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.
People are upset that this article doesn't specifically tell you 'how' to multiclass... but they are wrong, and proving to be lazy. There is a link that sends you right to the page that tells you how to customize a character, including but not limited to multiclassing.
That's because a pure martial class and a pure casting class are two very different beasts entirely; all casters that can swap out spells whenever they like are tricky for both new and experienced players, as you can never quite take all the spells you want, and have to make some hard choices. In some ways that's an argument against a new player going any caster, but I'd also say that by level 10 they're not really a new player anymore, assuming they started at level 1 or so? Did they alternate levels or did they start with Cleric and decide that it wasn't quite working for their character and decided to branch out into Druid? Why five levels in each (for Wisdom based class mixes you usually only need one or two levels to get what you want).
The biggest difficulties in multi-classing come from doing it too early without a clear idea of what you want to get out of it; for example, a Fighter with a couple of levels in Barbarian can work early despite delaying your extra attack, because you can use Reckless Attack to get the most out of your one basic attack (plus Action Surge) while adding a bunch of durability, but I wouldn't recommend that someone do it unless they know it's the right fit for their character. But an experienced DM should be able to advise on issues like that.
For me the first question from a DM regarding multi-classing must always be "why?"; someone might say "I want to take a few levels in Rogue", but they should have a clear idea of why they want to do it, either mechanical or thematic, so you can explore what their alternatives might be from feats or a change of sub-class etc.
I love my multiclass Warlock 5/Eldritch Knight 3 but I wish I'd realised from the outset that dipping only 3 levels into another class sacrifices a feat or ability score improvement... it's the kind of thing that feels like it should stack between classes
Would your dm be willing to let you sacrifice that 5th level of Warlock to convert that into another level of Eldritch Knight?
A DM could rule that all regular ASI's (4th, 8th, 12th, 16th, 19th) occur by character level, then treat the bonus ASIs for Fighters and Rogues (6th/14th and 10th respectively) as class features requiring the correct level in that class? There'd be a few edge cases where you're getting a bigger than normal boost at one level.
This actually wouldn't be too hard to manage on D&D Beyond as multi-classed players can just ignore the ASIs presented in the Manage Levels section, and manually edit ability scores (or add a feat); since everyone gets them at the same time only multi-classed Fighters and Rogues would need to remember their extra ASIs.
Only issue is how balanced it is; multi-classing can be very powerful early on as a lot of classes get a lot out of their early levels, then steadily build upon them afterwards, so in some ways the delayed ASIs/feats help to balance that out.
You could also just negotiate with your DM to just get the one missing ASI back at level 20 (if you make it that far) and add it manually?
I don't know if I'd allow the ASI to be character based. Muticlassing is, deliberately, a trade-off between powers, of which an ASI is such a thing.
A good example of this is taking that 4th level in Eldritch Knight and gaining access to the extra ASI or feat. This means the maximum level in Warlock that can be reached is 16, meaning that DM_Loki will miss out on his 9th level spell should the Character get to level 20. On the other side of that, if the Character is never meant to get that far, then the trade off might very well be worth it.
And what you are proposing is cheating, and goes against every theme and char progression rule in 5e. There is no negotiation. The rules are clear. If what you propose was installed in a game here is nothing stopping some player from MC'ing across 5 or 6 classes, with virtually no penalty. No, just no.
What I proposed was a house-rule that a DM could optionally choose to employ if they wanted, and it isn't as game-breaking as you hysterically pretend (or at all); every level you take in one class means something lost in the other(s), all it would do is make it easier to maintain ability score progression in line with everyone else.
Sure, you could go five or six classes deep if you wanted, but your build would be a complete mess of conflicting abilities, or a heap of 1st level spells that won't have enough impact in higher level fights. Plus a DM using a house-rule still retains full power to shut down any clearly abusive combo and just say "no, you're taking the piss". All this house rule really does is avoid the awkwardness when taking one fewer/more level in an additional class.
In absolutely no way is it cheating, so kindly drop the bad attitude.
Race: Tabaxi, from Volo's Guide to Monsters
Necessary Feats: Mobile
First Class: Monk - Specialisation: Way of Shadow (at least Level 6), Multiclass Requirements: Dexterity 13, Wisdom 13
Second Class: Blood Hunter* - Specialisation: Order of the Lycan (Level 7), Multiclass Requirements: Strenght or Dexterity 13, Wisdom 13 **
*Created by Matt Mercer, the Dungeon Master of 'Critical Role'
**Personal note: Though it's not a requirement, but as the Blood Hunter's skills are often use your own life to convert it to power, a high Constitution is advised too.
The result: One lightning fast cat, who can increase it's speed in a really high level in the dark, because it can travel through the shadows (as a bonus action, traveling range is 60, both your beginning and arrival point should be in dim light or darkness, but you can ignore the hard terrain, movement blocking obstacles or high differences, as long as you can see your goal, and it's unoccupied), and transform into an even more dangerous form. As a Monk know, how to utilise bare-handed fights, the transformation gives it claws - wich, instead of growing claws, just increase their size, 'cause as a Tabaxi, you already has them. Also, by being a Monk, after level 6 all of your bare-handed attack considered as magical, you can use Ki to increase the number of your attacks (cost some Ki and your bonus action). Maybe not the best at in a fight of attrition (the Monk's Unarmed Defense should be good help in it though, as both class requires high Wisdom), but it's really hard to escape from it - base speed 30 + 10 from the feat +15 from Unarmored Movement (at level 6 Monk) +10 from Stalker's Prowess (at level 7 Blood Hunter, Order of the Lycan), and as a Tabaxi, you can duble your base speed for one round (you regain this ability, if you doesn't move for one round). In the end, your base speed is 65, what you can double for one round. With using Dash action, and the Monk's Step of the Wind, you can triple the amount of this movement number (if you doesn't do any other actions, just run). That's a whopping 195 in one round. Your damae, with the given class levels are - without using any other skills, except the Order of the Lycan Blood Hunter's transformation - 1d4 (from Tabaxi's claws) + 1d6 (from Monk's martial arts) + 1d6 (from Transformation) + Dexterity modifier (from Monk's martial arts) - with one attack. In that level you should has an extra attack, also one more of the Monk's martial arts (bonus action), or 2, if you spend 1 Ki after your Attack action. Also Blood Hunter's has their Crimson Rite, wich can add a small 1d6 (at level 7) bonus to your attacks - this 1d6 is an elemental damage, the type can be chosen, when you get the ability (at level 6 you know 2 types of Rites), but activating it cost both some of your actual, and your maximum hit points - the maximum hit points returns, when the Rite is ended. If you activate them on both of your hands, that's cost extra, but you can add different kind of elements to them, if you are not sure, what is your opponents weakness. Also, your hybrid form is resistant to slashing, piercing and bludgeoning damage from non-magical weapons, if they are not silvered.
The only possible problem is this combination's high character level requirement - you left only 7 level, what you can freely spend after that.
No. A tabaxi's claws do 1d4 damage--they replace standard unarmed damage, they do not add 1d4 damage. The Order of Lycan's transformation likewise allows your unarmed attacks to do 1d6 slashing damage instead of your standard unarmed attacks. And, just like a monk's martial arts die replaces the damage for a monk weapon rather than adding to it, it will also simply replace the damage you could inflict with either the tabaxi's claws or the Lycan's transformation. In other words, you will do just 1d6+dex mod from either monk 5 or blood hunter 3, and it will go up to 1d8+dex mod from reaching level 11 in either of those classes (which will happen much later than if you single-classed in either).
Crimson Rite, Primal Strike, and Improved Primal Strike are still of benefit, as is the boost to speed.
Yes, thank you. I was specifically thinking of players who don't have a lot of experience with D&D or tabletop RPGs in general will have trouble trying to figure out how to make their multiclass mesh well and take advantage of the interactions. They end up having to essentially learn the base mechanics of 2 classes now instead of 1. Not saying they should never multiclass, I've just seen enough new players struggle with it that it seems good to make them focus for a bit first. :)
It's not really OP. I tanked her wisdom score, so she lives up to her chaotic good nature like you wouldn't believe. Her CHA is 18, tho, and she has five levels of Great Old One Warlock, three levels of Aberrant Mind Sorcerer, and now one level of Bard, which will probably take through 20 and the College of Lore, for those additional Magical Secrets.
She has won the award for Most Cantrips Known at this point...
Your"house rule" would bring horrible changes to the game balance. Two levels of Hexblade, three levels of Paladin, PLUS an ASI...... Yeah, that is wildly OP, and game breaking. If you think the delay getting to 4th level in a particular class should be mitigated by allowing ASI's to occur on total char level, you have not played enough 5e to grasp the impact.
I proposed it as an optional houserule to be discussed for a multi-class with five levels in warlock and potential problems getting their ASIs going forward; I quoted the damn post FFS. Next time read what you're responding to instead of just insulting people. You have concerns with the balance of it as a general house-rule? Fine. Except that's not what I suggested it as, and I literally just told you as much, yet you've decided to insult me further.
I read it very carefully. You are proposing separating the 4th, 8th, 12tyh, 16th, and 19th level ASI's from progression in any particular class, and make them overall level dependent. That would be a disaster, since almost every class is front end loaded. Any analysis leads to the same conclusion. It is an absolutely terrible idea.
You're accusing me of not having played D&D 5e enough, and yet you don't understand the concept of an optional house-rule intended to help with a specific problem (multi-classing locking you into blocks of four levels) or that a DM is allowed to say no to any obvious abuse? I have not proposed this for everyone's use in every campaign or suggested it as a standard feature of D&D, I suggested it as a "discuss with your DM" option to smooth out an issue with certain builds; if it were a standard feature and it was made illegal for DM's to rule against abuses of it then sure, the kind of player that ruins D&D for everyone else and end up having no friends could absolutely take the piss, but that is not what I proposed so your pretending otherwise is incredibly bad faith conduct.
I suggest you reevaluate your own lack of experience here dude, especially at how to conduct yourself in a discussion, and maybe go back and re-read what I actually wrote a few hundred more times; this is the last I intend to say on the matter.
Yes it is not part of the standard rules, but it is not cheating and surely doesn't go against every theme and character progression. This is at the end of the day a game that allows for DMs/GMs to make their own house rules however they see fit. It's not like he is saying to do this as a player without talking to your dm or to do this for a Adventure League character. I think you should go take a step back respect that everyone here has the right to choose to play 100% by the book or make personal judgement calls. If it was cheating to do anything outside of the core books, then you wouldn't have wonderful homebrew content available to use because that to would be considered cheating.
As a Fellow DM I can say I currently don't use this option but I have considered it from time to time because I liked the way it worked back in 3.5 for feats. Then it wasn't based on class level but character level.
AND AS FOR YOU @haravikk... you keep on doing what works for you at your table. ;)
and before you tell me about how "OP" it is and "game breaking". Know that you are 100% entitled to your opinion and 100 are entitled to use your opinion however you see fit at your table. You are however not entitled to tell someone that that they can't run their own games however they see fit. That is rude and is unbecoming of people in this community who should be supporting one another not tearing one another down for their own creativity.
Enjoy the game your way, and let others enjoy the game their way. Sometimes unexpected outcomes can come from us exploring new ideas that go beyond the core mechanics, and sometimes we learn that things work better a certain way. but again thats for each DM to discover what works for them and their players.
Respect one another and just roll the dice :)
Well said. No need for accusation when the intent is mere discussion.
Also, 2 levels in fighter pairs well with basically any class, cause action surge is always useful.