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* 7) MULTICLASS CHARACTERS *
Neverwinter

* 7) MULTICLASS CHARACTERS *

Learn how to effectively multiclass characters in Neverwinter. Understand character level vs. class level, XP penalties, and alignment restrictions for optimal character building.

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Learn how to effectively multiclass characters in Neverwinter. Understand character level vs. class level, XP penalties, and alignment restrictions for optimal character building.

Characters in Neverwinter begin with a single class. As they gain experience, players can choose to add a second or even a third class, a process known as multiclassing. This system offers significant flexibility. For instance, a Wizard could train as a Fighter for several levels, becoming a Wizard/Fighter. This combination grants proficiency with simple and martial weapons, improved Fortitude saving throws, but means the Wizard class will be less advanced due to experience being allocated to the new class. In Neverwinter Nights, a character can add a new class after reaching 2nd level in their first class, with a maximum of three classes allowed per character.

Character Level vs. Class Level: The experience point (XP) cost to increase a level is determined by the overall character level, not individual class levels. Character level is the sum of all class levels. For example, a 10th-level Fighter and a 5th-level Rogue/5th-level Wizard both have a character level of 10. Character level dictates when feats and ability score bonuses are acquired, and it sets the XP cost for leveling up. A 10th-level Fighter/2nd-level Cleric needs the same XP to advance their Fighter class to level 11 as they would to advance their Cleric class to level 3.

A multiclass character gains a Hit Die from each class upon leveling up. Bonuses for base attack and saving throws from individual classes are cumulative. Characters retain and can access skills from all their classes. When a multiclass character gains a level in a specific class, they spend skill points as if they were a member of that class. Feats are gained every three character levels, irrespective of individual class levels, while ability score increases are received every four character levels.

Note: Some class features may not interact well with skills or features from other classes. For example, a Rogue/Wizard might still experience spell failure chances when wearing armor, despite Rogues being proficient with light armor.

Multiclass Experience: If a multiclass character's classes are at similar levels (within 1 level of each other), they can balance their class development. However, a character incurs a -20% XP penalty for each class that is not within 1 level of their most experienced class. These penalties apply from the moment a new class is added or a class level becomes too high relative to others. For instance, a 4th-level Wizard/3rd-level Rogue faces no penalty. If this character then raises their Wizard level to 5th, they will receive a -20% XP penalty until their class levels are more balanced again.

Race and Multiclass XP: A racially favored class does not count towards the -20% XP penalty. For example, an 11th-level Gnome character who is a 9th-level Rogue/2nd-level Illusionist suffers no XP penalty because they only have one non-favored class (Wizard is favored for Gnomes). If this character then adds a 1st-level Fighter, becoming a 9th-level Rogue/2nd-level Illusionist/1st-level Fighter, they will incur a -20% XP penalty on future XP earned because their Fighter class level is significantly lower than their Rogue level.

A Dwarven 7th-level Fighter/2nd-level Cleric experiences no penalty. This remains true even if they add a 1st-level Rogue, as their Cleric and Rogue classes are only one level apart, and Fighter is a favored class for Dwarves. For Humans and Half-Elves, their highest-level class is always considered their favored class for the purpose of multiclass XP penalties.

Multiclass Restrictions: A character cannot multiclass if it would create an alignment conflict. For example, a character cannot be both a Druid and a Paladin, as Druids must remain neutral, while Paladins must be lawful good. Similarly, a character cannot continue to gain levels in a class for which they no longer meet the alignment requirements. For instance, a Barbarian whose alignment shifts to lawful neutral can no longer gain levels as a Barbarian until their alignment becomes nonlawful again.

Alignment Shift: A character's alignment can shift if they act outside the norms of their current alignment, moving from good to evil, lawful to chaotic, and so on. The severity of the shift depends on the action and can have significant consequences. If a Paladin performs an overtly evil or chaotic act that changes their alignment from lawful good, they will cease to be a Paladin. Most actions that are out of character result in minor alignment shifts. A good character might threaten to rough up a shopkeeper without major consequence, provided it's not a repeated behavior. However, if that good character acts on the threat and kills the clerk, a significant shift towards evil will occur. Good-aligned characters will experience a larger alignment penalty for performing an evil act than a neutral character, and vice versa for evil-aligned characters performing good deeds.

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