Multiclassing

Adventurers aren’t limited to just one character class; they can explore fresh and intriguing concepts by blending abilities from multiple classes.

Each time you level up your character, you can choose to advance in a different class rather than continuing in your current one. Your character’s level is the sum of levels across all classes. For instance, if you have 3 levels in ranger, 2 in fighter, and 1 in berserker, your character is at level 6.

Multiclassing empowers you to shape your adventurer in any direction you desire. While you’ll enjoy greater adaptability and a broader array of choices compared to single-class adventurers, you’ll trade some focus, and you might access more powerful class features later than others.

Prerequisites

Before you can advance to a new class level, you must meet the ability score prerequisites of that class as well as the prerequisites of your current classes, as outlined in the Multiclassing Prerequisites table.

Hit Points & Hit Dice

You only gain 1st-level hit points when you first reach 1st level as a character. Subsequent levels gained through multiclassing follow the hit point progression described for levels beyond 1st level, even if they represent your first level in a particular class.

If your classes use the same type of hit die, you can combine them. However, if your classes use different hit die types, you need to keep track of them separately. You can then choose which hit dice to spend for features that require them. For instance, if you have 3 levels in berserker and 4 levels in adept, you would have 3d12 hit dice and 4d8 hit dice. When using the adept’s Battle Meditation Focus feature to regain exertion points, you can choose to spend either a d12 hit die or a d8 hit die.

Proficiency Bonus

Your proficiency bonus is determined by your overall character level, not by any individual class. For instance, if you have 4 levels in cleric and 5 levels in fighter, you’re considered a 9th level character with a proficiency bonus of +4.

Starting Equipment

You only gain the starting equipment of your first class at 1st level. You do not gain any additional starting equipment from your first levels in additional classes.

Spellcasting

If you acquire the Spellcasting feature from only one class, you adhere to the spellcasting rules specified for that class. However, if you obtain the Spellcasting feature from multiple classes, you must follow these rules:

Spells Known & Prepared

  • You learn and prepare spells for each of your classes independently, as if you only had levels in that class. For instance, if you have 2 levels of sorcerer and 3 levels of wizard, you know the same number of spells as a 2nd-level sorcerer and prepare the same number of spells as a 3rd-level wizard.
  • Each spell you know and prepare is selected from a different one of your classes, and it utilizes the spellcasting ability associated with that class. If one of your classes requires a specific spellcasting focus, such as an arcane focus, it can only be used for spells chosen from that class.

Spell Slots

  • Your total number of spell slots is calculated by adding together the levels of all your classes possessing the Spellcasting feature. However, certain classes count less toward determining your spell slots:
    • Full count: bard, cleric, druid, sorcerer, and wizard classes.
    • Half count: herald class.
    • One third count (rounded down): ranger class with the Wildborn archetype.
  • Utilize this total to ascertain your spell slots using the Multiclass Spellcaster table. For example, if you have 2 levels in the herald class and 5 levels in the cleric class, you are considered a 6th level spellcaster for determining your spell slots.
  • Although this table might grant you spell slots at higher levels than you can prepare or know, you cannot use these slots for spells you are unaware of or cannot prepare. However, you can still use them to augment lower-level spells. For instance, if you possess 2nd-level spell slots but lack knowledge of any 2nd-level spells, you can cast magic missile as a 2nd-level spell instead of a 1st-level spell (provided you know or have prepared it), even if you do not know any spells of 2nd-level or higher.

Pact Magic

If you have both the Spellcasting class feature and the warlock’s Pact Magic class feature:

  • You may expend spell points gained from your Pact Magic feature to cast spells you know from your Spellcasting class feature.
  • Similarly, you can utilize spell slots acquired from your Spellcasting feature to cast warlock spells you know.
Level1st2nd3rd4th5th6th7th8th9th
2nd3
3rd42
4th43
5th432
6th433
7th4331
8th4332
9th43331
10th43332
11th433321
12th433321
13th4333211
14th4333211
15th43332111
16th43332111
17th433321111
18th433331111
19th433332111
20th433332211
ClassAbility Score Minimum
BarbarianStrength 13
BardCharisma 13
BlackcladWisdom 13
ClericWisdom 13
DruidWisdom 13
Emissary
FighterStrength 13 or Dexterity 13
IncarnateConstitution 13
InquisitorCharisma 13
Lucksoul
Lunar CultistStrength 13 and Wisdom 13
Master of TraditionIntelligence 13 and Wisdom 13
MediumCharisma 13 and Dexterity 13
MonkDexterity 13 and Wisdom 13
Noble
PaladinStrength 13 and Charisma 13
RangerDexterity 13 and Wisdom 13
RogueDexterity 13
ShamanWisdom 13
SorcererCharisma 13
SummonerCharisma 13
TacticianIntelligence 13 and Strength 13
WarlockCharisma 13
Weaponweaver
WizardIntelligence 13