Class Features
When you gain a new level in a class, you get its features for that level. Some features, however, have additional rules when you're multiclassing, as shown below.
Extra Attack
If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do.
Superiority and Maneuvers
If you have levels in multiple classes that have superiority features:
- Maneuvers Known: Choose your maneuvers from each class separately and then combine them into a single pool.
- Superiority Dice: You add your superiority dice from each class together as a single pool.
- Die Size: Add your levels in each class together and compare the total to any of your class's superiority tables to determine the size of your superiority die.
Unarmored Defense
If you already have the Unarmored Defense feature, you can't gain it again from another class.
Force- and Tech-casting
Your capacity for force- and tech-casting depends partly on your combined levels in all your force- or tech-casting classes and partly on your individual levels in those classes. Once you have the force- or tech-casting feature from more than one class, use the rules
below. If you multiclass but have the force- or tech-casting feature from only one class, you follow the rules as described in that class.
Powers Known
You determine what powers you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a scout 4/consular 3, for example, you know 6 tech powers of no higher than 1st-level. As a 3rd-level consular, you know 11 force powers of no higher than 2nd-level.
Each power you know is associated with one of your classes, and you use the force- or tech-casting ability of that class when you cast the power.
Force and Tech Points
You determine your available force or tech points by adding together the amount given by each class, but you only add your casting modifier once.
If you have both force and tech points, you keep your pools separate, and they can only be used to fuel force or tech powers, respectively.
Max Power Level
When multiclassing, you determine your Max Power Level by dividing each class's potential Max Power Level by 9, multiplying the result by the number of levels in that class, adding the results for each class together, and consulting the Multiclass Max Power Level table below.
For instance, if you have four levels in Marauder Approach berserker (1.77) and three levels in guardian (1.67), you count as a 3rd-level character when determining your Max Power Level, which is 2. While you don't know any 2nd-level powers, you can cast powers you know at that level.
If you have both force- and tech-casting, you determine your Max Power Levels separately, and they can only be used to cast force or tech powers, respectively.
Multiclass Max Power Level
| Caster Level | Slot Level |
|---|---|
| 1st | 1st |
| 2nd | 1st |
| 3rd | 2nd |
| 4th | 2nd |
| 5th | 3rd |
| 6th | 3rd |
| 7th | 4th |
| 8th | 4th |
| 9th | 5th |
| 10th | 5th |
| Caster Level | Slot Level |
|---|---|
| 11th | 6th |
| 12th | 6th |
| 13th | 7th |
| 14th | 7th |
| 15th | 8th |
| 16th | 8th |
| 17th | 9th |
| 18th | 9th |
| 19th | 9th |
| 20th | 9th |
High-Level Casting
When determining the number of higher level powers you can cast before needing a long rest, consult the rules for casting in the class in which you have the most levels.