Druid and cleric each treat wisdom as their primary ability score, so there's certainly synergy there. Since your wisdom will likely be above 13, you can still multi-class into druid pretty easily. There's actually a level 1 druid spell called goodberry that works quite well with the cleric's life domain. It would allow you to heal up to 40 hp in your party with one spell, which is huge early game. Regardless, with spellcasters I generally prefer to reach ninth level spells, which means I'm hitting at least level 17 in that class in my multi-class build. A jack of all trades is a master of none. Just ask a bard. Of course, he'll probably just convince you to invest in the construction of his theater.
If you care about the mechanics, you need to be very careful multi-classing spellcasters. If you have multiple spell foci, you can get into some complicated and untenable swapping situations during combat. Based on the RAW, you can only draw or stow one weapon without the dual wielder feat. It's safe to assume this applies to spellcasting foci as well. If you're casting a spell that requires M, you can complete any S requirements with the hand holding your focus. If you're casting a spell with S and no M, you have to use a free hand to do so. That means you have to put away something that you're holding. Putting away a shield requires one action, so you can forget about trying that. Putting your holy symbol on your shield helps to some degree, but you're putting yourself in the position of having to constantly rotate whatever is in your hand and keeping track of it all. If you're also hoping to have a melee or ranged weapon in hand during the course of combat, good luck.
Regarding the question about dipping into cleric for armor proficiencies, I would generally advise against it. This is a consideration that isn't popular with min/maxers, but weight is a factor. Any DM worth their salt will be skeptical of a wizard walking around in heavy armor with a shield in hand. Together, those items would weigh 71 pounds. You're putting that much weight on what is likely to be a strength dumping wizard? Give me a break. With variant encumbrance rules, carrying more than five times your strength score results in your being encumbered (-10 speed) . At 10 times your strength, you are heavily encumbered. That gives you the lovely penalties of -20 speed and disadvantage on ability checks, attacks, and saving throws with strength, dexterity, and constitution. Ouch! If you're carrying 71 pounds in armor with a wizard, you're probably not looking too hot. Well, maybe you are, you sweaty dog.
Based on encumbrance, the general rule of thumb is that you drop your pack of nonessential items before starting combat. If you get surprised on the road and you're carrying a lot of gear, you're probably going to have a very bad first round. Even if, like a heathen, you're not using the variant encumbrance rules, you're still using the strength requirements in the heavy armor chart. That means -10 speed if you don't have the requisite strength. But hey, maybe you got lucky and rolled well enough that you don't have to be conservative with your ASIs. On top of the strength requirement, there is the don/doff limitation combined with long rest ambushes. Anyone who wears medium or heavy armor can't actually sleep in it. That means it must be doffed during a long rest. If you get ambushed, it takes five minutes to don medium armor, 10 minutes to don heavy armor, and one action to don your shield. Well, there went your AC. If you're lucky, you were murdered in your sleep. It's worth noting that this risk is mitigated through certain spells later in the game, but if we're assuming our characters are logical in their universe, they're not trying to min/max as hard as their owners. In this universe, most wizards probably aren't trying to wear plate mail everywhere they go. Based on Acquisitions Incorporated, it's already hard enough trying to convince wizards to keep their clothes on.
p.s. Extradimensional storage options exist for a reason.
p.p.s. If your DM is super relaxed with the rules, do whatever you want. Send me an invite so I can get away with using multiple reactions, potions, bonus actions, and ninth level spell slots in one round at your table. It's nice to be a god.
I'm working on trying for a 3 class multiclassed mainly wizard for lvl11 2nd for celric to lvl6 and lvl 3 sorcerer for the 2 sorcerer systems(ie twin magic and the one that allows touch spells to be 30ft range) I plan to get the feat war caster (allows casting with both hands occupied) I'm a high Dex (16) High elf wizard3 cleric2 atm in a DDAL it's working nice right now with tempest cleric and evocation wizard max mmg witch bolts help a ton
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Druid and cleric each treat wisdom as their primary ability score, so there's certainly synergy there. Since your wisdom will likely be above 13, you can still multi-class into druid pretty easily. There's actually a level 1 druid spell called goodberry that works quite well with the cleric's life domain. It would allow you to heal up to 40 hp in your party with one spell, which is huge early game. Regardless, with spellcasters I generally prefer to reach ninth level spells, which means I'm hitting at least level 17 in that class in my multi-class build. A jack of all trades is a master of none. Just ask a bard. Of course, he'll probably just convince you to invest in the construction of his theater.
If you care about the mechanics, you need to be very careful multi-classing spellcasters. If you have multiple spell foci, you can get into some complicated and untenable swapping situations during combat. Based on the RAW, you can only draw or stow one weapon without the dual wielder feat. It's safe to assume this applies to spellcasting foci as well. If you're casting a spell that requires M, you can complete any S requirements with the hand holding your focus. If you're casting a spell with S and no M, you have to use a free hand to do so. That means you have to put away something that you're holding. Putting away a shield requires one action, so you can forget about trying that. Putting your holy symbol on your shield helps to some degree, but you're putting yourself in the position of having to constantly rotate whatever is in your hand and keeping track of it all. If you're also hoping to have a melee or ranged weapon in hand during the course of combat, good luck.
Regarding the question about dipping into cleric for armor proficiencies, I would generally advise against it. This is a consideration that isn't popular with min/maxers, but weight is a factor. Any DM worth their salt will be skeptical of a wizard walking around in heavy armor with a shield in hand. Together, those items would weigh 71 pounds. You're putting that much weight on what is likely to be a strength dumping wizard? Give me a break. With variant encumbrance rules, carrying more than five times your strength score results in your being encumbered (-10 speed) . At 10 times your strength, you are heavily encumbered. That gives you the lovely penalties of -20 speed and disadvantage on ability checks, attacks, and saving throws with strength, dexterity, and constitution. Ouch! If you're carrying 71 pounds in armor with a wizard, you're probably not looking too hot. Well, maybe you are, you sweaty dog.
Based on encumbrance, the general rule of thumb is that you drop your pack of nonessential items before starting combat. If you get surprised on the road and you're carrying a lot of gear, you're probably going to have a very bad first round. Even if, like a heathen, you're not using the variant encumbrance rules, you're still using the strength requirements in the heavy armor chart. That means -10 speed if you don't have the requisite strength. But hey, maybe you got lucky and rolled well enough that you don't have to be conservative with your ASIs. On top of the strength requirement, there is the don/doff limitation combined with long rest ambushes. Anyone who wears medium or heavy armor can't actually sleep in it. That means it must be doffed during a long rest. If you get ambushed, it takes five minutes to don medium armor, 10 minutes to don heavy armor, and one action to don your shield. Well, there went your AC. If you're lucky, you were murdered in your sleep. It's worth noting that this risk is mitigated through certain spells later in the game, but if we're assuming our characters are logical in their universe, they're not trying to min/max as hard as their owners. In this universe, most wizards probably aren't trying to wear plate mail everywhere they go. Based on Acquisitions Incorporated, it's already hard enough trying to convince wizards to keep their clothes on.
p.s. Extradimensional storage options exist for a reason.
p.p.s. If your DM is super relaxed with the rules, do whatever you want. Send me an invite so I can get away with using multiple reactions, potions, bonus actions, and ninth level spell slots in one round at your table. It's nice to be a god.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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I'm working on trying for a 3 class multiclassed mainly wizard for lvl11 2nd for celric to lvl6 and lvl 3 sorcerer for the 2 sorcerer systems(ie twin magic and the one that allows touch spells to be 30ft range) I plan to get the feat war caster (allows casting with both hands occupied) I'm a high Dex (16) High elf wizard3 cleric2 atm in a DDAL it's working nice right now with tempest cleric and evocation wizard max mmg witch bolts help a ton