Saturday, July 22, 2023

4e-style Multiclassing in AD&D 2nd edition

I do not like AD&D-style multiclassing, and am not a huge fan of dual classing; they're kind of clumsy kludges, and don't work well with the system. However, I do like 4e-style, feat-based multiclassing, and so wanted to play around a bit with introducing that to AD&D.

Borrowing a bit from 2e Martial Arts, my thought is this: You have an initial proficiency which gives you access to further proficiencies in the multiclass.
*The initial multiclass proficiencies will be a bit better than standard proficiencies, but they also lock you in to a specific multiclass. (only 1 multiclass proficiency per character)
*Each class will have various sub-tables, and you need to buy your way up them; you can't get the second ability in the subtable unless you have gotten the 1st.
*Some multiclass proficiencies will require Weapon proficiencies, others non-weapon proficiencies.
*Multiclass proficiencies will be Grouped... thief multiclass is Rogue grouped, meaning it is 2 slots for non-rogues... but I'll also borrow Domains of Dread racial NWP groups, so some classes will be easier for some races.
*One thing I do not want to do is give multiclass characters abilities that the base class doesn't have; while it might be interesting to add some S&P options, I'm going to leave those out.



Fighter Multiclass Proficiency (1 slot, Warrior or Dwarf group)
Multiclass fighters may wear any armor and use shields, though may be subject to restrictions for other classes or with certain abilities. May purchase Warrior group proficiencies at cost.

Fighter's Arms
1) May become proficient with any one weapon, including those outside their class group. Requires Weapon Proficiency. May be repeated for additional weapons.
2) May use Fighter ThAC0 for one weapon, designated at selection. Requires Weapon proficiency. May be repeated for additional weapons.

Fighter's Resilience
1) Gain 1 additional Hit Point per hit die rolled.
2) If Constitution is 17 or above, may use fighter's constitution bonuses.


Paladin Multiclass (Priest and Warrior Groups)
A multiclass paladin can detect evil within 30' by concentrating on detecting evil in a specific direction. They may access Warrior group proficiencies at cost. Must maintain paladin alignment and behavior restrictions.

Paladin's Arms
1) The multiclass paladin may use any armor or shield. They must still abide by other restrictions (cannot cast wizard spells, penalties to thief skills, etc.)
2) May become with any one weapon, including those outside their class group. Requires Weapon Proficiency. May be repeated for additional weapons.
3) Gains +1 to hit with a specific weapon. Requires Weapon Proficiency. May be repeated for additional weapons. ^1,^2

Paladin's Resilience
1) The multiclass paladin is immune to all disease
2) The multiclass paladin gains +1 to all saving throws
3) +1 HP per hit die.

Paladin's Blessings
1) May cure 1HP/level with laying of hands, once per day.
2) Evil and summoned creatures attacking the character take -1 to attack rolls, and the character gains +1 to save against their powers. This ability does not have a radius, and affects only the character. If in possession of a holy weapon, this ability has a 10' radius, and they may dispel magic as a paladins in possession of a holy weapon
3) May summon a warhorse as a paladin
3) May turn Skeletons and Zombies as a 1st level cleric ^3
4) May Cure Disease once per week
4) May turn Skeletons, Zombies, Ghouls, Shadows, and Wights as a 1st level cleric

1 While strictly better than the multiclass Fighter ability at 1st level, at 2nd level, it becomes equal, and lags behind beyond that. I want multiclass fighters to lead other multiclass warriors in fighting, but a multiclass warrior should be better than a single class character of another group... at least in some ways.
2 There is nothing gated behind these; since you have to buy your way up through chains, a multiclass fighter should find most of these useless. Similarly, a cleric who multiclasses into Paladin should not need to climb the "Blessings" path, taking useless turning
3 Decided to add a possibility: two tracks; you don't have to choose to turn undead, but to reach Cure Disease, you have to be able to turn OR summon a warhorse

Ranger Multiclass (Warrior group)
Multiclass rangers have a basic rapport with animals; they may approach a domestic or non-hostile animal and befriend it immediately, and discern its qualities (spotting the best horse in the corral or seeing that the runt of the litter actually has great promise). May access Warrior Group proficiencies at cost.

Ranger's Arms
1) May become proficient with any one weapon, including those outside their class group. Requires Weapon Proficiency. May be repeated for additional weapons.
2) The character gains the first level of Two Weapon Fighting specialization, reducing the penalties to 0 on the main hand, and -2 on the off-hand. Requires a weapon proficiency.
3) The character acquires a species enemy. They have a bonus of +2 to hit, and a penalty of -2 to encounter reaction rolls when dealing with the creature.
4) The species enemy chosen at the previous rank increases to +4/-4.

Nature's Ways
1) The character now has the ability to track, as the proficiency. They do not gain additional bonuses to tracking as they increase in level, but they also do not suffer the tracking penalty for non-rangers. ^1
2) The character may now make use of their animal empathy against wild and hostile animals, or those trained to attack. The creature may resist with a saving throw v. rods at no penalty.

Ranger's Stealth
1) 10% chance to Move Silently and Hide in Shadows (modified by race, Dexterity, and Armor). May not be attempted in armor heavier than studded leather; chance is halved outside of natural surroundings.
2) 20% chance to Move Silently and Hide in Shadows (modified by race, Dexterity, and Armor). May not be attempted in armor heavier than studded leather; chance is halved outside of natural surroundings.
3) 30% chance to Move Silently and Hide in Shadows (modified by race, Dexterity, and Armor). May not be attempted in armor heavier than studded leather; chance is halved outside of natural surroundings.

1 This is the same cost as taking tracking in the normal way, I know. However, it locks you into the Ranger multiclassing track.


Wizard Multiclass (Wizard Group)
A wizard multiclass character gains reading and writing in one language, and is capable of reading spellbooks. They may purchase Wizard group proficiencies at cost. Specialist wizards may choose to multiclass in this way, but their school-specific paths must be in barred schools for their specialties, and they suffer the usual -15% chance to learn spells outside their specialty school.

Magical Training
1) The character has a single 1st level spell slot. They may learn, memorize, and cast Cantrip. They must maintain a spellbook; a copy of this spell, and any future spells. Cantrip scales with their level.
2) The character may learn spells from the Lesser Divination and/or Universal school of up to level 1. Spells learned are cast at the character's level -3, minimum 1. Spells must be memorized. The slot provided for Cantrip may now be used for any known spells. The character may also access additional paths in the multiclass wizard group.
3) The character learns Read Magic, if they do not already know it. They may read and use wizard scrolls. Their chance of failure is calculated at their level minus 3.
4) The character may learn spells from the Lesser Divination and/or Universal school of up to level 2. This provides an additional level 2 slot to be used for any known spells.
5) The character may learn spells from the Lesser Divination and/or Universal school of up to level 3. This provides an additional level 3 slot to be used for any known spells.
6) The character may learn spells from the Lesser Divination and/or Universal school of up to level 4. This provides an additional level 4 slot to be used for any known spells.


Abjuration
1) The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
2) The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
3) The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
4) The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

Alteration
1) The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
2) The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
3) The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
4) The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

Conjuration
1) The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
2) The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
3) The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
4) The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

Divination
1) The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
2) The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
3) The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
4) The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

Enchantment
1) The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
2) The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
3) The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
4) The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

Evocation
1) The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
2) The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
3) The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
4) The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

Illusion
1) The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
2) The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
3) The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
4) The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

Necromancy
1) The character may learn spells of 1st level from this school. If they do not already have a 1st level slot from a school track, they gain one now. The 1st level slot from the Magical Training track is now an additional slot, which may be used for any known spell.
2) The character may learn spells of 2nd level from this school. If they do not already have a 2nd level slot from a school track, they gain one now.
3) The character may learn spells of 3rd level from this school. If they do not already have a 3rd level slot from a school track, they gain one now.
4) The character may learn spells of 4th level from this school. If they do not already have a 4th level slot from a school track, they gain one now.

If someone, somehow, spends the necessary 11-12 slots to master the Magical Training path, and a single school path, they would have 2/2/2/2 slots for wizard spells. Except for cantrip, they would cast all of these spells at their level -3. Rangers and Bards, with access to the Wizard group, can get away with 11 slots; everyone else will be 12.

Note: If the character has wizard spell slots of their own (e.g. a bard), they cast according to their normal rules, or these rules, whichever is better. Slots gained through this multiclass are bonus slots; a bard might, therefore, choose to pursue the Magical Training track, gaining bonus slots for their bard spells, but will always cast at their bard level, rather than level -3.

Cleric Multiclass Proficiency (1 Slot, Priest Group)
Grants Religion proficiency with the chosen religion (only), and at-cost access to priest proficiencies. May incur alignment or behavior requirements (depending on clerical restrictions in this campaign, for this religion). May incur weapon or armor restrictions.

Chosen Weapon
1) Grants proficiency in their deity's favored weapon (as defined by religion, or carried by the avatar), or a single blunt weapon outside the character's class selection (eg a thief or mage choosing warhammer). Requires Weapon Proficiency slot.

Turn Undead
1) May turn Skeletons and Zombies as a 1st level cleric
2) May turn Ghouls, Shadows, and Wights as a 1st level cleric
3) May turn Ghasts and Wraiths on a Natural 20

Blessings (Choices not cumulative; for ranks 2 and 3, will only be able to use one spell per day)
1) May cast Combine 1/day (as participant, not focus)
2) May cast Detect Evil/Good (at 1st level strength) or Combine (as participant, not focus) 1/day
3) May cast Bless, Detect Evil/Good (at 1st level strength) or Combine (as participant, not focus) 1/day
4) May use their Blessings twice per day, total.


Druid Multiclass Proficiency (1 slot, Priest Group)
Grants proficiency in Druidic Language, at-cost access to Priest Group proficiencies. Requires maintaining druidic alignment and behavior, weapon and armor restrictions. (May vary with campaign and deity)

Druid's Arms
1) Become proficient with one druid weapon not allowed to your class. Requires Weapon Proficiency.

Nature's Lore
1) Animal Lore Proficiency (1 slot regardless of proficiency group access)
2) May make Wisdom check to identify plants, animals, and pure water
3) May pass through natural undergrowth at normal speed with successful save v. paralyzation (1 per hour)
4) May pass through natural undergrowth without leaving a trail with successful save v. paralyzation (1 per hour)

Nature's Signs (Choices not cumulative; for ranks 2 and 3, will only be able to use one spell per day; spells always cast at 1st level)
1) May cast Locate Animals or Plants once per day.
2) May cast Detect Poison, or Locate Animals or Plants once per day.
3) May cast Detect Snares or Pits, Detect Poison, or Locate Animals or Plants once per day.
4) May use their Nature Signs powers twice per day, total

Nature's Blessings (Choices not cumulative; only one blessing may be cast per day. Spells always cast at 1st level)
1) May cast Endure Cold/Endure Heat once per day.
2) May cast Animal Friendship or Endure Cold/Endure Heat once per day
3) May cast Magical Stone, Animal Friendship or Endure Cold/Endure Heat once per day.
4) May cast Shillelagh, Magical Stone, Animal Friendship, or Endure Cold/Endure Heat once per day

Thief Multiclass Proficiency (1 slot, Rogue & Halfling Groups)
Grants proficiency in Thief's Cant language, and at-cost access to rogue proficiencies.

Stealth Group
1) 10% chance to Move Silently and Hide in Shadows (modified by race, Dexterity, and Armor)
2) 20% chance to Move Silently and Hide in Shadows (modified by race, Dexterity, and Armor)
3) 30% chance to Move Silently and Hide in Shadows (modified by race, Dexterity, and Armor)
4) Backstab for *2 damage (requires Weapon Proficiency slot)

Mechanical Group
1) 10% chance to Open Locks and Find/Remove Traps (modified by race, Dexterity, and Armor)
2) 20% chance to Open Locks and Find/Remove Traps (modified by race, Dexterity, and Armor)
3) 30% chance to Open Locks and Find/Remove Traps (modified by race, Dexterity, and Armor)

Agility Group
1) 10% chance to Pick Pockets, can climb walls as a thief (modified by race, Dexterity, and Armor)
2) 20% chance to Pick Pockets, +10% to climb walls (modified by race, Dexterity, and Armor)
3) 30% chance to Pick Pockets, +20% to climb walls (modified by race, Dexterity, and Armor)

Lore Group
1) 10% chance to Read Languages, +10% to Detect Noise (modified by race)
2) 20% chance to Read Languages, +20% to Detect Noise (modified by race)
3) 30% chance to Read Languages, +30% to Detect Noise (modified by race)
4) May use wizard and priest scrolls; chance of failure is 35%-level, minimum 25%

If I'm a fighter going into this, I can specialize... maybe I want the Lore group, so I spend 2 slots (Thief Multiclass), then 1 more at level 1 to get 10% Read Languages and +10% detect noise. At 3rd, 6th, and 9th I can expand on this, being able to read scrolls at 9th level. I'm nowhere near as good as a thief at these things, but I can sort of do them... and I also can't do much of anything else, since all my proficiency slots are tied up in thief abilities.

Bard Multiclass (Rogue, Warrior, Wizard groups)
Multiclass bards are proficient in Singing or a Musical Instrument. They have at-cost access to Rogue group proficiencies.

Bardic Music
1) The character is now proficient in Singing or a Musical Instrument. Further proficiency slots spent on proficiency in musical instruments will provide proficiency in two instruments.
2) The character can influence reactions with a group of NPCs as a bard might. However, there no modification to the saving throw for experience.
3) The character may now rally allies as a bard.
4) The character may use their song to counter the effects of songs and poetry used as a magical attack

Bardic Skills
1) The character gains a 10% chance to pick pockets, and a 10% bonus to Detect Noise and Climb Walls. These are modified for Race, Dexterity, and Armor.
2) The character gains a +5% to pick pockets, and a 5% bonus to Detect Noise and Climb Walls.
3) The character gains a +5% to pick pockets, and a 5% bonus to Detect Noise and Climb Walls.
4) The character gains a +5% to pick pockets, and a 5% bonus to Detect Noise and Climb Walls.

Bardic Lore
1) The character has a 5% chance to Read Languages, and a 5% chance to identify the history and general purpose of a magic item.
2) The character has a +5% chance to Read Languages, and a +5% chance to identify the history and general purpose of a magic item.
3) The character has a +5% chance to Read Languages, and a +5% chance to identify the history and general purpose of a magic item.
4) The character has a +5% chance to Read Languages, and a +5% chance to identify the history and general purpose of a magic item.
5) The character gains the ability to read magic scrolls. They have a chance of misinterpreting the scroll equal to 25% - their level, with a minimum of 15%. If this is chosen, it also counts as the level 3 ability on the Magical Training path; they do not need to purchase it twice.
6) The character's ability to read magic scrolls extends to other written magical items.

Magical Training
1) The character gains reading and writing in one language, and is capable of reading spellbooks.
2) The character has a single 1st level spell slot. They may learn, memorize, and cast Cantrip. They must maintain a spellbook; a copy of this spell, and any future spells. Cantrip scales with their level -1.
3) The character may learn spells from the Lesser Divination and/or Universal school of up to level 1. Spells learned are cast at the character's level -5, minimum 1. Spells must be memorized. The slot provided for Cantrip may now be used for any known spells. The character may also access additional paths in the multiclass wizard group. However, they may access no more than 3 paths, and the multiclass wizard paths are still Wizard Group proficiencies.
4) The character learns Read Magic, if they do not already know it. The character gains the ability to read magic scrolls. They have a chance of misinterpreting the scroll equal to 25% - their level, with a minimum of 15%. If this is chosen, it also counts as the level 5 ability on the Bardic Lore path; they do not need to purchase it twice.
5) The character may learn spells from the Lesser Divination and/or Universal school of up to level 2. This provides an additional level 2 slot to be used for any known spells.
6) The character may learn spells from the Lesser Divination and/or Universal school of up to level 3. This provides an additional level 3 slot to be used for any known spells.
7) The character may learn spells from the Lesser Divination and/or Universal school of up to level 4. This provides an additional level 4 slot to be used for any known spells.

Note on Magical Training: This is almost identical to a multiclass wizard. However, since the school specific paths are Wizard group proficiencies, going into those without access to the Wizard group (which this multiclass does not grant) is very expensive.

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