Best Multiclassing 5e dnd guide
Multiclassing 5e is a potent tool for personality optimization. While individual courses work well independently, occasionally exploring multiple times can add some powerful new alternatives to a character while also allowing you to explore intriguing story ideas.
However, multiclassing is also complicated. Building a character already involves many complicated decisions, and adding multiclassing into the combination can make the process intimidating, particularly for new players. This article is written with two purposes: first, to explain multiclassing in terms that are clearer and more specific than people from the Player’s Handbook; and secondly, to provide advice on multiclassing choices from a personality optimization standpoint.
How does 5e Multiclassing Work in d&d?
Multiclassing is pretty simple. It looks confusing, and the text in the Player’s Handbook has some openings. Still, suppose you understand the core rules of advancing a single-class character. In that case, you do not need to understand much more to progress a multiclass character successfully.
It utilizes two terms in prior editions of DnD but does not exist formally in the 5th edition. However, they are valuable descriptors of concepts core to multiclassing. Therefore I’m going to use them throughout the report.
Character Level: Your personalities total number of degrees across all of their classes. For a single-class nature, your Character degree is precisely the same amount as your Class Level.
Class Level: Your number of levels in a single class.
Choosing a Class in Multiclassing 5e
When intending to multiclass, typically, your first step is to think about which class you need to multiclass. Every course has things to offer. Therefore I will go into more detail on suggestions later in this report. Provided that you meet the requirements, you can take levels in that course next time you gain a level.
Keep in mind that you can not take the same class more than once. You can not use multiclass for a course in which you have amounts. No 1 / Rogue 1.
Benefits of Multiclassing 5e rules in d&d
Multiclassing allows you to gain degrees in numerous classes. Doing so enables you to mix the abilities of those courses to realize that a character concept not reflected in one of their regular class options.
With this rule, you have the option of gaining a degree in a new class whenever you progress in level, rather than achieving a level in your current course. Your degrees in all of your class are added together to ascertain your character level. For example, if you’ve got three degrees in magician and two in fighter, you’re a 5th-level character.
As you progress in levels, you could primarily remain a part of your initial course with only a couple of levels in another class, or you might change class entirely, never return to the class you left. Compared to a single-class personality of the same level, you will sacrifice some focus in exchange for flexibility.
To be eligible for a new class, you need to satisfy the ability score prerequisites for your current class and your new one, as exhibited in the Multiclassing Prerequisites table. By way of instance, a barbarian who decides to multiclass in the druid class must possess both Strength and Wisdom scores of 13 or greater. Without the complete training a start character receives, you ought to be a quick study on your new class, obtaining a natural ability reflected by higher-than-average ability scores.
|Class||Ability Score Minimum|
|Monk||Dexterity 13 and Wisdom 13|
|Ranger||Dexterity 13 and Wisdom 13|
|Paladin||Strength 13 and Charisma 13|
|Fighter||Strength 13 or Dexterity 13|
The experience point cost to put on a level is always according to your total character level, as exhibited in the Character Advancement table, not your level in a particular class. So, if you’re a cleric 6/fighter 1, you must gain enough XP to achieve 8th degree before you can take your second level as a fighter or your seventh level as a cleric.
Hit Dice & Hit Points
You gain the hit points from your class as described for levels after 1st. You acquire the 1st-level bang points for a course only when you are a 1st-level character.
You add together the Hit Dice granted by all your classes to form your swimming pool of Hit Dice. If the Hit Dice are the same die type, you can pool them together. If your courses offer you Hit Dice of all different kinds, keep track of them individually.
Your proficiency bonus is based on your overall character level, not your level in a particular class. By way of example, if you are a fighter 3/rogue two, you have the proficiency bonus of a 5th-level character, which is +3.
When you get your first level in a class other than your primary class, you gain only a few of the new course’s beginning proficiencies, as shown in the Multiclassing 5e Proficiencies table.
|Cleric||Light armor, medium armor, shields|
|Druid||Light armor, medium armor, shields (druids will not wear armor or use shields made of metal)|
|Fighter||Light armor, medium armor, shields, simple weapons, martial weapons|
|Paladin||Light armor, medium armor, shields, simple weapons, martial weapons|
|Ranger||Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class’s skill list|
|Rogue||Light armor, one skill from the class’s skill list, thieves’ tools|
|Bard||Light armor 5e, one skill of your choice, one musical instrument of your choice|
|Warlock||Light armor, simple weapons|
|Barbarian||Shields 5e, simple weapons, martial weapons|
|Monk||Simple weapons, 5e shortsword|
When you gain a new degree in a class, you get its features for this degree.
Suppose you currently have the Channel Divinity attribute and earn a degree in a course that grants the fact. In that case, you acquire the Channel Divinity effects given by that course, but obtaining the feature again doesn’t give you another use of it. You gain additional benefits only when you reach a course level that explicitly grants them. By way of example, if you are a cleric 6/paladin 4, then you can utilize Channel Divinity double between rests because you are high enough level from the cleric class to get more uses. Whenever you use the feature, you can choose any of these Channel Divinity effects available to you from both classes.
If you gain the Extra Attack course feature from over one class, the features don’t add together. You can not make more than two strikes with this attribute unless it says you do (as the fighter’s variant of Extra Attack will ). Similarly, the warlock’s eldritch invocation Thirsting Blade doesn’t give you further attacks if you also have an Extra Attack.
If you currently have the Unarmored Defense attribute, you can’t gain it from another class.
Your capability for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your amounts in those classes. As soon as you have the Spellcasting feature from more than 1 class, use the principles below. Should you multiclass but possess the Spellcasting attribute from only one class, you follow the rules described in that class.
You decide what spells you know and prepare for each class separately like a single-classed member of the course. If you are a ranger 4/wizard 3, you understand three 1st-level ranger spells based on your degrees in the ranger class. As a 3rd-level magician, you know three wizard cantrips, along with your spellbook, contains ten wizard spells, two of which (the two you obtained when you reached 3rd level for a magician ) can be 2nd-level spells. If your Intelligence is 16, you can prepare six magician spells from the spellbook.
Each bout you understand and prepare is associated with one of your courses, and you use the spellcasting skill of that course once you cast the spell. Similarly, spellcasting attention, such as a holy symbol, can be utilized only for the spells from the class associated with that focus.
Multiclassing 5e Spell Slots
You decide your available spell slots by adding all your degrees in the bard, cleric, druid, sorcerer, wizard classes, and half your degrees (rounded down) from the paladin and ranger classes. Use this total to ascertain your spell slots by consulting with the Multiclass Spellcaster table.
In case you have more than one spellcasting class, this table might provide you with spell slots of a higher level than the charms you understand or could prepare. You can use those slots, but only to cast your lower-level spells. Suppose a lower-level spell that you cast, such as burning palms, comes with an improved effect when cast utilizing a higher-level slot. In that case, you can use the enhanced impact, even though you do not have any spells of the higher level.
By way of example, if you are the above ranger 4/wizard 3, you rely upon as a 5th-level personality when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you do not understand any 3rd-level spells, nor would you know any 2nd-level ranger charms. You can use the spell slots of those levels to throw the spells you do know — and potentially enhance their consequences.
Pact Magic: Suppose you’ve got both the Spellcasting class feature and the Pact Magic course feature from the warlock course. In that case, you can use the spell slots you gain from your Pact Magic attribute to throw spells you understand or have ready from classes together with the Spellcasting class attribute. You can use the spell slots you gain from the Spellcasting class feature to throw warlock spells, you know.
A single-class character is usually excellent. While multiclassing is a superb way to acquire something distinct to your character, it’s not guaranteed to be something better than what you would get from a single class.
Nevertheless, should you multiclass, you can find many new solid alternatives to boost your character.
When should I Multiclass in dnd 5e?
This question has two meetings: “When should I choose to produce a multiclassing 5e dnd character?” And “if in my character’s level progression should I multiclass?” but it doesn’t fit well into a section heading.
It would be best if you considered multiclass when looking to tackle a gap in your character’s capabilities, such as poor action market, very low AC, or fresh spellcasting choices. As explained above, many personalities work fine as single-class character. Still, occasionally new class features can add a lot to your character.
When to start taking levels in a new class is more complicated. It is tempting to start looking at other classes right at level two, and sometimes that is okay to do. But be careful about what happens at level 5. Level 5 brings powerful options such as Extra Attack and 3rd-level spells such as Fireball. The match’s mathematics is designed to react to that sharp growth in player characters’ abilities having the equal jump in trouble. Should you postpone crucial features like Ability Score Increases, Extra Attack, and high-level spells, then you might have difficulty with high-CR foes. If you choose to multiclass, be sure that whatever you get in exchange will offset anything you give up or postpone.
Multiclassing 5e class dip
It is dependent upon your build.
Players will commonly take what I refer to as a “class dip”, in which they require a small number of degrees in a class before moving on to some other course or back to their initial class. That is often an effective way to construct a multiclass character because classes frequently grant several powerful features in their first two or three levels.
Sometimes you’ll instead want to alternate sets of levels between two classes. That is less common since it often results in being bad at two classes instead of good at one with a few snacks from a different. Still, I have seen a handful of assembles where it is logical.
Classes have some rational “breakpoints” where it often makes sense to break apart from this course. That is generally once you get some particular class features such as the course’s initial subclass attributes or an Ability Score Increase. I will discuss breakpoints for every class from the Classes and Subclasses section below.
Multiclassing for 5e warlock in dnd
If multiclassing as a warlock, You Don’t Get spellcaster slot levels. If it had been a wizard 1/bard 5, he’d have 6th level caster slots. As a bard 5/warlock one, he’d have 5th level spell slots + 1 pact magic spell slot (1st level)
A spectacular class dip for any martial character can be feasibly possible around Charisma. Pact of Magic isn’t easy to combine with regular Spellcasting. Still, it’s not impossible to perform, and the fact that Pact Magic stops progressing at the 10th level makes multiclassing an irresistible option for warlocks.
Otherworldly Patron, Pact Magic: One Warlock spell slot, even though it recharges to a Long or Short Rest, isn’t likely to become impactful. Unless you intend to shoot more warlock levels, you’re likely here to the Otherworldly Patron features.
Eldritch Invocations (2): There are a range of excellent and varied Eldritch Invocation options so that it’s easy to find something useful for any personality, and if you take more warlock levels, it is possible to retrain your invocations. You also receive another spell slot at this degree, which is excellent if you’ve got features like Divinity Smite, which you may use to turn spell slots into bursts of harm.
Pact Boon: The Pact Boon options have a lot to give, and you can retrain among your invocations to take advantage of your selection of Pact Boon. For instance: If you took Pact of the Blade, you could retrain an Invocation into Improved Pact Weapon to get easy access to a magic weapon with a +1 attack/damage bonus. In case you took Pact of this Tome, you could retrain your 2nd-level invocation to get Book of Ancient Secrets and get some ritual projecting without spending a feat.
The pact of this Tome has some extra utility for Charisma-based spellcasters like the Bard and the Sorcerer. You receive access to cantrips from any course, and because they become Warlock charms, they’re Charisma-based. Shillelagh is obsolete because of the Hexblade, but charms such as Sacred Flame, Vicious Mockery, and Word of Radiance, are fantastic options for warlocks to borrow.
Ability Score Increase, Eldritch Versatility (Optional): Every course has a Skill Score Boost at the 4th level. If you already took three degrees in the class, it’s often very tempting to choose one more to find the ASI.
Eldritch Invocation 1: You already have two invocations, and it’s challenging to consider builds where a third will add much. You can take something like Thirsting Blade to replace Extra Attack effectively. Still, I’m not sure whether that is a fantastic option on a multiclass character.
Rules for Multiclassing in 5e d&d
Rule Zero: These rules are complex till they are not. You’re able to break any of the following regulations should you desire, but you will probably regret it. You should only break a rule if you’re able to explicitly explain why it is a guideline in the first place.
Rule One: With very few exceptions, single classed builds are stronger than multiclass builds. You reach your higher degree attributes quicker and usually have a higher synergy between your abilities. Some people (myself included) enjoy min-maxing as much as roleplaying.
Rule Two: Don’t multiclass until after level 5. Characters gain a significant jump in power with their fifth level attributes, with casters gaining third level spells and martial gaining Extra Attack. Delaying access to these is almost always a bad idea.
Rule Three: Imbalance is better. This rule refers to the balance between your two respective classes levels. An extension of Rules Two and One posits that little dips on a vast majority, of course, are preferable to 2 equally levelled classes.
This guide does consider losing accessibility to course features as among the multiclassing expenses but excludes capstones from this. Only a minute fraction of games go to the 20th level. Also, you will not be spending quite a while on the 20th level anyhow.
This guide does consider losing access to class attributes as Just a minute fraction of games go to the 20th level, and you won’t be spending quite a while at the 20th level anyhow.
CLASS GUIDE FOR MULTICLASSING IN 5E DND
Barbarian’s primary feature is Rage. Rage does not work with spellcasting. Rage has to be utilized with Power-based strikes. Rage does not utilize heavy armour. For these reasons, Barbarians do not use multiclass nicely.
Bard: D-. Along with the Casting doesn’t work with Rage. Athletics Expertise isn’t awful for grappler skalds, although Rogue is best because of this.
Cleric: D- (C- for War Cleric). Casting doesn’t work with Rage. It is primarily limited to patching up people and projecting rituals out combat. However, it is true, not dreadful at that. The War Cleric Guided Strike and bonus strikes are excellent for GWM assemble, though.
Druid: D- (C for Circle of the Moon). Great, and A-Grade broke at 3rd level, but it tapers off quickly. It is best for quick campaigns, not dreadful for more ones if you go to Barbarian 5/Druid X and favour Wild Shapes that lack Multi-attack. Otherwise, it’s much like Cleric in that it’s mainly from combat utility.
Fighter: B. GWF, Duelling or even TWF are great. Action Surge is terrific. Battlestar, Champion or Cavalier attributes play pretty nicely with Rage and Reckless Attack. Great dip following level 5.
Monk: D-. Martial Arts isn’t terrible, but it limits your Weapon options badly and is rather MAD. You also don’t get much from heavily restricted Ki.
Paladin: D. While Smiting does work very well with Rage and Reckless Attack, you won’t have the slots to back it up. You are better off using Fighter if you are interested in getting the Fighting Style, and Lay on Hands is greater if scaled. The Oath of Devotion Channel Divinity isn’t bad for GWM builds. MAD.
Just Dip Fighter.
Rogue: C. If you are willing to Rage using a rapier and Shield as a milder construct, this is surprisingly effective.
Sorcerer: F. Casting does not work with Rage.
Warlock: F. Casting does not work with Rage, and you can do
Wizard: F. Not only does projecting not work with Rage, but the Lack of HP is also alarming, and it’s all MAD to boot. You gain access to a non-concentration spell, but Clerics and Druids may do the same on a much better ability score. Just take the Ritual Caster effort.
Bards are a versatile class, using their subclasses to do an excellent job opening them into different playstyles. As full casters, they likewise don’t like delaying their spell development.
Barbarian: D-. Rage does not work with spellcasting. If You are building some janky grappler build, I guess it is an alternative.
Cleric: C- (C for Life Domain). Armour proficiencies are Very nice, though not necessary. Knowledge Domain 1 for extra skills and Expertises is adorable and thematic on Lore builds. Life provides you with a fantastic healer.
Druid: D-. As with the Cleric, but worse. I’d only recommend It if you want the best Disney Princess experience from your character.
A Fantastic beginning Otherwise, the delay in spell progression can be excruciating at certain levels.
Monk: F. There’s little here for Bards, and it’s MAD to boot.
Both levels offer some Fighting Design, heavy armour, and the exceptionally powerful Divine Smite, which is great for melee Bards.
Ranger: F: If you want martial features, you may select Fighter or Paladin. Ranger offers less significance and can be MAD.
Rogue: C. Sneak Attack and Cunning Action are fine for Valour And Swords Bard, though you are already well equipped with bonus actions. The additional dose of Expertise makes you an insane skill monkey.
Sorcerer: B-. Metamagic is excellent (incredibly Subtle for faces And Quickened to get), but postponed spell progression is awkward. A 1 level begin for CON conserves and scales/divine fortune/shadowy resilience is fantastic.
Bards have one weakness- bad At will damage. Two levels for EB/AB simplifies that.
Wizard: D. A Few of the schools have excellent features, and the Rituals are pleasant, but none of it’s worth the MAD or giving up spell progression for multiclassing in 5e.
Clerics have a solid core with a solid spell list and complete Casting, augmented by subclasses that enable Clerics to fill almost any celebration role. As such, Clerics seldom get much from 5e multiclassing.
Barbarian: F. Rage does not utilize spellcasting, along with the melee
Bard: D-. There’s just not much here of interest which you Could not do yourself in some way.
Druid: D (C for Life Clerics). Druid does not offer a lot to most Clerics. Three levels for specific Land Circle spells is a lot- you would just create your Cleric casting. A 1 level dip for goodberry is an alternative for Life Clerics.
Fighter: C (B for Eldritch Knight). All Clerics can Appreciate access to CON saves and Action Surge. Forge, Nature, Tempest, etc. Clerics love Eldritch Knight for protecting and blade that is booming.
Access to Unarmoured Defense and a couple of Ki powers is adorable but not worth it. Trickery Domain appreciates having more martial options, though.
Paladin: D. 2 amounts for Smiting is excellent. Three levels for Extra Channel Divinity options is not worth it. While thematically interesting, it is too MAD to be good.
Ranger: D+ (C for Trickery Domain). It offers a solid fibrous Foundation with a couple of extra spell choices. As ever, it’s not worth delaying spell progression.
Rogue: D- (C for Trickery Domain). Experience is fine, but Most Clerics aren’t going to get much from Sneak Attack. Trickery Domain enjoys actual Stealth options.
Sorcerer: D+. Metamagic is excellent, as is protected, but not worth A 3 level dip. The booming blade 5e is an alternative, but Wizard is arguably better. MAD.
Warlock: F. There’s little here for a class that isn’t CHA Prime or martially focussed. Maybe armor of Agathys for melee Clerics, but it’s possible to do better.
Wizard: C. Offers access to protect and consume elements, locate Familiar and other rituals, and booming blade for melee Clerics, all of one level dip. Another level grants School accessibility. Light Clerics can appreciate Sculpt Spells. Knowledge Clerics enjoy Portent. Unfortunately, MAD is worth considering after the 5th level if you don’t mind a slight delay for your casting development.
Druids are full casters, meaning that they generally want to Avoid delaying spellcasting as far as you can. As such, Druids don’t want multiclassing well in 5e dnd.
Barbarian: D (An early, falling to a Cin the Future for Moon Druids). Rage does not work with spellcasting. It will, however, work with Wild Shape. If you’d like your Wild Shapes to have even more power and endurance, this is strong (and divided early on). It does need STR investment.
Bards offer little to Druids.
Cleric: D+ (C for Arcana, Life or Tempest Cleric). Druids Do not benefit from additional armour proficiencies. There’s not much on the Cleric list they want (except maybe sanctuary). However, toll the deceased is an excellent cantrip for them. Arcana Cleric gives access to these SCAG cantrips, which is excellent for gishes combined with the shillelagh. Life Cleric, combined with goodberry, is a lot of healing. Two degrees of Tempest Cleric makes for some powerful lightning bolts for Mountain Land Druids.
Fighter: D. Benefits, but Druids do not frontline in their standard forms.
Monk: D- (C for Moon Druids). The unarmoured defence is not bad. Nevertheless, martial tendencies are not worth delaying spell evolution.
Paladin: D-. While Smiting is good, being this MAD is not.
Ranger: D. This isn’t too bad. Much like Fighters, Druids Don’t usually need martial proficiencies. A minor extra spellcasting doesn’t hurt, though.
Rogue: D. Experience and Stealth options are not bad for
Sorcerer: F. It’s MAD, and there is nothing you’d care for.
Warlock: F. It’s MAD, and there’s nothing here you’d care for.
Wizard: D-. As with Clerics, Wizards offer a lot out of a single dip. But, Druids care a lot less about what Wizards need to offer you.
The meat-and-potatoes Category of 5E, Fighters Provide a solid Martial chassis for multiclassing. 5e Fighters wish to attain the fifth level for Extra Attack. Still, after that, dips can accentuate unique playstyles for a personality. Importantly, Fighters receive additional ASIs and only really care for STR or DEX, meaning that MAD isn’t an issue.
While this limits your armour to moderate, Rage’s additional harm and resistances are great to get STR-based Fighters. Up to a level, three dips following the 5th level is well worth considering.
The assumption here is that you’re playing an Eldritch Knight, and Bards sadly don’t offer you a lot of martially inclined Magic.
Access to recovery is not inadequate, Bless is always pleasant, and different domain names possess other goodies to offer you. A 3 level dip for next level Cleric spells isn’t too bad. War Cleric gets extremely great with GWM and SS, offering easy hits and extra attacks (and divine favour).
Terrain control is not awful for Fighters.
Monk: D-. Unarmoured Defense is adorable, but Fighters are limiting themselves in their weapon choices by dipping Monk.
Paladin: D- (D+ for Champion Fighter). Lay on Hands is okay, And an excess Fighting Style is not bad. Still, if you want to spell Casting, you’ve got better options, and also, the Smiting is worth nothing without slots to nourish it. If you are playing with a Champion and save you Smites to get crit fishing, it isn’t bad, but I like my burst damage happening when I need it to, not when the dice align.
Ranger: C-. Hunter’s Mark is a Great spell, The excess Fighting Design is exemplary, and Hunter and Gloomstalker equally have robust options available.
Rogue: C. Sneak Attack and Cunning Action are both great for archers, and Experience is always good. Worth contemplating after the 5th level.
Sorcerer: D+ (B for Shadow Origin). Adds some extra tools For Eldritch Knights. However, Wizards are just better for it.
A robust Selection for Eldritch Knights wants to emphasize that the eldritch. Fighters already like short naps, giving good synergy with Pact Magic. Hex is good for Fighters. There are CHA prime assembles here if you select Hexblade. If you choose three levels, then the Darkness/Devil’s Sight combo is absurd with GWM/SS.
Wizard: C. Great alternative for Eldritch Knights. More of the Spellcasting you already have, with more incredible slot growth and accessibility to rituals. Going Eldritch Knight 7/Wizard X is worth considering.
Monks are very dependent upon their supply of Ki steadily Increasing, can’t use armor or most weapons, and already make exclusive use of the actions economy. As such, Monks do not multiclassing in 5e well at all.
Barbarian: D- (C for Rage Monk). For most Monks, a Barbarian Dip is terrible. There is also the Rage Monk construct, though this is very different from a normal Monk. They are transferring Barb 1/Monk 5 (Kensei)/Barb 3 (Bear Totem)/ / Monk X. Having STR as the primary ability score causes a personality with inadequate AC but outstanding resilience foolish harm output. The trick is that while Monks can use DEX as their assaulting stat, it’s optional. If you use STR, then you can make full use of Rage. This even works under stage buy: Humans, Mountain Dwarves, Half-Orcs, Firbolgs and Goliaths can manage 16 STR and 14 in DEX, CON and WIS.. (I will also begrudgingly mention Turtles should you desire a TMNT, since they break this up to a B.)
Bard: F. It is MAD, and Bards have nothing that Monks want.
The ability scores line up, And Clerics have some fine spells on offer. It’s possible to eliminate a reasonable amount of Ki and harm in the long run, but there are choices here that might be worthwhile for a quick dip. Nature Clerics specifically offer shillelagh for WIS prime builds. There’s also the Sacred Fist alternative of Monk 5/Cleric X. If you want a mobile martial base with largely support casting in the very long run- pick a domain that adds to melee damage the 8th level.
Druid: D+ (B ancient, dropping to C for Moon Circle). As with Cleric, but without anything immediately extraordinary or synergistic. You do get shillelagh for WIS prime assembles. Moon Circle Wild Shape scales poorly for harm, but the additional HP gives excellent staying power.
Fighter: D+. A tiny dip for a Fighting Design and Action Surge is OKOK if you are using a shortsword. It is better for Kenseis. Opportunity cost is the main problem here.
Paladin: F. This is the most painfully MAD multiclass Possible, and none of the course features aligns. That is essentially worse than an F. Though, if you’re in Magical Christmasland doing a 20th level one shot with all 20s on your stats, then Paladin 6/Monk 14 to get a +16 to your entire saves is admittedly pretty excellent.
Ranger: C(Bfor Kensei/Gloom Stalker). Favoured Enemies And Terrain is mostly fluff, but Kensei’s can make good use of the Fighting Style. Hunter’s Mark is appropriately mad with Monks (a possible extra 4d6 damage every turn from a bonus activity 1st level spell? Yes, please.). Gloom Stalker or Hunter attributes are also quite acceptable for Monks. All this includes ideal Ability Score alignments, also.
Free harm and Cunning Action is just better than your Ki skills. Expertise is very good for grappler Monks.
Sorcerer: F. It is MAD, and Sorcerers have little that Monks want.
Warlock: C. It is MAD, but you’re not here for EB/AB. Therefore a 13 will suffice. Two amounts grant two uses of hex per brief rest, some utility cantrips, and some Invocations as well. Remember how I said divine favour and seekers mark are stupidly good for Monks? Six or eight applications of hex per day are simply nuts.
It is too MAD for you to care about the Wizard Package, though protect is quite lovely. If you rolled like a god, combining Bladesinger’s Bladesong with your Unarmored Defense makes you nearly impossible to hit.
Paladins are outfitted with a powerful core of course features. They’re not such a lot versatile as merely equipped to do quite a few jobs well. Therefore, they tend to multiclass well. They can love extra-martial features, and Divine Smite means that additional Casting goes a very long way for them. As such, Paladin established multiclass with casters are seldom dips. Instead, Paladins will usually visit 6th level for their Aura of Protection and then go all the way in their casting course, resulting in a character with heavy projecting and martial abilities (and massive Smites).
Barbarian: C. Rage doesn’t affect Smiting, at will benefit Is suitable for crit fishing, along with the extra damage and resistances is fine. Painfully MAD, though.
Bard: B. It’s going to become a recurring theme here: Paladins + CHA casters = great. Bards are no exception, with a solid supporting spell record and Bardic Inspiration.
It is thematically fitting, and bigger Smites are Always lovely, but there are better choices. Should you roll well, it is okay. War Cleric remains as acceptable here as with other martial. Still, you can go into the Oath of Conquest for precisely the very same benefits.
Druid: D-. There’s a Good Deal of things that don’t work well together here.
Fighter: C+. An Excess Fighting Style (usually Defense) and Action Surge (such as Paladins needed more burst damage) give you a solid martial foundation. Battlemaster is great with GWM.
Monk: F. no synergy whatsoever. Worse than F.
Ranger: F. no synergy here. Paladins don’t care To get half-caster cross-classing (the math is tough on the spell slots). Rangers provide nothing of interest that Fighters don’t already (if you specifically want hunter’s Mark, opt for the Vengeance Oath).
Rogue: D. Arguably not terrible for DEX established Paladins, but If you would like that Inquisitor vibe, then it is okay.
Build in the game and has complete guides devoted to it independently. Legitimately effective at soloing high-level bosses with a bit of chance. Though it does take a while to begin, it doesn’t have dead levels on the way. Takes the already robust Paladin chassis, using its defensive Auras and consequential burst damage, and turns it up to eleven. You start using Shield to make you even sturdier, after which you acquire the Quickened Spell Metamagic. Suppose you can stick a quickened Hold Person on something, which something is dead. It offers the entire suite of arcane focus and blasting magical for managing crowds, too, so that you can always only Quicken fireball instead. And, all this is relatively SAD to boot up. Typically built Paladin 6/Sorcerer X, even though Ancients or Conquest may favour Paladin 7. Honestly, the only way that this gets better is if you combine it with the following option on the list.
Just slightly behind the Sorcadin, the Padlock is similarly a compelling build. Grants access to EB/AB, which solves Paladin’s lack of ranged damage issue. Offers access to Smites that recharge on short rest. Hexblade requires this to another level, making Paladins almost SAD. Three degrees of Blade Pact Hexblades give endlessly Smiting, protecting Paladin that wields a greatsword with their CHA. Taking the Darkness/Devil’s Sight combo makes your GWM manner way much better. It gets dumb when added into the Sorcadin.
Wizard: D. MADness aside, there are admittedly some lovely Utility options here, and Smiting enjoys more spell slots. However, Sorcerer does this way better for Paladins.
Rangers are in an exciting place as a Complete class, with a Lot of hyper-specialized skills, along with the subclasses and seekers mark doing a lot of lifting. Therefore, once you reach 5th level, there is very little later you are desperate for and many meh levels around that, so consequently rangers multiclass well.
Barbarian: D- (B- for STR Rangers). Rangers are usually DEX Based, which makes this irrelevant. Suppose you are an STR Ranger and can deal with the MADness needed to multiclass. In that case, it is acceptable, but you can not utilize the hunter’s Mark. It’s better for Monster Slayers.
Bard: F. It’s MAD, and Rangers are already making great use Of their bonus activities. There are better casting options.
Cleric: B. excellent, encouraging spell record. Should you proceed with Ranger 5 then Cleric after, the final result is a reasonably good gish, especially if you pick a domain that adds to your weapon damage at 8th degree. Primarily, Nature Cleric also supplies shillelagh, and War Cleric is great for SS archer builds.
Druid: B. As with Clerics, you would go Ranger 5 and then Druid All the way. The difference is that it offers access to more crowd control (which martial characters such as ), shillelagh for pure WIS assembles, and is thematically fitting. Coastal Land Druid is notable for misty step and mirror image.
An Excess fighting fashion and Action Surge are Great for Rangers. Battlemaster, Samurai, and Champion are all excellent for Rangers.
Monk: D-. Is okay, but the Rangers do not have any usage for martial arts and needing a great deal of Ki to make this embarrassing. If you want more stealth alternatives, pick Rogue.
Paladin: D-. Super MAD with inadequate synergy. There are so many better choices. I guess if you need Smiting and some ways to heal disease, it isn’t garbage.
Rogue: A. excellent for both archers and board and blade Rangers. Sneak Attack, Experience, Cunning Action; all great. Less good for dual wielders and STR Rogues, and also a little better-using Gloom Stalkers, Particularly.
Sorcerer: D. (B- to get Shadow Origin) It’s MAD. Fighter/Sorcerer is arguably a much better choice if you want such a character. However, the Darkness combination with SS is excellent.
It is MAD. You have Three levels for Darkness/Devil’s Sight is very good for SS archers, however.
Once More, MAD full caster multiclassing is not good. At least this one includes rituals. Just go with Druid.
Rogues match in a weird middle ground between other classes. They are the only martial class that does not get an Extra Attack, instead of a scaling Sneak Attack. Their fifth level feature doesn’t offer you a damage increase but instead a survivability increase. Therefore, Rogues have a smoother power curve than other classes, which profit considerable spikes in power at particular levels. That means that dips have a more significant impact on Rogues. Based on the effort, you can certainly feel the absence of specific class attributes. Their singular focus on DEX does imply they can manage another exceptional ability score comfortably.
Technically the abilities Don’t struggle, and Reckless Strike does guarantee Sneak Attack will stick. However, you want to be sure that you don’t fudge your Stealth test after. It Does require STR investment. Good if you want an STR Rogue.
Bard: C. This isn’t awful for Swashbucklers or Assassins. Already have CHA invested and can appreciate more usefulness choices. There’s also some quite lovely thematic overlap. Arcane tricksters might find this a bit too MAD, though.
I guess this is not terrible, but recovery and buffing is not what you’re playing for as a Rogue. Trickery Domain does provide some charming tools for infiltrators. Knowledge Cleric provides a nice boost for skill monkeys. Guidance is always lovely.
As with the Cleric, this is not something that works well with all the Rogue gameplan. Wild Shape makes for good scouting, but that is what Stealth Experience.
Fighter: C+. Archery fighting mode is sweet. I will note This Action Surge is worse here than in any other class, however, because Sneak Attack can not proc twice in your turn (though you can hold your action from Action Surge). Champion is cute if you want to crit more. Battlemaster Is Very Good for Swashbucklers. Going all of the ways to Fighter 5 is an alternative if you would like Extra Attack (better for archers).
Monk: D-. The capacity scores align, and Unarmoured Defense Is excellent. Still, Rogues already have great uses for their bonus actions, and they’re better than that which the Monk is bringing. That is an excellent instance of a multiclass that’s far better the other way around.
Paladin: D- (D+ for Oath of Vengeance). It is a little here. That assists with whatever you would like to do, and it is pretty MAD. Oath of Vengeance is acceptable for the effortless advantage, but three levels is a hefty investment.
It is a Lousy dip for multiclassing in 5e but a substantial investment. Hunters mark is a lot poorer without Extra Attack, and you’re currently the finest at stealth. The Fighter is essentially better if you don’t visit Ranger 5. Gloom Stalker does offer some enjoyable tools, however.
That can be good for face/infiltrator rogues. Subtle Spell + enchantment spells is an excellent addition to the Rogue arsenal, as is invisibility.
Warlock: C(B+ for Swashbuckler/Hexblade). EB/AB is not. The Darkness combo for a more accessible advantage is fine, but Rogues is well-equipped in this respect. If you load up on usefulness choices with your charms, this is sometimes quite wonderful. Hexblade is stupidly excellent with Swashbucklers.
Wizard: C (B for Bladesingers). It is a fantastic option for Arcane Tricksters to enlarge in their Casting and usefulness, but nothing essential. Sorcerers are better if you need social aid. Bladesinger is very lovely, making you very hard to strike, and supplying Extra Attack in 6th. If your rolls were insane, Swashbuckler/Bladesinger is thematically and mechanically fantastic but painfully MAD.
As a Complete caster, Sorcerers care a lot about getting their Spell progression. The course does a shortage of utility choices and has poor spell choice. Multiclassing 5e can provide solutions to this situation.
Bard: C. All the CHA casters work pretty nicely with each Other, which isn’t an exception. If you’d like some more diverse alternatives, it is not terrible but likely not worth delaying your casting development.
You get armour proficiencies, a bit of healing magic, and also a bit extra on the side based on the domain. 2 levels of Tempest Cleric makes for some insane castings of a lightning bolt. Otherwise, you may only wish to play a Divine Soul Sorcerer (though this is still great there).
Druid: D+. There’s nothing worth losing progression Over that you couldn’t simply get from dipping Cleric.
Fighter: D. If You Would like to Construct a gish, this works, but there are better choices.
Monk: F. MAD and does not offer anything you could desire. If You want survivability, simply pick Shield and remain out of the way. Just no.
Paladin: B. Both level start Provides you with heavy armour and Weapons and Smiting. While a bit less sturdy than the Paladin 6/Sorc X Sorcadin build, this one does come with complete Casting at the end of this. You may always use Quickened and Twinned booming blade to push out the damage in melee.
You’ve got better options that aren’t MAD if you Need access to martial skills.
And Expertise is excellent for social characters. It does cost you spell progression, though.
Quicken EB/AB consistently from a massive pool of Sorcery Points is exactly what earns this A), Hexblade gives a good foundation if you want a gish, Pact Magic slots can be helpful to get a recharging supply of Sorcery Points. Also, hex isn’t wrong with a few of Sorcerer’s other tools. At the end of the, there’s the Coffeelock combo, although no sane DM will allow such an interpretation of those rules.
Wizard: C- (C for Draconic/Evocation). Wizards attract a lot Of utility options, but it is MAD and thematically somewhat weird. Still, free rituals and access to shield and mage armour without utilizing your famous spells are significant. If you’d like to Empowered burst things freely, Sculpt Spells is fine.
Warlocks exist in an intriguing area. Pact Magic means They are very different from other casters- really, they perform a good deal more like ranged martial characters with a few big spells compared to real spellcasters. They’re also rather frontloaded, and EB/AB scales independently of their Warlock levels. You’ve probably noticed that Warlocks make a fantastic multiclassing 5e dip for quite a few different classes, even though they’re less spectacular as a base class when multiclassing.
Rage does not work with spellcasting. That is having been said. Warlocks don’t throw a lot of spells. The excess damage, martial proficiencies, conserves and resilience’s are excellent for Blade locks. The armor of Agathys does play nicely with Rage, although Fighter remains a bit better since you are still able to throw mid-combat. Not needing heavy armor makes it somewhat MAD.
Bard: C+. Extra spell options, access to low-level slots, a Few unique cantrips, Inspiration and Experience. Going all of the ways to 6 with Lore Bard opens up access to spells that get good with Pact Magic.
Cleric: D(C for Bladelocks). You get armour proficiencies And access to some healing magic. Not bad, particularly for Blade locks.
Before the release of Hexblade, this was reasonably close to essential for Bladelocks. They didn’t want to deal with Paladin Oaths. Beginning here offers complete weapon and armour proficiencies, CON Saves, and Action Surge. If you want a non-Hexblade Bladelock, this is a fantastic way to go.
Monk: F. It is MAD. It offers nothing useful. It is moving on in multiclassing in 5e dnd.
Paladin: B (Before Hexblades). A two-level start is Great for Bladelocks of any type, stupidly good for Hexblades, and still pretty damn fine for everything else (because you can just use booming blade if you don’t want to go for Thirsting Blade). You get full armor and weapon proficiencies and accessibility to Divine Smite, which can be equally as fantastic as it sounds with Pact Magic.
Ranger: F. Just select Fighter or Paladin. Or even Barbarian. You do not want archery or double wielding. You don’t want hunters Mark, and you don’t wish to be MAD.
Rogue: D. Sneak Attack isn’t awful for Bladelocks (Before Hexblade/Swashbuckler), and Cunning Action is reasonably good for anyone. However, there are other options. Out of battle, Experience is quite lovely, though three levels in Bard could be better.
Sorcerer: B. Most Metamagics are OK for Warlocks, and you Can utilize leftover Pact Magic slots to fuel them. Quickening EB/AB remains crazy good, but the decrease source of Sorcery Points compared to Sorcerer/Warlock is a problem. Access to shield and consume components is just gravy.
There’s some Fantastic utility here (though you’d be Happier just picking Pact of the Tome). Still, maybe not much else compared to Sorcerer. RAW, there are some combos between the Abjuration ward and particular Invocations. However, your DM probably should not permit this.
Summary: Multiclassing 5e Spellcaster: Spell Slots per Spell Level