Multiclassing - 5th Edition SRD

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5thSRD

5thSRD / Rules / Multiclassing

Multiclassing

Prerequisites

Experience Points

Hit Points and Hit Dice

Proficiency Bonus

Proficiencies

Class Features

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Multiclassing
Multiclassing allows you to gain levels in
multiple classes. Doing so lets you mix
the abilities of those classes to realize a
character concept that might not be
reflected in one of the standard class
options.

With this rule, you have the option of


gaining a level in a new class whenever
you advance in level, instead of gaining a
level in your current class. Your levels in
all your classes are added together to
determine your character level. For
example, if you have three levels in
wizard and two in fighter, you're a 5th-
level character.

As you advance in levels, you might


primarily remain a member of your
original class with just a few levels in
another class, or you might change
course entirely, never looking back at
the class you left behind. You might even
start progressing in a third or fourth
class. Compared to a single-class
character of the same level, you'll
sacrifice some focus in exchange for
versatility.

Prerequisites
To qualify for a new class, you must
meet the ability score prerequisites for
both your current class and your new
one, as shown in the Multiclassing
Prerequisites table. For example, a
barbarian who decides to multiclass into
the druid class must have both Strength
and Wisdom scores of 13 or higher.
Without the full training that a
beginning character receives, you must
be a quick study in your new class,
having a natural aptitude that is
reflected by higher-than-average ability
scores.

Ability Score
Class Minimum

Barbarian Strength 13

Bard Charisma 13

Cleric Wisdom 13

Druid Wisdom 13

Strength 13 or
Fighter
Dexterity 13

Dexterity 13 and
Monk
Wisdom 13

Strength 13 and
Paladin
Charisma 13

Dexterity 13 and
Ranger
Wisdom 13

Rogue Dexterity 13

Sorcerer Charisma 13

Warlock Charisma 13

Wizard Intelligence 13

Experience Points
The experience point cost to gain a level
is always based on your total character
level, as shown in the Character
Advancement table, not your level in a
particular class. So, if you are a cleric
6/fighter 1, you must gain enough XP to
reach 8th level before you can take your
second level as a fighter or your seventh
level as a cleric.

Hit Points and Hit Dice


You gain the hit points from your new
class as described for levels after 1st.
You gain the 1st-level hit points for a
class only when you are a 1st-level
character.

You add together the Hit Dice granted


by all your classes to form your pool of
Hit Dice. If the Hit Dice are the same die
type, you can simply pool them together.
For example, both the fighter and the
paladin have a d10, so if you are a
paladin 5/fighter 5, you have ten d10 Hit
Dice. If your classes give you Hit Dice of
different types, keep track of them
separately. If you are a paladin 5/cleric
5, for example, you have five d10 Hit
Dice and five d8 Hit Dice.

Proficiency Bonus
Your proficiency bonus is always based
on your total character level, not your
level in a particular class. For example, if
you are a fighter 3/rogue 2, you have the
proficiency bonus of a 5th-level
character, which is +3.

Proficiencies
When you gain your first level in a class
other than your initial class, you gain
only some of new class's starting
proficiencies, as shown in the
Multiclassing Proficiencies table.

Multiclassing Proficiencies

Proficiencies
Class Gained

Shields, simple
Barbarian weapons, martial
weapons

Light armor, one


skill of your choice,
Bard one musical
instrument of your
choice

Light armor,
Cleric medium armor,
shields

Light armor,
medium armor,
shields (druids will
Druid
not wear armor or
use shields made of
metal)

Light armor,
medium armor,
Fighter shields, simple
weapons, martial
weapons

Simple weapons,
Monk
shortswords

Light armor,
medium armor,
Paladin shields, simple
weapons, martial
weapons

Light armor,
medium armor,
shields, simple
Ranger weapons, martial
weapons, one skill
from the class's skill
list

Light armor, one


skill from the class's
Rogue
skill list, thieves'
tools

Sorcerer -

Light armor, simple


Warlock
weapons

Wizard -

Class Features
When you gain a new level in a class,
you get its features for that level. You
don't, however, receive the class's
starting equipment, and a few features
have additional rules when you're
multiclassing: Channel Divinity, Extra
Attack, Unarmored Defense, and
Spellcasting.

Channel Divinity
If you already have the Channel Divinity
feature and gain a level in a class that
also grants the feature, you gain the
Channel Divinity effects granted by that
class, but getting the feature again
doesn't give you an additional use of it.
You gain additional uses only when you
reach a class level that explicitly grants
them to you. For example, if you are a
cleric 6/paladin 4, you can use Channel
Divinity twice between rests because you
are high enough level in the cleric class
to have more uses. Whenever you use
the feature, you can choose any of the
Channel Divinity effects available to you
from your two classes.

Extra Attack
If you gain the Extra Attack class feature
from more than one class, the features
don't add together. You can't make more
than two attacks with this feature unless
it says you do (as the fighter's version of
Extra Attack does). Similarly, the
warlock's eldritch invocation Thirsting
Blade doesn't give you additional attacks
if you also have Extra Attack.

Unarmored Defense
If you already have the Unarmored
Defense feature, you can't gain it again
from another class.

Spellcasting
Your capacity for spellcasting depends
partly on your combined levels in all
your spellcasting classes and partly on
your individual levels in those classes.
Once you have the Spellcasting feature
from more than one class, use the rules
below. If you multiclass but have the
Spellcasting feature from only one class,
you follow the rules as described in that
class.

Spells Known and Prepared. You


determine what spells you know and can
prepare for each class individually, as if
you were a single-classed member of
that class. If you are a ranger 4/wizard
3, for example, you know three 1st-level
ranger spells based on your levels in the
ranger class. As 3rd-level wizard, you
know three wizard cantrips, and your
spellbook contains ten wizard spells, two
of which (the two you gained when you
reached 3rd level as a wizard) can be
2nd-level spells. If your Intelligence is
16, you can prepare six wizard spells
from your spellbook.

Each spell you know and prepare is


associated with one of your classes, and
you use the spellcasting ability of that
class when you cast the spell. Similarly,
a spellcasting focus, such as a holy
symbol, can be used only for the spells
from the class associated with that
focus.

Spell Slots. You determine your


available spell slots by adding together
all your levels in the bard, cleric, druid,
sorcerer, and wizard classes, and half
your levels (rounded down) in the
paladin and ranger classes. Use this total
to determine your spell slots by
consulting the Multiclass Spellcaster
table.

If you have more than one spellcasting


class, this table might give you spell slots
of a level that is higher than the spells
you know or can prepare. You can use
those slots, but only to cast your lower-
level spells. If a lower-level spell that
you cast, like burning hands, has an
enhanced effect when cast using a
higher-level slot, you can use the
enhanced effect, even though you don't
have any spells of that higher level.

For example, if you are the


aforementioned ranger 4/wizard 3, you
count as a 5th-level character when
determining your spell slots: you have
four 1st-level slots, three 2nd-level slots,
and two 3rd-level slots. However, you
don't know any 3rd-level spells, nor do
you know any 2nd-level ranger spells.
You can use the spell slots of those levels
to cast the spells you do know — and
potentially enhance their effects.

Pact Magic. If you have both the


Spellcasting class feature and the Pact
Magic class feature from the warlock
class, you can use the spell slots you gain
from the Pact Magic feature to cast
spells you know or have prepared from
classes with the Spellcasting class
feature, and you can use the spell slots
you gain from the Spellcasting class
feature to cast warlock spells you know.

Multiclass Spellcaster: Spell Slots


per Spell Level

Level 1st 2nd 3rd 4th

1st 2 - - -

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

10th 4 3 3 3

11th 4 3 3 3

12th 4 3 3 3

13th 4 3 3 3

14th 4 3 3 3

15th 4 3 3 3

16th 4 3 3 3

17th 4 3 3 3

18th 4 3 3 3

19th 4 3 3 3

20th 4 3 3 3

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This work includes material taken from


the System Reference Document 5.1
(“SRD 5.1”) by Wizards of the Coast LLC
which is available here. The SRD 5.1 is
licensed under the Creative Commons
Attribution 4.0 International License.

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