Just like the title says.. I'm currently searching for the best or the most useful multiclass for my current level 6 (lvl 7 wizard once done leveling up) Im a Green Dragonborn Wizard Evocation but that's only because the only books I had were the starters.. so yeah anyways mutliclasses best and/or most useful aaannnndddd goooooo lol also thanks in advanced
Normally multi-class decisions are made when you create the character, not midway through. You don't want to multi-class just because you're bored with the next level in your current class but to serve some overarching synergy necessary to the character.
You also normally don't want to multi-class a character until your progression 'caps out'. For example, once you've hit level 6 Paladin, you've got a significant chunk of the value you'll ever get from the class. You've gotten all the Extra Attack you'll ever get. You've gotten your Aura. You've got those Paladin-specific spells most players look for. You've got your Armor/Weapon/Mastery/Fighting Style. Going the next 14 levels in Paladin doesn't normally help you all that much compared to what you might get elsewhere.
Wizards 'cap out' at 17 with 9th level spells. Prior to this point, multi-classing is almost invariably a bad idea because you're trading away your most powerful spells for the least powerful abilities from some other class.
What do you want from the multiclass? And what are your ability scores, as that will impact your options.
But in general m/c with a wizard is a bad choice. Only artificers have the same primary stat, so most other classes you need to have your ability scores spread around. Sometimes people like to go fighter, as you get armor and some other nice additions. If you are using ‘14 rules, you can take 2 in fighter so you can action surge and cast 2 spells in one round (note this does not work in ‘24).
The big drawback with any m/c, however, is losing your spell progression. Every level you take in another class means putting off getting higher level spells. It’s almost never going to be worth the trade. So what are you trying to get from the multiclass? If you’re just doing it for the sake of doing it, I’d say don’t.
If you don't have a specific multiclass goal, my opinion is it's a mistake to multiclass. It shouldn't be done just to do it.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
The only multiclass I might recommend at this point for a wizard would be to take a single level of Fighter or Cleric to get proficiency in medium armor and shields for extra survivability. Assuming you have 14 Dexterity (a common number for Dex on casters), your AC with Mage Armor would be 15 as a pure Wizard, but would go up to 19 with Half-Plate and a Shield by multiclassing, and you would still have the option to stack Shield on top of that to boost it up to 24 for a round. Cleric would give you the armor proficiencies while also letting your spell-slots keep scaling, but would require 13 in Wisdom for the multiclass, where Fighter only requires 13 in either Strength orDexterity.
It's worth thinking about if you are getting pounded on a regular basis, but otherwise I would stick with just pure Wizard so that you get access to higher level spells as early as possible.
Barbarian: Need Strength 13. You cannot cast while raging, so probably not. Unarmored Defense, if your Dex & Con are high enough... but still probably not as good as just staying with Wizard.
Bard: Need Charisma 13. One level gets you Bardic Inspiration (but is reliant upon a decent Charisma for number of uses), and Bard class will keep your spell slot progression going. Two levels will get you Expertise & Jack of All Trades, which COULD be useful, if you want skills... but Wizard has spells that csn help with or outright replace the skills you might want to buff, so... probably best to just stick with Wizard & keep your spell progression.
Cleric: Need Wisdom 13. Gets you light & medium armor & shields, and also continues your spell slot progression while giving you access to healing spells and the rest of the Cleric's level one spell list. If you have the Wisdom score, this id not a bad option, if you want Armor & heals.
Druid: Need Wisdom 13. It's similar to the Cleric. You'll want to take the Warden order for medium armor & shields. A second level for Wildshape could make for some interesting utility... but much of that utility could easily be accomplished through the Wizard's Find Familiar spell. All in all, not a good class to choose.
Fighter: Need Strength or Dexterity 13. It's a solid Wizard multiclass choice. You get medium armor & shields. A second level gets you Action Surge, but in 2024 rules, you can't use it for a Magic Action. I would probably only take the one level of Fighter as a multiclass Wizard. And ideally, it would be taken at level one, so you could get the Constitution Saving Throw proficiency. Either way, you lose soell slot & soell level progression.
Monk: need Wisdom & Dexterity 13, so it really strains your Ability scores. But, assuming you have good scores in those stats (maybe you rolled, and rolled well), you'd get Unarmored Defense & Martial Arts. Defense is useful if you have high enough scores... but you're probably better off using Mage Armor, Shield, Mirror Image, or even Blink or Blur as defensive options. A second level gets you bonus action options, but you still lose spell level & slot progression. Monk is not a great choice.
Paladin: Need Strength and Charisma 13. It's similar to the Fighter in armor & weapon proficiency. You get 1/2 spell slot progression. 5 points of Lay on Hands healing, and access to the Paladin's level one spell list. But you need Strength and Charisma. Very unlikely choice, unless you rolled lucky on stats. Standard Array or Point Buy, and this is nearly an impossibility. The gains here hardly outweigh the cost in Ability Score strain and Wizard level missed.
Ranger: Need Dexterity and Wisdom. Similar to the Paladin, only you don't get Lay on Hands. And a slightly different spell list. Not a good choice for a Wizard multiclass.
Rogue: Need Dexterity 13. One level gets you Expertise, so a decent choice for skill buffs (but still- i think the Wizard has spells that adequately cover skill buffs). Also Sneak Attack & Wespon Mastery (as do some of the other Martial classes. I've ignored it, though, as it's not really a feature you'd get much use out of as a primary Wizard.) A second level of Rogue gets you good Bonus Action options with Cunning Actions. This could be quite useful for a Wizard to help you get out of melee or get into casting range. However, you'd be giving up 2 levels of Wizard for slot & spell level progression.
Sorcerer: Need Charisma 13. You continue your slot progression, but slow your spell level progression. You get Innate Sorcery, but it only affects your Sorcerer Spells. A halfway decent choice, if you take it at level 1 for Con save proficiency. But there are better choices for that.
Warlock: Need Charisma 13. You get Eldritch Invocations, which for one level of Warlock are limited. Armor or Shadows for free Mage Armor, Eldritch Mind for Advantage on Con Saves. Or Pact of the Blade, Chain, or Tome. Tome is redundant to the point of useless for a Wizard. Blade isn't much better- if you're going for a gish, there are better options for a Wizard (Bladesinger, Fighter Dip, Eldritch Knight multiclass, e.g.) Chain has SOME appeal, as the abilities of some of the familiar options are nice (imp invisibility, e.g.), and they can attack (not great, but it's something.) So, Warlock has some minor appeal for a multiclass dip from Wizard.
As others have stated, Wizard is probably the class above all others that benefits from staying single class. The spell level progression being your primary reason. Some of the more attractive single level dips are Fighter, Cleric, and Rogue. If Artificer is allowed, one level for Con Saves (if taken at level one), two levels for Infusions, or three levels for a subclass are quite nice. It all depends upon what you want for your character and what your priorities are.
Cleric: You gain Heavy Armor and Martial Weapons. Since you also gain full spell progression and some useful spells, this makes Cleric one of the stronger choices.
Fighter: Con proficiency doesn't become useful until after the point where you can easily take Resilient (Con) and the martial attributes are largely available else - without the loss of a spell level.
Ranger: Dex/Wis are both strong stats, so the cost isn't high. The only real benefit over Cleric is Weapon Mastery.
Sorcerer: Pretty much the only reason here is the two level dip for metamagic. However, it’s a strong reason.
Artificer only requires In, gives you Con Saves, Medium Armor and Shield and increases your spellcasting. Plus has a few spells wizards dont get like Cure Wounds.
Dipping one level in fighter is too compelling to ignore with second wind, fighting style defense, wearing armor, and the ultimate, access to sap. And considering the 20 level power is lack luster, there is no downside. As for loss of spell progression, your only delaying it and at 20th level you lose one 6th level spell slot. With the new true strike, you become effective in a fight as well. Extra attacks do not help a true wizard, but if someone closes on you they will mess you up as a straight wizard, this way, if you are at range your good, you will be casting spells. If someone closes lay down sap, and enjoy your high AC and they will either be defeated or give up trying to attack you.
Keep the Ranger in mind. You maintain Spell Slot Progression, get access to armor and Hunters Mark. Grab a heavy crossbow and you now have a ranged push to push targets back into your AoEs. Also if you dont want to Concentrate on a spell toss up a free hunters mark .
Granted you can do the same thing with fighters just have to decide if you want the spell progression. Fighter do get Con save as well.
Keep the Ranger in mind. You maintain Spell Slot Progression, get access to armor and Hunters Mark. Grab a heavy crossbow and you now have a ranged push to push targets back into your AoEs. Also if you dont want to Concentrate on a spell toss up a free hunters mark .
Granted you can do the same thing with fighters just have to decide if you want the spell progression. Fighter do get Con save as well.
A wizard is not going to spend their concentration on hunters mark, they have spells which are actually useful they’ll spend it on. Nor will they pick up a heavy crossbow: they’d need a 13 str and a good dex to be effective with it, and 99% of the time they’ll have dumped str and have a mediocre dex.
Correct me if i’m wrong, but unless you have the war caster feat you can’t cast spells with your hands full (a weapon and a shield). Seems like a big caveat to mention if you are going to suggest an artificer, fighter or cleric for the shield.
Correct me if i’m wrong, but unless you have the war caster feat you can’t cast spells with your hands full (a weapon and a shield). Seems like a big caveat to mention if you are going to suggest an artificer, fighter or cleric for the shield.
You will probably want war caster anyway for the concentration advantage.
Everybody who's suggesting you "maintain spell progression" knows that you don't maintain spell progression, right? You continue to accrue spell slots as normal, but you can't prepare spells of higher levels without progressing in your specific character class. A 13th-level wizard/7th-level cleric would have 9th-level spell slots, but could only prepare 7th-level Wizard and 4th-level Cleric spells.
From the PHB on Multiclassing:
Spells Prepared. You determine what spells you can prepare for each class individually, as if you were a single-classed member of that class. If you are a level 4 Ranger / level 3 Sorcerer, for example, you can prepare five level 1 Ranger spells, and you can prepare six Sorcerer spells of level 1 or 2 (as well as four Sorcerer cantrips).
Each spell you prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell.
Also, Hunter's Mark, even the free castings granted by the Ranger's Favored Enemy class feature, requires concentration to cast.
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Just like the title says.. I'm currently searching for the best or the most useful multiclass for my current level 6 (lvl 7 wizard once done leveling up) Im a Green Dragonborn Wizard Evocation but that's only because the only books I had were the starters.. so yeah anyways mutliclasses best and/or most useful aaannnndddd goooooo lol also thanks in advanced
Normally multi-class decisions are made when you create the character, not midway through. You don't want to multi-class just because you're bored with the next level in your current class but to serve some overarching synergy necessary to the character.
You also normally don't want to multi-class a character until your progression 'caps out'. For example, once you've hit level 6 Paladin, you've got a significant chunk of the value you'll ever get from the class. You've gotten all the Extra Attack you'll ever get. You've gotten your Aura. You've got those Paladin-specific spells most players look for. You've got your Armor/Weapon/Mastery/Fighting Style. Going the next 14 levels in Paladin doesn't normally help you all that much compared to what you might get elsewhere.
Wizards 'cap out' at 17 with 9th level spells. Prior to this point, multi-classing is almost invariably a bad idea because you're trading away your most powerful spells for the least powerful abilities from some other class.
What do you want from the multiclass? And what are your ability scores, as that will impact your options.
But in general m/c with a wizard is a bad choice. Only artificers have the same primary stat, so most other classes you need to have your ability scores spread around. Sometimes people like to go fighter, as you get armor and some other nice additions. If you are using ‘14 rules, you can take 2 in fighter so you can action surge and cast 2 spells in one round (note this does not work in ‘24).
The big drawback with any m/c, however, is losing your spell progression. Every level you take in another class means putting off getting higher level spells. It’s almost never going to be worth the trade. So what are you trying to get from the multiclass? If you’re just doing it for the sake of doing it, I’d say don’t.
If you don't have a specific multiclass goal, my opinion is it's a mistake to multiclass. It shouldn't be done just to do it.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
The only multiclass I might recommend at this point for a wizard would be to take a single level of Fighter or Cleric to get proficiency in medium armor and shields for extra survivability. Assuming you have 14 Dexterity (a common number for Dex on casters), your AC with Mage Armor would be 15 as a pure Wizard, but would go up to 19 with Half-Plate and a Shield by multiclassing, and you would still have the option to stack Shield on top of that to boost it up to 24 for a round. Cleric would give you the armor proficiencies while also letting your spell-slots keep scaling, but would require 13 in Wisdom for the multiclass, where Fighter only requires 13 in either Strength or Dexterity.
It's worth thinking about if you are getting pounded on a regular basis, but otherwise I would stick with just pure Wizard so that you get access to higher level spells as early as possible.
With Bladesong back you add you intel modifier to AC as well as your Dex modifier as long as no armor...
Let's go down the list:
Barbarian: Need Strength 13. You cannot cast while raging, so probably not. Unarmored Defense, if your Dex & Con are high enough... but still probably not as good as just staying with Wizard.
Bard: Need Charisma 13. One level gets you Bardic Inspiration (but is reliant upon a decent Charisma for number of uses), and Bard class will keep your spell slot progression going. Two levels will get you Expertise & Jack of All Trades, which COULD be useful, if you want skills... but Wizard has spells that csn help with or outright replace the skills you might want to buff, so... probably best to just stick with Wizard & keep your spell progression.
Cleric: Need Wisdom 13. Gets you light & medium armor & shields, and also continues your spell slot progression while giving you access to healing spells and the rest of the Cleric's level one spell list. If you have the Wisdom score, this id not a bad option, if you want Armor & heals.
Druid: Need Wisdom 13. It's similar to the Cleric. You'll want to take the Warden order for medium armor & shields. A second level for Wildshape could make for some interesting utility... but much of that utility could easily be accomplished through the Wizard's Find Familiar spell. All in all, not a good class to choose.
Fighter: Need Strength or Dexterity 13. It's a solid Wizard multiclass choice. You get medium armor & shields. A second level gets you Action Surge, but in 2024 rules, you can't use it for a Magic Action. I would probably only take the one level of Fighter as a multiclass Wizard. And ideally, it would be taken at level one, so you could get the Constitution Saving Throw proficiency. Either way, you lose soell slot & soell level progression.
Monk: need Wisdom & Dexterity 13, so it really strains your Ability scores. But, assuming you have good scores in those stats (maybe you rolled, and rolled well), you'd get Unarmored Defense & Martial Arts. Defense is useful if you have high enough scores... but you're probably better off using Mage Armor, Shield, Mirror Image, or even Blink or Blur as defensive options. A second level gets you bonus action options, but you still lose spell level & slot progression. Monk is not a great choice.
Paladin: Need Strength and Charisma 13. It's similar to the Fighter in armor & weapon proficiency. You get 1/2 spell slot progression. 5 points of Lay on Hands healing, and access to the Paladin's level one spell list. But you need Strength and Charisma. Very unlikely choice, unless you rolled lucky on stats. Standard Array or Point Buy, and this is nearly an impossibility. The gains here hardly outweigh the cost in Ability Score strain and Wizard level missed.
Ranger: Need Dexterity and Wisdom. Similar to the Paladin, only you don't get Lay on Hands. And a slightly different spell list. Not a good choice for a Wizard multiclass.
Rogue: Need Dexterity 13. One level gets you Expertise, so a decent choice for skill buffs (but still- i think the Wizard has spells that adequately cover skill buffs). Also Sneak Attack & Wespon Mastery (as do some of the other Martial classes. I've ignored it, though, as it's not really a feature you'd get much use out of as a primary Wizard.) A second level of Rogue gets you good Bonus Action options with Cunning Actions. This could be quite useful for a Wizard to help you get out of melee or get into casting range. However, you'd be giving up 2 levels of Wizard for slot & spell level progression.
Sorcerer: Need Charisma 13. You continue your slot progression, but slow your spell level progression. You get Innate Sorcery, but it only affects your Sorcerer Spells. A halfway decent choice, if you take it at level 1 for Con save proficiency. But there are better choices for that.
Warlock: Need Charisma 13. You get Eldritch Invocations, which for one level of Warlock are limited. Armor or Shadows for free Mage Armor, Eldritch Mind for Advantage on Con Saves. Or Pact of the Blade, Chain, or Tome. Tome is redundant to the point of useless for a Wizard. Blade isn't much better- if you're going for a gish, there are better options for a Wizard (Bladesinger, Fighter Dip, Eldritch Knight multiclass, e.g.) Chain has SOME appeal, as the abilities of some of the familiar options are nice (imp invisibility, e.g.), and they can attack (not great, but it's something.) So, Warlock has some minor appeal for a multiclass dip from Wizard.
As others have stated, Wizard is probably the class above all others that benefits from staying single class. The spell level progression being your primary reason. Some of the more attractive single level dips are Fighter, Cleric, and Rogue. If Artificer is allowed, one level for Con Saves (if taken at level one), two levels for Infusions, or three levels for a subclass are quite nice. It all depends upon what you want for your character and what your priorities are.
My thoughts:
Cleric: You gain Heavy Armor and Martial Weapons. Since you also gain full spell progression and some useful spells, this makes Cleric one of the stronger choices.
Fighter: Con proficiency doesn't become useful until after the point where you can easily take Resilient (Con) and the martial attributes are largely available else - without the loss of a spell level.
Ranger: Dex/Wis are both strong stats, so the cost isn't high. The only real benefit over Cleric is Weapon Mastery.
Sorcerer: Pretty much the only reason here is the two level dip for metamagic. However, it’s a strong reason.
Artificer only requires In, gives you Con Saves, Medium Armor and Shield and increases your spellcasting. Plus has a few spells wizards dont get like Cure Wounds.
Dipping one level in fighter is too compelling to ignore with second wind, fighting style defense, wearing armor, and the ultimate, access to sap. And considering the 20 level power is lack luster, there is no downside. As for loss of spell progression, your only delaying it and at 20th level you lose one 6th level spell slot. With the new true strike, you become effective in a fight as well. Extra attacks do not help a true wizard, but if someone closes on you they will mess you up as a straight wizard, this way, if you are at range your good, you will be casting spells. If someone closes lay down sap, and enjoy your high AC and they will either be defeated or give up trying to attack you.
Keep the Ranger in mind. You maintain Spell Slot Progression, get access to armor and Hunters Mark. Grab a heavy crossbow and you now have a ranged push to push targets back into your AoEs. Also if you dont want to Concentrate on a spell toss up a free hunters mark .
Granted you can do the same thing with fighters just have to decide if you want the spell progression. Fighter do get Con save as well.
A wizard is not going to spend their concentration on hunters mark, they have spells which are actually useful they’ll spend it on. Nor will they pick up a heavy crossbow: they’d need a 13 str and a good dex to be effective with it, and 99% of the time they’ll have dumped str and have a mediocre dex.
Correct me if i’m wrong, but unless you have the war caster feat you can’t cast spells with your hands full (a weapon and a shield). Seems like a big caveat to mention if you are going to suggest an artificer, fighter or cleric for the shield.
You will probably want war caster anyway for the concentration advantage.
Everybody who's suggesting you "maintain spell progression" knows that you don't maintain spell progression, right? You continue to accrue spell slots as normal, but you can't prepare spells of higher levels without progressing in your specific character class. A 13th-level wizard/7th-level cleric would have 9th-level spell slots, but could only prepare 7th-level Wizard and 4th-level Cleric spells.
From the PHB on Multiclassing:
Also, Hunter's Mark, even the free castings granted by the Ranger's Favored Enemy class feature, requires concentration to cast.