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.
Or take Aspect of the Moon as a Tomelock.
Ok, that’s their mail, but which music do they like? (I’ll get my coat).
Don't know if its optimized or care but I'm playing a monk cleric
Unarmed defence based on your character's Dexterity and Wisdom since Wisdom is a Cleric attribute of importance you should be able to avoid using any regular armour so shouldn't have disadvantage on stealth checks for one thing.
Depends which class you started off with as a cleric those low level spells are useful, whilst a monk's abilities are potentially useful it really depends on where you start.
Going by your description I assume you went between 2-4 levels as a monk before multi-classing as a cleric or was it vice versa?
Monk/Cleric is fantastic; they share Wisdom as a key ability score, and you get a lot of cool stuff for just a level or two.
I'm currently playing a Kensei Monk/War Cleric; I've been alternating levels (so currently 3rd level for Kensei, 2nd level for Cleric) in defiance of the usual recommendation to multi-class after 5th level, and been having a lot of fun with the character. While I don't have my extra attack, I have so many ways to do a bonus action attack that it rarely matters; War Priest especially is great as it lets me attack twice with my Longbow without having to spend Ki, and having Divine Favor for boosted damage or Shield of Faith for ridiculous AC are both great. In theory Bless is better, but it requires your Action so you really need a chance to trigger it before a combat.
Light Domain is another good one for a Monk, as it lets you use you reaction to impose disadvantage on enemy attacks, which is great to have on turns when you don't use Patient Defence, plus it combines really well with a Sun Soul or Way of the Four Elements Monk in terms of the spells you can get. Also Guidance is a must-have; huge potential for out of combat bonuses.
Not that I think there are any bad choices for Cleric Domain to pair with a Monk; there are so many choices, and you should always be able to find one to fit a theme.
What is with a Sorcerer + Paladin build.
I've played an arcane trickster rogue 4/bard 2 in a one shot, and found that quite fun. He has the Healer and Spell Sniper feats. I'll be playing him again in an upcoming one shot in the same universe, so I'm looking forward to that. :)
I wanna multiclass Monk and Fighter and take the Gunslinger path. I'm basically making a Matrix character.
My next character will probably be a Dwarven Drunken Master Barbarian. Drunken Rages through every tavern in the land.
I love a good warlock-paladin/cleric mashup because of all the roleplay of the pact lord and the divine being that are in conflict over the character.
the idea for my monk/cleric was that he's a con man that pretends to be an exorcist then later finds his faith. so i picked drunken master and trickery domain (also took a level dip into rogue for the expertise in performance and deception).his tactics where to cast spirit guardians and chase around smaller threats with unarmored movement and use ki points to stunning strike to trap them in the area of effect. but more so than anything im playing him for the role playing the other players that it was hilarious that im playing this old short fat little drunken coward
actually 5 levels monk a level dip in rogue for expertise in deception and performance (he's a fake exorcist at first)then so far 5 level cleric but plan to use the remainder in this class
Playing through Waterdeep: Dragon Heist as a Rogue 3/Druid 3 was one of my favorite characters. Spellcasting from the Druid is invaluable to the Rogue's stealth capabilities. A Rogue that can give itself Pass Without Trace? Heck yes!
Currently playing as a barbarian/fighter who has just multiclassed again into a wizard! Fun times
Bardbarian Tiefling, plays heavy metal exclusively, basically Ozzy Osbourne
This is why I like the Initiate feats, and similar options. They let me buy a slice of expertise instead of the whole rogue pie.
Something to note about the Bardbarian (because I was working on something similar: a wild magic sorcerer/wild magic barbarian), is that a barbarian while raging cannot cast spells. From the player's Handbook "If you are able to cast spells, you can’t cast them or concentrate on them while raging." So you may lose some functionality of the class (either the barbarian's rage or the bard's spells). Granted, you don't have infinite rages, so you can cast spells while not raging or rage while not concentrating on a spell. But it is something to be cognizant of.
There are actually quite a few spells you can cast that don't require concentration, so as long as you do them before going into a rage you can continue to gain the benefit. There aren't a huge number on the Bard list specifically, but Charm spells, Disguise Self (for getting close), Awaken or Raise Dead and others can all be handy, plus you can add in more through your Magical Secrets.
But it specifically says you can't cast while raging. Repeating from the PHB ""If you are able to cast spells, you can’t cast them or concentrate on them while raging." So it is saying that you can't continue concentrating on a spell you have previously cast, nor can you cast any new spells. But I'm aware that there are some spells that still do work. I was just saying that while raging, you can't cast. I'm aware that you can still gain some benefit, but you do lose some functionality because of it. You just have to be very careful about the spells you choose, or just make sure to use a spell while not planning on raging. It isn't inherently bad. It's just something to keep in mind.
I'm sorry if it feels like I'm arguing or discounting the Bardbarian. Like I said, I was thinking something very similar. There is just one major thing to keep in mind. Otherwise it'll just cause a headache later.
In a CoS campaign, I started with a strong Bard of Valor half-orc, then he found the Bloodspear and became a Hexblade. Fully prepared to go pact of the blade, there was something found later that made him decide on Pact of the Tome instead. Far from an optimized class, the organic RP choices made this one of the more memorable characters I've played.