Multiclassing… With Style

adungeonaday:

Your character is close to levelling up, and you’re thinking about taking a level in another class. That’s great! However, let us not forget that this is a roleplaying game, and therefore this new character development deserves some narrative attention.

The Guild of Fifty One Hands does share secrets with anyone off the street.

The Archfey Council will not grant to power of the natural world to those it deems unworthy.

The Circle of Seven will not train an unlearned plebe to manipulate the fundamental elements of the universe. 

You must first prove you are worthy of the powerful abilities associated with this new class. For each class (in the 5th edition PHB) you will find a list describing trials you may be set to prove your suitability for training.

Barbarian (1d6):

  1. Survive a night in the gulch with only a spear
  2. Capture a live bison (or similarly large beast) with only a rope
  3. Cross the river at the rapids
  4. Using only your bare hands, touch together the two ends of an iron rod
  5. Turn the granite sculpture in front of the palace to face the opposite direction
  6. Beat up a bear with your bare hands

Bard (1d6):

  1. Compose a sonata in the style of a famous composer
  2. Construct your own instrument
  3. Perform at every inn Brognar Dovecap played at on his final tour
  4. Recite the epic tale of Gray Wolf from memory
  5. Sit through the entire 28 hour “Ode to Warm Milk”
  6. Get a groupie

Cleric (1d6):

  1. Translate a page of the Mad God’s Tome
  2. Acquire the ingredients for incense and prepare it
  3. Read the scripture cover to cover
  4. Learn the fundamentals of the morningstar
  5. Work for a time as a beadsman at the local alms-house
  6. Finish all the paperwork in your to-do bin

Druid (1d6):

  1. Learn the hunter’s last rites and perform them after slaying a bull elk
  2. Allow a bird to nest in your cupped hands
  3. Cultivate the notoriously fickle winter ivy without using magic
  4. Earn the trust and friendship of a myconid colony
  5. Return a defiled place to a state of natural health
  6. Beat up a lumberjack

Fighter (1d6):

  1. Learn the basic defense and attack forms
  2. Win a medal in the King’s Melee
  3. Apprentice under a blacksmith for a time
  4. Learn the art of diplomacy
  5. Read through Muin Wild’s ‘’The Art of Conflict”
  6. Defeat the galloping hordes AND one hundred bad guys with swords

Monk (1d6):

  1. Do 10,000 pushups
  2. Learn meditation under a master
  3. Give up your worldly possessions
  4. Learn to perform a tea ceremony
  5. Fast for a fortnight
  6. Learn crouch with tigers and hide with dragons

Paladin (1d6):

  1. Provide palliative care to the dying
  2. Seek out a wanted criminal and convince them to amend their ways
  3. Commit to a vow of silence, chastity, or poverty
  4. Compose your oath and commit it to memory
  5. Undertake a pilgrimage
  6. Spoil a shady plan by being a huge stick-in-the-mud

Ranger (1d6):

  1. Retrieve the herbal ingredients for an antidote before the poison overwhelms you
  2. Capture and train a bird of prey
  3. Climb to the peak of a mountain
  4. Construct your own bow
  5. Track down the cause of a blight afflicting the nearby forest
  6. Escort some needy halflings to the nearest elf settlement

Rogue (1d6):

  1. Steal the Red Wolf’s signet ring
  2. Spring The Pig from the local jail
  3. Brew a potent poison
  4. Walk atop the city wall from one end to the other
  5. Craft a set of skeleton keys
  6. Go up against a Sicilian when death is on the line

Sorcerer (1d6):

  1. Trace the history of the dragon bloodlines
  2. Inscribe on your skin the tattoos of magic channeling
  3. Read the Manual of the Planes
  4. Pen a thesis on each of the four natural and seven supernatural elements
  5. Construct a wand
  6. Fetch water and perform other menial tasks for an Arcane Master without using magic

Warlock (1d6):

  1. Retrieve a lost relic for your patron
  2. Capture and tame your familiar
  3. Perform a moonlit sacrifice for your desired patron
  4. Craft your pact weapon
  5. Destroy a relic belonging to a rival patron
  6. Start a cult

Wizard (1d6):

  1. Identify an artifact without the aid of magic
  2. Master the process of growing crystals
  3. Read through all seventy-seven tomes of Arcane Foundations
  4. Learn the fundamentals of life, death, undeath, and false life
  5. Perform the rituals required to convert a regular cauldron into a suitable potion brewing vessel
  6. You put on your robe and wizard hat

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