How to multi-archetype

Post/Author/DateTimePost
#1

Slit518

Jun 24, 2015 9:16:43

I am not sure if this has been brought up before.  I am going to assume it has.  But, for those of you who may have missed it, here is my idea on how to multi-archetype in one class.

 

Now, I am sure you are aware on how to multi-class.  Dip a level in Fighter, a level in Rogue, and finally a couple in Paladin.

How about a multi-archetype?  Today, I will show you how, and it's really quite simple.  The first rule of thumb, when your class has an archetype benefit, such as the Fighter at levels 3, 7, 10, 15, and 18, you can choose a new archetype or continue to level up a previous archetype.  Why do this?  To give more variety in a single class, that is why.

 

First, we will be using the Fighter as the multi-archetype template.

Fighter enters level 3, takes the Eldritch Knight archetype.

Fighter enters level 7, takes the Champion archetype.  Eldritch Knight archetype spell progression stops.

Fighter enters level 10, takes the Battle Master archetype.

Figther enters level 15, takes Champion archetype again, Battle Master powers such as Maneuvers and Superiority Dice do not upgrade.

  1. Fighter enters level 18, takes Eldritch Knight archetype again.  Eldritch Knight spell progression picks up where it left off, and continues, at 20th level the Eldritch Knight casts as if they were 9th level on the table on page 75 of the PHB.
  2. Fighter enters level 18, takes the Battle Master archetype again.  Battle Master gains Maneubers and Superiroity Dice upgrade as if they were level 7 Battle Master.

See how the progression works?  It may not be useful for all situations, but it does give one more options for character building, even in a single class.

 

Share your comments, questions, concerns, and thanks for reading.

#2

Tempest_Stormwind

Jun 24, 2015 10:20:21
Since some progressions (including Eldritch Knight casting) don't advance only on levels with an archetype feature, this doesn't work. I imagine I could also bust it wide open on classes with frequent subclass features, if I tried.
#3

Slit518

Jun 24, 2015 10:26:36

Tempest_Stormwind wrote:
#4

cowleymen

Jun 24, 2015 13:15:10

Slit518 wrote:
#5

rampant

Jun 24, 2015 14:12:52

I don't think it's recovery so much as preparation. 

 

Anyway Multi-archetyping is going to be a bit of an issues considering how a lont of classes have fairly powerful initial set up archetype powers, letting a fighter have eldritch knoght spells AND battlemaster Maneuvers could get kind of intense. 

#6

Slit518

Jun 24, 2015 15:07:04

rampant wrote:
#7

Nevvur

Jun 24, 2015 17:01:51

Multiarchetype Warlock. How many times can you sell your soul?

#8

Slit518

Jun 24, 2015 17:49:41

Nevvur wrote:
#9

rampant

Jun 24, 2015 20:16:17

Here's the thing multi-clasisg works, sorta, because classes do different things. Progressing as a sorcerrer doesn't do your barbarian skills much good, now synergy can make up for this, but generally speakign the game's rigged so you can't use multi-classing to stack up too many bonuses. Archetypes not so much. See a battle-master-ek can use his abilities all at once, his maneuvers don't actually loose much potency from loosing the upped die size, it hurts, but not whole lot, and the extra die while nice aren't a huge issue witht he magic coming from the ek side. The trick is you can stack the maneuvers on top of the EK shenanigans, so cantrip+weapon+maneuver as opposed to wepaon +maneuver or cantrip + weapon. 

 

There's also the fact that not all the progression gaps are the same size. For example tkaing EK at level 10 is very valuable becaus eyou get five levels of spells where as at 18 you'd only get 2. That's gonna screw both the book keeping and the balance to hell.

 

Look 'multi-archetyping' is doable, but swaping around stuff in the class progression isn't the way to do it. 

 

If you're willing ot overhaul the system and skew towards more power you can intro somehting akin to 4e themes.

 

If you don't wan t to do that, then I suggest using feats.

(Reply to #7)

Farmer42

Nevvur wrote:
#11

Slit518

Jun 25, 2015 15:21:10

rampant wrote:
#12

rampant

Jun 25, 2015 18:07:49

If you don't care about balance then there's really no point in posting it for review.

(Reply to #10)

Nevvur

Farmer42 wrote:
#14

Slit518

Jun 26, 2015 15:20:58

rampant wrote:
#15

Nevvur

Jun 27, 2015 0:54:08

Honestly, I think the best way to go about it is to create a new archetype that combines the archetype features you want, rather than make a multiarchetype system. A system is an invitation for optimizers to find the magic loophole that breaks the game, whereas a complete archetype puts the full path of progression in front of you. Further, I feel like allowing some classes to multi-type but not others creates class imbalance. Whatever route you go, it's your home to homebrew, so if it suits you and your players, have at it. However, if you do have optimizers at your table, you should have a chat with them about how they would take advantage of this option if it were available.