Construction Werk: Feat vs. Multi-Class
Combining different species, classes, and backgrounds with proficiency and feat selection allows most people to make characters close to their original vision. But, sometimes, a character concept is original, or complex, and requires a unique look at character options to build it. There are often many ways to build characters with similar abilities, and finding the best option(s) to choose can be challenging, but challenging can be fun and rewarding. In the Construction Werk feature we will look at various tips and recommendations on the early phases of creating a character versus builds into even the early levels. This is about creating a solid foundation for your character.
This time we will look at a possibly big decision, whether to multi-class or get your first Feat.
In most of our character building features we have focused on early levels, on how to build your 1st-level character up to 3rd-level. After 1st-level though, and working towards 4th, there is a decision you can make for your character that can change their path: whether to multi-class or not. Each level you gain you can choose to add levels to your existing class(es) or take a level in another class. Most people only multi-class two classes but (as long as you have the requirements) you can take as many as you like.
While taking a level or more in another class come at 2nd or beyond, it is something you may want to decide in your initial build as you will need to accommodate for having the required Ability Scores. Each class has one or two Primary Abilities (Monk, Paladin and Ranger each have 2 Primary Abilities) that have to be a minimum of 13 for the original class AND the new class you want to add. This can be up to 2-4 abilities you need to make sure are 13.
If you stay in your original class, at 4th-level you with get a Feat. Feats can add a lot to a character including an ability score increase as well as other traits to help your character out in role-playing or combat. With the changes to Feats on 2024, almost all of them give you an ability score increase of +1, or you can just take +2. This made getting to a Feat a lot better decision than it was previously. 4th-level also leads to 5-th level which is the first real power level difference for most classes: either getting 3rd level spells which are a jump up from 1st and 2nd, or getting Extra Attack for two strikes per Attack Action, or other benefits.
So, why wouldn’t you always get to 4th and 5th level (or higher) in one class? What does multi-classing give you that justifies delaying your first Feat by one or more levels? There are two main objectives in taking levels in a second class: diversity or synchronicity. Either you want features that your primary class doesn’t have, maybe spellcasting, or you want to double-down on abilities that are enhanced by those of another class. Multiclassing is often done with just one or two levels in the second class, called a Dip into that class. In many ways it can be like a ‘sublcass’ for your character if there isn’t one you like in your first class.
Class Dips
By taking even one level in a second class you can get benefits, features that you might have missed or just don’t exist in Origin Feats or other character creations options (like spells that some species get). Here is a quick list of benefits to taking each class as a 1-2 level Dip including the required Primary Abilities. If you are able to make two ability scores be 16 or above, then it opens up a lot more options not worrying about low bonuses for some features.
Barbarian (STR) Rage and Unarmored Defense. This isn’t a great option for any spellcasting characters, but for martial classes like Fighter and Rogue it can allow you to go unarmored and add damage to your attacks. Go up to 2nd level for Reckless Attack for Advantage on every melee attack. Imagine a rogue not having to worry about getting Sneak Attack plus even more damage.
Bard (CHA) Spellcasting and Bardic Inspiration. Bards have some spells unavailable to other classes, and in general just have a good, diverse spell list. Combining with the Charisma-based spellcasters doesn’t slow you down in spell level progression, and you share the same ability as Sorcerers and Warlocks. And Paladins can get more spells, including cantrips. Bardic Inspiration can help your allies out. Level 2 gives you Expertise in two skills, plus half proficiency in ALL skills.
Cleric (WIS) Simply put: healing. But also, if you select Protector as your Divine Order Martial Weapons and Heavy Armor.
Druid (WIS) Similar to Cleric, druid gives access to healing spells and Warden Primal Order Martial Weapons and Medium Armor. It has a unique spell list of nature oriented spells. At 2nd-level you would get Wild Shape and Wild Compaion to either shapeshift into a beast or summon a familiar.
Fighter (STR or DEX) Martial Weapons and Heavy armor plus a Fighting Style, Weapon Masteries, and Second Wind. Spellcasters can be more durable wearing armor and combine weapon spells with better weapons. Barbarians don’t get Weapon Masteries or Fighting Styles (make a grappling Barbarian with Unarmed Fighting style) and Second Wind can make them even more durable. Monks and Rogues don’t get a Fighting Style, adding Archery to a ranged rogue or Dueling to a melee can improve their combat abilities; Dueling to a monk using a weapon as their first attack. At 2nd level Action Surge give a free extra Action, but doesn’t work for Magic actions so it doesn’t help spellcasters.
Monk (DEX and WIS) Unarmored Defense and a bonus Action Unarmed Strike, plus use your DEX for attack and damage with Monk weapons as well as Unarmed Strike. The monk’s bonus melee attack now is just a Bonus Action, not tied to a melee attack, so a spellcaster could take advantage of it while also casting a spell. This works great with a Cleric or Druid who share WIS and might still fight in melee compared to Sorcerers, Warlocks and Wizards. Dip with Fighter, Ranger (also WIS), and Rogue to choose a different way to fight. 2nd-level gives increased speed, a self-heal, and Monk’s Focus for some combat maneuver options. Barbarians already have unarmored defense, but even though they can’t cast spells, they can use Monk’s Focus.
Paladin (STR and CHA) Martial Weapons, Heavy Armor, Weapon Masteries plus healing and damage spells including Divine Smite (which is now available at 1st-level as a spell). Divine Smite only works with melee weapons, so it seems better for other martial classes (stack with rogue’s sneak attack for a big burst attack), but Sorcerer and Warlock do have ways to attack with weapons, especially a Warlock with the Pact of the Blade Invocation, and both are Charisma spellcasters the same as Paladins—plus your main spellcaster higher level spell slots can be used to upcast Divine Smite even if you don’t get higher Paladin levels. 2nd-level gives a Fighting Style and a free Smite..
Ranger (DEX and WIS) Martial Weapons and Medium Armor. Weapon Masteries, and spellcasting including free uses of the Hunter’s Mark spell. It shares the same abilities as Monk so it can pair well adding the Masteries for combat effects plus Hunter’s Mark extra damage which also works well with the other DEX-based martial class: rogue. Fighter’s mainly gain spellcasting. Dip for Cleric or Druid for more spells that align with the Ranger lists and share WIS.
Rogue (DEX) Two words: Sneak Attack for extra damage, even just the base 2d6 without increasing it with more levels is a good addition to any finesse melee or ranged weapon character. Monks share DEX as do Rangers. This could pair with spellcasters using weapons like True Strike (melee or ranged), Green-Flame Blade, or Booming Blade as long as its Finesse or Ranged. 2nd-level provides mobility from Cunning Action, a spellcaster or ranged weapon user could use Disengage as a Bonus Action to get away from an opening who is in melee with them. Besides Fighter, this give the best melee options for a Wizard while not adding another casting ability score to worry about.
Sorcerer (CHA) Spellcasting. They get the most cantrips of any class, so right at 1 you get a lot of options. Innate Sorcery looks nice, but it only works with Sorcerer spells, not those of another class. At 2nd-level Font of Magic can give extra spell slots or be used for Metamagic to shape your spells which can be used on any spells. This pairs well with Bard or Warlock who share CHA as the same spellcasting ability. While Cleric, Druid, and Wizard use different ability scores, Sorcerer won’t slow down spell level progression for upcasting and even one or two Metamagic uses on other class spells can change the ride of battle.
Warlock (CHA) Spellcasting. Though the spell slot mechanics is different won’t stack with other classes so it slows your progression, however, the spell slots are recovered on a Short vs. Long Rest. Plus one Invocaton at 1st-level and two more at 2nd to provide some free spells or other unique abilites like advantage on Concentration, an enhanced Familiar, or even an additional Origin Feat. Dip 1-2 levels as a Bard or Sorcerer to stick with CHA spellcasting to use your CHA for weapon attacks with Pact of the Blade. Build a CHA versus STR-based Paladin in the same manner, then all your spells whether Paladin or Warlock AND your melee attacks will use CHA, plus two quick-regen (Short Rest) spells slots for Divine Smite.
Wizard (INT) Spellcasting. As the only INT class (not entirely true), there won’t be a lot of synchronicity with other classes, but what they get can be very useful especially to combine with martial classes. Fighter or Rogue each have a subclass that does use INT in Eldritch Knight and Arcane Trickster who get spells at 3rd: adding more cantrips and other spells to their mix can increase their contributions. Level 2 only really provides Expertise in a Wizard skill so you really only need 1 level here.
Common/Recommended Dips
Most of these have already been mentions but here is a more concise list of common dips for each starting class:
Barbarian: Fighter
Bard: Paladin, Sorcerer, Warlock
Cleric: Monk
Druid: Ranger
Fighter: Barbarian, Wizard
Monk: Cleric, Ranger, Rogue
Paladin: Bard, Warlock:
Ranger: Druid, Rogue
Rogue: Barbarian, Fighter, Monk
Sorcerer: Bard, Fighter, Warlock
Warlock: Bard, Fighter, Paladin, Sorcerer
Wizard: Fighter, Monk, Rogue
When to Dip?
If you have decided to take a dip, or more fully multi-class, the question becomes when to do it. With so many different options, the decision really comes down to you. Depending on your primary class’s traits they get at different levels, you will have to decide how long you want to wait to get to them. One thing that can help with this is how much you like your primary subclass options. At 3rd level you will take one, but maybe none of them are entirely appealing and you are taking it just because you do at 3rd level. Maybe your dip will more define what makes your character unique and give them more options. Or maybe the opposite, your primary class is more important and the dip is more for later levels.
Generally I recommend dipping before 4th level. Yes it will delay your first Feat and 5th level, but its better to get the benefits of it and move on earlier. It’s usually best to get to 2nd level in your primary class as almost every one has additional features that are almost more important than what you get for your subclass. How many levels you want in your dip can also determine this. If you do want 2 levels in a dip we recommend tou take them both in a row, not take one, return to primary class, then come back later. So go 1-2, Dip 1-2, and then return to your primary class. Or 1-3, then dip 1-2. If you want to level up to 4th in your primary class then you might as well get to 5th (maybe even 6th as there are a lot of class features) and then dip 1-2. Many campaigns, even ones that start at 3rd level, fade by 7th level though so if you wait to dip, it might not be worth it. Again, there are so many options its hard to give a strong recommendation.
Jorgmur: A Bastion in Battle
Cleric is one of the classes that perhaps gets the most benefit from sticking with it. Getting higher level spell slots and more potent spells of higher level has a big impact on their abilities. So, it is probably one of the least likely to dip or multi-class into other classes. But in our example, we will see if there are options that make sense.
Meet Jorgmur: a dwarf war cleric. Though he can be great at fighting, first and foremost he sees himself supporting his compatriots. He stands toe-to-toe with them, buffing and healing and aiding them, making attacks when he isn’t needed to support them. He is the shield of the shield wall.
Jorgmur is a runeforger from the land of Taluma. As a member of the Underfalls Lodge of the city of Gaithewaite, he entered a monastic lifestyle to train in the runic traditions of his people. Runeforgers can apply their training to different vocations, different classes, including monk, fighter, paladin, even barbarians. A few pursue paths of faith, like Jorgmur who devoted himself to Eosta: the dwarves’ patron goddess of earth. He chose her over Sol, the god of fire, in the dwarven divine couple because he identifies more with the solidity of earth than the volatility of fire. Though it is not common for followers—especially the clergy—of Eosta to embody a manifestation of war, as a runeforger trained in martial arts, he saw that her strength—the strength of stone—is as potent in battle as the passion of fire. Dwarves often win in battle more by outlasting their opponents than overpowering them. However, as he advances in his career, will Eosta’s power be everything he needs and wants to support his allies, or would he branch out to add some other abilities?
The Build
Jorgmur is a war cleric, so he will start as a cleric and will go to 3rd level for his subclass. We will build that out, then see if there is a benefit for him to look elsewhere before continuing on in his career as a clergyman of Eosta.
Species
Jorgmur is a dwarf. He is Medium sized. He is resistant to poison and gets +1 HP per level. Stonecunning also gives him Tremorsense.
Background
Jorgmur’s background comes from our Taluman setting rules, he is a runeforger. He gets proficiency in Acrobatics and Arcana. He gets an artisan’s tools and he takes Mason’s Tools. His Origin Feat is Tavern Brawler for the unarmed fighting they train in. Finally, he can chooses ability score bonuses from Constitution, Dexterity, and Wisdom. He takes +2 to Wisdom and +1 to Constitution.
Class: Cleric 1
Proficiencies: History and Medicine.
He picks the Protector Divine Order to get Martial Weapons and Heavy Armor Proficiency.
He can prepare 3 cantrips and typically chooses: Mending, Sacred Flame, and Spare the Dying
He can prepare 4 1st-level spells and typically chooses: Bless, Guiding Bolt, Healing Word, and Shield of Faith
Ability Scores
Using our house rules array with Ability Score increases I chose this setup:
STR 14, DEX 10, CON 13 (+1 Background), INT 12, WIS 16 (+2 Background), CHA 8
for these final scores
STR 14, DEX 10, CON 14, INT 12, WIS 18, CHA 8
Level 2: Cleric 2
He gets Channel Divinity to use to heal or damage, or to turn Undead.
He can prepare one more 1st-level spells and selects: Cure Wounds
Level 3: Cleric 3
He gets his subclass and 2nd-level spells.
He chooses War Domain which gives him Guided Strike to increase his own or an ally’s attack probability, and War Priest to get extra attacks. He also gets some automatically prepared spells: Guiding Bolt, Magic Weapon, Shield of Faith, and Spiritual Weapon.
He can prepare one more spells, but he also got two he normally prepared automatically, so he gets to choose three more and takes: Aid, Lesser Restoration, and Prayer of Healing.
At 3rd level he has an AC of 17 (splint armor) and 27 HP.
He will typically use Bless as his concentration spell and on his first turn could take a Bonus Action to use Magic Weapon to buff his own or an ally’s weapon. After that he will stand among his melee allies, attack with his pike with reach to stay away from opponents (though he has a 17 AC) and heal as needed. He can attack and heal using Healing Word. If he doesn’t need to heal he can use a Bonus Action to get an extra attack even though his pork is two-handed from his War Priest ability.
Level 4+
Now that he has attained his goal to manifest the might of his goddess Eosta to empower his dwarven kin and other allies to endure the strongest of attacks, he could continue in his path in the glory of Eosta. But maybe there are some detours he can take on the way. What might some of those options be? He already has an 18 Wisdom, so capping that can probably wait, and all his other abilities are even numbered so a +1 won’t help immediately. Of course there are feats that could help him, notably War Caster and he could take +2 to Wisdom or another ability (CON for more HP or STR for better weapon attacks.) But, are there any other classes that could help with a 1 or 2-level dip? It will mean delaying getting 3rd-level and higher spells more than anything. Let’s take a look at some options. I am not going through all the classes, just the ones that I would consider for Jorgmur as a war domain cleric looking to support allies more than do a lot of damage.
Druid may seem odd, what would he get from such a similar class? Well, it shares WIS so spellcasting would be aligned. Plus, he is a priest of an earth goddess. If he takes Primal Order he will get to add his WIS modifier to Intelligence (Arcana or Nature) checks. Are there elemental spells he might want from the Druid spell list? Not so much from the Core Rules, but from Expanded rules there are some interesting options, and remember that though he will only get 1st-level druid spells, ones that can be upcast will scale and his cleric spell level progression won’t slow down by taking another spellcaster level.
Mold Earth could be used to affect the battlefield itself, Absorb Elements is a nice defensive and offensive spell in one as a Reaction, Earth Tremor can knock opponents prone giving advantage on attacks to himself and allies. Longstrider could help him keep up with mobile allies, or make a mobile ally even faster.Fighter He already has martial weapon and heavy armor proficiency. Second Wind could help keep him up in battle so he can keep his allies up. A Fighting style and Weapon Mastery could help him. Masteries like Push or Topple could help him and his allies as he stands among them in melee combat. Fighting styles could make him more potent in combat, but more importantly could aid allies: Interception could mitigate damage from an attack. But is that enough on top of his already potent melee combat abilities?
Paladin his ability scores would have had to be done differently so he has at least a 13 in CHA along with WIS and STR. If he did, Paladin could give him Weapon Masteries, but he would also get Lay on Hands for a different type of healing, and Paladin Spellcasting. His maximum spell level wouldn’t be limited by much compared to a non-magical class, and Paladin has options that Cleric doesn’t have: including Divine Smite. He could also pick up Compelled Duel, Heroism, and other Smite spells. Maybe if he worshipped Sol vs. Eosta, but Paladin just doesn’t seem right for an earth goddess priest and that 13 CHA would be hard to accomdate.
Those are really the three that I see could help as a support class. If he wanted to focus more on being better at fighting some other options might work.
My Choice
Jorgmur is the character of a player in a campaign I am running. He is 5th-level and continued as a cleric all the way. If I was playing him, I would consider this as it definitely progresses well. However, since he is a priest of Eosta, the earth goddess, I do see abilities from Druid, just one level needed, that could give him both flair and combat abilities and allow him to keep progressing at his maximum spellcasting level. Delaying just one level to get Mold Earth, Absorb Elements, and Earth Tremor would be worth it in my book.