5E Theurge

Post/Author/DateTimePost
#1

rettekram

Aug 21, 2014 9:26:48

Whenever a new edition is released I always jump right to the Multiclassing rules, I can't help it. From my initial flip through the PHB, it seems that while multiclassed spellcasters won't get access to the highest level prepared spells, they will still have access to slotting lower level spells in 9th level slots.

 

And did I read it right that as long as you have proficency in armor you can cast any spell without a failure chance? That certainly makes Gish builds a little more worthwhile.

 

Has anyone tested a Wizard/Cleric character in any of their games yet? I'm considering this myself, but I'd be interested in hearing other player's feedback on the viability of multiclassed spellcasters.

#2

reddaemon

Aug 21, 2014 9:56:15

rettekram wrote:
#3

Kalani

Aug 21, 2014 9:51:51

Yes to both...

 

  • Spells known/prepared is based on class level in your spellcasting class(es).
  • Spell slots is based on your combined spellcasting level.
  • Spellcasters can cast spells without issue while wearing armor they are proficient with.

Re: Multiclassing

There has been some debate regarding the optimal break points for mc classes. In most cases, a common break point is 11/9 although other optimal breakpoints exist depending on your goals. What is known however, is that alternate-level multiclassing (where you level in both classes at the same rate) is the worst option, and slows down acquisition of importan class features considerably, while a 10/10 split results in the loss of 1 feat/ABI

 

In most cases, it is optimal to level as a single class character till 3rd, 4th, or 5th level (depending on your goals) before gaining levels in your secondary class. Also, be aware of proficiencies:

 

  • A Wizard/Cleric is proficient with Daggers, darts, slings, quaterstaffs, light crossbows, Light & Medium Armor, Shields, Intelligence & Wisdom Saves, and two skills.
  • A Cleric/Wizard OTOH has the same proficiencies as a single-class cleric, that is: All simple weapons, Light & Medium Armor, Shields, Wisdom & Charisma Saves, and two skills. 
  • Both characters can gain proficiency in heavy armor depending on domain choice.
  • Level dipping Cleric will be a common tactic, as it is the easiest method to gain heavy armor proficiency (via domain), in addition to the all powerful cure wounds spell. Expect to see a large number of apprentice clerics lol.

 

#4

reddaemon

Aug 21, 2014 9:57:42

Kalani wrote:
#5

shivafang

Aug 21, 2014 10:05:01

I think a Thurge build is definitely viable.  You can use your higher level spell slots to cast empowered spells.  (9th level Cure Wounds is 9d8 healing.  9th level fireball is 14d6 damage)

 

reddaemon wrote:
#6

Kalani

Aug 21, 2014 10:42:18

5th level spells on your secondary class is considered the optimal breakpoint by the few CharOpers who have looked at it to date. Were I to hazard a guess, I would say this is most likely due to 5th level spells being the most powerful 2nd-tier spells in the game.

 

With that being said however, I have yet to do a level comparison of spells within a single tier. While there is a noticable step-up in power at each new spell-tier, I am lead to believe there is smaller gradiant between spells of the same tier.

 

A 6th level spell for example, is more powerful than a 3rd or 5th level spell cast in a 6th level spell slot, yet a 3rd level spell cast in a 5th level spellslot appears equivalent to a 5th level spell. With that in mind, gaining access to 5th level spells may not be as important as gaining access to each new spell tier (3rd, 6th, or 9th), at least in respect to spell scaling.

 

With that being said however, due to my lack of having done a spell comparison, I am not yet aware at what level-points new spell effects are introduced. It is very likely that 5th level is a breakpoint for gaining access to some types of spell effect not seen in 3rd or 4th level spells

#7

shivafang

Aug 21, 2014 11:08:04

Kalani wrote: