Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Still many players use multiclass to make characters as they see it's "image".
But that's don't change fact about MC generally - you just pick best options from worst list.
The cost is access to 3rd level spells and less sorcery points(compared to a pure sorc), an ASI/Feat, an Extra Attack(if Paladin) and no 2nd level Paladin spells or Paladin Subclass.
And until you reach level 5(as a 3/2 sorcadin), you will either lack Divine Smite(requires level 2 Paladin) or the ability to cast Hold Person(Requires level 3 Sorcerer), so your contribution up until then will be limited, and outside of succeeding with Hold Person, that will still be the case.
Just like dual weapon style.
Good at low level(like lvl4 now), bad to the end game.
Most meaningful way to use multi class is dump 1 lvl on fighter so you can use all armor and weapon.
AND
Exceptions take priority over general rules. Action Surge is the exception to the standard action economy, allowing you to make 2 actions in 1 turn. Both of which could be spells(because action surge allows 2 actions per turn), but only if you dont use your bonus action to cast spells(because that forces your action(s) to be cantrips).
This was confirmed in the Sage Advice Conpendium, and as far as I know, that is still true.
However
I have no idea how they intend to do it in BG3.
In my opinion, if people want to multiclass into fighter, which would delay all their spell casting, features and ASI, just to get Action Surge(a 1 per rest ability) and a few proficiencies, then they should be allowed it. It would be a different playstyle, but not something you can rely on over multiple turns or without continous long rests.
You must have played with people who didn't understand what they were doing when they multiclassed. I apologize for them that they gave you a bad impression. Your comment is only part of the equation. The other parts are you can build a tank that is nearly unkillable, dps that can one shot almost anything, face characters that can pass literally any skill check in the game, and more.
3 whole seconds in Google. I personally haven't seen a point to multiclass in 5e because ♥♥♥♥'s so watered down I don't think there's a benefit to it in comparison to continuing your primary class, but maybe there are some good multiclass options.
Multiclasses usually ends up either being more flexible(access to more proficiencies, types of spells and unique features) or more specialized(powerful in specific situations) at the cost of the opposite.
I mean, if you're making a character banking on FAILING, sure. Otherwise, you're in free critsmite town. The thing is that, if you're making an offensive Paladin, it's all about the critfishing, and 5E gives you very few possibilities for that (it's basically go Fighter Champion or go home), and Sorcadinning gets you that (and also you have more spell slots to smite with, because you can use the Sorcerer's side ones).
To the people talking about the Fighter/Wizard MCing - though Fighter/Wizarding DOES get you Constitution save proficiency, you lose (natural) access to Wisdom save proficiency, which is, imo, a much more important save, not only because failing Wisdom saves is *generally* worse than failing a Constitution one, but also because you're probably going to have a higher Constitution score to help you with them. Action Surging two spells in one round IS nice, though. (I still prefer the one-level Nature Cleric dip for Heavy Armour+Shield access).
By level 5, a lot of "tough humanoid enemies" will have a decent Wisdom saving throw(+1 or +2), so against your DC of 13 or 14, they will save almost half the time. It is also entirely possible that your important spell will get counter-spelled, since that is available. And even if the enemy ends up paralyzed, you still need to be in melee range and hit it(you dont hit automatically, and against an enemy with an AC of 15 or more, so even with advantage, you might miss 1 out of 3 attacks).
Also remember that Hold Person requires Verbal, Somantic and Material components, which means you need 1 hand free.
Not to mention if you are fighting anything other than humanoids, the spell has no effect. Then you will be left with level 1 spells and 1 attack per round.
The only way you could possibly make it harder for yourself would be to have the minimum requirement of 13 Charisma.
Why not just have a level 5 Sorcerer(at a higher level and with +2 to Charisma for better DC) or Wizard(or any other caster that can cast Hold person) cast Hold Person on that big baddie, and then have a level 5 Paladin attack twice, and smite it? Or have the level 5 Fighter Action Surge and dunk 4 attacks on it? Or have have the Rogue Sneak Attack it? Even if Hold Person does not stick, it does not drastically reduce overall efficiency and versatility.
These have far less opportunity costs than the playstyle you are suggesting.
Of course, that does not mean that it cant be done or that it does not feel good if you succeed. Just that it is in no way efficient.
You are most definitely NOT. Let's go through the motions:
Action Surge gives you an extra Action. What you do with that Action is your business: if you want to use it to cast an spell with a casting time of one Action, you get to cast that spell. Here's the dude who WROTE THE RULES saying exactly that: https://twitter.com/JeremyECrawford/status/573950910826573824
The Shield Master shove lets you put people prone, which gives you advantage at 5ft, so you go from a 5% crit chance on each attack roll to 7.5%, whoop-dee-doo. Hold Person gets you auto crits. AND, when you get Extra Attack, it works on BOTH attacks, unlike the SHieldmaster shove, which only works on one of your attacks per turn, because you have to make at least one before being able to Bonus Action Shieldmaster into proning something. Again, here's the dude WHO WROTE THE RULES:
https://twitter.com/JeremyECrawford/status/1105183657877135360
Perhaps you should endeavour to read the rules instead of what random people in reddits say.
Edit: I will say that crit-fishing is not really viable for most tables, because as soon as it becomes the modus operandi, the DM will take steps to make it harder for you to pull it off consistently. Just having an enemy bard or wizard means a high chance of counter-spell, so you would have to dedicate a decent amount of ressources to pull off the Hold Person/Monster combo.
Edit2: Also, Shieldmaster is kind of bad offensively, except if your DM homebrews a bit. It is ok for defense, if your class has nothing that can do something similar. I would say that overall, Shieldmaster is a weak to moderate feat, but with a lot of flair.