feat
Whenever you make a ranged weapon attack, you can choose to expend a 1st-level or higher spell slot to enhance the attack to be empowered or unerring. You cannot enhance more than one attack in a turn in this way.
Empowered. The shot deals an additional 2d6 force damage, and an additional 1d6 force damage for each spell slot level above 1st.
Unerring. The shot gains a +2 bonus to the attack roll, and an additional +2 bonus for each spell slot level above 1st.

Eldritch Volley Master

Prerequisite: Arrow Enchanter feat
Whenever you cast a spell with a Cone area, you may additionally make ranged weapon attacks with a ranged weapon you are wielding against targets within that conical area. You may make up to a number of attacks equal to the level of the spell cast, each against a different target. Ranged attacks made in this way ignore the loading quality of weapons and use your conjured magical ammunition.

Empathic

Fear Breaker

Fortunate

You gain 3 fate points. Whenever you make an attack roll, ability check, or saving throw and do not have disadvantage, you can spend a fate point to roll an additional d20 and choose whichever result you wish. You may do this after the initial roll has occurred, but before the outcome is known. If you have disadvantage, you may instead spend a fate point to choose one of the d20 rolls and reroll it.
Alternatively, when you are attacked, you can choose to spend a fate point to force the attacking creature to reroll the attack. The creature resolves the attack with the result you choose.
You regain all expended fate points when you finish a long rest.

Grappler

Prerequisite: Strength 13 or higher

Guarded Warrior

Hardy Adventurer

Heavily Outfitted

Prerequisite: Proficiency with medium armor

Heavy Armor Expertise

Prerequisite: Proficiency with heavy armor

Heraldic Training

Idealistic Leader

Intuitive

Keen Intellect

Lightly Outfitted

Linguistics Expert

Martial Scholar

Prerequisite: Proficiency with at least one martial weapon

Medium Armor Expert

Prerequisite: Proficiency with medium armor

Moderately Outfitted

Prerequisite: Proficiency with light armor

Monster Hunter

Prerequisites: Proficiency with Survival, 8th level or higher

Mounted Warrior

Mystical Talent

Choose a class: bard, cleric, druid, herald, sorcerer, warlock, or wizard.

Your spellcasting ability for these spells is Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock.

Mystic Arcanist

Prerequisites: 3 levels in cleric, 3 levels in sorcerer

Pure Arcanist

Prerequisite: Mystic Arcanist feat
You gain the following manifestations:
Divine (Radiant). When you cast a spell that deals radiant damage, you can spend 1 sorcery point and choose one creature you can see within 60 feet. That creature regains a number of hit points equal to 1d8 × the spell’s level.
Pure Arcanum (Force). When you cast a spell that deals force damage, you can spend 2 sorcery points and choose one creature you can see. After the spell’s damage is resolved, if the creature was damaged by the spell it makes an Intelligence saving throw or becomes stunned until the end of its next turn.

Arcanum Master

Prerequisite: Pure Arcanist feat
Whenever you cast a spell that deals damage, you may choose the type of damage that spell deals and the appearance of the spell’s effects.

Natural Warrior

Newblood

Prerequisite: Must have been bitten by a vampire or taken necrotic damage equal to quadruple your level from a single attack or spell
You gain resistance to necrotic damage (or if you already have it, immunity to necrotic damage) and darkvision to a range of 30 feet (or if you already have it, the range of your darkvision increases by 30 feet). You also gain a bite natural weapon and the Charming Gaze feature.
Bite. You gain a bite natural weapon you are proficient with. You are only able to bite grappled, incapacitated, restrained, or willing creatures. You can use Dexterity instead of Strength for the attack rolls of your bite. On a hit your bite deals piercing damage equal to 1d6 plus your Strength modifier or Dexterity modifier (whichever is highest). In addition, once per turn you can choose for your bite to also deal 1d6 necrotic damage × your proficiency bonus. You regain hit points equal to the amount of necrotic damage dealt to your target. This necrotic damage can only be increased by a critical hit.
Charming Gaze. Once between long rests, you magically target a creature within 30 feet, forcing it to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure, the target is charmed by you for a number of hours equal to your proficiency bonus. While charmed it regards you as a trusted friend and is a willing target for your bite. The target repeats the saving throw each time it takes damage, ending the effect on itself on a success. If the target’s saving throw is successful or the effect ends for it, it is immune to your charm for 24 hours.

Additionally, you have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. In addition, you cannot use your Charming Gaze while you are in direct sunlight.

Vampire Spawn

Prerequisite: Newblood
Your bite damage increases to 1d8, a creature affected by your Charming Gaze remains charmed for a number of hours equal to your level, and you regain the use of Charming Gaze when you finish any rest.
You also gain the Spider Climb and Vampiric Regeneration features.
Spider Climb. You gain a climb speed equal to your Speed, and you can climb even on difficult surfaces and upside down on ceilings.
Vampiric Regeneration. Whenever you start your turn with at least 1 hit point and you haven’t taken radiant damage or entered direct sunlight since the end of your last turn, you gain a number of temporary hit points equal to twice your proficiency bonus.

When you end your turn in contact with running water, you take 20 radiant damage.

Vampire Lord

Prerequisite: Vampire Spawn
You gain the following benefits.

You also gain the Vampiric Shapechange feature.
Vampiric Shapechange. You can use an action to transform into the shape of a Medium or smaller beast of CR 3 or less, a mist, or back into your true form.
While transformed into a beast, you have the beast’s size and movement modes. You can’t use reactions or speak. Otherwise, you use your statistics. Any items you are carrying transform with you.
While transformed into a mist, you have a flying speed of 30 feet, can’t speak, can’t take actions or manipulate objects, are immune to nonmagical damage from weapons, and have advantage on saving throws and Stealth checks. You can pass through a space as narrow as 1 inch without squeezing but can’t pass through water. Any items you are carrying transform with you.

Additionally, you gain the undead type in addition to being a humanoid, and you take 20 radiant damage when you end your turn in contact with sunlight.

Nightstalker

Prerequisites: 3 levels in adept, 3 levels in rogue

In addition, you gain the following special focus feature:
Twilight Vanish. On your turn you can use a reaction and spend 2 exertion to move up to 30 feet with such incredible speed that you seem to disappear: after moving this way you may immediately take the Hide action.

Subtly Skilled

Prerequisite: Nightstalker feat
You can add your martial arts die as a bonus to Acrobatics, Culture, Deception, Engineering, Intimidation, Investigation, Sleight of Hand, Stealth, Perception, Performance, and Persuasion checks.

Night Master

Prerequisite: Subtly Skilled feat
You can spend exertion to cast any spells from the air, earth, fear, fire, movement, obscurement, plants, poison, senses, shadow, transformation, unarmed, or water schools at the cost of 2 exertion per spell level. You use your focus save DC for spells cast this way, and your spell attack modifier is equal to your proficiency bonus + your Wisdom modifier.

Physician

Polearm Savant

Power Caster

Prerequisite: The ability to cast at least one spell

Powerful Attacker

Proclaimer

Prerequisites: 3 levels in bard, 3 levels in herald

Divine Orator

Prerequisites: Proclaimer feat
You learn the Divine Inspiration and Persuasive Speech battle hymns. These special battle hymns can only be performed while you are using your voice Art Specialty as a spell focus.
Divine Inspiration. When an ally within 15 feet hits a creature with a melee weapon attack, your ally can deliver a Divine Smite just as if you had delivered it yourself using your Divine Smite feature (expending one of your uses). If you are able to empower your smites, you may choose to empower it as normal.
Persuasive Speech. Hostile creatures within 60 feet take a –1d4 penalty on attack rolls. You can sustain this battle hymn for up to 3 rounds without expending additional uses of Bardic Inspiration. When a hostile creature begins its third consecutive turn within range of this battle hymn it becomes charmed by you and will not attack you or your allies. If this causes combat to end early, the creatures remain charmed by you for up to 1 minute afterward or until one of them is damaged by you or an ally. For the next 24 hours after the battle hymn ends, you gain an expertise die on Charisma checks made against creatures that were charmed in this way. A creature that either shares your alignment or worships a deity that has your alignment becomes charmed on its second consecutive turn instead. Creatures that have an opposite alignment or worship a greater entity that has an opposite alignment cannot be charmed in this way.

Harbinger of Things to Come

Prerequisite: Divine Orator feat
You learn the Preach Despair and Preach Hope battle hymns. These special battle hymns can only be performed while you are using your voice Art Specialty as a spell focus.
Preach Despair. A hostile creature within 60 feet of you suffers a level of strife. Creatures with an opposite alignment from yours or that worship a greater entity that has an opposite alignment suffer two levels of strife instead. A creature cannot suffer more than two levels of strife from Preach Despair in the same 24 hours.
Preach Hope. Creatures of your choice within 60 feet of you gain advantage on saving throws. When the battle hymn ends, allies within 30 feet of you remove one level of strife. An ally that shares your alignment or worships a greater entity removes two levels of strife instead.

Primordial Caster

Prerequisite: The ability to cast at least one spell
Upon gaining this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

This feat can be selected multiple times, choosing a different damage type each time.

Rallying Speaker

Prerequisite: Charisma 13 or higher
When you spend 10 minutes speaking inspirationally, you can choose up to 6 friendly creatures (including yourself) within 30 feet that can hear and understand you. Each creature gains temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a rest.

Resonant Bond

You’re able to form a greater bond with magic items. During a short rest, you can focus on a non-consumable magic item and create a unique bond with it called resonance. You can have resonance with only one item at a time. Attempting to resonate with another item fails until you end the resonance with your current item. When you resonate with an item, you gain the following benefits.

You lose resonance with an item if another creature attunes to it or gains resonance with it. You can also voluntarily end the resonance by focusing on the item during a short rest, or during a long rest if the item is not in your possession.

Rite Master

Prerequisite: Intelligence or Wisdom 13 or higher
You gain a ritual book containing spells that you can cast as rituals while holding it.
Choose one of the following classes: bard, cleric, druid, herald, sorcerer, warlock, or wizard. When you acquire this feat, you create a ritual book holding two 1st-level spells of your choice from that class’ spell list. These spells must have the ritual tag. The class you choose determines your spellcasting ability for these spells: Intelligence for wizard, Wisdom for cleric or druid, Charisma for bard, herald, or sorcerer, or your choice of Intelligence, Wisdom, or Charisma for warlock.
If you come across a written spell with the ritual tag (like on a spell scroll or in a wizard’s spellbook), you can add it to your ritual book if the spell is on the spell list for the class you chose and its level is no higher than half your level (rounded up). Copying the spell into your ritual book costs 50 gold and 2 hours per level of the spell.

Shadowdancer

Prerequisites: 3 levels in rogue, 3 levels in warlock

Shadowmancer

Prerequisite: Shadowdancer feat
You gain the following benefits.

Shadow Assassin

Prerequisite: Shadowmancer feat
While you are hidden from a target and are in an area of darkness or dim light, you can apply your Sneak Attack damage to an eldritch blast.

Shield Focus

You gain the following benefits while wielding a shield:

Skillful

Choose three skills, tools, languages, or any combination of these. You gain proficiency with each of your three choices. If you already have proficiency in a chosen skill, you instead gain a skill specialty with that skill.

Skirmisher

Spellbreaker

Stalwart

Stealth Expert

Prerequisite: Dexterity 13 or higher

Street Fighter

Surgical Combatant

Survivor

Swift Combatant

Prerequisite: 8th level or higher

Tactical Support

Tenacious

Choose one ability score. The chosen ability score increases by 1, to a maximum of 20, and you gain proficiency in saving throws using it.

Thespian

Untamed

Prerequisites: 3 levels in berserker, 3 levels in druid (Skinchanger archetype)

Living Stampede

Prerequisite: Untamed feat
Whenever you enter a rage you may choose up to a number of creatures equal to your Wisdom modifier within 60 feet that are beasts, fey, or plants. These chosen creatures gain the following benefits for as long as you rage, but are unable to take the Fall Back reaction:

Wild Rioter

Prerequisite: Living Stampede feat

While raging, you and any creatures benefiting from your Living Stampede emit 5-foot auras of fury. When a creature other than you or your allies enters a fury aura or starts its turn there it makes a Wisdom saving throw against your druid spell save DC. On a failed save, a creature becomes confused, except instead of rolling to determine their actions as normal for the confused condition, they are always considered to have rolled the 7 or 8 result. At the end of each of a confused creature’s turns it repeats the saving throw, ending the effect on itself on a success. Once a creature successfully saves against this effect, it is immune to it for the remainder of your rage.

Vendetta

Something or someone has had a profound impact on your life—and earned your unending rancor. You gain an expertise die on attack rolls and initiative checks made against creatures that are part of your vendetta, and when making a saving throw to resist an attack, feature, maneuver, spell, or trait from a creature that is part of your vendetta. Whether or not a creature is part of your vendetta is at the Narrator’s discretion.

Revenant

Prerequisites: Vendetta, one other feat or previous Ability Score Improvement, dead
You may choose to select this feat when you die, replacing your most recently chosen feat other than Vendetta or reducing your ability scores to reverse your last Ability Score Improvement. The next midnight your corpse rises and your soul returns to it. You gain the undead type in addition to being a humanoid, as well as the following benefits:

True Revenant

Prerequisite: Revenant feat
One year and one day after you select this feat or when your vendetta has ended, you are doomed. Until then, you gain the following benefits.

In addition, you also gain the Fearsome Pursuit and Burning Hatred features.
Fearsome Pursuit. You can spend 1 minute focusing on a creature that is part of your vendetta. If the creature is dead or on another plane of existence, you learn that. Otherwise, after focusing, you know the distance and direction to that creature, and so long as you’re moving in pursuit of that creature, you and anyone traveling with you ignore difficult terrain. This effect ends if you take damage or end your turn without moving for any reason.
Burning Hatred. You can use an action to target the focus of your Fearsome Pursuit if it is within 30 feet. The creature makes a Wisdom saving throw (DC 8 + your proficiency bonus + your highest mental ability score modifier). On a failure, it takes psychic damage equal to 1d6 × your proficiency bonus and is stunned until the end of its next turn. On a success, it takes half damage and is rattled until the end of its next turn. Once you have used this feature a number of times equal to your proficiency bonus, you can’t use it again until you finish a long rest.

Vengeful Protector

Prerequisite: Proficiency with shields

Vigilante

Prerequisites: 3 levels in adept, 3 levels in ranger

Equipped for Justice

Prerequisite: Vigilante feat

A Symbol That Strikes Fear

Prerequisite: Equipped for Justice feat
Creatures with a CR lower than your alter ego’s Prestige rating are frightened of you while you are in your alter ego.
In addition, you become particularly adept at subduing your enemies rather than outright killing them. Whenever you begin a turn grappling a creature, you can attempt to non-lethally subdue it. The grappled creature makes a Constitution saving throw against your maneuver DC. On a failed saving throw, a creature is knocked unconscious for the next hour. A creature with more than 25% of its maximum hit points automatically succeeds on this saving throw.

Weapons Specialist

Well-Heeled

Prerequisite: Prestige rating of 2 or higher

Woodcraft Training