Multiclassing

Multiclassing Overview

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realise a character concept that might not be reflected in one of the standard class options. 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. Your levels in all your classes are added together to determine your character level.

For example, if you have three levels in Black Mage and two in Knight, you're a 5th-level character. As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.

Multiclassing Example

Gary is playing a 4th-level Knight. When his character earns enough experience points to reach 5th level, Gary decides that his character will multiclass instead of continuing to progress as a Knight. Gary's Knight has been spending a lot of time with Dave's Assassin, and has even been doing some jobs on the side for the local thieves' guild as a bruiser. Gary decides that his character will multiclass into the Assassin class, and thus his character becomes a 4th-level Knight and 1st-level Assassin (written as Knight 4/Assassin 1).

When Gary's character earns enough experience to reach 6th level, he can decide whether to add another Knight level (becoming a Knight 5/Assassin 1), another rogue level (becoming a Knight 4/Assassin 2), or even go into a totally different class and add a black mage level (becoming a Knight 4/Assassin 1/Black Mage 1).

Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a Berserker who decides to multiclass into the Paladin class must have both Strength and Charisma scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.

Class Ability Score Minimum
MAGE
Arcanist Intelligence 13
Black Mage Intelligence 13
Geomancer Wisdom 13
Red Mage Dexterity 13 and Intelligence 13
Time Mage Charisma 13
White Mage Wisdom 13
ROGUE
Assassin Dexterity 13
Bard Charisma 13
Fusilier Dexterity 13 and Intelligence 13
Monk Dexterity 13 and Wisdom 13
Ranger Dexterity 13 and Wisdom 13
Trickster Dexterity 13 and (Intelligence 13 or Charisma 13)
WARRIOR
Berserker Strength 13
Blackguard Strength 13 and Charisma 13
Dragoon Strength 13
Knight Strength 13 or Dexterity 13
Paladin Strength 13 and Charisma 13
Samurai Strength 13 and Wisdom 13

Experience Points

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table in chapter 1, not your level in a particular class. So, if you are a Trickster 6/Samurai 1, you must gain enough XP to reach 8th level before you can take your 2nd level as a Samurai or your 7th level as a Trickster.

Hit Points (HP) and Hit Dice

For example, both the Knight and the Paladin have a d10, so if you are a Paladin 5/Knight 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a Paladin 5/White Mage 5, for example, you have five d10 Hit Dice and five d6 Hit Dice.

Proficiency Bonus

Your proficiency bonus is always based on your total character level, not your level in a particular class. For example, if you are a Knight 3/Assassin 2, you have the proficiency bonus of a 5th-level character, which is +3.

Proficiencies

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.

Class Proficiencies
MAGE
Arcanist Staves
Black Mage Staves
Geomancer Light armour
Red Mage Simple weapons, one melee martial weapon of your choice, one skill from this class's skill list
Time Mage Staves
White Mage Staves
ROGUE
Assassin Light armour, simple weapons, one skill from the class's skill list, thieves' tools
Bard Light armour, one skill of your choice, one musical instrument of your choice
Fusilier Light armour, firearms, tinker's tools
Monk Simple weapons, poles, shortswords
Ranger Light armour, medium armour, simple weapons, martial weapons, one skill from the class's skill list
Trickster Light armour, simple weapons, whips, one skill from the class's skill list, gaming set (cards)
WARRIOR
Berserker Shields, simple weapons, martial weapons
Blackguard Light armour, medium armour, shields, simple weapons, martial weapons
Dragoon Light armour, medium armour, simple weapons, martial weapons
Knight Light armour, medium armour, shields, simple weapons, martial weapons
Paladin Light armour, medium armour, shields, simple weapons, martial weapons
Samurai Light armour, medium armour, simple weapons, katanas, wakizashi

Class Features

When you gain a new level in a class, you get its features for that level. A few features, however, have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Ki, Unarmoured Defense, and Spellcasting.

Channel Divinity

If you gain the Channel Divinity class feature from more than one class (e.g. from a White Mage and a Sword Saint Samurai), then the uses of Channel Divinity doesn't stack. You still gain the different options to use the Channel Divinity.

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the Knight's version of Extra Attack does).

Ki

When you multiclass into classes which have the Ki feature (Monks, Samurai, and Assassins that spec into Ninjutsu), your maximum number of Ki points is the total combined level of each of these classes.

Unarmoured Defense

If you already have the Unarmoured Defense feature, you can't gain it again from another class.

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, you follow the rules as described in that class.

Spells Known and Prepared

You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a Ranger 4/Black Mage 3, for example, you know three 1st-level Ranger spells based on your levels in the Ranger class. As 3rd-level Black Mage, you know three Black Mage cantrips, and eight Black Mage spells, two of which (the two you gained when you reached 3rd level as a Black Mage) can be 2nd-level spells.

Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell.

Spell Slots

You determine your available spell slots by adding together all your levels in the Arcanist, Bard, Black Mage, Red Mage, Time Mage, and White Mage classes, half your levels (rounded down) in the Paladin, Ranger, and Trickster classes, and two-thirds of your caster levels from Spellblade Knight or Spellshot Fusilier (if any, rounded up). Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.

If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare.

You can use those slots, but only to cast your lower-level spells.

If a lower level spell that you cast, like Fire, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.

For example, if you are the aforementioned Ranger 4/Black Mage 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level Ranger spells. You can use the spell slots of those levels to cast the spells you do know and potentially enhance their effects.

Pact Magick

If you have both the Spellcasting class feature and the Pact Magick class feature from the Blackguard class, you can use the spell slots you gain from the Pact Magick feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast Blackguard spells you know.

Multiclass Spellcaster - Spell Slots per Level
Spell slots per spell level
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1 2 - - - - - - - -
2 3 - - - - - - - -
3 4 2 - - - - - - -
4 4 3 - - - - - - -
5 4 3 2 - - - - - -
6 4 3 3 - - - - - -
7 4 3 3 1 - - - - -
8 4 3 3 2 - - - - -
9 4 3 3 3 1 - - - -
10 4 3 3 3 2 - - - -
11 4 3 3 3 2 1 - - -
12 4 3 3 3 2 1 - - -
13 4 3 3 3 2 1 1 - -
14 4 3 3 3 2 1 1 - -
15 4 3 3 3 3 1 1 1 -
16 4 3 3 3 3 1 1 1 -
17 4 3 3 3 3 2 1 1 1
18 4 3 3 3 3 2 1 1 1
19 4 3 3 3 3 2 1 1 1
20 4 3 3 3 3 2 2 1 1