D&D Tips: Multiclassing Like A Pro

This article is a 15,000 word, in-depth analysis of multiclassing. In it, we discuss the benefits and drawbacks of multiclassing, as well as the most common mistakes people make when taking additional classes. It is divided into several sections going through what multiclassing is, how it works, and some suggestions for picking a class. Additionally, we have a final section that examines all the different combinations, which we have rated according to our own opinions based on the synergy of the class features and themes.

It is important to remember that there is no right way to play D&D. This article is full of helpful references to the rules, but it also includes a lot of our opinions and judgment. We don’t know what circumstances affect your character or what special rules apply in your homebrew setting; we are looking at the rules through the lens of what they say, not how they are used.

With so many possible combinations and new subclasses coming out, we have done our best to keep this article up to date, but if you have any suggestions for what to add, we’d love to hear from you in the comments below!


Don’t forget to check out our article on multiclass spellcasting, which answers some frequently asked questions about how it works! 


Magic had always run strongly through Carnell’s veins. It was a gift of her late father, who was a powerful sorcerer in his day. She studied at the War Wizard Academy to learn magical theory in hopes of putting her power to use, and became an Eldritch Knight. But the power in her blood is more than simply an innate connection to the Weave; she carries in her the blood of dragons, and the stronger she becomes, the more eagerly that power calls out to be tapped. One day, as a troll bears down on her, Carnell draws on that power to replenish her depleted magic and hurl the baleful flames needed to destroy her foe.

Scarcely a day has passed that Arlen hasn’t thought of his late master. After years in the clutches of the notorious bandit leader, Arlen had been rescued when the proud knight rode into camp and slew the outlaws, all save for the twelve-year-old boy, whom he took as a squire. When the civil war made him an outlaw again, Arlen took up with a free company across the sea, putting his sword to use for coin. Little had he suspected then that he would ever return to the dishonourable tactics he’d learned fighting bigger children in the streets. As he looks down at the corpse of the giant they’d slain, Arlen decides that he should try to integrate more old, dirty tricks into his regular strategy.

Lifting a piece of chalk, Adela clenches her teeth and curses her old masters again. Soon, they would see that she was right. She draws the final piece of the circle, a focus through which she could channel the magic for the spell. It had to be controlled this way; the power was far too great to contain in flesh and blood. She wasn’t seeking just any plane of existence, she was trying to pierce the metaphysical boundaries of the multiverse. With the circle complete, Adela focuses her mind, pulling against the strings of the Weave. Power flows through her and into the circle. Gradually, she draws more and more magic, until at last the circle resonated at just the right harmony. Sweat pouring down her brow as she balances the power, the young woman closes her eyes and looks into the void. And the void looks back.

All of these individuals are examples of multiclass characters—individuals who have expanded their abilities to include a new class. The reasons for taking a second class vary by character, and by player. Often, there are story-related reasons for the shift. Other times, it is simply to get access to features that compliment existing abilities. Regardless of the reasons, there are some important things to remember about multiclassing that will save you headaches later on.


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What Is Multiclassing?

Multiclassing is simply taking one or more levels in a class that is not the class you started with. You could, for instance, take your first three levels in fighter to become an Eldritch Knight and then switch over to wizard in order to further your character’s magical abilities, start off as a cleric before taking levels in paladin, and so on. Any class combination is possible, as long as you meet the prerequisites (see below).

Ask Your Dungeon Master If Multiclassing Is Right For You

It is important to note that multiclassing in Fifth Edition is a variant. You must receive your Dungeon Master’s approval to multiclass.

Though multiclassing has existed in some variation or another since Second Edition, it has always attracted criticisms for allowing players to mix and match different combinations to create unbalanced characters and encouraged ‘min-maxing’. The edition that shall not be named attempted to resolve the problem by effectively destroying the multiclass mechanic. As generally happens when someone destroys a longstanding tradition of a beloved game, the change was hated by most fans.

Realizing the error of their ways, the developers took a complete 180° turn on the matter when it came to designing Fifth Edition. They eliminated virtually all the restrictions on multiclassing and divested themselves of all responsibility for player shenanigans by slapping the ‘variant’ label on it, leaving discretion for the use of this mechanic up to the Dungeon Master. Some DMs, for any number of reasons, do not allow multiclassing, and that’s their prerogative. Be sure to check with them before making a multiclassed character.

Unique Themes for Unique Characters

Many DMs—including ourselves—are happy to allow multiclassing where a character has shown a compelling reason for it, and discourage it when it is simply done for mechanical purposes. Some classes are easy to multiclass into without much build up, like someone who has been learning to fight dirty taking a level in rogue or someone who’s been using magic finding that it has awakened their sorcerous power. Other classes are less easy to justify becoming—one doesn’t simply become a warlock without ever having encountered or sought out an entity who could become a patron.

With this in mind, we will take class themes and roleplaying into consideration when discussing multiclassing options below, including how well the themes might go together.

How Do I Multiclass?

The rules for multiclassing are explained in chapter 6, “Customization Options”, in the Player’s Handbook, including the prerequisites you must meet in order to advance in another class and how certain class features stack or do not stack. We have already written articles explaining the more confusing interactions: multiclass spellcasting and calculating Armour Class (AC) when you have multiple versions of Unarmoured Defence. There are a few other points that can be confusing for players new to multiclassing, outlined below.

  • You Add Levels Together For Tracking Advancement. Regardless of how many levels you have in however many classes, you always combine them to determine your total level and the experience points needed to advance to the next level. For example, if you have two levels in cleric and two levels in paladin and you want to gain a third paladin level, you must first accumulate enough experience to reach 5th level, not 3rd level. Your total class level also determines your proficiency bonus, so the cleric/paladin above would have a proficiency bonus of +3 for being a 5th-level character.
  • You Can’t Multiclass Into The Same Class. Many people have inquired about doing this in order to gain the perks of another subclass of their existing class. Unfortunately, it doesn’t work that way.
  • You Must Meet Your Current Class’ Prerequisites To Take Levels In Another Class. For example, if you are a fighter who wishes to take levels in wizard, you not only need Intelligence 13 to become a wizard, you also need either Strength 13 or Dexterity 13 to multiclass as a fighter.
  • You Must Meet Ability Score Prerequisites With Your Base Statistics. As confirmed by Jeremy Crawford, the developers intended for ability score prerequisites to be based on non-temporary scores. In other words, slapping on a headband of intellect to have a higher Intelligence score doesn’t qualify you to multiclass into wizard, nor does wearing gauntlets of ogre power qualify you to become a barbarian.
  • You Don’t Get Multiple Extra Attacks. If you have levels in two classes that grant you the Extra Attack feature (for example, barbarian and ranger), you do not gain the ability to make three attacks as part of the Attack action. (The ability to make more than two attacks as part of the Attack action is exclusive to fighters of 11th level or higher, whose Extra Attack feature explicitly states that they may do so.)

How To Pick A New Class

Now that we’ve covered some of the common mistakes, we can move on to some of the more fun stuff. In this section, we’ll look at how to select the right class.

Suggestion 1: Pick A Class That Has The Same Primary Attributes

If you’re a sorcerer and you want to get access to some healing spells, you may think that you should take one or more levels in cleric. Certainly, there’s nothing wrong with such a decision, especially if you have a compelling roleplaying reason for taking cleric levels. However, another option that may work better for you would be to instead take levels in bard. Bards have the same primary attribute as sorcerers (Charisma), and so you won’t need to boost your Wisdom in order to get good use out of your healing spells.

Suggestion 2: Pick A Class That Covers Your Weaknesses

Every class has its weaknesses. Many spellcasting classes leave you with lower AC, while many martial classes have no reliable way to maintain battlefield supremacy or handle groups of enemies. Multiclassing gives you an opportunity to expand your abilities to cover your strategic shortcomings. If you’re a wizard with low Constitution, a dip into fighter could get you access to some decent armour and a higher hit die, as well as Second Wind, greatly improving your toughness.

Suggestion 3: Pick A Class With Synergistic Abilities

Different classes are designed around different playstyles, but their abilities can be equally valuable to other classes. If you are a fighter who shares the front line with other characters, taking a rogue level to get Sneak Attack will make you especially deadly because you will regularly have another character within 5 feet of your target. Likewise if you are a barbarian who already uses Reckless Attack every turn to get advantage on attack rolls with Strength-based weapons, that rogue level will really help with damage output (provided that you use a weapon with the finesse property).

Suggestion 4: Avoid Classes That Have Mutually Exclusive Abilities

There are not very many class combinations that don’t work well together, but many don’t work as well as they may initially appear. For instance, an Arcane Trickster who opts to take some barbarian levels for that juicy d12 hit die and the ability to add even more damage to their attacks while raging will be disappointed if they thought they could also cast their spells at the same time, since raging barbarians can’t concentrate on spells. Likewise with a fighter who is partial to heavy armour, as it is also mutually exclusive with the rage feature. Rogues and fighters can certainly get many benefits from multiclassing as a barbarian, but it may require that they give up other perks.

Suggestion 5: A One/Two/Three Level Dip May Be All You Need

Unlike in previous editions like Third Edition, where you suffered penalties to all XP you gained if there was a significant difference between the levels you had in multiple classes, Fifth Edition leaves you free to take only a few levels from other classes. If you are a wizard who wants to hold up to punishment better, one level in fighter gets you armour proficiencies and Second Wind, two levels gets you Action Surge (which lets you cast a second spell that turn), and a third lets you take the Eldritch Knight fighter subclass that allows you to learn two more cantrips and three more spells—better than you would get by taking another level of wizard.

Other classes require even less of a dip. Two levels in druid gets you access to the druid subclass of your choice, allowing you to jump up to CR 1 wild shape options if you go Circle of the Moon. Clerics only need a one-level dip to grant some very nice Divine Domain features—a single level of Life Cleric grants heavy armour proficiency and more effective healing spells. Yes, please!

Going beyond three levels in a class may be something that you consider for some classes (a rogue may really want the fighter’s extra attack). The only major caveat to this is that, if your main class is a spellcaster, you will need at least 17 levels in that class in order to gain access to its top-level spells. This is the case even if your other class is also a spellcaster, since you always know/prepare spells for each class as though you were a single-classed character (for more about this, check out our article on multiclass spellcasting).

Rating Combinations

In this section, we’re going to look at how useful it is to add levels of one class to another. The entries are listed in alphabetical order first by starting class, then by the additional classes that you can add. There are no restricted class combinations; you can combine any class with any class as long as you meet the prerequisites of both.

We have colour coded the different options for ease of reading. Red is awful, and should be avoided unless you have a very compelling story reason for it. Green is for a decent choice, either because it’s a combination that is sensible to each class or because they have synergy. Blue is like green, except that the combination has one build with thematic or mechanical synergy that stands out as superior. Gold is a great combination, with overall strong thematic connections and abilities that compliment each other perfectly. Ratings are subjective to the main class, not an objective assessment of the class combination itself; the same class combination may have different ratings based on which class is your primary focus, depending on how useful it is in comparison to other options.

To read the justification for the ratings, click on the arrow beside each class.

Barbarian

The greatest benefit with multiclassing as a barbarian is that the class is fairly limited in focus and nearly every other class can add something new to your playstyle. The greatest obstacle with multiclassing as a barbarian is that your Rage feature makes you unable to cast or concentrate on spells, making full-spellcasting classes a less appealing option. Barbarians benefit strongly from Strength and Constitution, and should also keep their Dexterity relatively high for better AC and initiative.

  • Bard.  
  • Cleric.  
  • Druid.  
  • Fighter.  
  • Monk.  
  • Paladin.  
  • Ranger.  
  • Rogue.  
  • Sorcerer.  
  • Warlock.  
  • Wizard.  

Bard

The greatest benefit with multiclassing as a bard is that the class is a very well-rounded foundation for whatever build you want to make. The greatest drawback of multiclassing as a bard is that you want to have at least five or six levels in the class (depending on what you’re building) in order to get the most out of the investment, which can delay progression in other levels. Bards should always make Charisma their highest ability.

  • Barbarian.  
  • Cleric.  
  • Druid.  
  • Fighter.  
  • Monk.  
  • Paladin.  
  • Ranger.  
  • Rogue.  
  • Sorcerer.  
  • Warlock.  
  • Wizard.  

Cleric

The greatest benefit with multiclassing as a cleric is that you will already have your first Domain feature and a solid basis for who your character is. The greatest drawback of multiclassing as a cleric is that it delays your access to higher-level cleric spells. Clerics should always have a high Wisdom score.

  • Barbarian.  
  • Bard.  
  • Druid.  
  • Fighter.  
  • Monk.  
  • Paladin.  
  • Ranger.  
  • Rogue.  
  • Sorcerer.  
  • Warlock.  
  • Wizard.  

Druid

The greatest benefit to multiclassing as a druid is that they get a lot of mileage out of Wisdom-based abilities. The greatest drawback of multiclassing is that it delays progression in the druid’s own class abilities, which become less effective if you don’t keep your levels up. Druids should always have high Wisdom.

  • Barbarian.  
  • Bard.  
  • Cleric.  
  • Fighter.  
  • Monk.  
  • Paladin.  
  • Ranger.  
  • Rogue.  
  • Sorcerer.  
  • Warlock.  
  • Wizard.  

Fighter

The greatest benefit to multiclassing as a fighter is that you get more ability score increases, allowing you a wider range of options because you can get the requisite ability scores. The greatest drawback to multiclassing as a fighter is that it delays access to the unique benefit for fighters that makes the class so strong: the additional extra attacks, with even a single level elsewhere costing the coveted four attacks per Attack action. A fighter’s highest statistic should be Strength (for melee fighters) or Dexterity (for finesse/ranged fighters).

  • Barbarian.  
  • Bard.  
  • Cleric.  
  • Druid.  
  • Monk.  
  • Paladin.  
  • Ranger.  
  • Rogue.  
  • Sorcerer.  
  • Warlock.  
  • Wizard.  

Monk

The greatest benefit to multiclassing as a monk is that you very quickly get a way to use all of your actions in a round with the Ki feature, allowing you to focus your efforts on improving what you can already do. The greatest drawback to multiclassing as a monk is that it delays making the best use of your monk features, which scale with your monk level. A monk’s highest ability score should be Dexterity.

  • Barbarian.  
  • Bard.  
  • Cleric.  
  • Druid.  
  • Fighter.  
  • Paladin.  
  • Ranger.  
  • Rogue.  
  • Sorcerer.  
  • Warlock.  
  • Wizard.  

Paladin

The greatest benefit to multiclassing as a paladin is that the class is so robust that it can form a solid foundation for any build you want to pursue that would improve your performance in a given party role (such as tanking, damage dealing, or supporting). The greatest drawback to multiclassing as a paladin is that you already have three abilities you will be trying to focus on, which limits your options. Paladins should always have a high Strength and Charisma.

  • Barbarian.  
  • Bard.  
  • Cleric.  
  • Druid.  
  • Fighter.  
  • Monk.  
  • Ranger.  
  • Rogue.  
  • Sorcerer.  
  • Warlock.  
  • Wizard.  

Ranger

The greatest benefit to multiclassing as a ranger is that the first five levels of this class are actually quite strong before they give way to dead levels that make multiclassing not only viable, but also smart. Seriously, there’s no reason to not multiclass. Oh, you lose out on the capstone ability that was so underwhelming that it was retconned in the Revised Ranger to be a 1st-level feature? Hang on, we may have a care just tiny enough for that tucked in some corner of our pocket… nope. Rangers need high Strength (if you plan on swinging a big sword) or Dexterity (if you plan on going the Drizzt two-weapon fighting build or the archer method).

  • Barbarian.  
  • Bard.  
  • Cleric.  
  • Druid.  
  • Fighter.  
  • Monk.  
  • Paladin.  
  • Rogue.  
  • Sorcerer.  
  • Warlock.  
  • Wizard.  

Rogue

The greatest benefit to multiclassing as a rogue is that it offers a solid foundation with excellent bonus action options that can form the basis for any strategy. The greatest drawback to multiclassing as a rogue is that rogue abilities are level-dependent and any deviation from the class delays improvement of the features. Rogues should have a high Dexterity.

  • Barbarian.  
  • Bard.  
  • Cleric.  
  • Druid.  
  • Fighter.  
  • Monk.  
  • Paladin.  
  • Ranger.  
  • Sorcerer.  
  • Warlock.  
  • Wizard.  

Sorcerer

The greatest benefit of multiclassing as a sorcerer is that you’re effectively a weaker wizard that comes with a wider skill set that works better with other classes. The greatest drawback to multiclassing as a sorcerer is that it delays your spell progression. Sorcerers should have a high Charisma.

  • Barbarian.  
  • Bard.  
  • Cleric.  
  • Druid.  
  • Fighter.  
  • Monk.  
  • Paladin.  
  • Ranger.  
  • Rogue.  
  • Warlock.  
  • Wizard.  

Warlock

The greatest benefit of multiclassing as a warlock is that your Pact Magic feature gives you spell slots that are in addition to those you gain with the Spellcasting feature from other classes, as opposed to contributing to your cumulative level on the Multiclass Spellcasting table (PHB 164). The greatest drawback to multiclassing as a warlock is that it is difficult to pair the theme of the warlock with certain other classes. Warlocks should have high Charisma.

  • Barbarian.  
  • Bard.  
  • Cleric.  
  • Druid.  
  • Fighter.  
  • Monk.  
  • Paladin.  
  • Ranger.  
  • Rogue.  
  • Sorcerer.  
  • Wizard.  

Wizard

The greatest benefit of multiclassing as a wizard is that even just a few levels can make a huge difference in the long run, allowing you to then continue advancing the wizard class without falling too far behind in your highest-level spells. The greatest drawback to multiclassing as a wizard is that you only have a few levels to play around with before you lose out on getting access to 9th-level spells. Wizards need high Intelligence.

  • Barbarian.  
  • Bard.  
  • Cleric.  
  • Druid.  
  • Fighter.  
  • Monk.  
  • Paladin.  
  • Ranger.  
  • Rogue.  
  • Sorcerer.  
  • Warlock.  

Do you have a great story about multiclassing? Leave a comment below! We’d love to hear from you!

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Special thanks to commenters BetaMax-Arcana and Anonymoose for their suggestions on improvements for different sections of this article!


Art credit: “Multiclass”, artist unknown (© Wizards of the Coast)


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45 thoughts on “D&D Tips: Multiclassing Like A Pro”

  1. Hey there, I wanted to ask if there may be an update regarding the new Artificer class or if the new subclasses may be involved from Tasha’s Cauldron to everything. Just asking to be curious.

  2. So I was wondering, I’m playing a sorcerer who has the Infiltrator’s Key and has attuned to it. We don’t have a rogue in our party, and we probably need one. I tend to use a dagger fairly often, as for some reason I have horrible luck with spells. So, once the Infiltrator’s Key awakens and I can use it as a dagger, would it be worth it to grab a level or two of rogue?

    1. Hi Galiana,

      Thanks for your question!

      First of all, there’s no class that is really needed in Fifth Edition. There is enough versatility between archetypes and various class features that pretty much any composition of classes can lead to a balanced party, depending on how they are built. If you are going to multiclass, you should do so because you want to.

      If you are looking for a class that allows you to use martial abilities, rogue is certainly an option, especially since you’re likely to have a higher Dexterity score than a Strength score. It will also give you Sneak Attack, which can make your weapon attacks pretty strong right off the bat. A Dex-based fighter could also work, since you already have the thieves’ skills proficiency with the Infiltrator’s Key and don’t need to go rogue to get that. You could then transition your sorcerer spell selection to more utility choices like invisibility and misty step, which don’t require that you make a successful attack or the enemy fails a save.

      Though really, unless you’re Wil Wheaton, I would think that ‘bad luck’ is going to be pretty temporary and it may be worthwhile for you to stick it out with the sorcerer. They get to be a very, very fun class when they hit their stride.

      Before I close off, I’d maybe suggest that in the future when you reference an item that doesn’t appear in the Dungeon Master’s Guide that you also share where the person answering your question would find it. I haven’t had time to fully look through my copy of Explorer’s Guide to Wildmount, so I was fortunate to find it as quickly as I did.

      Best,
      the Archmage

  3. Oh, as a followup – because I didn’t say enough already – it would be nice to see this article flipped upside down; rather than look at how all the classes combine, perhaps look at some of the more popular character “archetypes” and discuss some of the better multi-class
    combinations from a mechanical perspective. For example:

    Archer: take fighter or ranger and add x levels of rogue(scout); or go arcane archer like so…

    etc.

    Thanks again.

  4. I love your latest response to Victor. I have been working on a character concept for years that I dubbed the “Elven Bladedancer” – an elite order of elven “troop” that mixes divine (paladin) with arcane with the unique artistry of battle that can only be Elven in nature. In Pathfinder, I built this as a Monk/Paladin/Bard/Ninja – which all brought features that fit together to mold the character’s *concept* – and got a bunch of crap from other players at the table who couldn’t see past the fact that “Bladedancer” wasn’t a “class” – and what the hell am I anyway? Class is a tool to build the character you want with the features you want – it is not your “job” as you say. Hell the tagline on the PHB says it directly “Everything a player needs to create heroic characters…” it doesn’t say “to pick from the archetypes inside.”

    Now, in D&D 5e I see a potential path to this concept by combining Paladin of Ancients (8-11), Swashbuckler (4-7) (because the bladedancers are unparalleled dex-based swordsmen) and Bladesinger (4-5) (to pick up the arcane/performance aspects/smite slots) from SCAG. Bladesinger is a bit of a stretch, but there doesn’t appear to be any bard options that give a “performance-based” combat improvement to the bard itself.

    It is completely MAD because of the need for str/int just to qualify (while the build wants dex/cha primarily) – but in the name of roleplaying, do you need to max every stat anyway? Bard could still be substituted for Bladesinger to alleviate the int requirement, but from a mechanical perspective there is virtually no synergy between Paladin/Rogue and Bard, the spell choices are inferior for the concept (self buffing) and you probably can’t get bard to 6th in any case. And as mentioned it’s lacking the entire flavor piece of being able to say “ok, I’m starting my bladedance” (which is just a reskinned bladesong). You could just do it, but it’s nice to get an actual mechanical thing so you don’t just look like an eccentric. 😉

    At “low levels” – it’s fairly competitive. If you go “even” Pa2, Ro3, Wiz3 – you get divine smite, caster level 4 (same as straight pal), swashbuckler special sneak attack (+2d6 helps to make up for losing the extra attack), +cha to init, and +int to AC, 2nd level mage spells (think mirror image for more crazy defense plus sick cantrips). From here you have options. Pushing to 5 in any class is viable, netting you an ASI and either: more attack damage and uncanny dodge; 3rd level wiz spells; or extra attack. Perhaps now you are 5/5/5 – push paladin up to 8 for the save bonus/spell resistance/ASI; or rogue to 7 for evasion. You get a lot of this stuff late compared to single classing for sure, but you have the full flavor of your class by level 7, and *every* level adds something useful all the way to 20. (If it didn’t jump out at you, this is actually a twist on the classic D&D Elven Fighter/Mage/Thief that hearkens all the way back to the original game!)

    Finally, in general, I don’t agree with your “red” assessment of rogue + paladin. If you want to play your paladin “as a rogue” – i.e. with more of a lean towards glass cannon than tank, it is a very fine fit – simply a different playstyle. You will likely ditch the heavy armor, and probably even the medium (though you don’t *have* to if you don’t care about stealth). The 13 str is admittedly a flat loss, as you will absolutely favor dex and use finesse weapons, and that alone should admittedly keep the combination from being gold, but what any melee class gains from rogue is undeniably great. Extra bonus options, uncanny dodge at level 5 for half damage, evasion at level 7 (take Paladin 1st for wis saves and then rely on high dex, your aura and evasion to protect you from most dex saves), plus the extra damage. Instead of thinking of it as a “defensively weak” paladin – think of it as a rogue with offensive/defensive bonuses from paladin. Your biggest gripe to the combo is listed as thematic fit, but to me the rogue’s ability with sneak attack is a factor of skill and precision – I simply see it as the very pinnacle of swordsmanship (Grey Mouser anyone?) – being able to find the weak point and inflict extra damage compared to someone less skilled. From this perspective, it can be a thematic fit with anyone who picks up a rapier. Rogue does not have to mean ‘thief, cutpurse, criminal’ – necessarily, again cycling back to “class is not your job”.

    Thanks for reading my wall of text. 😀

    1. Thank you for your comment!

      For an elven blademaster, I might humbly suggest a warlock of the Archfey with the Pact of the Sword. If you really like, and if your DM allows multiclassing, you can add some paladin of the Ancients levels to that for the smiting. Magic is magic is magic, whether it comes from within, from the Weave, from Powers (gods), or wherever. You can flavour as you like.

      Best,
      – the Archmage

  5. I liked reading the Ranger bit. Personally, if you aren’t playing Revised Ranger, you shouldn’t play Ranger at all. The single-level dip into Revised Ranger is just too juicy to pass up, even for other martial classes (advantage on initiative, ignore difficult terrain, flat +2 damage bonus on selected Favored Enemy, and advantage on the first turn’s attack on an enemy that hasn’t moved yet? Sign me up, let’s start this party with a bang!).

    I -really- need to make a Belmont build using Ranger, at some point.

  6. Hi there liked the guide. Wanting to make a new character in a Ravenloft style campaign a buddy of mine is coming up with soon and looking for help or tips on the build I’m thinking of. Wanting to do a mostly cleric build with ranger rogue and maybe fighter. Thinking on the lines of Simon Belmont or Von Helsing monster/undead vampire hunter. Wanting cleric for the like holy man healer against evil style and rogue and ranger for the hunting aspect like double prof for perception investigation and ranger for the hated enemy undead. Back story is when my character was young he and his family got attacked by vampires and he was made to watch as his family were killed then had to go to the temple to survive so going for the acolyte background. There began his research and study of his enemy for future revenge. Thanks in advance for any advice.

    1. Hi Victor,

      That’s a lot of classes to try to tackle with one character. While the ability scores shouldn’t be too hard (Dexterity and Wisdom at 13 or higher will qualify for all of the classes), you’re looking at not getting much by way of class features. If your DM is running the official Ravenloft adventure, you should know that it only takes you to level 11 or so; with four classes, you wouldn’t even be able to get to 3rd level in all of them.

      My advice for you would be to try to focus on how you might achieve the same theme with one or two classes. The ranger, for example, is a divine spellcaster. The flavour of the class as presented in the Player’s Handbook might be that of a forest defender, but if you take all that away you have a warrior who uses divine magic and hunts certain creatures with a special kind of fervour. The Monster Slayer archetype in Xanathar’s Guide to Everything would probably be your best bet. Throw in the acolyte background and you’ve got your religious demon hunter. From there, you can multiclass into rogue to improve your skills (and also get that handy sneak attack).

      This follows advice that I have often given out when it comes to character building. That is: your class is not your job. Don’t confuse your character sheet for your resume; it is just the numbers behind the story you want to tell. This also means that not all jobs need to have their own classes. I think this point was best made in the fourth-wall-breaking D&D webcomic Order of the Stick (#209) with the following exchange:

      Elan: So Miko, did you take levels in the old samurai class, or the new one?
      Miko: I did not take any levels in any “samurai” class.
      Elan: Huh? But you said you were a samurai.
      Miko: Yes, that is my position in the heirarchy[sic] of my homeland, but it is a social title, not a core class. My class is paladin, not counting the monk training mentioned earlier.
      Elan: Ohhhhh, I see. So then you took levels in the Master Samurai prestige class.
      Miko: No! No, I did not. Why is it so difficult to believe that I can be a samurai without having a class with the word “samurai” in the title?? Can there not be facets of life that are not defined solely by class?

      Not only is it comedic gold, it’s also an important reminder not to forget that this is a roleplaying game where you can be whatever you want, whether it be a paladin samurai or a ranger holy warrior. Don’t be afraid to get creative.

      Best,
      – the Archmage

  7. I’ve read a lot of multiclass guides over the years. Yours is the best… My “go to” when coming up with a new character. Thanks!

  8. When you say Ranger’s Natural Explorer and Favored Enemy are enormously useful to the exploration part of the game, I do hope you’re referring to the UA Revised Ranger version, because the PHB version of these abilities are practically useless, and won’t even be used in some campaigns.

    1. Thanks for your comment!

      Having a ranger in a group, even one of the regular ones from the Player’s Handbook, can be very useful to many campaigns. For example, in Tomb of Annihilation, a significant portion of the adventure is a hex crawl through primeval, trackless jungle. Getting lost is a real threat—unless you have a ranger in the party. Like with all classes, not all of a ranger’s abilities are going to be helpful in all circumstances, but that doesn’t mean they’re worthless.

      Though I do certainly agree with you that the UA version is markedly better.

      Best,
      – the Archmage

  9. So, I’d just like to note that Divine Smites DO work with Unarmed Strikes, that Sage Advice is actually Jeremy Crawford confirming that Unarmed Strikes are indeed melee weapon attacks, (which work with smites) he’s not saying no here

    1. Thanks! I remember that not being the case for a while, but I see that an errata changed it back in ’17. I must have just misread the Sage Advice when I hunted it down, assuming that it said what the rule was before.

      I’ll update the article. Thanks again!

  10. “The greatest benefit of multiclassing as a sorcerer is that you’re effectively a weaker wizard”
    No, just no.

  11. Lore bard 18 with a 2 level dip in Divination wizard for a master of fate type character with possibly 3 known 9th level spells and the ability to take spells from any class as long as that 20th level is the 18th bard level. Boom you can take your pick of any two 9th level spells in addition to whatever your chose from the bard list. No real need to keep int up as you most likely won’t be casting more than utility spells as non bard spells so you’re free to focus on the bard stats like Charisma and you can have to rolls you’ll almost absolutely know the outcome of. Also the ability to get the best spells in ranger or paladin before they can.

  12. I think the Wizard dip for a Sorcerer is a bit underrated. Basically the greatest weakness of the Sorcerer is the limitation on spells known. A level of wizard lets the sorcerer dump having to know mage armor and shield, so you can trade these out for high level spells. For this there are indeed arguably better options. However you also get to learn situational spells you otherwise could never invest in like feather-fall (not useful often, but when you need it you really need it) as well as ritual casting of detect magic and identify, which somebody in the party should have. Level one is full of spells that don’t depend on one’s intelligence score. You also get to basically end up having all the Sorcerer/Wizard cantrips you could ever want (and I never quite get as many as I want). The major trade off is slower spell progression and needing a decent intelligence score both to multiclass and have a worthwhile number of spells prepared.

    Overall it doesn’t add the breadth of other dips, but it adds depth by letting you do the most sorcerer things, and not being able to take as many Sorcerer options as you want is the bummer of Sorcerers.

  13. I have a quick question. I’m starting a new campaign soon; we’re all starting at level 1, and I want to multiclass a Tiefling Druid/Bard. When you were talking about having high Charisma for that class combination, could you compensate higher Bard levels with the Charisma bonus you get from being a Tiefling?

    1. Hi Julia,

      I presume you mean that you intend to eventually multiclass, as opposed to starting as a druid 1/bard 1, which would make you a 2nd-level character.

      A character who intends to be an effective caster should be pushing their primary casting ability to at least 16 as early as possible, if not higher. This is in order to ensure that your spell attacks hit, your spell save DCs are high enough, and you can prepare an appropriate number of spells (if you are a class that prepares spells). Additionally, the core mechanic that makes bards so helpful to the party is Bardic Inspiration, which has a limited number of uses equal to your Charisma modifier. It is possible to have a sufficiently high Wisdom and Charisma to be an effective druid/bard but, unless you have rolled exceptionally good stats, it will result in you having a lower Constitution and Dexterity score, which are two important secondary stats.

      I suppose a Circle of the Moon druid would have less need of Constitution and Dexterity since they will often be wildshaped, but then the fact remains that you can’t cast spells in wild shape so you’re doubling down on something you won’t often be using.

      And remember as well that you need to meet the ability score prerequisites of both classes in order to multiclass. So to start gaining bard levels as a druid (or vice versa), you need Wisdom and Charisma at 13 or higher. Again, it’s possible (especially with the tiefling attribute bonus), but you have to consider what you’re sacrificing to get this. If it is something you really want for your character, go for it, but maybe be prepared for people to be confused by the decision.

      I think that answers your question, but I admit that I’m not entirely sure I’ve understood what you mean when you say “compensate higher Bard levels with the Charisma bonus you get from being a Tiefling”. Level, class, and race are all distinct features that are fairly independent of each other. You generally don’t compensate for one with another.

      Best,
      – the Archmage

  14. A few things to highlight Druid/Cleric multiclassing. The way prepared spells work with both, you can get a lot of spells prepared. With a 16 Wisdom and just 1 level on each. You have 8 prepared spells at level 2.
    Also, there is a lot of similar spells between the two. At a higher level, you can get 3 levels in one. Assuming you have 18 Wisdom at this point. You can get prepare 7 more spells. 4-5 of which could be low (1st and 2nd) level but useful spells each share. This frees you up to prepare 4-5 higher level spells on the main class.

  15. Just a thought about your commentary on the Bard/Rogue combination. You talk about going further than one level in Rogue is a bit of an issue due to the Bonus Action being used by Bardic Inspiration. This is rendered moot by the College of the Sword as they use their inspiration dice primarily on themselves for the Flourishes. A College of the Sword Bard would absolutely LOVE a 3 Level dip to get to Swashbuckler Rogue. You not only get the 2d6 advancement to sneak attack, you gain the additional criteria for sneak attack and initiative boost with Rakish Audacity, making it more versatile. You also get Footwork which basically means your Cunning Action doesn’t NEED to be for disengage as long as you’re only dealing with the one foe you attacked. Its pretty sweet.

    1. Thanks for your comment!

      That’s a fantastic combination. We’ve updated the article to highlight this.

      Best,
      – the Archmage

  16. Hey. Awesome read but I am curious as to how the Sorcerer/Fighter combo is able to cast 3 spells per turn. I get Quickened gives you a bonus action spell but where are the other 2 cantrips coming from if I may ask. My brain may just be overlooking this detail and can’t notice.

    1. Hi Enoch,

      The three spells cast are as follows:

      1) A quickened spell using your bonus action.
      2) A cantrip using your action.
      3) A second cantrip using a second action gained with the fighter’s Action Surge feature.

      Best,
      – the Archmage

      1. Or, as I have recently found out, you could Quicken Spell a cantrip, preferably Eldritch Blast, then cast it a second time, THEN cast it a THIRD time using Action Surge.

  17. In the rogue section, under fighter, you mention the riposte maneuver as a great choice to get more sneak attack damage, which is definitely true! However, both opportunity attacks and the riposte maneuver use your one reaction for the round, so you can’t get sneak attack for an opportunity attack and a riposte during the same round. It’s still a great combination, because riposte gives you another chance for a reaction sneak attack, even if your enemies are good at avoiding opportunity attacks.

    This article is a great resource, thank you for it!

    1. Thanks for your comment!

      You are quite correct. I have updated that section to ensure that people remember the action economy.

      I’m happy you found the resource helpful. Please let me know if there are any other topics you would like us to write about!

      Best,
      – the Archmage

  18. I don’t know why, but I have always loved playing multiclass characters.

    It all started with a D&D Sega game Warriors of the Eternal Sun. It was 1st ed and the Elf was a Fighter/Mage.

    2nd I played a Fighter/Mage Bladesinger.

    3rd I didn’t multiclass, but powered to Prestige Classes so it was kind of the same.

    4th never worked for us. We tried a few times, but…

    5th I played a Vengence Paladin / Favored Soul Sorceress through Curse of Strahd and absolutley loved.

    We are doing Tomb of Annihilation and I’m playing a Revised Ranger Beastmaster / Healing Cleric. It is ok, but I miss my Sorcadin.

    Thoughts?

  19. So if I wanted to multiclass my lvl 1 rogue with fighter shall I level him to level 3 and then multiclass him with fighter?

    1. Hi Asgarh,

      Thanks for your question!

      You can multiclass whenever you meet the prerequisites outlined above, including having the approval of the Dungeon Master. If you meet the prerequisites at 1st level, you can multiclass as early as 2nd level to get quick access to fighter abilities (such as your choice of Fighting Style). If you would like to hold off on multiclassing until you get your 3rd level in rogue and access to the archetype of your choice, that is perfectly fine as well.

      I recommend that you consider what you want to get out of the character, both through the mechanics and also through the character’s nature. If they feel they’re getting beaten up a bit too often and want to practice their combat abilities, taking a level of fighter is a good way to reflect that training. If they feel they should work on their subterfuge, advancing as a rogue may be the better choice.

      Best!
      – the Archmage

  20. Prior to the release of Sword Coast Adventures, I was looking to play a swashbuckling adventurer. I finally decided on the Ranger/Rogue multiclass for the mechanics behind the build, with the role play explanation that he is a precision damage dealing duelist. I am now Ranger 4/Rogue 1, but will be taking up through Rogue 3, at least. Build out is as follows:
    Ranger:
    (1) Favored Enemy – Doesn’t really matter, I took aquatic beasts
    (1) Natural Explorer – I took coasts/marine
    (2) Fighting Style – Dueling, though TWF would also be a good choice
    (2) Spell Casting – This didn’t really fit the flavor of my character, so I limited my spell selection to choices that could be explained as somewhat natural abilities (with my DM’s blessing, of course): Cure Wounds, Hunter’s Mark, Jump.
    (3) Archetype – Hunter (Colossus Slayer) allows more damage to a single, wounded target.
    (3) Primeval Awareness – doesn’t really match the character flavor, so have not used it.

    Rogue:
    (1) Multiclass Proficiency in Athletics and Navigation Tools, instead of Thieves’ Tools.
    (1) Expertise in Athletics, though other skills would work just fine.
    (1) Sneak Attack +1d6 – described as precision damage
    (1) Thieves; Cant – described as sailors’ patois, but effectively serving the same function.
    (2) Cunning Action – no explanation necessary.
    (3) Archetype – Still deciding between Inquisitive for Insightful Fighting or Swashbuckler for Rakish Audacity.

    Freyo is a halfling swashbuckler with a flair for the dramatic and a firm belief in his destiny to be an heroic adventurer. With his scimitar, he dishes out damages as follows:
    1d6+6 (Dex mod + 2 for Duelist fighting style)
    2d6+6 (as above, but including Hunter’s Mark damage bonus)
    3d6+6 (as above, but including Hunter’s Mark and Sneak Attack damage)
    3d6+1d8+6 (as above but including HM, SA, and Colossus Slayer damage bonus)

    I will eventually get one class up to level 5 to get a second attack!

    1. 1. The Rogue does not get Extra Attack.
      2. I’d suggest doing a Rogue 15/Ranger 5 combo.
      3. Do Swashbuckler as it’s best for the thematic and mechanic parts.

      1. Hi, I’d started a new campaign with Halfling Fighter (rapier and shield) before knowing much about multiclassing… But almost immediately I found something about it and my brain have now hard work :D. 2nd lvl is 1st lvl in rogue…

        And now what build I have in my mind:
        5 lvl in fighter
        13 lvl in rogue (probably swashbuckler)
        2 lvl in Ranger (because first 2 lvl in ranger is more than 2 lvl in rogue (for dmg). +1 AC from fighting style, Zephyre strike (advanced attacks and +1d8 to anyone in every attack) or Hunters mark, Colossus slayer and Horde breaker,…

        1d8(rapier) + 7d6 sneak + 1d8 Zephyr stryke (or 1d6 hunters mark) + 1d8 (colossus slayer) + (4-5) dex + 2 as duelant,…
        than 2 attacks + manouvers + Giant Killer + Horde Breakers (so many posibility to multiple attacls and some of them again with sneak

        1. But not sure how to add lvl by lvl… almost sure I want to get to lvl 3 rogue (swashbuckler) then 3 lvl fighter (battle master and riposte) and than I don’t know…

        2. Ajajaj – I’ve done mistake – I need 3 lvls of Ranger to get Colossus slayer to get 1d8 to dmg… So it’s questioned if i’ll take 4. lvl to get more slots and spells because it’s not different if I’ll have 11. or 12. lvl of rogue for number sneak dices

  21. For the Barbarian/Fighter multiclass, I’d insert that at third level, that if one was to take the champion archetype, then the barbarian can do 3-5 damage dice worth of damage with a 19 or 20.

    1. Hi Anonymoose,

      That is a fantastic suggestion! Thank you for suggesting it! I’ll put that in right now.

      Best,
      the Archmage

      1. Of course. Also, the Pact Boon for Warlock is at 3rd level, thus the Bard/Warlock multi class is incorrect.

        1. Correct again!

          I’m not sure why we included that aside regarding Pact Boons for a two-level dip into warlock, but I have removed it.

          Best!
          the Archmage

          1. Finally, for the Monk/Warlock, I’d also note that the Shadow Monk can benefit from having the Devil’s Sight and a few extra tidbits if they take a two-level dip, especially since they’d most likely be using Darkness via ki points and it’d be useful to see through your own darkness.

          2. Another suggestion: 1 Level of Life Cleric and 1 Level of Druid, and taking Goodberry.

            That can heal a total of 40 HP with a 1st Level Spell Slot.

  22. I actually really like Life Cleric 17/Lore Bard 3, in at least one case: A doctor with a good bedside manner, designed as a standard fantasy staff chick. They take up the faith to be better able to help people (and thus start as a cleric), and end up learning music from a traveling minstrel to soothe their patients (hence the 3 levels in bard). It’s a bit MAD, but you can dump Str if you give them an attack cantrip, and you should have enough points for viable (but not stellar) Dex & Cha. The lower Cha isn’t as much of an issue as it might seem, since Bards have a decent selection of low-level spells that don’t use their casting ability.

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