Multiclassing &
Alternate Martials
Much like spellcasters in the official rules for 5e, there are special rules that apply if you allow classes (or subclasses) that use Alternate Martial rules or Exploits to multiclass.
If you have at least one level in one of the following classes then you use the rules for Martial Multiclassing here. The Alternate versions of classes are marked with an asterisk *
Exploits
Your skill with Exploits depends partly on combined levels in Exploit classes and partly on individual levels in each class. Once you learn Exploits from more than one class, you use the rules below. If you multiclass but learn Exploits from only one class, you follow the rules as described in that class.
Exploit Dice
You determine your total number of Exploit Dice by adding together the indicated number of levels in the classes listed
in the Exploit Multiclassing Levels table below. When you add together your class levels, you always round down.
Use this total to determine your number of Exploit Dice, and their size, by consulting the Exploit Multiclassing table.
If multiclassing would cause the size of your Exploit Die to decrease, you instead use the size of your largest Exploit Die.
If multiclassing would cause your total number of Exploit Dice to decrease, continue to use the greater total of Dice.
Exploits Known
You determine what Exploits you can learn for each class individually, as if you were a single-classed member of each.
For example, if you are a Fighter 5/Rogue 3, then you know four Martial Exploits of 1st or 2nd-degree (from Fighter), and two Devious Exploits of 1st-degree (from Rogue).
Exploit Multiclassing
Level | Exploit Die | Exploit Dice |
---|---|---|
3rd | d4 | 2 |
4th | d4 | 2 |
5th | d6 | 3 |
6th | d6 | 3 |
7th | d6 | 3 |
8th | d6 | 3 |
9th | d6 | 3 |
10th | d6 | 3 |
11th | d8 | 4 |
12th | d8 | 4 |
13th | d8 | 4 |
14th | d8 | 4 |
15th | d8 | 4 |
16th | d8 | 4 |
17th | d10 | 5 |
18th | d10 | 5 |
19th | d10 | 5 |
20th | d10 | 5 |
Exploit Multiclassing Levels
All Levels | 1/2 your Levels | 1/3 your Levels |
---|---|---|
Alternate Barbarian |
Alternate Monk Way of the Brawler |
Cleric Steel Domain |
Brawler | Alternate Ranger Bounty Hunter |
Wizard Arcane Commander |
Alternate Fighter |
Magus Order of Spellblades |
— |
Alternate Rogue |
Paladin Oath of the Blade (Alt) |
— |
Wanderer | Vessel The Mythic Hero |
— |
Warlord | — | — |
Extra Attack & Fighting Styles
If you gain the Extra Attack class feature from more than one class, the features don't add together to grant you additional attacks. Instead, you learn a single Fighting Style of your choice. You must choose this Fighting Style from one of the lists below that corre- -sponds to one of the classes that you gained the Extra Attack feature in.
For example, if you are a 10th level multiclassed character that has 5 levels in Fighter and 5 levels in Warlord, then at 10th level you would learn a new Fighting Style, choosing from either the Fighter list or the Warlord list below, in place of Extra Attack.
You cannot learn a Fighting Style more than once, even if you gain another feature that grants you an additional Fighting Style.
Artificer
Arcane Warrior
Archery
Defensive Fighting
Dueling
Protector
Shield Warrior
Barbarian
Brawler
Dual Wielding
Dueling
Great Weapon Fighting
Heavyweight Fighting
Pit Fighting
Bard
Bardic Warrior
Classical Swordplay
Dual Wielding
Dueling
Featherweight Fighting
Thrown Weapon Fighting
Versatile Fighting
Blood Hunter
Archery
Dual Wielding
Dueling
Featherweight Fighting
Great Weapon Fighting
Melee Marksman
Thrown Weapon Fighting
Versatile Fighting
Brawler
Blind Warrior
Defensive Fighting
Improvised Fighting
Protector
Thrown Weapon Fighting
Wrestler
Cleric
Blessed Warrior
Blind Warrior
Defensive Fighting
Druid
Druidic Warrior
Mariner
Mountaineer
Fighter
Arcane Warrior
Archery
Bardic Warrior
Blind Warrior
Brawler
Classical Swordplay
Defensive Fighting
Dual Wielding
Dueling
Featherweight Fighting
Great Weapon Fighting
Heavyweight Fighting
Improvised Fighting
Mariner
Melee Marksman
Mountaineer
Mounted Warrior
Pit Fighting
Protector
Shield Warrior
Standard Bearer
Strongbow
Thrown Weapon Fighting
Versatile Fighting
Wrestler
Magus
Arcane Warrior
Archery
Brawler
Classical Swordplay
Defensive Fighting
Dual Wielding
Dueling
Featherweight Fighting
Great Weapon Fighting
Mounted Warrior
Protector
Shield Warrior
Thrown Weapon Fighting
Versatile Fighting
Monk
Archery
Blind Warrior
Defensive Fighting
Featherweight Fighting
Improvised Fighting
Thrown Weapon Fighting
Wrestler
Paladin
Blessed Warrior
Blind Warrior
Classical Swordplay
Defensive Fighting
Dueling
Great Weapon Fighting
Heavyweight Fighting
Mounted Warrior
Pit Fighting
Protector
Shield Warrior
Standard Bearer
Strongbow
Versatile Fighting
Psion
Blind Warrior
Psionic Warrior
Ranger
Archery
Blind Warrior
Brawler
Defensive Fighting
Druidic Warrior
Dual Wielding
Dueling
Featherweight Fighting
Mariner
Melee Marksman
Mountaineer
Mounted Warrior
Strongbow
Thrown Weapon Fighting
Versatile Fighting
Rogue
Classical Swordplay
Dual Wielding
Featherweight Fighting
Thrown Weapon Fighting
Shaman
Blind Warrior
Shamanistic Warrior
Sorcerer
Arcane Warrior
Vessel
Blind Warrior
Defensive Fighting
Dueling
Eldritch Warrior
Pit Fighting
Wanderer
Archery
Defensive Fighting
Dual Wielding
Dueling
Featherweight Fighting
Mariner
Melee Marksman
Mountaineer
Mounted Warrior
Strongbow
Thrown Weapon Fighting
Versatile Fighting
Wrestler
Warlord
Archery
Bardic Warrior
Brawler
Classical Swordplay
Defensive Fighting
Dueling
Mariner
Melee Marksman
Mountaineer
Mounted Warrior
Protector
Shield Warrior
Standard Bearer
Versatile Fighting
Warlock
Eldritch Warrior
Wizard
Arcane Warrior
Arcane Warrior
You learn two cantrips of your choice from the Wizard spell list. These do not count against your total number of Cantrips Known, and they use Intelligence for their spellcasting ability. Whenever you gain a level, you can replace one of these two Wizard cantrips with another Wizard cantrip of your choice.
Archery
You gain a +2 bonus to attack rolls with ranged weapons.
Bardic Warrior
You learn two cantrips of your choice from the Bard spell list. These do not count against your total number of Cantrips Known, and they use Charisma for their spellcasting ability. Whenever you gain a level, you can replace one of these two Bard cantrips with another Bard cantrip of your choice.
Blessed Warrior
You learn two cantrips of your choice from the Cleric spell list. These do not count against your total number of Cantrips Known, and they use Wisdom for their spellcasting ability. Whenever you gain a level, you can replace one of these two Cleric cantrips with another Cleric cantrip of your choice.
Blind Warrior
You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.
Brawler
Your unarmed strikes deal bludgeoning damage equal to 1d6 + your Strength modifier on hit. If you have two free hands and use your action to make only unarmed strikes you can make a single unarmed strike as a bonus action on that turn.
Classical Swordplay
While wielding a finesse weapon and no other weapons, you gain a +2 bonus to your attack rolls and a +1 to your Armor Class so long as you are not using heavy armor or a shield.
Defensive Fighting
So long as you are either wearing armor or wielding a shield, you gain a +1 bonus to your Armor Class.
Druidic Warrior
You learn two cantrips of your choice from the Druid spell list. These do not count against your total number of Cantrips Known, and they use Wisdom for their spellcasting ability. Whenever you gain a level, you can replace one of these two Druid cantrips with another Druid cantrip of your choice.
Dual Wielding
While two-weapon fighting, you make your off-hand attack as part of your Attack action instead of as your bonus action, and you add your ability modifier to the damage of this attack.
You cannot also make an off-hand attack as a bonus action.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with it.
Eldritch Warrior
You learn two cantrips of your choice from the Warlock spell list. These do not count against your total number of Cantrips Known, and they use Charisma for their spellcasting ability. When you gain a level, you can replace one of these Warlock cantrips with another Warlock cantrip of your choice.
Featherweight Fighting
While you are unarmed or wielding only light weapons, and are not wearing medium or heavy armor, your walking speed increases by 10 feet, and you gain a +1 bonus to your damage rolls with light melee weapons and unarmed strikes.
Great Weapon Fighting
When you make a two-handed melee attack with a heavy weapon as part of your Attack action, you treat a total roll
of 5 or lower on the weapon's damage dice as a 6.
Heavyweight Fighting
You can use your weight, and the weight of your weapon,
to land devastating blows. While you are wielding a heavy weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks made to Shove.
Improvised Fighting
You gain proficiency with improvised weapons. Once per turn, when you hit with a non-magical improvised weapon attack, you can roll the damage die twice and take the higher roll. When you do so, the improvised weapon is destroyed and cannot be used for further attacks.
Mariner
When you are not wearing medium or heavy armor, or using a shield, you have a swimming speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.
Melee Marksman
Having a hostile creature within 5 feet of you doesn't impose disadvantage on your ranged weapon attacks, so long as you are attacking a creature within 5 feet.
When you make a ranged weapon attack against a creature within 5 feet, you can use your bonus action to make a melee attack against it with your ranged weapon. On hit, you deal bludgeoning damage equal to 1d4 + your Strength modifier.
Mountaineer
When you are not wearing medium or heavy armor, or using a shield, you have a climbing speed equal to your walking speed, and you gain a +1 bonus to your Armor Class.
Mounted Warrior
While you are riding a controlled mount, both you and your mount gain a +1 bonus to your Armor Class, and you can use a bonus action on each of your turns to command the mount to take one action from its stat block or another action.
Pit Fighting
Your have trained to fight with weapons typically associated with gladiators, granting you the following benefits:
- For you, tridents deal 1d8 (1d10) piercing damage on hit.
- When making an attack roll with a net against a creature within 5 feet, you do not have disadvantage on the roll.
- When you take the Attack action on your turn, making an attack with a net only takes the place of one attack.
Protector
When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a shield or a melee weapon.
Psionic Warrior
You learn two cantrips of your choice from the Psion spell list. These do not count against your total number of Cantrips Known, and they use Intelligence for their spellcasting ability. Whenever you gain a level, you can replace one of these two Psion cantrips with another Psion cantrip of your choice.
Shamanistic Warrior
You learn two cantrips of your choice from the Shaman spell list. These do not count against your total number of Cantrips Known, and they use Wisdom for their spellcasting ability. When you gain a level, you can replace one of these Shaman cantrips with another Shaman cantrip of your choice.
Shield Warrior
You gain proficiency with shields as a martial melee weapon, and on hit, your shield deals 2d4 bludgeoning damage. If you are wielding a shield and nothing else, you gain a +1 bonus to attack rolls with your shield and to your Armor Class.
Standard Bearer
When a creature within 5 feet attacks another creature you can see, you can use a reaction to grant it advantage on its attack roll. You must be holding a standard or banner in your hand (and nothing else in that hand) to use this reaction.
Strongbow
You can use your Strength modifier, in place of Dexterity, for attack and damage rolls with longbows and shortbows. When you do so, you gain a +1 to damage rolls with those weapons.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. Moreover, when you hit with a ranged weapon attack using a thrown weapon, you gain a +2 bonus to the damage roll of that attack.
Versatile Fighting
While wielding a single versatile weapon and no shield, you gain a +1 bonus to your attack rolls with that weapon. While doing so, you can also use your bonus action to make a single grapple or shove attack, or to take the Use an Object action.
Wrestler
When you hit a creature with a melee attack on your turn, you can use a bonus action on that turn to attempt to grapple or shove that creature, so long as you have a free hand to do so. Also, you can drag grappled creatures up to your full speed.