SWURPG

Multiclassing

Multiclassing lets a character take two classes instead of one — picking up the durability of a Soldier and the Force sensitivity of a Jedi, or the social toolkit of a Scoundrel and the heavy armor of a Vanguard. It's a powerful customization lever, and it requires GM approval to use. Most campaigns can run perfectly well without it.

Builder support. The Character Builder is single-class only today — the engine assumes one base class and one subclass. The rule below is still fully playable at the table: build your character on the printable blank sheet and apply each class's traits manually. If multiclassing in the builder is something you'd actually use, drop a note in the SWURPG Discord — community demand is what drives the roadmap, and a multiclass overhaul is a meaningful build investment we'll only take on if there's enough interest.

Eligibility

  • A character may multiclass starting at Level 4 — never earlier.
  • A character may have at most two classes across their entire career. No third class.
  • Multiclassing requires GM approval and a story justification. The Soldier doesn't randomly wake up Force-sensitive at level 4 — something has to happen in the story to unlock it.

Character Level and Proficiency Bonus

Your character level is the sum of all class levels.

Your Proficiency Bonus is based on total character level, not any single class level.

Entering a second class

When you take your first level in a second class, you gain:

  • Weapon and armor proficiencies from the new class (if you don't already have them).
  • Use the Force proficiency, if the new class is Force-sensitive (granted even if you already had it).
  • HP equal to the new class's Hit Die + your Constitution modifier.

You do not gain:

  • The new class's starting skill proficiencies.
  • The new class's starting equipment.
  • The new class's starting credits.

In other words: the new class brings combat training and HP, not character-creation freebies. Your first class still defines your starting kit.

Subclass progression

  • A character must complete levels 1 and 2 of a class before choosing a subclass at level 3 of that class.
  • Subclass traits unlock only at the class-level threshold (e.g. Vanguard's level-7 trait requires 7 Soldier levels, not 7 character levels).
  • A character cannot enter a second class at a subclass level directly — you always start at level 1 of the new class and choose the subclass at level 3 of that class.

Trait scaling

Class traits scale by levels in that specific class only. A character never gains double scaling from two classes for the same trait. Minimum level requirements (e.g. "at level 5 you gain Extra Attack") count only toward levels in that class.

This is the rule that prevents "dip 1 level in Soldier for Extra Attack" cheese — Extra Attack at Soldier level 5 means Soldier level 5, not character level 5.

Force Points when multiclassing

Force Points = (Wisdom Modifier × 2) + Force Class Level + Proficiency Bonus

Force Class Level counts only total levels in Force-sensitive classes (Jedi Padawan + Jedi Guardian / Sentinel / Consular / Pathfinder, Force Adept + Force Warrior / Force Mystic).

Non-Force class levels do not contribute to Force Points. A Soldier-7 / Jedi Padawan-3 has Force Class Level 3 — their FP pool is built off only the 3 Jedi levels.

ASIs when multiclassing

ASIs are tied to total character level (levels 4, 8, 12, 16, and 20) — multiclassing doesn't add or remove ASIs. A 20-level character gets exactly 5 ASIs regardless of how those 20 levels are split.

When multiclassing is worth it

Multiclassing is strong but it costs you spotlight time on your primary class's late-game features. A general guide:

  • Don't multiclass for a 1-level dip. The character creation bonuses you skip make 1-level dips usually weaker than just staying single-class.
  • Multiclass when the second class genuinely changes your fantasy. You started as a Soldier and your character became Force-sensitive mid-campaign — multiclass into Force Adept. That's a story-driven dip that earns the trade-off.
  • Multiclass for capabilities you can't get any other way. Heavy armor on a Scoundrel? Lightsaber on a Soldier? Multiclassing unlocks them in a way ASI Alternative Traits often can't.

When NOT to multiclass

  • Your campaign is shorter than 12 sessions. By the time multiclassing pays off, you're past the campaign.
  • Your group hasn't been playing long. Single-class characters are easier to learn and remember.
  • You just want one feature from the second class. Look at ASI Alternative Traits first — Weapon Proficiency, Armor Proficiency, Force Training, etc. often cover what you actually wanted, without the multiclass overhead.

If after all that you still want to multiclass, talk to your GM, write the story justification, and have fun with it.