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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".