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.
Great. What book & page is that rule from? Because people have been debating the Coffeelock for years. So if you've got a RAW limit on total spell slots, that's news to well.. most everyone, AFAIK.
Playing a Padhran Shou Druid/Monk, he believes his various Moon Druid forms are previous lives.
Sweet! I LOVE Ranger so I'm thinking a Rizard
Lol no minmax they didnt mention infinite spell slots with the sorlock
It's a little odd that the article never goes into some of the more common multiclasses, like a 2 level dip into fighter for action surge or a 1 level dip into cleric for heavy armor
Kinda wished the article described a bit on when you should and should not multiclass. For example, if you're a martial and take levels before lv5, you're delaying extra attack. If you're a paladin you're delaying aura of protection as well.
In most cases you shouldn't look at MCing until lv5 or so. Doing so can make your character drag behind everyone else when they get their most significant power spikes.
Plus, you should be careful and very certain that you want to multiclass. Monoclass, so to speak, is never a bad choice. Multiclass can bring great rewards but if you realise later you made a mistake, it's on your DM to allow you to rectify it or be stuck with what you chose and when you chose it.
Welcome to 2B2T but DnD
I've tried a few encounters with a totem bear barb/ sun soul monk a while ago, it basically turns you into Broly from DBS.
Barbaradin is a sweet build, glad you had fun.
It sounds fun but is MAD as all hell.
STR, DEX, CON, and CHA all should be at least 14....especially since Bardic Inspiration is based on CHA mod.
A short rest happens whenever you take more than an hour of downtime (though players may need the DM to remind them of this fact). And warlock spell slots (regular ones) regain on a short rest. Sorcery points don't "regain" spell slots, they instead create new ones (that I like to call "temporary spell slots" that last until used or until you take a long rest. Therefore, the formula for infinite spell slots (known as "coffeelocks" because they never sleep) is:
1. Have a DM who accepts RAW as being the most important (I don't, I say that RAF is way more important than RAW or RAI). This is the most important step, because DMs like me would simply make a house rule to make this method impossible (see end of post)
2. Use all your sorcery points to create temporary spell slots
3. Use your warlock slots to regain sorcery points
4. Repeat steps 2 and 3, resting for an hour whenever you have run out of warlock slots
5. Make sure that you NEVER take a long rest, or you'll loose all the spell slots you worked so hard on
6. Have someone cast greater restoration, or another spell that reduces exhaustion, on you every day if you gain a level of exhaustion, since you'll be making a CON save that increases by 5 every 24 hours, and it appears doesn't have any cap, meaning eventually you'll auto-fail.
7. Wait until the DM rules that warlock spell slots can't be converted into sorcery points because this is too annoying.
EDIT: The stuff on succeeding on a CON save or gaining a level of exhaustion comes from XGtE for those who aren't aware. If your DM doesn't own that book, then they may use a houserule for the effects of going without sleep. This may be more or less punishing for coffeelocks than RAW.
Artificer works extremely well as a dip class for wizard. Starting as 2 levels of artificer get you con save proficiency, medium armor and shield, guidance cantrip, mind sharpener infusion to never drop concentration in clutch times. Synergizes so well for any wiz (although bladesinger won't want the medium armor.) You can opt to go for a 3rd level in artificer but I think it pushes back wiz progression too much for my tastes.
Re: MCing until level 5. Respectfully disagree.
Making a character with a starting Dip is not as reduced in power as one might think. The discussion of martial character delaying extra attack (typically at lvl 5) or other higher options (Auras level 6) is balanced often by new class ability features (examples Booming Blade cantrip hitting tier 2 at level 5, or use of Find Familiar for sustained advantage every round). While the argument can be made that delayed progression might hurt, it is an informed decision about what extra abilities come with the initial dip. Requiring a character to maintain progression until level 5 is a nonstarter for those wanting to leverage some of those initial goodness of other classes that understand completely the trade offs.
My favorite Paladock is Oath of Ancients and Celestial Pact... Unicorns are celestials... and are referenced in the lore of the pact choices...
Bard wizard, he listens to his own music as he studies his spells.
Multi-classing for Beginners
I have a Palalocke that's a lot of fun, but the campaign we're currently in had to see her switch her oath to something that fit a little better mid-game.
I am a beginner at multiclassing and I would like to know more about it other than "you can do it".
Sorry, this article is not for you. This is a rah rah article. Building an MC'ed char has to deal with a ton of issues.
There is the discussion of synchronous abilities. Those that suggest Barbarians and Druids are a good mix are working from the assumption that the char has ridiculous stats to start with, because now we are into MAD, with a char needing Wisdom, Con, Dex, or Str. Of course, if playing in a campaign that works with the Standard Array or 27 Point Buy, that is impossible. Amy two classes that are being chosen should have the same Primary Stat requirement, unless there is a really compelling case.
There is then the discussion of ASI's being lost when a player decides to 5/3. Unless the char is going to cap out at 4 in one of the classes, or 8, the ASI is lost. Of course, the idea of MC'ing is that by doing so the tradeoff is enough to overcome the losses. This game is all about tradeoffs. Ultimately, MC'ing is a power-gamer move. It takes an awfully compelling backstory and role play to justify Multi-Classing.
That is not true. It just takes a reasonable one. A character who does X & is also a priest of X, be it a Wizard who is also a Arcane Cleric, or a Ranger that is also a Nature Cleric. Or a sorcerer who decides to follow their own path thru life. Anyone who wants to train in combat more intensely than the average member if their class snags a few levels as a Fighter. You need a quick boost of power in a desperate moment, and become a Warlock.