In D&D, multiclassing is the act of gaining a level in another class or classes to gain advantages and abilities. When multiclassing, you are choosing to take beginning levels from another class instead of leveling up in your initial choice. If you’re a level 5 Artificer, you might take 2 levels as a Wizard to expand your arcane knowledge. That would look like Artificer 5/Wizard 2 on your character sheet.
Whether you have an exciting new build, or you’re looking for something to add a little spice to an existing build; multiclassing can truly open up a world of possibilities. Note that multiclassing in D&D fifth edition is an optional rule, so be sure to check in with your DM to make sure your build suits your table rules before you dive in.
The Benefits of Multiclassing
- Added customization options
- High-level gameplay opportunities for more combat-focused games
- Creative storytelling opportunities, to describe how you acquired new abilities in roleplay-heavy games
- Diversifying your gameplay experience mid-campaign to keep things fresh
- Being able to utilize that 20/20 hindsight, and add a healer to the party
- The ability to make a barbarian throw an eldritch blast
Sounds great, right? Endless flexibility, new ways to decimate your enemies, multiclassing has it all. Multiclassing can expand and challenge your knowledge of the game, and provide you with immense flexibility in telling your story. And don't forget that D&D Beyond is here to help!
When to Begin Taking Levels in Another Class
Technically, you have the ability to start multiclassing at level 2, reaching outside of your base class. However, in doing so it’s likely your character will be rather limited and not see many of the benefits of either class. It is commonly recommended to hold off on multiclassing until you reach at least level 5 in your base class.
In an ongoing campaign, when you can multiclass will be largely decided based on your DMs leveling structure. Milestone, XP, etc. Additionally, you will have to meet certain prerequisites to take a level in any given class. These prerequisites are determined by important spellcasting and ability modifiers, with the intention of making sure you don’t back yourself into a useless character corner. For instance, a very low INT Wizard sounds hilarious, however, your spellcasting modifier might not be entertained.
Prerequisites for taking a level in the various classes:
Class |
Ability Score Minimum |
Barbarian |
Strength 13 |
Bard |
Charisma 13 |
Cleric |
Wisdom 13 |
Druid |
Wisdom 13 |
Fighter |
Strength 13 or Dexterity 13 |
Monk |
Dexterity 13 and Wisdom 13 |
Paladin |
Strength 13 and Charisma 13 |
Ranger |
Dexterity 13 and Wisdom 13 |
Rogue |
Dexterity 13 |
Sorcerer |
Charisma 13 |
Warlock |
Charisma 13 |
Wizard |
Intelligence 13 |
Once you have met those requirements, you’re free to start diving in!
If you’re interested in roleplaying the acquisition of your new-found strengths, here are some thoughts to spark your story integration.
- You could take on a knowledgeable mentor to study under and be shown the ways of their practice.
- Your character could find an ancient amulet imbued with a new kind of magic
- A more aggressive character could have a change of heart, and start taking levels in healing classes to care for those they’ve previously hurt.
Working your multiclass choices into your story can make the benefits you gain so much richer, and give your character a new purpose.
How to Multiclass (And the Practical Implications of Doing So!)
Once you have your sights set on what kind of build you’re interested in, there are a few things to think about.
Take a look at the level tables of the classes you’re interested in, to see how many levels you’ll need in that class for your desired effect.
Example: At 2nd level Monks gain an extra Ki point, you might want to take at least 2 levels when dipping into Monk to really pack a punch.
Remember that:
- Your proficiency bonus and XP are always based on your total character level.
- Your proficiencies will vary based on the classes you choose.
- And lastly, to form your hit points, you’ll add together the Hit Dice granted by all of your classes to form your pool of Hit Dice.
Fortunately, we have long since graduated from the days of only having pen and paper to work out all these specifics, and DnDBeyond can make this progress a whole lot simpler. On your “edit character” page, it’s easy to just add another class and start exploring the benefits.
From there, you could practically spend all day exploring combinations of subclasses and what kind of magic the combinations can create!
However, If spending all day looking through subclasses doesn’t quite suit your needs at the moment, I have a few ideas of creative uses of multiclassing that you could implement into your game.
This is definitely for your benefit, and not just because I have too many ideas and need someone to bring them to life… Promise.
You've Got Your Perfect Sorlock...
When your innate magical abilities are no longer enough, and your character is left craving more, the Sorlock is an incredibly powerful multiclass build.
As a Divine Soul Sorcerer, this character desires control of as much magic as possible. Access to the cleric spell list simply didn’t cut it, and they were willing to take a risky deal to gain the great powers of a Warlock. The Pact of The Tome would be an excellent fit for an extremely diverse casting catalog.
Required levels: Sorcerer 5/Warlock 3
You Got Bard in my Barbarian!
Judged by their appearance this mighty warrior utilizes their intimidating stature to gain respect and captivate audiences. Taking spells that are less damage-focused, would allow the barbarian to do their thing in combat, while your bardic abilities can add flair and charm to any who dare listen.
Consider taking the Path of The Zealot as a Barbarian, and letting your bardic side tell the tales of their own dangerous close calls at the taverns.
Required levels: Barbarian 5/Bard 3
Necro-Druid? Necro-Druid.
A Necromancy Druid giveth and taketh away. This multiclass is built to tamper with nature and challenge mortality. Opting for a Circle of Spores Druid at 3rd level would allow you to take on features like gentle repose, and eventually animate dead. This natural attachment to controlling nature however can only be strengthened by the addition of scholarly understanding of life and death. That’s where the Necromancy Wizard comes in, learning how to draw energy from those lives you tamper with.
Required levels: Druid 5/Wizard 5
If you manage to tear through your 2 class builds, you can continue to add variety by even taking on a third class! There is technically no limit to how times you can diversify your class within your 20 levels, though at some point you might end up with quite the beast if you go overboard.
Whatever you create, may it be powerful enough to win your battles, and interesting enough to bring joy to your table. And let us know what multiclass character you'll be taking to the endlessly mysterious Candlekeep Library and Ravenloft's Domains of Dread, both available for presale on the D&D Beyond Marketplace.
Happy building!
Saige Ryan is a writer, host, and content creator in Los Angeles, California that builds too many Druids. Her love for TTRPGs mostly comes from being a drama nerd in high school. You can find her rolling dice weekly on the PixelCircus Twitch channel, or getting too easily scared in video games @NotSaige everywhere.
Then do that. No one is stopping you. It's just not the point of this article.
Treantmonk's Temple is a good place if you want some practical multiclassing tips.
If this is to be an article about Multi-classing, it must talk about the drawbacks of mixing different types of casters, as discussed on pages 164/165 of the PHB. MC'ing is not for the inexperienced, and the title of this article should not have the word "Beginners" in it.
I’ve found barbarian and rogue to be an unexpectedly fun combo. Good for emphasising my dude is lightning fast as well as being frighteningly strong
I play a (Tiefling) Monk/Warlock. He is fun.
nice article about the basis of multi classing. but, could have used a lot more useful multiclasses because as it stands has mostly info that is in the player handbook.
Thank you! This will really help with my rogueificer.
Dude. That is awesome.
Just a couple of notes:
My favourites for multi-classing are Cleric, as picking the domain immediately means that a single level gives you a lot straight away, and a second level (for Channel Divinity) rarely hurts, I'm a huge fan of a Monk/Cleric or Ranger/Cleric combo since they're so compatible, though at the same time you'll have so many options at your fingertips it can be a little hard to decide what to do each turn. I'm also a big fan of adding a couple of levels in Fighter to add damage potential (through Action Surge) or Barbarian to make a character instantly more of a tank with Rage and Reckless Attack.
On the other hand I'd recommend avoiding Monk as a secondary class; it can be easy to think it'd be great to mix it in for a more brawly martial character, but it often doesn't work as well as people expect.
Lastly, and related, is to keep in mind that with Tasha's Cauldron we've gained a bunch of great feats for getting a taste of multi-classing; if you just want a particular fighting style then there's no longer a need to take levels in Fighter for example, you can gain an Eldritch Invocation without dipping into Warlock and so-on. If you're wavering about committing to a full multi-class, consider some of those instead.
I like most of these points but I would actively warn against MC if you have monk as a primary class due to the slow Ki progression of Monks.
Ki is already a precious resource due to the low amount given per level (1 ki) and if your build is dependant on its use I would highly suggest you forgo MC.
Builds like 4E monk, Sun Soul, and Kensei would be the ones that likely use Ki more commonly than others so just something to keep in mind.
Had seriously considered going Fey Warlock with a Cleric, but right in the middle of a game session I find out the Tiefling Swashbuckler was going Hexblade.
Since that would have meant 2 Warlocks in the party I simply went with the +2 to Wisdom instead of Charisma that would have covered the prerequisites of multi-classing into Warlock.
In retrospect I should have gone Ranger instead, or just told him no to converting the character into a cleric in the first place!
Sigh I like the article just wish I could add something more to the multi-classing theme though.
Prerequisites for Artificer (i.e. Intelligence 13) are not provided in the article despite the fact that the article indicates an Artificer 5/Wizard 2 in the first paragraph of "The What and Why of Multiclassing" section.
I MADE A BARDBARIAN JOKE CHARACTER BEFORE I EVEN SAW THIS! XD
Currently playing Battle Smith Artificer 5/Mastermind Rogue 3/ Divination Wizard 2 to play a big time support for my party. It's been a blast so far!
Yes, that could be really cool for Undying or Archlich(I got that from DMsguild and put it in homebrew) patrons. Power ideas: paralyzing or turning undead, not needing sleep, food, or water. Perhaps restricted to Archlich and Undying.
Great article! I've gone through some of the multiclass possibilities before, and it's great to see some of my favorites verified. That said, I disagree with the idea that multiclassing is not smart before 5th level. I have a Barbarian 1 (Don't judge me) and they have trained with druids in a druidic community for a large part of their lives. At second level, they are going to become a Barbarian 1/Druid 1. I went through the statistics, and it seems like this should be okay with a high constitution modifier and the druid's healing spells.
The value of extra cantrips is versatility. The value of rituals is expanded use of your spellcaster. However, I like your argument not because of the Pact of the Chain, but rather because the Magic Initiate and Ritual Caster feats exist. Ritual Caster is similar to Book of Ancient Secrets, with one exception: instead of focusing on your Warlock level, it focuses on your entire level (yes this does mean the Wisdom 13 Barbarian 10 can cast Rary's Telepathic Bond) and so if you are multiclassing, Ritual caster works better. Finally, neither the article nor your comment talks about the Warlock subclass, and so I would like to introduce the idea of the Divine Soul/ Hexblade. It may seem a little backwards, but the Divine Soul doesn't need to be oriented directly towards good. The Hexblade Warlock lets you cast a lot of Paladin Spells, so you can have access to the Sorcerer, Ritual, Cleric, and about 1/3 of the Paladin spell list at the same time.
Imagine someone did a Barbarian/Bard/Cleric/Wizard/ranger/druid/fighter/monk/paladin/rouge/sorcerer/warlock! That would be quite a mess...
Right now, I'm playing a Rogue Monk, I'm pretty excited to see how it turns out.