Alternate Martial Multiclassing

by laserllama

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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:

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 Paladin: Alternate
Oath of the Blade
Alternate Rogue Vessel:
The Mythic Hero
Wanderer
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
Wrestler

Magus

Arcane Warrior
Archery
Classical Swordplay
Defensive Fighting
Dual Wielding
Dueling
Featherweight Fighting
Great Weapon Fighting
Heavyweight 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 weapon attack as part of your Attack action instead of a bonus action, and you add your ability modifier to the damage of this attack.

When you do, you cannot also make a bonus action attack.

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.

 

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