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Unfortunately, with around 14 canonical Classes in D&D 5ealone, and with almost no limit as to how many Classes a character can dip into, the idea of Multiclassing can be quite overwhelming for beginners. Thankfully, a little tinkering can help players arrive at “meta” versions of the best multiclassing combinations in D&D.
Updated September 2, 2022 by Rhenn Taguiam: With the rest of 2022 marking the release of Spelljammer: Adventures In Space and Dragonlance: Shadow Of The Dragon Queen as upcoming Dragons & Dragons 5e adventures, it makes sense for D&D 5e fans to want a headstart into planning the characters they’d make to conquer the challenges in these books in no time. To those who plan on Multiclassing, ideal options to consider include Artificer-Cleric, Barbarian-Fighter, and Bard-Paladin Multiclasses to maximize both survival and utility offerings.
12 Any Class, Up To Fighter 11
Multiclass Option: Fighter Requirement: Strength 13 or Dexterity 13
Of all Multiclassing Combinations in D&D 5e, dipping into Fighter is almost always a safe choice. While the Fighter has an immense lack of explosive skills and abilities compared to its peers, the Fighter does hold potential in its many features.
Perhaps the only limiting factor to dipping into Fighter is its prerequisite. While Strength 13 or Dexterity 13 isn’t too high of a number to reach, a Class can only meaningfully dip into Fighter if DEX and STR aren’t their dump stats. To avoid compromising their original Class, players should probably dip up to Fighter 11.
Fighting Style (Fighter, Level 1) can provide any Class with a way to incentivize their preferred weapon playstyle. Action Surge (Fighter, Level 2) provides an extra action per Long Rest, which comes with another attack on top of that character’s Extra Attack. Martial Archetype (Fighter, Level 3) gives access to a Fighter Subclass, which in itself further diversifies playing style. Ability Score Improvement, Martial Versatility (Fighter, Level 4, every other level) gives players a choice of either improving an Ability Score, getting a Feat, or improving upon a Fighter feature. This adds remarkable player flexibility. Extra Attack (Fighter, Level 11) gives players yet another Extra Attack, meaning they have a minimum of three Attacks in a single Action on top of a Bonus Action and an Action Surge.
11 Any Charisma Class Pairing
Multiclass Option: Bard, Paladin, Sorcerer, Warlock Requirement: Charisma 13
If a player looks into the Multiclass Prerequisites in the game, they’d notice that almost all Ability Scores except Intelligence and Constitution are assigned across groups of four Classes. And of those groupings, it’s the Charisma Classes that seem the most fluid and creative with regards to the Multiclass options. Inside this particular group are the Bard, Paladin, Sorcerer, and Warlock Classes - all Classes that feature their own unique brand of Spellcasting.
Unlike other Classes, it’s perhaps extremely useful to capitalize on pairing these Classes with each other given the synergy their Class Features have. Limitations on dips depend on what kind of build players are going for, but it might help to consider stopping once any of these Features are attained:
Subclass/Archetype, which in itself gives the character a whole host of options depending on the Class to be dipped. Bardic Inspiration (Bard, Level 1) endows a target with a d6 that they can add to any d20 roll within 10 minutes in the game. Jack of All Trades (Bard, Level 2) which lets them add half their Proficiency Bonus to any Ability Check that won’t include it. This is extremely useful in any sort of Ability Check, particularly when dungeoneering. Lay On Hands (Paladin, Level 1) which lets the Paladin share a healing pool of Hit Points totaling their Paladin Level x 5. This extra healing is in itself a good reason to dip high into Paladin. Fighting Style (Paladin, Level 2) gives players an additional Fighting Style to further improve their approach in combat. Metamagic (Sorcerer, Level 3) which endows a player’s Spellcasting with up to two options. These almost always modify the conditions of a spell to have bizarre and sometimes explosive effects. Eldritch Invocations (Warlock, Level 2) give the player extra abilities outside their Spellcasting. These often have effects that modify the way certain spells are cast, to the benefit of the Warlock. Pact Boon (Warlock, Level 3) which gives the Warlock expanded abilities depending on the kind of pact they establish with their patron. These include summoning familiars, gaining cantrips, and boosting their luck.
10 Battle Smith Artificer / Up To War Cleric 1
Multiclass Option: Cleric Requirement: Wisdom 13
Despite being inventive versions of Wizards, the Artificer is still known for its rather squishy builds. Thankfully, the Battle Smith Artificer subclass exists to give Artificers at least a bit of an edge in the defensive department. Save for this, however, a Spellcasting-focused Class like the Artificer might be hard to pair with other Classes, since multiple dips can forfeit Ability Score Increases to Intelligence.
Thankfully, even a single dip into the Cleric Class, specifically the War Cleric subclass, can be beneficial. Dipping a single level alone can give the Artificer a massive boost into defenses, such as access to marital weapons, heavy weapons, and a few nifty extra offensive options without packing an excessively-high Wisdom Score.
Spellcasting: Aside from the typical Spell list of the Artificer, they also gain the Spell list of the Cleric. At 1st-Level, the Artificer can now gain 3 Cantrips and 2 1st-Level Spells from the Cleric Spell List. Bonus Proficiency: The Artificer can benefit from wearing heavy armor and martial weapons, potentially boosting their overall Armor Class and potential damage on melee. This gives a defensive boost to the Artificer, transforming them into a viable mid-to-close-range fighter. War Priest: Under the War Domain, the Cleric gets another melee attack as a Bonus Action if they perform the Attack Action in turn. The Cleric can use this a number of times equal to their Wisdom Modifier, wherein they regain expended uses after a long rest.
9 Storm Barbarian / Up To Echo Knight Fighter 3
Multiclass Option: Fighter Requirement: Strength 13 or Dexterity 13
Raging Barbarians specialize in tapping their Rage to deal massive amounts of damage which, when paired with the right Multiclass, can transform them into specialized juggernauts. However, it’s important to remember that dipping into even a single level of another Class will inhibit access to the Barbarian’s Level 20 ability that can let players get a 4-point boost to both their Strength and Constitution Scores and get them a limit of 24.
As such, one of the more worthwhile ways of capitalizing on this loss of a capstone is by compensating with a Fighter dip. Particularly, getting an Echo Knight subclass for this Multiclass allows Barbarians to diversify the way they approach their melee attacks. Unleash Incarnation alone allows Barbarians to attack from multiple points at once, further allowing them to deal more damage.
Fighting Style: While the Barbarian may already have access to a Fighting Style, the Fighter provides yet another Fighting Style that can further enhance the combat potential of the Storm Barbarian. This is extremely useful to ensure their flexibility in combat. Second Wind: The Barbarian can now use the Fighter’s Second Wind to spend a Bonus Action to gain 1d10 + Fighter Level Hitpoints. This isn’t much, but this can be very useful in dire emergencies. Action Surge: The Barbarian can use the Fighter’s Action Surge to gain another Action they could use for various means. Echo: The piece de resistance of the Echo Knight, the Barbarian can now use Manifest Echo to create a clone that can do a variety of actions and unleash yet another melee attack via the Echo whenever they use the Attack Action via Unleash Incarnation.
8 Valor Bard / Up To Devotion Paladin 2
Multiclass Option: Paladin Requirement: Charisma 13
While they do have a reputation for being romantic, Bards specialize heavily in their Spellcasting abilities, making it quite difficult to have them benefit from weapons and heavy armors. Not only that, but Bards need to get to at least Level 15 to maximize the dice pools for their Bardic Inspiration, and Level 17 to access 9th-Level Spells.
In this regard, one of the most practical options of Multiclassing a Bard is getting two dips in Paladin, specifically the Devotion Paladin. A Valor Bard that does this greatly boosts their combat potential, especially since they can now access Divine Smite alongside a plethora of nifty benefits.
Divine Sense: The Bard can now use an Action (up to 1 + CHA Modifier per long rest) to detect any Undead, Fiend, or Celestial within 60 feet of them. This is extremely useful, given that many usual enemies in campaigns tend to be these types. Lay On Hands: Given that this build lasts up to Paladin 2, Bards may be able to heal anyone for an additional 10 Hitpoints in between long rests. Fighting Style: Thanks to Fighting Style, the Bard can now have a more specialized role in combat depending on their preferred weapon and combat approach. Divine Smite: Perhaps the most important component of a Paladin’s arsenal, Divine Smite can add an extra 2d8 Radiant Damage to any weapon attack at the cost of a single Spell Slot. Players can add 1d8 for each higher-level Spell Slot used in the process, for a maximum of 6d8 Radiant Damage.
7 Cleric (Any Subclass) / Up To Swashbuckler Rogue 3
Multiclass Option: Rogue Requirement: Dexterity 13
While healers at heart, Clerics specialize in dishing out damage up close as a martial Class. In turn, they benefit greatly from having high Strength for attacks and high Wisdom for their Spells. However, one of the most unique dips players could do is get five levels in Rogue, particularly the Swashbuckler subclass.
With this, the Rogue’s innate Initiative boosts allow Clerics to get in combat first, allowing them to heal allies in need of health much faster. Not only that, the Swashbuckler’s features such as Rakish Audacity and Fancy Footwork can further boost the Cleric’s performance in melee.
Sneak Attack: This allows the Cleric to deal extra 1d6 Damage if they have Advantage, which is voided if another enemy of the target or an ally is adjacent to them. Cunning Action: Players can spend a Bonus Action to Dash, Disengage, or Hide instead of taking up a whole Action. Fancy Footwork: A creature targeted by a melee attack from the player won’t be able to make Opportunity Attacks against the player. This is extremely useful against bosses and other powerful foes. Rakish Audacity: This gives players a bonus to Initiative Rolls equal to their CHA Mod. Not only that, but Sneak Attack now won’t require Advantage if there are no creatures adjacent to the target except for the player.
6 Barbarian, Up To Paladin 6
Multiclass Option: Paladin Requirement: Charisma 13
While a Barbarian taps into their primal rage to ensure they can protect their brethren, the gods can transform them into a mighty Paladin that uses divine fervor to eliminate celestial foes. At its core, the combination of these two sturdy warriors can make for a bloody battlefield. However, practically speaking, a Barbarian could use the more defensive dipping of the Paladin to boost the survival of their party.
In essence, this Multiclass gives the player expanded options on how they can tackle combat. While tapping into Rage can be all-consuming, the few Spell Slots they can allot into Smites can give them additional damage options in combat. Here are other things to consider:
Divine Smite (Paladin, Level 2) which gives the Barbarian/Paladin a means to imbue at least 2d8 Radiant Damage to an opponent at the cost of a Spell Slot. Depending on the Paladin’s Oath and chosen level, this Smite can become other kinds of Smites with different effects. Channel Divinity (Paladin, Level 3) gives the Barbarian/Paladin a few more combat options they could use. Despite their limited number, the flexibility they provide the Barbarian can give them more battle options outside Rage. Aura of Protection (Paladin, Level 6) which gives allies around 10ft of the Paladin a Saving Throw Bonus provided they remain unconscious. This adds a remarkable defensive option for the Barbarian’s allies, especially at close range.
5 Cleric, Up To Rogue 3
Multiclass Option: Rogue Requirement: Dexterity 13
It’s a common trope for Clerics to be relegated as healers, but their lack of melee viability makes them a bit fragile when up close to the enemy. Thankfully, dipping into Rogue can surprisingly give Clerics the necessary “oomph” they need to outlast enemies with a rather unique method: sheer speed.
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When approaching this Multiclass, it’s important to understand that the Rogue’s first three levels are some of the best Multiclass options available. Given the Rogue’s compatibility with most melee classes, the Cleric can most certainly appreciate the new abilities on top of their already massive healing.
Sneak Attack (Rogue, Level 1) adds extra 1d6 Damage to any creature the player attacks, provided they have an advantage against it. More rules adjust the parameters of Sneak Attack, but the extra 1d6 Damage is a welcome addition to the Cleric’s damage output. Cunning Action (Rogue, Level 2) gives players the opportunity to use their Bonus Action to take the Dash, Disengage, or Hide action. This gives Clerics more options to use their Bonus Actions aside from their Channel Divinity. Steady Aim (Rogue, Level 3) gives the Cleric/Rogue an Advantage to the current turn’s Attack Roll provided they haven’t moved yet. While this transforms their Speed to 0 throughout the turn, the secured Advantage is a godsend in tricky battles. Fancy Footwork (Swashbuckler Rogue, Level 3) lets the player avoid Opportunity Attacks from a creature they attacked during the same turn they want to move. This is a handy way of escaping trouble. Rakish Audacity (Swashbuckler Rogue, Level 3) gives the Cleric a bonus to Initiative Rolls based on Charisma. This lets them dish out their healing much faster in the Initiative Order.
4 Druid, Up To Cleric 5
Multiclass Option: Cleric Requirement: Wisdom 13
There’s no reason for a Druid not to worship the divine, which is why their understanding of nature makes it perfect for them to become a Cleric. After all, a Druid suffers from the lack of defense and quite a redundant set of Spells. With the Cleric’s help, a Druid can get quite a lot of versatility in the form of more proficiencies and defensive abilities.
More than that, dipping into as high as Cleric 5 will be able to transform the Druid into a more formidable support unit for the team. Here are some points to consider in the process of dipping into the Cleric:
Subclass/Archetype , which for the Cleric really depends on what the player is aiming for. For instance, relying on the Forge Domain, Order Domain, and Life Domain can add quite a lot of heavy-duty defensive abilities. Meanwhile, Light Domain can give enemies a lot of disadvantages, while Grave Domain and Death Domain provide handy utilities. Channel Divinity (Cleric, Level 2) gives Clerics access to special abilities outside their Prepared Spells, adding further versatility to their combat options. Theoretically, this bypasses the Spellcasting limitations of Wild Shape. Destroy Undead (Cleric, Level 5) which allows Clerics to completely destroy an undead creature instantly if it fails the check needed by Turn Undead.
3 Monk, Up To Fighter 4
Multiclass Option: Fighter Requirement: Dexterity 13 or Strength 13
A Monk is only as useful as the training they commit to their bodies as living weapons, but it doesn’t make it bad for them to know a thing or two about being a Fighter on a rough battlefield. While the Monk can have more than enough speed to chase enemies on a battlefield, the focus on reaching their targets does impose combat limitations on how much damage a Monk could commit to in a fight.
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Unlike any other Class that can benefit from the Fighter’s extra features, the Open Hand Monk can specifically tap into the Echo Knight to maximize their damage output. Whereas typical Fighter dips can go as high as Fighter 11, this Monk/Fighter hybrid could benefit even with just a dip into Fighter 4. Here are some points to consider:
Open Hand Technique (Open Hand Monk, Level 4) gives the Monk the option to impose certain effects whenever they pull off a Flurry of Blows. They can knock their opponents prone, push them back, or even force them to become unable to react. Manifest Echo (Echo Knight Fighter, Level 3) gives the Echo Knight the ability to manifest an Echo, which is an interdimensional copy of the Fighter. This synergizes with the Monk well, as any attack from the player can come from either the original or the Echo’s space - giving the Monk’s effects more flexibility. Unleash Incarnation (Echo Knight Fighter, Level 3) gives the Echo Knight’s Echo an attack solely for itself, limited to a certain number of times per Long Rest.
2 Rogue, Up To Sorcerer 6
Multiclass Option: Sorcerer Requirement: Charisma 13
Who says a Rogue cannot commit to studying the nature of magic? Granted, a Rogue might not be as dedicated as a Wizard to mastering magic, but a Rogue with the origin of that of a Sorcerer can tap into their natural gifts even without formal training.
And in the context of Multiclassing, the Spellcasting power of the Sorcerer can add an undeniable edge to the quick thinking of a stealthy Rogue. With this build, a player needs to focus on emphasizing the stealth aspects of the Rogue with their Sorcerer, which makes the Shadow Sorcerer an ideal build, with these taken into consideration:
Eyes In The Dark (Shadow Magic Sorcerer, Level 1) gives the player 120ft Darkvision, which in itself is an invaluable resource in most dungeons. At 3rd Level, the player gets access to Darkness, outside their Spells Known. If cast with 2 Sorcery Points, the caster can see within the Darkness. Strength of the Grave (Shadow Magic Sorcerer, Level 1) which gives the player the chance to make a Charisma Saving Throw when they drop to 0 Hit Points. If they fulfill certain conditions, they drop to 1 HP instead. Hound of Ill Omen (Shadow Magic Sorcerer, Level 6) gives them access to a hound with Temporary Hit Points, can move through difficult terrain, and can stalk prey. They can even attack enemies, useful for scouting missions with a high chance of failure.
1 Wizard, Up To Artificer 5
Multiclass Option: Artificer Requirement: Intelligence 13
Ideally, any Wizard would lean towards the School of Evocation to gain access to some of the most explosive Spells in the game - because why choose something else other than Fireball? Thing is, a straight Wizard build would make them quite the glass cannon, and therefore very attractive as a target for enemies. Thankfully, a dip into Artificer might help circumvent these problems, and it’s made especially easy given their nature as Intelligence-based Classes.
At its core, dipping into Artificer alone provides the player with a multitude of extra features, as well as handy utility Spells that their Evocation Wizard won’t be able to access. It’s highly recommended for the Artificer to take up the Artillery Subclass for the additional defense. More than that, the Multiclass option provides the following:
Armor Proficiencies (Artificer, Level 1) provide the player the ability to wear Light Armor, Medium Armor, and most importantly Shields. Combined with the War Caster Feat, this effectively allows the Wizard/Artificer to cast Spells while holding a shield. Firearm Proficiency (Artificer, Level 1) which, depending on the game world, may help add a ranged component to the player’s defense without having to rely on Wizard Spells. Infuse Item (Artificer, Level 2) which provides the Artificer with the means to grant temporary bonuses to mundane items, as though transforming them into nifty Magic Items. Eldritch Cannon (Artificer, Level 3) gives the Wizard/Artificer access to a sturdy weapon that has a multitude of projectile options. Arcane Firearm (Artificer, Level 5) which gives the Wizard/Artificer a firearm as a conduit for their spells. This grants a d8 Damage Bonus to the Spells casted with this Arcane Firearm, which is a handy addition to flavor.
Dragonlance: Shadow of the Dragon Queen is slated for a December 6, 2022 release.
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