```metadata title: 'One D&D Rule Variant: Multiclass Subclasses' description: >- An alternative to multiclassing for the One D&D playtest material released for Dungeons & Dragons 5th Edition. tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` ```css .coverHeader { position:absolute; transform:scale(2, 2) !important; font-weight:bold; font-size:32px; color:white; width:700px; text-shadow:1px 1px 2px #000000, -1px 1px 2px #000000, 1px -1px 2px #000000, -1px -1px 2px #000000; top:75px; text-align:center; } .coverDiamond { background-image:url("https://www.gmbinder.com/assets/img/DiamondDD.png"); background-size:400px; background-repeat:no-repeat; position:absolute; left:210px; top:115px; width:400px; height:12px; } .coverSplotch{ background-image:url('https://www.gmbinder.com/assets/img/UNR8ilF.png'); background-size:350px; position:absolute; left:0; bottom:180px; width:345px; height:56px } .coverFooter { position:absolute; font-size:25px; line-height:1.1; color:white; bottom:100px; right:55px; width:700px; text-shadow:1px 1px 2px #000000, -1px 1px 2px #000000, 1px -1px 2px #000000, -1px -1px 2px #000000; filter:opacity(100%); text-align:center; } ``` # One D&D Rule Variant: Multiclass Subclasses ## The Rule Rather than use the standard multiclassing rules, the DM can enable an alternative form of multiclassing at their discretion, allowing characters to choose from an additional range of subclasses that each provide the key traits of a class: When you reach 3rd level, you can choose from an additional list of Subclasses, listed below, in addition to your Class's Subclasses. For the rest of your career, you gain each of your Subclass's features that are of your level and lower. You cannot choose a Subclass from the list that matches your Class. For example, if you are a Bard, you cannot choose the Bard Multiclass Subclass. ## The Reasons Why Multiclassing in Dungeons & Dragons 5th Edition is a mess, for a number of reasons: * **Its implementation makes character progression significantly clunkier:** Classes in *5e* were not originally designed to be used on the same character, and it shows in the multiclassing rules. Classes need an entire blurb to describe how to multiclass in or out of them, what is gained from their base proficiencies, and how to combine class features such as spell slots. Simply having to track class levels separately from character levels muddies otherwise consistent basic terms. * **Most multiclasses are inherently weak and don't progress well:** Progressing in one class means sacrificing level progression in another, and in a game where most classes become exponentially stronger as they level up, it is generally not worth committing many levels at all to a multiclass. Delaying the onset of important scaling features such as higher spell levels or Extra Attack is a steep tradeoff for class features that are often difficult to incorporate into one's build (caster multiclasses, for example, would not want to become dependent on an additional spellcasting ability). * **Its outliers significantly complicate balance and design:** On the rare occasion where a multiclass combo works well, it tends to work *too* well as a result. The classic example is a Paladin taking a single level in Warlock and picking the Hexblade subclass, benefiting immensely from its front-loaded features. This has prompted Wizards of the Coast to revise their entire class design for the One D&D playtest, delaying key class features to later levels to avoid excessively strong multiclass dips, at a significant cost to the functionality of many builds. Throughout the playtest material seen thus far, it is clear that great pains were taken to balance classes around an optional rule that is inherently dysfunctional, and the result is design that is more complicated and less coherent than it ought to be: Clerics looking to use heavy armor will start with poor AC at level 1, for example, and will continue to suffer until they become able to loot or purchase the armor they need. A significant benefit of the updated classes' progression, however, is the standardization of subclass levels, which so far have always occurred at levels 3, 6, 10, and 14: to this effect, this homebrew proposes an alternative mode of multiclassing, in which players get to choose from an additional range of subclasses that operate as miniature versions of other classes. This should, ideally, allow players to gain key features from other classes in weaker form without sacrificing their progression, offering more viable choices while simplifying class design. ## The Subclasses ### Bard Multiclass ___ You practice the bardic arts, allowing you to harness the magic of bards. #### 3rd Level: Bard Expertise You gain proficiency in one Musical Instrument of your choice, and Expertise in one of your Skill Proficiencies of your choice. #### 3rd Level: Bard Spellcasting You have learned to cast Spells through your bardic arts. See the *Player's Handbook* for the rules on spellcasting. The information below details how you use those rules as a Bard Multiclass. ***Spell Preparation.*** :: You can prepare two 0-level Spells and two 1st-level Spells of your choice. Any spell you prepare for this Subclass must be an Arcane Spell, and it must be from one of the following Schools of Magic: Divination, Enchantment, Illusion, or Transmutation. :: Whenever you finish a Long Rest, you can replace any Spell you have prepared for this Subclass with another Arcane Spell of the same level, abiding by the school restrictions above. :: At higher levels, you can prepare more Spells, as shown on the Multiclass Spellcasting table below. The numbers there determine the number of Spells you can prepare of each level. :: If you can already prepare Spells, the Spells you prepare for this Subclass count against the spells you {{pageNumber,auto}} {{footnote PART 1 | RULES}} \page prepare for your Class. When you gain this Subclass, you can choose up to two 0-level Spells and up to two 1st-level Spells you have prepared. You then replace each chosen Spell with an Arcane Spell of the same level, abiding by the school restrictions above. Whenever you replace a Spell you have prepared from your Class or Subclass, you can choose a spell you can prepare with either your Class or your Subclass (your choice), following its rules for Spell preparation. ***Spell Slots.*** :: The Multiclass Spellcasting table shows how many Spell Slots you have at each level to cast your Bard Spells of 1st level and higher; the number of different Spells you can prepare of each level equals the number of Spell Slots you have at that level. :: If you already have Spell Slots, you do not gain additional Spell Slots from this Subclass. Instead, you can cast your Bard Spells using any Spell Slots you have. ***Spellcasting Ability.*** :: Intelligence, Wisdom, or Charisma is your Spellcasting Ability for your Bard Spells (choose when you gain this Subclass). ***Spellcasting Focus.*** :: You can use a Musical Instrument as a Spellcasting Focus for the Spells you prepare for this Subclass. :: If your Class allows you to use another type of Spellcasting Focus for the spells you prepare with it, you can also use that type of Spellcasting Focus for the Spells you prepare for this Subclass. #### 6th Level: Bardic Inspiration You can supernaturally inspire others through words, music, or dance. This inspiration is represented by your Bardic Inspiration die, which is a d6. ***Using Bardic Inspiration.*** :: You can use your Bardic Inspiration die in the following ways: * **Boost a d20 Test.** When another creature within 60 feet of you that you can see or hear fails a d20 Test, you can use your Reaction to give the creature a Bardic Inspiration die. The creature rolls that die and adds the number rolled to the d20, potentially turning the failure into a success. * **Heal.** Immediately after another creature within 60 feet of you that you can see or hear takes damage, you can use your Reaction to roll your Bardic Inspiration die and restore a number of Hit Points to the creature equal to the number rolled. ***Number of Uses.*** :: A Bardic Inspiration die is expended when it's rolled. You can confer a Bardic Inspiration die a number of times equal to half your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. ***At Higher Levels.*** :: Your Bardic Inspiration die changes when you reach certain levels. The die becomes a d8 at 10th level, and a d10 at 14th level. #### 10th Level: Font of Bardic Inspiration You now regain all your expended uses of Bardic Inspiration when you finish a Short Rest or a Long Rest. #### 14th Level: Magical Secrets You have collected magical knowledge from a wide spectrum of disciplines. Choose a Spell list: Arcane, Divine, or Primal. Whenever you prepare Spells for this Subclass, one of the Spells you prepare can be of the chosen list and from any School of Magic. The prepared Spells otherwise follow the rules of your Bard Spellcasting feature. ### Cleric Multiclass ___ An exceedingly powerful entity has gifted you with divine magic. #### 3rd Level: Cleric Spellcasting You have learned to cast Spells through prayer, meditation, and devotion. See the *Player's Handbook* for the rules on spellcasting. The information below details how you use those rules as a Cleric Multiclass. ***Spell Preparation.*** :: You can prepare two 0-level Spells and two 1st-level Spells of your choice. Any spell you prepare for this Subclass must be a Divine Spell. :: Whenever you finish a Long Rest, you can replace any Spell you have prepared for this Subclass with another Divine Spell of the same level. :: At higher levels, you can prepare more Spells, as shown on the Multiclass Spellcasting table below. The numbers there determine the number of Spells you can prepare of each level. :: If you can already prepare Spells, the Spells you prepare for this Subclass count against the spells you prepare for your Class. When you gain this Subclass, you can choose up to two 0-level Spells and up to two 1st-level Spells you have prepared. You then replace each chosen Spell with a Divine Spell of the same level. Whenever you replace a Spell you have prepared from your Class or Subclass, you can choose a spell you can prepare with either your Class or your Subclass (your choice), following its rules for Spell preparation. ***Spell Slots.*** :: The Multiclass Spellcasting table shows how many Spell Slots you have at each level to cast your Cleric Spells of 1st level and higher; the number of different Spells you can prepare of each level equals the number of Spell Slots you have at that level. :: If you already have Spell Slots, you do not gain additional Spell Slots from this Subclass. Instead, you can cast your Cleric Spells using any Spell Slots you have. {{pageNumber,auto}} {{footnote PART 2 | SUBCLASSES}} \page ***Spellcasting Ability.*** :: Intelligence, Wisdom, or Charisma is your Spellcasting Ability for your Cleric Spells (choose when you gain this Subclass). ***Spellcasting Focus.*** :: You can use a Holy Symbol as a Spellcasting Focus for the Spells you prepare for this Subclass. :: If your Class allows you to use another type of Spellcasting Focus for the spells you prepare with it, you can also use that type of Spellcasting Focus for the Spells you prepare for this Subclass. #### 6th Level: Channel Divinity You gain the ability to channel divine energy directly from the Outer Planes, using that energy to fuel magical effects. ***Using Channel Divinity.*** :: You can use your Channel Divinity in the following ways. Some Channel Divinity effects require Saving Throws. When you use such an effect from this Subclass, the DC equals the Spell Save DC from this Subclass's Cleric Spellcasting feature: * **Divine Spark.** As a Magic Action, you point your Spellcasting Focus at another creature you can see within 30 feet of yourself and focus divine energy at them. Roll a number of d8s equal to your Proficiency Bonus and add the rolls together. You either restore Hit Points to the creature equal to that total or force the creature to make a Constitution Saving Throw. On a failed save, the creature takes Radiant Damage equal to the total, and on a successful save, the creature takes half as much damage. * **Turn Undead.** As a Magic Action, you present your Spellcasting Focus and speak a prayer censuring Undead creatures. Each Undead within 30 feet of you must make Wisdom Saving Throw. If the creature fails its Saving Throw, it is Dazed for 1 minute or until you are Incapacitated or die. While Dazed in this way, the only Action the creature can take is the Dash Action, and if it Moves, it must end that Move farther from you than when it started. ***Number of Uses.*** :: You can use your Channel Divinity a number of times equal to half your Proficiency Bonus, and regain all expended uses when you finish a Long Rest. #### 10th Level: Blessed Strikes Divine power infuses you in battle. When a creature takes damage from one of your 0-level Spells or your attacks with Weapons, you can also deal 1d4 Radiant damage to that creature. Once you deal this damage, you can't use this feature again until the start of your next turn. #### 14th Level: Divine Intervention You can call on your deity or pantheon to intervene on your behalf when your need is great. As an Action, describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than half your level (round down), the divine power intervenes. The DM chooses the nature of the intervention: the effect of any Divine Spell is appropriate. If the intervention occurs, you can't use this feature again for 2d10 days. Otherwise, you can use it again after you finish a Long Rest. ### Ranger Multiclass ___ You have learned to track your quarry as a predator would hunt prey, awakening a primal affinity within you. #### 3rd Level: Ranger Expertise You gain Expertise in one of your Skill Proficiencies of your choice. #### 3rd Level: Ranger Spellcasting You have learned to channel the magical essence of nature to cast Spells. See the *Player's Handbook* for the rules on spellcasting. The information below details how you use those rules as a Ranger Multiclass. ***Spell Preparation.*** :: You can prepare two 0-level Spells and two 1st-level Spells of your choice. Any spell you prepare for this Subclass must be a Primal Spell, and can be from any School of Magic except Evocation. :: Whenever you finish a Long Rest, you can replace any Spell you have prepared for this Subclass with another Primal Spell of the same level that isn't an Evocation. :: At higher levels, you can prepare more Spells, as shown on the Multiclass Spellcasting table below. The numbers there determine the number of Spells you can prepare of each level. :: If you can already prepare Spells, the Spells you prepare for this Subclass count against the spells you prepare for your Class. When you gain this Subclass, you can choose up to two 0-level Spells and up to two 1st-level Spells you have prepared. You then replace each chosen Spell with a Primal Spell of the same level that isn't an Evocation. Whenever you replace a Spell you have prepared from your Class or Subclass, you can choose a spell you can prepare with either your Class or your Subclass (your choice), following its rules for Spell preparation. ***Spell Slots.*** :: The Multiclass Spellcasting table shows how many Spell Slots you have at each level to cast your Ranger Spells of 1st level and higher; the number of different Spells you can prepare of each level equals the number of Spell Slots you have at that level. :: If you already have Spell Slots, you do not gain additional Spell Slots from this Subclass. Instead, you can cast your Ranger Spells using any Spell Slots you have. {{pageNumber,auto}} {{footnote PART 2 | SUBCLASSES}} \page ***Spellcasting Ability.*** :: Intelligence, Wisdom, or Charisma is your Spellcasting Ability for your Ranger Spells (choose when you gain this Subclass). ***Spellcasting Focus.*** :: You can use a Druidic Focus as a Spellcasting Focus for the Spells you prepare for this Subclass. :: If your Class allows you to use another type of Spellcasting Focus for the spells you prepare with it, you can also use that type of Spellcasting Focus for the Spells you prepare for this Subclass. #### 6th Level: Favored Enemy You are adept at focusing your ire on a single foe. You always have the *Hunter's Mark* Spell prepared, and it doesn't count against the number of Spells you can prepare. Moreover, whenever you cast *Hunter's Mark*, you can choose not to concentrate on the Spell once you cast it, and have it last for its full duration, until you end it as a Bonus Action, or until you are Incapacitated. Once you cast *Hunter's Mark* in this way, you can't use this feature again until you finish a Short Rest or a Long Rest. #### 10th Level: Roving Your speed increases by 5 feet. Additionally, choose a Climb Speed or a Swim Speed when you gain this feature. You have a Speed of the chosen type equal to your Speed. #### 14th Level: Tireless Primal forces now help fuel you on your journeys. Whenever you finish a Short Rest or a Long Rest, you can give yourself a number of Temporary Hit Points equal to 1d6 plus your Proficiency Bonus. ### Rogue Multiclass ___ You have honed your skills and cunning, allowing you to think quickly on your feet. #### 3rd Level: Rogue Expertise You gain proficiency in Thieves' Tools, and Expertise in one of your Skill Proficiencies of your choice. #### 3rd Level: Sneak Attack You know how to turn a subtle attack into a deadly one. Once on each of your turns when you take the Attack Action, you can deal extra 1d6 damage to one creature you hit with an Attack Roll if you're attacking with a Finesse Weapon or a Ranged Weapon and if at least one of the following requirements is met: * **Advantage.** You have Advantage on the Attack Roll. * **Ally Adjacent to Target.** At least one of your Allies is within 5 feet of the target, the ally isn't Incapacitated, and you don't have Disadvantage on the Attack Roll. The extra damage's type is the same as the Weapon's Damage Type. This damage increases to 2d6 at 6th level, 3d6 at 10th level, and 4d6 at 14th level. #### 6th Level: Cunning Action Your quick thinking and agility allow you to move and act quickly. Choose two of the following Actions when you gain this feature: Dash, Disengage, or Hide. On your turn, you can take one of the chosen Actions as a Bonus Action. #### 10th Level: Expertise You gain Expertise in one of your Skill Proficiencies of your choice. #### 14th Level: Reliable Talent You have refined your talents until they approach perfection. Choose any combination of three Skills or Tools with which you have Proficiency. Whenever you make an Ability Check that uses one of the chosen Skill or Tool Proficiencies, you can treat a roll of 9 or lower as a 10. ## Multiclass Spellcasting Table {{classTable,frame ##### Multiclass Spellcasting | Level | Cantrips | --- Prepared Spells Per Spell Level --- |||| | ^| ^| 1st | 2nd | 3rd | 4th | |:-:|:-:|:-:|:-:|:-:|:-:| | 3rd | 2 | 2 | — | — | — | | 4th | 2 | 3 | — | — | — | | 5th | 2 | 3 | — | — | — | | 6th | 2 | 3 | — | — | — | | 7th | 2 | 4 | 2 | — | — | | 8th | 2 | 4 | 2 | — | — | | 9th | 2 | 4 | 2 | — | — | | 10th | 3 | 4 | 3 | — | — | | 11th | 3 | 4 | 3 | — | — | | 12th | 3 | 4 | 3 | — | — | | 13th | 3 | 4 | 3 | 2 | — | | 14th | 3 | 4 | 3 | 2 | — | | 15th | 3 | 4 | 3 | 2 | — | | 16th | 3 | 4 | 3 | 3 | — | | 17th | 3 | 4 | 3 | 3 | — | | 18th | 3 | 4 | 3 | 3 | — | | 19th | 3 | 4 | 3 | 3 | 1 | | 20th | 3 | 4 | 3 | 3 | 1 | }} {{pageNumber,auto}} {{footnote PART 2 | SUBCLASSES}}