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. 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 Mage spells while wearing armor; weapons restricted to the 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/Thief | Cannot cast Mage spells while wearing armor. Gnomes become Illusionist/Thieves by default. |
| Cleric/Mage | Weapons restricted to the Cleric's ethos; cannot cast Mage spells while wearing armor. Gnomes become Cleric/Illusionists by default. |
| Cleric/Ranger | Weapons restricted to the Cleric's ethos. May Specialize (not Master). |
| Cleric/Thief | Weapons restricted to the Cleric's ethos. Cannot use thieving skills while wearing more than studded leather. |
Gnome specialist exception
Gnomes are the only race that can combine a specialist Mage class in a multi-class — any Mage portion of a gnome's multi-class becomes an Illusionist by default.
Dual-class characters (humans only)¶
Dual-classing is the humans-only option to focus on a new career mid-career.
- The character stops gaining levels in their original class and starts 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.
Source: iwdee/original_manuals/IWDEE - Mastering Melee & Magic.pdf — "Multi-Class Characters (non-human)", "Experience Points for Multi- and Dual-Class Characters".