This thread is to share your thoughts on what you think some of the best multiclass combo is. Here we will look at the combination of 2 SUBCLASSES of to different main classes. If you Like the compatibility of 2 main classes, pick a subclass from each and post. Remember we are focusing on subclasses and you can only have 1 mix of 2 subclasses per post. Make sure you EXPLAIN your choices.
It never fails. Somebody posts a multiclassing thread, somebody else must bring up Abserd. No matter how pointless or irrelevant. Just...ugh.
Roughly half the posts you're likely to get, Freinare, will be "Something/Hexblade", primarily because the Hexblade's ability to relieve MADness and key weapon attacks off a common, powerful casting stat opens up roughly eleventy billion builds. I tend to favor the 'Cursed Dandy' myself, a combination of Swashbuckler rogue and Hexblade warlock.
The combination allows a player to run a Charisma-focused talky rogue without having to worry about spiking their Dex and basically no longer being a valid rogue. The whole thing runs off your Charisma, including your initiative modifier. Rogue Expertise in chatter skills combined with the Charisma focus means you can basically pull bard-level peoplemancy without needing to be a high-level performer IRL. The combination is comfortable operating with moderate to mediocre Dexterity in medium armor and doesn't need more than two or three levels of warlock tops to function. Even a single level of hexblade is enough to turn the combo on, though the second level for Invocations and the third for second-level spells and a Pact Boon are both quite valuable. You can get some of the benefits of being an Arcane Trickster with careful spell selection, and Eldritch Blast w/Agonizing Doink fixes the rogue's issues with ranged combat.
It's one of the few multiclass options that's functional in (the latter stages of) tier 1 play, and pops early in tier 2 rather than needing you to get to double-digit character levels before it works. Plus, it's one of those combinations that's absolutely rich for backstory mining and the creation of highly memorable characters. It's just an all-around thoroughly enjoyable combination, comes highly recommended.
8 expertise by level 7 and Guidance is a lot to work with when it comes to building a character with out-of-combat prowess. Excels in exploration for obvious reasons, but I particularly like having all of those expertise in intelligence checks for the party's scout. Preparing Identify and Detect Magic as rituals is a lovely tool other rogues wish they had. Being able to identify things that you're discovering is mighty helpful to staying alive and succeeding as a team.
Medium Armor and Shields are a great pick up. You can use the shield on a dex build, go for a medium armor master build or even go down to 14 dex on a Strogue build that also grabs expertise in athletics to rock some very solid grappling. There are no particular feats needed to finish the build, so there is a lot of freedom in how to customize the base.
The idea is to finish out with Scout levels. Unlike other, more convoluted and gimmicky "grab all of the expertise" builds this concept maintains a strong identity as a single class while only needing a single level of its secondary class to greatly expand its repertoire. It's completely open as to when to take the Cleric level, making the dip about as painless as possible.
Just gotta say, I love both the Abserd love and hate here.
As for a subclass, my favourite is the very boring Hexblade Padlock. Both run Charisma. You get extra smites that you can add to your smites, and more spell slots for smites.
What's that? You want something more interesting? Well fine, if you must. Fey Touched Ranger for at least 5 levels, with Two-Weapon Fighting, and a couple levels of Monk. This lets you lean really hard on Dex, makes you a better spellcaster, and very evasive, while making you a better explorer and stealther... and you just hit like a brick.
As for the Monk Subclass, probably Kensei so you can use bigger swords in each hand.
What's that? You want something more interesting? Well fine, if you must. Fey Touched Ranger for at least 5 levels, with Two-Weapon Fighting, and a couple levels of Monk. This lets you lean really hard on Dex, makes you a better spellcaster, and very evasive, while making you a better explorer and stealther... and you just hit like a brick.
As for the Monk Subclass, probably Kensei so you can use bigger swords in each hand.
A Ranger/Monk can already wield a longsword - how big do you want???
I'm honestly going to go with a Hexblade Warlock/Ancients Paladin. You get to use your Charisma for attacks, so you can spend all your ASIs on Constitution instead of Strength, and you also have the best cantrip in their game to negate the Paladin's usually inability to counter ranged attackers. Plus, you can use the warlock slots for smites, and you have advantage on saves against spells. If you really want to get crazy, make a tiefling with the Infernal Constitution feat for resistance to basically everything but BPS.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
What's that? You want something more interesting? Well fine, if you must. Fey Touched Ranger for at least 5 levels, with Two-Weapon Fighting, and a couple levels of Monk. This lets you lean really hard on Dex, makes you a better spellcaster, and very evasive, while making you a better explorer and stealther... and you just hit like a brick.
I'm really struggling to see what monk is bringing to the table here. How does it make you a better spellcaster? You get fewer spells than full ranger. Monks also give you nothing skill-wise. You get a bit more movement and you get a few basic ki moves, but it's not really enough to offset what you're giving up by multiclassing.
I mean don't get me wrong I love the flavor possibilities here, but this is a combo you'd take despite the mechanics, not because of them.
The CHA classes have this pretty much wrapped up. If we're looking for a truly half-and-half MC versus just a dip, I'd go with Paladin/Warlock or Paladin/Sorcerer.
Currently gearing up for a Rogue/Bard. Definitely will go Swashbuckler, the Bard subclass is up in the air (likely going Rogue 4/Bard 1 before taking more Bard levels, so I have time) but likely Eloquence if pushing the Bard angle a bit, Swords if pushing the Swashbuckler angle more, maybe Whispers if there are campaign reasons. Doesn't have the Warlock's short-rest-spell-slots borderline abuse and Hexblade's overload Cha cheese, but it does offer a nice bit of synergy and I like old-timey swashbuckling movies and this fits those to a T.
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Want to start playing but don't have anyone to play with? You can try these options: [link].
What's that? You want something more interesting? Well fine, if you must. Fey Touched Ranger for at least 5 levels, with Two-Weapon Fighting, and a couple levels of Monk. This lets you lean really hard on Dex, makes you a better spellcaster, and very evasive, while making you a better explorer and stealther... and you just hit like a brick.
As for the Monk Subclass, probably Kensei so you can use bigger swords in each hand.
A Ranger/Monk can already wield a longsword - how big do you want???
Not as a monk weapon, which does make a difference although kensei is middling in terms of effectiveness.
Rollback Post to RevisionRollBack
Want to start playing but don't have anyone to play with? You can try these options: [link].
What's that? You want something more interesting? Well fine, if you must. Fey Touched Ranger for at least 5 levels, with Two-Weapon Fighting, and a couple levels of Monk. This lets you lean really hard on Dex, makes you a better spellcaster, and very evasive, while making you a better explorer and stealther... and you just hit like a brick.
As for the Monk Subclass, probably Kensei so you can use bigger swords in each hand.
A Ranger/Monk can already wield a longsword - how big do you want???
Not as a monk weapon, which does make a difference although kensei is middling in terms of effectiveness.
DEDICATED WEAPON 2nd-level monk feature You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must meet these criteria: • The weapon must be a simple or martial weapon. • You must be proficient with it. • It must lack the heavy and special properties.
What's that? You want something more interesting? Well fine, if you must. Fey Touched Ranger for at least 5 levels, with Two-Weapon Fighting, and a couple levels of Monk. This lets you lean really hard on Dex, makes you a better spellcaster, and very evasive, while making you a better explorer and stealther... and you just hit like a brick.
As for the Monk Subclass, probably Kensei so you can use bigger swords in each hand.
A Ranger/Monk can already wield a longsword - how big do you want???
Not as a monk weapon, which does make a difference although kensei is middling in terms of effectiveness.
DEDICATED WEAPON 2nd-level monk feature You train yourself to use a variety of weapons as monk weapons, not just simple melee weapons and shortswords. Whenever you finish a short or long rest, you can touch one weapon, focus your ki on it, and then count that weapon as a monk weapon until you use this feature again. The chosen weapon must meet these criteria: • The weapon must be a simple or martial weapon. • You must be proficient with it. • It must lack the heavy and special properties.
If Tasha's is used and this particular feature is allowed, sure. And if you're willing to give up Xanathar's (and thus Gloom Stalker and Horizon Walker for the Ranger subclass) in an Adventurers League context. There are considerations.
Rollback Post to RevisionRollBack
Want to start playing but don't have anyone to play with? You can try these options: [link].
What's that? You want something more interesting? Well fine, if you must. Fey Touched Ranger for at least 5 levels, with Two-Weapon Fighting, and a couple levels of Monk. This lets you lean really hard on Dex, makes you a better spellcaster, and very evasive, while making you a better explorer and stealther... and you just hit like a brick.
I'm really struggling to see what monk is bringing to the table here. How does it make you a better spellcaster? You get fewer spells than full ranger. Monks also give you nothing skill-wise. You get a bit more movement and you get a few basic ki moves, but it's not really enough to offset what you're giving up by multiclassing.
I mean don't get me wrong I love the flavor possibilities here, but this is a combo you'd take despite the mechanics, not because of them.
The CHA classes have this pretty much wrapped up. If we're looking for a truly half-and-half MC versus just a dip, I'd go with Paladin/Warlock or Paladin/Sorcerer.
It's the unarmored defense, evasion, and bonus action attacks. Kensei specifically adds Agile Parry and Deft Strike. Agile Parry is great because Monk is being used to bump AC without real armour anyway, so a +2 bonus is great. Deft Strike is a bit more lackluster, but adding 1d6 and 1d4 to your 1d8 attack against one target is nothing to sneeze at. With Hunter's Mark, it's up to 2d6, 1d4, and 1d8, or with Zephyr Strike it's up to 1d4, 1d6, and 2d8. With Zephyr Strike, you're in better shape, because you can target four different opponents for 2ki total to deal 3d4, 2d6, and 3d8 damage in one turn... and rolling 8 dice is wizard levels of dice... and Evasion is just great all the time!
A wizard who can cast a levelled spell and then follow up with a Dash, Disengage or Hide as a Bonus Action makes for a versatile spellcaster who can get themselves out of a lot of situation in which they'd normally be in a pickle. Spells like chromatic orb benefit from having taken the Hide action, as you get advantage on the attack.
I'd go 1-5 in Wizard, then 2 in rogue, then back into Wizard. Around level 10-11, consider taking one more level in Rogue for Assasinate, and make sure to get the Alert feat.
Level 8 Wizard, 3 Rogue: Win Initiative, Bonus Action Hide, cast chromatic orb at 5th level with advantage to hit for 63 (14d8) single target damage. Repeat on subsequent rounds, going through your spell slots as you see fit.
Of course, I really don't encourage spending a whole level just to get Assasinate, since it really just shortens fights and makes them less fun overall, but rolling 14d8 is pretty awesome.
A lot of people go on about hexblade multiclasses, but I think fighter dips are honestly top tier as well. It's a popular opinion to say wizard is the most powerful class in 5e, but a hexblade dip doesn't help it that much. Instead, two levels of fighter gives it an incredible edge. At lower levels, you could cast grease and web on the same turn, later on cast fireball and then hypnotic pattern, or in my personal history I've done action surge with bladesinger's multiattack+cantrips on a single target for a nice burst of damage.
Even in higher levels it retains its power. A lvl 20 wizard is inferior to a lvl 18/2 wizard. Cast prismatic wall in the shape of a sphere above a target, action surge, reverse gravity and drop concentration so the target passes through the wall four times and lands prone with fall damage. Loads of damage. Something simpler, sickening radiance, action surge force cage. so on and so forth, there's so much you could do while having a resource that comes back after a short rest.
A lot of people go on about hexblade multiclasses, but I think fighter dips are honestly top tier as well. It's a popular opinion to say wizard is the most powerful class in 5e, but a hexblade dip doesn't help it that much. Instead, two levels of fighter gives it an incredible edge. At lower levels, you could cast grease and web on the same turn, later on cast fireball and then hypnotic pattern, or in my personal history I've done action surge with bladesinger's multiattack+cantrips on a single target for a nice burst of damage.
Even in higher levels it retains its power. A lvl 20 wizard is inferior to a lvl 18/2 wizard. Cast prismatic wall in the shape of a sphere above a target, action surge, reverse gravity and drop concentration so the target passes through the wall four times and lands prone with fall damage. Loads of damage. Something simpler, sickening radiance, action surge force cage. so on and so forth, there's so much you could do while having a resource that comes back after a short rest.
You can only cast one levelled spell on your turn. Action Surge does not allow you to do any of these things, sorry.
This thread is to share your thoughts on what you think some of the best multiclass combo is. Here we will look at the combination of 2 SUBCLASSES of to different main classes. If you Like the compatibility of 2 main classes, pick a subclass from each and post. Remember we are focusing on subclasses and you can only have 1 mix of 2 subclasses per post. Make sure you EXPLAIN your choices.
Abserd is the best multiclass. Not 2 classes, but ALL OF THEM.
Multiclassing into all the classes is best duh.
It never fails. Somebody posts a multiclassing thread, somebody else must bring up Abserd. No matter how pointless or irrelevant. Just...ugh.
Roughly half the posts you're likely to get, Freinare, will be "Something/Hexblade", primarily because the Hexblade's ability to relieve MADness and key weapon attacks off a common, powerful casting stat opens up roughly eleventy billion builds. I tend to favor the 'Cursed Dandy' myself, a combination of Swashbuckler rogue and Hexblade warlock.
The combination allows a player to run a Charisma-focused talky rogue without having to worry about spiking their Dex and basically no longer being a valid rogue. The whole thing runs off your Charisma, including your initiative modifier. Rogue Expertise in chatter skills combined with the Charisma focus means you can basically pull bard-level peoplemancy without needing to be a high-level performer IRL. The combination is comfortable operating with moderate to mediocre Dexterity in medium armor and doesn't need more than two or three levels of warlock tops to function. Even a single level of hexblade is enough to turn the combo on, though the second level for Invocations and the third for second-level spells and a Pact Boon are both quite valuable. You can get some of the benefits of being an Arcane Trickster with careful spell selection, and Eldritch Blast w/Agonizing Doink fixes the rogue's issues with ranged combat.
It's one of the few multiclass options that's functional in (the latter stages of) tier 1 play, and pops early in tier 2 rather than needing you to get to double-digit character levels before it works. Plus, it's one of those combinations that's absolutely rich for backstory mining and the creation of highly memorable characters. It's just an all-around thoroughly enjoyable combination, comes highly recommended.
Please do not contact or message me.
Scout 6/ Knowledge Cleric 1
Ultimate Skillmonkey
8 expertise by level 7 and Guidance is a lot to work with when it comes to building a character with out-of-combat prowess. Excels in exploration for obvious reasons, but I particularly like having all of those expertise in intelligence checks for the party's scout. Preparing Identify and Detect Magic as rituals is a lovely tool other rogues wish they had. Being able to identify things that you're discovering is mighty helpful to staying alive and succeeding as a team.
Medium Armor and Shields are a great pick up. You can use the shield on a dex build, go for a medium armor master build or even go down to 14 dex on a Strogue build that also grabs expertise in athletics to rock some very solid grappling. There are no particular feats needed to finish the build, so there is a lot of freedom in how to customize the base.
The idea is to finish out with Scout levels. Unlike other, more convoluted and gimmicky "grab all of the expertise" builds this concept maintains a strong identity as a single class while only needing a single level of its secondary class to greatly expand its repertoire. It's completely open as to when to take the Cleric level, making the dip about as painless as possible.
Just gotta say, I love both the Abserd love and hate here.
As for a subclass, my favourite is the very boring Hexblade Padlock. Both run Charisma. You get extra smites that you can add to your smites, and more spell slots for smites.
What's that? You want something more interesting? Well fine, if you must. Fey Touched Ranger for at least 5 levels, with Two-Weapon Fighting, and a couple levels of Monk. This lets you lean really hard on Dex, makes you a better spellcaster, and very evasive, while making you a better explorer and stealther... and you just hit like a brick.
As for the Monk Subclass, probably Kensei so you can use bigger swords in each hand.
A Ranger/Monk can already wield a longsword - how big do you want???
In not-seriousness, here are some legal, SAD multiclass builds that are Abserd-level dumb, assuming a half-elf for ease of stats:
If you're really dedicated, you won't get your first ASI until level 19.
I'm honestly going to go with a Hexblade Warlock/Ancients Paladin. You get to use your Charisma for attacks, so you can spend all your ASIs on Constitution instead of Strength, and you also have the best cantrip in their game to negate the Paladin's usually inability to counter ranged attackers. Plus, you can use the warlock slots for smites, and you have advantage on saves against spells. If you really want to get crazy, make a tiefling with the Infernal Constitution feat for resistance to basically everything but BPS.
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
I would have to say that the best option is to start out with 4 levels of cleric. Any domain will do. Whichever suits your fancy.
Then add to that a few levels of... well... cleric.
Then you switch it up a bit by taking a few more levels.... of cleric.
And then, finally, when you're way up in Tier 4, you cap it off with a final couple of levels of... wait for it.... cleric.
Why?
Because clerics are awesome. That's why.
Anzio Faro. Protector Aasimar light cleric. Lvl 18.
Viktor Gavriil. White dragonborn grave cleric. Lvl 20.
Ikram Sahir ibn-Malik al-Sayyid Ra'ad. Brass dragonborn draconic sorcerer Lvl 9. Fire elemental devil.
Wrangler of cats.
I'm really struggling to see what monk is bringing to the table here. How does it make you a better spellcaster? You get fewer spells than full ranger. Monks also give you nothing skill-wise. You get a bit more movement and you get a few basic ki moves, but it's not really enough to offset what you're giving up by multiclassing.
I mean don't get me wrong I love the flavor possibilities here, but this is a combo you'd take despite the mechanics, not because of them.
The CHA classes have this pretty much wrapped up. If we're looking for a truly half-and-half MC versus just a dip, I'd go with Paladin/Warlock or Paladin/Sorcerer.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Currently gearing up for a Rogue/Bard. Definitely will go Swashbuckler, the Bard subclass is up in the air (likely going Rogue 4/Bard 1 before taking more Bard levels, so I have time) but likely Eloquence if pushing the Bard angle a bit, Swords if pushing the Swashbuckler angle more, maybe Whispers if there are campaign reasons. Doesn't have the Warlock's short-rest-spell-slots borderline abuse and Hexblade's overload Cha cheese, but it does offer a nice bit of synergy and I like old-timey swashbuckling movies and this fits those to a T.
Want to start playing but don't have anyone to play with? You can try these options: [link].
Not as a monk weapon, which does make a difference although kensei is middling in terms of effectiveness.
Want to start playing but don't have anyone to play with? You can try these options: [link].
DEDICATED WEAPON
2nd-level monk feature
You train yourself to use a variety of weapons as
monk weapons, not just simple melee weapons and
shortswords. Whenever you finish a short or long
rest, you can touch one weapon, focus your ki on it,
and then count that weapon as a monk weapon until
you use this feature again.
The chosen weapon must meet these criteria:
• The weapon must be a simple or martial weapon.
• You must be proficient with it.
• It must lack the heavy and special properties.
If Tasha's is used and this particular feature is allowed, sure. And if you're willing to give up Xanathar's (and thus Gloom Stalker and Horizon Walker for the Ranger subclass) in an Adventurers League context. There are considerations.
Want to start playing but don't have anyone to play with? You can try these options: [link].
It's the unarmored defense, evasion, and bonus action attacks. Kensei specifically adds Agile Parry and Deft Strike. Agile Parry is great because Monk is being used to bump AC without real armour anyway, so a +2 bonus is great. Deft Strike is a bit more lackluster, but adding 1d6 and 1d4 to your 1d8 attack against one target is nothing to sneeze at. With Hunter's Mark, it's up to 2d6, 1d4, and 1d8, or with Zephyr Strike it's up to 1d4, 1d6, and 2d8. With Zephyr Strike, you're in better shape, because you can target four different opponents for 2ki total to deal 3d4, 2d6, and 3d8 damage in one turn... and rolling 8 dice is wizard levels of dice... and Evasion is just great all the time!
Rogue 2/Wizard everything else.
A wizard who can cast a levelled spell and then follow up with a Dash, Disengage or Hide as a Bonus Action makes for a versatile spellcaster who can get themselves out of a lot of situation in which they'd normally be in a pickle. Spells like chromatic orb benefit from having taken the Hide action, as you get advantage on the attack.
I'd go 1-5 in Wizard, then 2 in rogue, then back into Wizard. Around level 10-11, consider taking one more level in Rogue for Assasinate, and make sure to get the Alert feat.
Level 8 Wizard, 3 Rogue: Win Initiative, Bonus Action Hide, cast chromatic orb at 5th level with advantage to hit for 63 (14d8) single target damage. Repeat on subsequent rounds, going through your spell slots as you see fit.
Of course, I really don't encourage spending a whole level just to get Assasinate, since it really just shortens fights and makes them less fun overall, but rolling 14d8 is pretty awesome.
A lot of people go on about hexblade multiclasses, but I think fighter dips are honestly top tier as well. It's a popular opinion to say wizard is the most powerful class in 5e, but a hexblade dip doesn't help it that much. Instead, two levels of fighter gives it an incredible edge. At lower levels, you could cast grease and web on the same turn, later on cast fireball and then hypnotic pattern, or in my personal history I've done action surge with bladesinger's multiattack+cantrips on a single target for a nice burst of damage.
Even in higher levels it retains its power. A lvl 20 wizard is inferior to a lvl 18/2 wizard. Cast prismatic wall in the shape of a sphere above a target, action surge, reverse gravity and drop concentration so the target passes through the wall four times and lands prone with fall damage. Loads of damage. Something simpler, sickening radiance, action surge force cage. so on and so forth, there's so much you could do while having a resource that comes back after a short rest.
Fighter 2/Wizard 18
You have the advantage of using a shield, medium armor, and CON prof for keeping spells up. You also have at will shield.
You get action surge so you can cast two leveled spells in a turn.
You have Wish which means you get a copy of yourself everyday to help counterspell anything or set up the Microwave (Wall of Force/Sickening Radiance)
I believe its only if you use a Bonus Action spell can you not cast a spell with an action:
Action Surge and spell casting. Two spells (not cantrips) in 1 round? · D&D Sage Advice