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Multiclassing

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

Prerequisites

To qualify for a new class, you must have a score of at least 13 in the primary ability of the new class and your current classes. For example, a Barbarian who decides to multiclass into the Druid class must have Strength and Wisdom scores of 13 or higher,

Starting Equipment at Higher Levels

Starting LevelEquipment and MoneyMagic Items
2–4Normal starting equipment1 Common
5–10500 GP plus 1d10 × 25 GP plus normal starting equipment1 Common, 1 Uncommon
11–165,000 gp plus 1d10 × 250 GP plus normal starting equipment2 Common, 3 Uncommon, 1 Rare
17–2020,000 GP plus 1d10 × 250 GP plus normal starting equipment2 Common, 4 Uncommon, 3 Rare, 1 Very Rare
Bonus Feats At Level 20

A GM can use feats as a form of advancement after characters reach level 20 to provide greater power to characters who have no more levels to gain. With this approach, each character gains one feat of their choice for every 30,000 XP the character earns above 355,000 XP. Epic Boon feats are especially appropriate for these bonus feats, but a player can choose any feat for which their level 20 character qualifies.

since Strength is the primary ability for Barbarians and Wisdom is the primary ability for Druids.

Experience Points

The Experience Point cost to gain a level is based on your total character level, not your level in a particular class, as shown in the Character Advancement table in “Character Creation.” For example, if you are a level 6 Cleric / level 1 Fighter, you must gain enough XP to reach level 8 before you can take your second level as a Fighter or your seventh level as a Cleric.

Hit Points and Hit Point Dice

You gain the Hit Points from your new class as described for levels after 1. You gain the level 1 Hit Points for a class only when your total character level is 1. Add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If these dice are the same die type, you can pool them together. For example, both the Fighter and the Paladin have a d10 Hit Die, so if you are a level 5 Fighter / level 5 Paladin, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, track them separately. If you are a level 5 Cleric / level 5 Paladin, for example, you have five d8 Hit Dice and five d10 Hit Dice.

Proficiency Bonus

Your Proficiency Bonus is based on your total character level, not your level in a particular class, as shown in the Character Advancement table. For example, if you are a level 3 Fighter / level 2 Rogue, you have the Proficiency Bonus of a level 5 character, which is +3.

Proficiencies

When you gain your first level in a class other than your initial class, you gain only some of the new class’s starting proficiencies, as detailed in each class’s description in “Classes.”

Class Features

When you gain a new level in a class, you get its features for that level. A few features have additional rules when you’re multiclassing. Check the information about multiclassing included in each of your classes’ descriptions. Special rules apply to Extra Attack, Spellcasting, and features (such as Unarmored Defense) that give you alternative ways to calculate your Armor Class.

Armor Class

If you have multiple ways to calculate your Armor Class, you can benefit from only one at a time. Unarmored Defense feature and a Sorcerer’s Draconic Resilience feature must choose only one of those features as a way to calculate Armor Class.

Extra Attack

If you gain the Extra Attack feature from more than one class, the features don’t stack. You can’t make more than two attacks with this feature unless you have a feature that says you can (such as the Fighter’s Two Extra Attacks feature). Similarly, the Warlock’s Thirsting Blade invocation, which grants you the Extra Attack feature with your pact weapon, doesn’t give you additional attacks if you also have Extra Attack.

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, follow the rules for that class. Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips). Each spell you prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Cantrips. If a cantrip of yours increases in power at higher levels, the increase is based on your total character level, not your level in a particular class, unless the spell says otherwise. Spell Slots. You determine your available spell slots by adding together the following:

  • All your levels in the Bard, Cleric, Druid, Sorcerer, and Wizard classes

  • Half your levels (round up) in the Paladin and Ranger classes

Then look up this total level in the Level column of the Multiclass Spellcaster table. You use the slots for that level to cast spells of an appropriate level from any class whose Spellcasting feature you have. This table might give you spell slots of a higher level than the spells you 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 at a higher level, you can use the enhanced effect as normal. For example, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5 character when de-

in the Multiclass Spellcaster table, you have four level 1 spell slots, three level 2 slots, and two level 3 slots. However, you can’t prepare any level 3 spells, nor can you prepare any level 2 Ranger spells. You can use the spell slots of those levels to cast the spells you do prepare—and potentially enhance their effects. Pact Magic. If you have the Pact Magic feature from the Warlock class and the Spellcasting feature, you can use the spell slots you gain from Pact Magic to cast spells you have prepared from classes with the Spellcasting feature, and you can use the spell slots you gain from the Spellcasting feature to cast Warlock spells you have prepared.

Trinkets

1d100Trinket
01A mummified goblin hand
02A crystal that faintly glows in moonlight
03A gold coin minted in an unknown land
04A diary written in a language you don’t know
05A brass ring that never tarnishes
06An old chess piece made from glass
07A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips
08A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it
09A lock of someone’s hair
10The deed for a parcel of land in a realm unknown to you
11A 1-ounce block made from an unknown material
12A small cloth doll skewered with needles
13A tooth from an unknown beast
14An enormous scale, perhaps from a dragon
15A bright-green feather
16An old divination card bearing your likeness
17A glass orb filled with moving smoke
18A 1-pound egg with a bright-red shell
19A pipe that blows bubbles
20A glass jar containing a bit of flesh floating in pickling fluid
21A gnome-crafted music box that plays a song you dimly remember from your childhood
22A wooden statuette of a smug halfling
23A brass orb etched with strange runes
24A multicolored stone disk
25A silver icon of a raven
26 27 28 29 30A bag containing forty-seven teeth, one of which is rotten A shard of obsidian that always feels warm to the touch A dragon’s talon strung on a leather necklace A pair of old socks A blank book whose pages refuse to hold ink,