Multi- and Dual-Classing¶
A character may follow more than one class in two distinct ways:
- Multi-class — start the character in two or three classes at character creation; advance them all in parallel forever. Non-humans only.
- Dual-class — start as one class, then partway through switch to a new one. Humans only.
Each path has trade-offs in flexibility, hit points, and how soon their full abilities become available.
Multi-class characters (non-humans only)¶
Non-human characters can multi-class, combining the strengths and weaknesses of two or three different classes in a single character.
- THAC0 and saving throws are calculated based on the best of each class.
- The character gains all the special abilities of each class.
- Experience points are divided equally among all classes.
- Hit points gained at level-up are distributed proportionally from each class (a Fighter/Mage receives half the normal Fighter HP and half the normal Mage HP per Hit Die, plus the Constitution bonus only once).
Multi-class characters may not use kits (except gnomes that multi-class as Illusionists).
Available multi-class combinations¶
| Combination | Restrictions |
|---|---|
| Fighter/Thief | Cannot use thieving skills while wearing more than studded leather. May Specialize (not Master) any weapon. |
| Fighter/Cleric | Weapons restricted to those allowed by the Cleric's ethos (blunt). May Specialize (not Master). |
| Fighter/Druid | Weapons restricted to those allowed by the Druid's ethos. May Specialize (not Master). |
| Fighter/Mage | Cannot cast spells while wearing armor. May Specialize (not Master). Gnomes become Fighter/Illusionists by default. |
| Fighter/Mage/Cleric | Cannot cast spells while wearing armor; weapons restricted to Cleric's ethos. May Specialize (not Master). |
| Fighter/Mage/Thief | Cannot use thieving skills while wearing more than studded leather, cannot cast spells while wearing armor. May Specialize (not Master). |
| Mage/Cleric | Weapons restricted to Cleric's ethos; cannot cast Mage spells while wearing armor. |
| Mage/Thief | Cannot cast Mage spells while wearing armor. |
| Cleric/Ranger | Weapons restricted to Cleric's ethos. May Specialize (not Master). |
| Thief/Cleric | Weapons restricted to Cleric's ethos. Cannot use thieving skills while wearing more than studded leather. |
Dual-class characters (humans only)¶
Dual-classing is the humans-only option to focus on a new career mid-career.
- When they dual-class, they stop gaining levels in their original class and start gaining levels in a new class.
- They cannot use any of their old class's abilities until they have gained at least one more level in their new class than in their old class.
- After that threshold, they may freely use abilities from both classes.
Dual-class characters may not use kits for their second class.
Armor / weapon restrictions
Multi- and dual-class characters can use the abilities of all their classes — but if they wear armor (except robes) or wield weapons that aren't allowed by one of their classes, that class's abilities are disabled until they swap gear.
Plan around the XP cap
BG:EE has a 161,000 XP cap. When deciding the level at which to dual-class your character, keep the cap in mind — see Experience.
Source: bgee/original_manuals/baldurs_gate_1_ee_mastering_melee_and_magic.pdf — "Experience Points for Multi- and Dual-Class Characters", "Multi-Class Characters (non-human)" sub-section.