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Respeccing will make it a lot better, though.
Straight class is likely to be a more powerful build, but a Multi-class can produce very specific builds. They usually focus in on one aspect of a Class and enhance it.
Warlock/Paladin - produces spell slots at high levels to use on Smites, that refresh on a short rest, but lose out on later Paladin talents and abilities for this power.
With Multi classing compare what you lose to what you gain, and if that seems like a good swop then great Multi class.
Someone was talking about a Sword bard (9)/Warlock (3) build.
So they'd gain the use of Cha for hit rolls and Damage, meaning you use Cha stat for casting and fighting (amazing!). You get another few goodies with Warlock 3, refresh a few spells on short rest etc.
BUT you lose:
1. the single best ability a bard has (in my view) Magical Secrets (level 10),
2. you get fewer 5th level spell slots and ZERO access to lvl 6 spells,
3. Lose a Feat/ASI (so you only get 2)
4. Your Bard dice is ONLY D8 not D10.
it is a hefty loss for an amazing ability, is it worth it? Honestly for me JUST about - but equally if someone said "you are stupid" I'd understand their view point.
The important thing to remember is that the game is balanced around the player characters reaching milestones at certain levels. See, for example, the Extra Attack every single martial character gets at level 5. Enemy health pools are oriented around the fact that every fighter and Paladin doubles their damage output at that point in the game.
If you're trying to frankenstein together a melee centric multiclass, you're gonna want to get that extra attack at the same time as everyone else so you don't fall behind.
These are the things you have to worry about when multiclassing.
(I'm also kinda fond of Hunter/War Priest, because I think non-Beastmaster ranger levels after 5 are overpriced and I'm happy to trade them away for cleric levels.)
for building multiclass, you are looking at trade off. so you need to understand what you are losing vs what you gain.
e.g. paladin get lot of stuff like aura (lvl 6, 7), improved divine smite (lvl 11)
but paladin multi class with like Sorcerer, allow you to divine smite with 5th level spellslots for very high damage that normally not accessible until lvl17 paladin, which practically allow you nuke a single target very quickly. of course you will lost your oath and improved divine smite as trade off.
another thing gain doing this multi class is to access Shield spell that add on top of heavy armor normally reach an AC that is outside the reach of lot of monster. so made you near invisible in tier 1 and tier 2 play
However, a lot of classes are front-loaded. Meaning a lot of their features in the first 6 or so levels are great, and not so much after that.
I just find it fun to theorize a build and see if it works. Like Moon Druid with Smite and Rage Maybe it's good, maybe a bit too gimmiky.
oh right, so lvl13 instead of lvl17. never played high level paladin so didn't read that deep before
But for second run i might experiment a bit more