Summary
- Dip into new classes to add versatility to your character's experience, bringing originality to your build.
- Tinker with "meta" multiclass combinations to maximize benefits, providing powerful combos in D&D gameplay.
- Strategically combine features from different classes to create strong synergies and efficient character builds.
Multiclassing has become a staple mechanic in Dungeons and Dragons, particularly when it comes to character progression. After all, Multiclassing in D&D means taking or “dipping” into the levels of another Class and integrating them into the build of a player character. As such, instead of having a character with levels exclusive to a Class, a Multiclass option adds much-needed originality to a character’s experience.
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Unfortunately, with around 14 canonical Classes in D&D 5e alone, and with almost no limit as to how many Classes a character can dip into, the idea of Multiclassing can be quite overwhelming for beginners. Thankfully, a little tinkering can help players arrive at “meta” versions of the best Multiclassing combinations in D&D.
Updated October 29, 2024 by Rhenn Taguiam: With the 2024 Player’s Handbook revealing a lot of streamlined D&D mechanics that reinvigorated life into the classic TTRPG’s many classes and features, fans of the World’s Greatest TTRPG are likely excited to integrate these many components into their upcoming games.
However, for fans of the TTRPG who want to experiment with their builds, the game does offer various Multiclass combinations for players to try. Among Multiclass builds that players need to add to their arsenal include a Wizard who developed a penchant for the Fighter’s more active toolkit and a Bard whose holy fervor can lead to devastating attacks.
1 Abjuration Wizard 18, Up To Any Fighter 2
Action Surge Paves The Way For Spellcasting Fun
|
Class |
Features To Take Note |
|---|---|
|
Abjuration Wizard 18 |
Arcane Recovery (Level 1), Arcane Ward (Level 2), Ability Score Improvement/Feat (Level 4, Level 8, Level 12, Level 16), Projected Ward (Level 6), Improved Abjuration (Level 10), Spell Resistance (Level 14), Spell Mastery (Level 18) |
|
Fighter 2 |
Fighting Style: Protection, Second Wind (Level 1), Action Surge (Level 2) |
When it comes to thinking of a Multiclass build in Dungeons & Dragons, the Fighter becomes an easy choice of a Class dip. After all, just getting two levels in Fighter can give any build access to Action Surge, effectively securing an extra attack. When wielded by an Abjuration Wizard, this affords the Spellcaster more opportunities to dish out damage and protect allies at the same time. The most important component of this build is arguably the Proficiencies gained at the onset of the Fighter dip. Securing Heavy Armor Proficiency essentially allows Spellcasting while wearing the best protection possible, with the Save Proficiency on CON securing the Wizard’s defenses against more debilitating Spells.
Meanwhile, the Abjuration Wizard highlights this build’s potential for a tanking Spellcaster. It’s vital for this build to secure as many Ability Score Improvements toward INT as possible, as this secures the potency of their Arcane Ward. Securing a 2x Wizard Level + INT Mod shield that refills per Abjuration Spell cast makes the Wizard a force to reckon with, and Projected Ward enables the Wizard to become a long-ranged defender. There’s not much to worry about if the Ward runs out of juice, as Abjuration Spells cast grants 2x Spell Level back to the Ward.
- Proficiencies: Armor (All), Shields, Weapons (Simple, Martial), Saves (Strength, Constitution) (Fighter, Level 1): Despite the straightforward nature of these acquisitions, securing these Proficiencies enables the Spellcaster to don Heavy Armor without dampening their Spellcasting ability. The AC of the Heavy Armor should ward off most weapon attacks, with the Arcane Ward practically acting as emergency shielding against unnecessary damage.
- Fighting Style: Protection (Fighter, Level 1): Being able to use a Shield to impose Disadvantage on enemy attacks enables this build to protect adjacent allies, especially when there’s not a lot of incentive for the Abjuration Wizard to use their Reactions anyway.
- Action Surge (Fighter, Level 2): Straightforward but extremely efficient, being able to secure an extra Action to attack or cast a Spell should facilitate effective combos - perhaps even refill the Ward’s juice with consistent Spellcasting.
- Ability Score Improvement (Abjuration Wizard, Levels 4, 8, 12, 16): Grabbing up to +8 INT from Ability Score Improvement with a starting INT 16 can boost the Abjuration Spellcaster up to INT 24, or a +7 INT Mod at Level 16. This amounts to a 39 HP Arcane Ward.
- Arcane Ward (Abjuration Wizard, Level 2): While an INT 16 Wizard at Level 1 only gets a measly 5 HP Arcane Ward at the start of the campaign, the steady opportunity to always refill the Ward throughout encounters on top of being able to cast Arcane Shield separately can boost the Wizard’s defenses to tanking levels.
- Projected Ward (Abjuration Wizard, Level 6): Being able to send the Arcane Ward to protect an ally allows the Wizard to become both a sub-tank and an actual tank - which can be especially useful when facing multiple tough opponents.
- Spell Resistance (Abjuration Wizard, Level 14): Securing a permanent Advantage on Saves against Spells plus Damage Resistance can make the Spellcaster a more confident combatant, especially when facing foes who normally have more powerful spells at this part of the campaign.
2 Swords Bard 18, Up To Any Paladin 2
Straightforward CHA Multiclass
|
Class |
Features To Take Note |
|---|---|
|
College of Swords Bard 18 |
Bardic Inspiration (Level 1, 5, 10, 15), Jack of All Trades (Level 2), Magical Inspiration (Level 2), Fighting Style: Dueling (Level 3), Blade Flourish (Level 3), Expertise (Level 3, 10), Extra Attack (Level 6), Song of Rest (Level 2, 9, 13, 17), Ability Score Improvement (Level 4, 8, 12, 16), Font of Inspiration (Level 5), Countercharm (Level 6), Magical Secrets (Level 10, 14, 18), Master’s Flourish (Level 14) |
|
Paladin 2 |
Divine Sense, Lay on Hands (Level 1), Fighting Style: Protection (Level 2), Divine Smite (Level 2) |
Players who love the versatility of the Bard but don’t want to overcomplicate their Multiclass build should consider this rather straightforward setup. This Dungeons & Dragons build taps into the Paladin’s Divine Smite for that sweet +2d8 Radiant Damage nova, allowing basically any Class and their mother to get additional juice to their attacks. Lay on Hands should allow the Paladin to become an effective healer, working in tandem with the Bard’s Healing Word to consistently bring allies back to the fight. Using a Shield and Spear can make this build an effective mid-ranged combatant, taking up Polearm Master and potentially Sentinel via the Bard to maximize their defensive capabilities.
Meanwhile, players can skip Sentinel and Polearm Master to dump all Ability Score Improvements to CHA. This allows the College of Swords Bard to capitalize on their Bardic Inspiration, letting them throw bonus after bonus to allies who need them to amplify their attacks. Blade Flourish enables the Bard to diversify their repertoire of actions, either by boosting their AC, damaging multiple foes at once, or even enjoying more dynamic movement on the battlefield.
- Ability Score Improvement (College of Swords Bard, Level 4, 8, 12, 16): A CHA 16 Bard spamming ASIs on CHA can give them as much as CHA 24 with a +7 CHA Mod - not only enough to boost their Spellcasting prowess but also their Bardic Inspiration.
- Feat: Polearm Master, Sentinel (College of Swords Bard): If not an ASI, two other Feats for players to consider would be the Polearm Master to be able to perform Opportunity Attacks on reach, and Sentinel to bypass Disengage and perform Opportunity Attacks when an adjacent ally is targeted. The choice of these Feats depends on how much of a tank players want this build to become.
- Bardic Inspiration (College of Swords Bard, Level 1, 5, 10, 15): Being able to have a stockpile of d6’s (d8, 1d10, d12) that scales with CHA Mod can solidify the Bard’s position as a utility/support unit.
- Blade Flourish (College of Swords bard, Level 3): Being able to use one’s own Bardic Inspiration dice to deal extra damage and boost AC (Defensive Flourish), deal extra damage to two targets (Slashing Flourish), and a push-with-free-move maneuver (Mobile Flourish) can give the Bard a similar (although limited) tactical variability similar to the Battle Master.
- Magical Inspiration (College of Swords Bard, Level 2): Allies being able to use their Bardic Inspiration dice to add bonuses to healing or damage can be additional utility to the dice.
- Song of Rest (College of Swords Bard, Level 2, 9, 13, 17): Allowing allies to use their Hit Dice to gain guaranteed +1d6 (d8, d10, d12) Hit Points every Short Rest can be an efficient healing aid for allies.
- Magical Secrets (College of Swords Bard, Level 10, 14, 18): Being able to gain up to three Spells from any Class can further diversify the build’s repertoire of utility.
- Divine Smite (Paladin, Level 2): Perhaps the best reason for any build to dip into the Paladin, the +2d8 Radiant Damage after Attack Roll resolution and +1d8 per upcast can add massive damage to an attack combo - especially for a Bard who doesn’t want to use other Spells in the meantime.
- Fighting Style: Dueling (College of Swords Bard, Level 3) and Protection (Paladin, Level 2): Unlike other Classes where they often get only one choice of Fighting Style, dipping into Paladin can use Protection to fill in the gap that Dueling left behind. Whereas Dueling provides +2 Damage when only using a one-handed weapon and no other weapons, Protection lets them use their Reaction to impose Disadvantage on opponents who try to attack an adjacent ally.
3 Hexblade Warlock 12, Conquest Paladin 8
Strategic Smite Usage Can Maximize Damage
|
Class |
Features To Take Note |
|---|---|
|
Warlock 12 |
Hexblade’s Curse (Level 1) Eldritch Invocations (Level 2) Pact of the Blade (Level 3) Ability Score Improvement (Level 4, 8, 12) Accursed Specter (Level 6) Armor of Hexes (Level 10) Mystic Arcanum (Level 11) |
|
Paladin 8 |
Divine Sense (Level 1) Lay on Hands (Level 1) Fighting Style (Level 2) Spellcasting (Level 2) Divine Smite (Level 2) Sacred Oath (Level 3) Ability Score Improvement, Feat (Level 4, Level 8) Extra Attack (Level 5) Aura of Protection (Level 6) |
The Hexblade Paladin is a no-brainer when it comes to a Multiclass Build in Dungeons & Dragons gameplay, especially when the Warlock and Paladin already share the Charisma Ability as their main Spellcasting crux. However, players can still find ways to hyper-optimize this setup to maximize its benefits. At its core, grabbing a Variant Human Paladin and the Great Weapon Master (Feat) early on can theoretically secure +10 Damage consistently, with the -5 to Attack Roll setback mitigated by using Bless (1st-Level Spell). Divine Smite (Paladin, Level 2) remains the primary source of extra damage for this build, even when players begin dipping into Warlock.
However, it’s precisely with Warlock that players get much-needed flexibility with this kit. Eldritch Invocations such as Eldritch Mind can give players more wiggle room to attack while maintaining Concentration on buffs. Meanwhile, the two-attack option of Thirsting Blade can enhance DPS before and even after getting Extra Attack. Lastly, Eldritch Smite can abuse Warlock Spell Slots for even more Smiting opportunities. Near the endgame, spectral allies in the form of Summon Shadowspawn can give the Hexblade Paladin and their team much-needed logistical support.
- Great Weapon Master (Feat, Level 4): Scoring a crit or reducing a creature to 0 Hit Points with a melee weapon can grant another melee attack as a Bonus Action. Making a melee attack with a great weapon bestows -5 to Attack Rolls but gives +10 Damage.
- Divine Smite (Conquest Paladin, Level 2): The bread and butter of frontline holy knight builds, Divine Smite immediately adds +2d8 Radiant Damage to an attack that can be triggered after the attack’s result. An undead or fiend target gets +1d8 Radiant Damage, upcasting grants +1d8 Radiant Damage, and specialized Smite Spells can grant different effects.
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- Eldritch Mind (Eldritch Invocation, Hexblade Warlock): The Advantage to a CON Save to maintain Concentration can be integral to a Paladin who wants to use Bless to mitigate the debuff of Great Weapon Master.
- Thirsting Blade (Eldritch Invocation, Hexblade Warlock, Pact of the Blade, Level 5): Using a Pact Weapon can trigger two attacks instead of just one when using the Attack Action. Pre-Extra Attack, this can already boost the DPS of the Warlock.
- Eldritch Smite (Eldritch Invocation, Hexblade Warlock, Pact of the Blade, Level 5): The Warlock equivalent of a Divine Smite, this ability lets Warlocks use their Spell Slot to give +1d8 Force Damage to an attack. Upcasting per level grants +1d8 Force Damage. If the target is Huge or smaller, the Warlock can even knock them prone.
4 Echo Knight Fighter 3, Undead Warlock 2, Divine Soul Sorcerer 15
Dominate Crowd Control With Echo Opportunity Attacks
|
Class |
Features To Take Note |
|---|---|
|
Warlock 2 |
Form of Dread (Level 1) Spellcasting, Expanded Spell List (Level 1) Eldritch Invocations (Level 2) |
|
Fighter 3 |
Fighting Style: Defense (Level 1) Second Wind (Level 1) Action Surge (Level 2) Manifest Echo (Level 3) Unleash Incarnation (Level 3) |
|
Sorcerer 15 |
Sorcerous Origin (Level 1) Divine Magic (Level 1) Favored by the Gods (Level 1) Font of Magic (Level 2) Metamagic (Level 3) Ability Score Improvement (Level 4, 8) Magical Guidance (Level 5) Otherworldly Wings (Level 14) |
The Echo Knight’s ability to summon an Echo already allows them to cover different ranges in combat, thanks to their clone attacking from afar. It’s this simple mechanic that the Echolocker abuses, especially when the Echo’s properties are brought to the forefront. To prepare for these shenanigans, players are advised to take up Variant Human for War Caster (Feat), build up to generating fear via Form of Dread (Undead Warlock, Level 1), as well as the expanded Spell options of Metamagic (Sorcerer, Level 3). When put together, these elements can make the Echolocker tremendously overpowered even against tougher foes.
At its core, players need to do whatever it takes to make opponents fall into the immediate range of the Echo. These can come in the form of crowd control effects like Web, or players abusing the fact that the Echo can be teleported much further and still make an attack since they only disappear after the players end their turn. The moment enemies try to move, Opportunity Attacks will trigger and War Caster can replace an ordinary melee attack with Eldritch Blast. If enemies try to eliminate the Echo before this happens, players can reposition the Echo up in the air to make hitting it more difficult.
- War Caster (Feat, Variant Human): The Feat enables users to cast a Spell (1 Action, 1 Target) as a Reaction to movement that would otherwise trigger an Opportunity Attack.
- Manifest Echo (Echo Knight Fighter, Level 3): The bread and butter of the build, the hidden nature of the Echo as an object, and the ability to reflect attacks “off” it can make it a trigger of Opportunity Attacks. Positioning the Echo in the air can ensure that it reaches even larger opponents, while smaller foes have to make a significant effort to attack it.
- Form of Dread (Undead Warlock, Level 1): Using this ability to stop an enemy’s advance for the sake of defense is just half of what makes it potentially overpowering. Instead, players should “push” Frightened enemies away and closer to the Echo to trigger its attacks.
- Metamagic (Divine Soul Sorcerer, Level 3): Being able to modify Spells to have different properties can grant users hyper-efficient Spellcasting. This is the case with the opportunity to have more room to cast Eldritch Blast and Counterspell, as well as crowd-control spells such as Web and Command.
5 Gloom Stalker Ranger 11, Assassin Rogue 7, Battle Master Fighter 3
Multi-Attack Abuse For Extreme DPS
|
Class |
Features To Take Note |
|---|---|
|
Ranger 11 |
Favored Enemy (Level 1) Natural Explorer (Level 1) Spellcasting (Level 2) Fighting Style (Level 2) Dread Ambusher (Level 3) Umbral Sight (Level 3) Ability Score Improvement, Feat (Level 4, 8) Extra Attack (Level 5) Iron Mind (Level 7) Stalker’s Fury (Level 11) |
|
Rogue 7 |
Sneak Attack (Level 1) Cunning Action (Level 2) Assassinate (Level 3) Ability Score Improvement (Level 4) Uncanny Dodge (Level 5) Evasion (Level 7) |
|
Fighter 3 |
Fighting Style (Level 1) Second Wind (Level 1) Action Surge (Level 2) Combat Superiority (Level 3) |
The Ranger and the Rogue Multiclass remain an ever-present combination for Dungeons & Dragons players, especially with how well the Classes blend their ranged and melee specializations. Securing Gloom Stalker Ranger as a starting Class gives players much-needed utility to survive dungeons on top of always trying to get hits by squeezing as many Attacks in an Action as often as possible, securing potential damage output that can cripple enemy forces before they strike back.
The Ranger’s ferocity pairs greatly with the Assassin Rogue and their arsenal of stealth-specializing ambushes, giving players a headstart as a DPS should they secure surprise rounds via Sneak Attacks. Lastly, dipping into Battle Master Fighter can add much-needed versatility via Maneuvers.
- Sharpshooter (Feat): This feat ensures ranged attacks at melee don’t have Disadvantage, and the -5 to Attack Rolls in exchange for +10 Damage can almost always secure insta-kills with the right setups.
- Dread Ambusher (Gloom Stalker Ranger, Level 3): The WIS Modifier bonus to Initiative pairs decently with this feature’s first-turn attack advantage, where players can make another Attack during that Action that adds 1d8 Damage should it hit.
- Assassinate (Assassin Rogue, Level 3): The auto-crit on surprised creatures and Advantage against enemies who haven’t taken their turn in the round yet blends well with the Ranger’s invisibility capabilities.
- Stalker’s Flurry (Gloom Stalker Ranger, Level 11): Once per turn, missing a weapon Attack gives players the chance to make another Attack as part of the same Action, countering Dread Ambusher’s potential to fail.
6 Vengeance Paladin 6, Assassin Rogue 4, Whispers Bard 4, Fighter 2, Hexblade Warlock 1, Any Sorcerer
Burst First-Turn Specialist To Eliminate Enemies Quickly
|
Class |
Features To Take Note |
|---|---|
|
Paladin 6 |
Divine Sense (Level 1) Lay on Hands (Level 1) Fighting Style (Level 2) Spellcasting (Level 2) Divine Smite (Level 2) Vengeance Spells (Level 3) Channel Divinity (Level 3) Ability Score Improvement/Feat (Level 4) Extra Oath (Level 5) Aura of Protection (Level 6) |
|
Rogue 4 |
Sneak Attack (Level 1) Cunning Action (Level 2) Assassinate (Level 3) Alert Feat (Level 4) |
|
Bard 4 |
Spellcasting (Level 1) Bardic Inspiration (Level 1) Song of Rest (Level 2) Expertise (Level 3) Psychic Blades (Level 3) Ability Score Improvement/Feat (Level 4) |
|
Fighter 2 |
Fighting Style (Level 1) Second Wind (Level 1) Action Surge (Level 2) |
|
Warlock 1 |
Expanded Spell List (Level 1) Hexblade’s Curse (Level 1) Hex Warrior (Level 1) |
|
Sorcerer 3 |
Sorcerous Origins (Level 1) Font Of Magic/Sorcery Points (Level 2) Metamagic (Level 3) |
Sometimes, the best way to eliminate enemies is to do so with precision and ferocity, which is something this particular Dungeons & Dragons build emphasizes with the guaranteed criticals from the Assassin Rogue on Sneak Attacks against surprised opponents. Building upon this perk is the capability to pull off a burst turn per round, especially when stacking damage buffs from the Hexblade Warlock and the Whispers Bard on top of the Vengeance Paladin’s extra Smites.
Even with depleting Spell Slots across rounds, dipping into Fighter adds versatility with Action Surge, whereas Any Sorcerer dip could provide much-needed Metamagic to enhance Spells. It’s recommended to do this build with a Half-Elf to further optimize their base stats, especially when it comes to their attack modifiers.
- Elven Accuracy (Feat): On top of the potential +1 CHA to boost the potency of Modifiers, the ability to reroll one dice from an Advantaged CHA-based Attack Roll can spell the difference between a successful hit or an utter failure.
- Alert (Feat): +5 to Initiative boosts the player’s chances of going first in combat, proccing the rest of the build’s effects.
- Assassinate (Assassin Rogue, Level 3): Auto-crits on surprise creatures immediately boost DPS, and having Advantage on Attacks against opponents who haven’t taken their turn yet secures decent damage regardless of situations.
- Psychic Blades (Whispers Bard, Level 3): Expending Bardic Inspiration to deal +2d6 Psychic Damage to a target once per round is a partial-Smite, especially when players run out of Spell Slots for the Paladin ability.
- Hex Warrior (Hexblade Warlock, Level 1): Being able to transform a preferred weapon into a Hexblade Weapon and use CHA Mod for combat can be a decent substitute for any traditional Rogue weapon.
- Hexblade’s Curse (Hexblade Warlock, Level 1): The 1-minute curse that adds Proficiency Bonus to Damage Rolls against them, an auto-crit as early as 19 on Attack Rolls against them, and Warlock Level + CHA Mod healing upon their death can be much-needed damage buffs.
7 Gloom Stalker Ranger 5, Hexblade Warlock 5, Battle Master Fighter 4, Assassin Rogue 4, Life Cleric 1, Divine Soul Sorcerer 1
Burst First-Turn Attacker Before Retreating Into Support
|
Class |
Features To Take Note |
|---|---|
|
Ranger 5 |
Favored Enemy (Level 1) Natural Explorer (Level 1) Spellcasting (Level 2) Fighting Style (Level 2) Dread Ambusher (Level 3) Umbral Sight (Level 3) Crossbow Expert Feat (Level 4) Extra Attack (Level 5) |
|
Warlock 5 |
Otherworldly Patron (Level 1) Expanded Spell List (Level 1) Hexblade’s Curse (Level 1) Hex Warrior (Level 1) Eldritch Invocation (Level 2) Pact Boon (Level 3) Ability Score Improvement/Feat (Level 4) |
|
Fighter 4 |
Fighting Style (Level 1) Second Wind (Level 1) Action Surge (Level 2) Combat Superiority (Level 3) Sharpshooter Feat (Level 4) |
|
Rogue 4 |
Sneak Attack (Level 1) Cunning Action (Level 2) Assassinate (Level 3) Ability Score Improvement (Level 4) |
|
Cleric 1 |
Spellcasting (Level 1) Divine Domain (Level 1) Disciple of Life (Level 1) |
|
Sorcerer 1 |
Spellcasting (Level 1) Divine Magic (Level 1) Favored By The Gods (Level 1) |
Despite the immediate risk of prioritizing multiple Ability Scores for intense Multiclass combinations, there are ways of including as many Dungeons & Dragons Classes as possible into a build that may still be able to perform in combat. At its core, this particular build maximizes the capabilities of the Gloom Stalker Ranger as a round-one burst damage specialist before retreating into a standard attacker/sub-support role.
The latter strategy is made possible with Battle Master Fighter Maneuvers, as well as the Life Cleric for enhanced casting. The build becomes more “specialized” with the arrival of the Assassin Rogue, the Hexblade Warlock, and Divine Soul Sorcerer dips. Thanks to their levels, Sneak Attacks elevate base damage numbers, while Pact Magic expands the character’s arsenal of spells.
- Crossbow Expert (Feat): Removing Loading quality and Disadvantage at close-ranged hits on top of Bonus Attacks for hand crossbow attacks can increase the character’s combat options.
- Sharpshooter (Feat): Being able to attack with a ranged weapon at melee without Disadvantage on top of the -5 Attack Roll penalty for +10 Damage provides a significant increase in base DPS.
- Dread Ambusher (Gloom Stalker Ranger, Level 3): The WIS Mod bonus to Initiative can boost the character’s chances of attacking first, which could then facilitate an additional Attack with +1d8 Damage for that specific Attack Action.
- Assassinate (Assassin Rogue, Level 3): Advantage on Attacks against opponents who have yet to take a turn in combat on top of auto-crits on a surprised foe makes for a decent follow-through on Dread Ambusher’s Initiative boost.
- Hexblade’s Curse (Hexblade Warlock, Level 1): Adding Proficiency Bonus to damage, triggering a critical hit as early as 19, and healing for Warlock Level + CHA Mod can incentivize more focused attacks on a particular target.
- Improved Pact Weapon (Warlock, Eldritch Invocation): The +1 Attack Roll and Damage bonus on top of extending it to long-ranged armaments (Shortbow, Longbow, Light Crossbow, Heavy Crossbow) removes the need for the character to stay up close.
- Eldritch Smite (Warlock, Eldritch Invocation): The +1d8 Force Damage and +1d8 per Warlock Spell Slot expended with instant Prone against Huge and smaller enemies can add to maximized burst damage.
- Disciple of Life (Life Cleric, Level 1): Boosting healing Spells with additional 2 + Spell’s Level can transform the typical 1 HP healing of a Goodberry into 4 HP per berry, boosting its original 10 HP healing cap into 40 HP for a mere 1st-Level Spell Slot.
8 Storm Herald Barbarian, Up To Echo Knight Fighter 3
Extend Rage Into Any Direction, Any Range
|
Class |
Features To Take Note |
|---|---|
|
Barbarian 17 |
Rage (Level 1) Unarmored Defense (Level 1) Reckless Attack (Level 2) Danger Sense (Level 2) Primal Path (Level 3) Storm Aura (Level 3) Ability Score Improvement/Feat (Level 4, 8, 12, 16) Extra Attack (Level 5) Storm Soul (Level 6) Feral Instinct (Level 7) Brutal Critical (Level 9, 13, 17) Relentless Rage (Level 11) Raging Storm (Level 14) |
|
Fighter 3 |
Fighting Style (Level 1) Second Wind (Level 1) Action Surge (Level 2) Manifest Echo (Level 3) Unleash Incarnation (Level 3) |
Imagine a Barbarian unleashing unchecked fury from any direction they wish. This is the kind of versatility the Echo Knight provides the Barbarian, especially since their Unleash Incarnation allows the Echo Knight to change the point of origin of their combos. With the Barbarian giving default access to an attack-enhancing Rage mechanic in D&D gameplay, the Echo Knight’s nigh-teleporting abilities can help players make more targeted Raging attacks.
However, even if the Storm Herald Barbarian is durable enough to become a potent tank, dipping in any level will give up their Level 20 Capstone that gives them +4 Strength and Constitution. Players need to consider their party synergies before proceeding to dip in Echo Knight, as this dip may drastically lessen the Barbarian’s damage output and Hit Point total in exchange for combat versatility.
- Rage (Barbarian, Level 1): The core aspect of a Barbarian’s kit, activating this gives Advantage on Strength Checks and Saves on top of damage bonuses per Barbarian Level, as well as Resistances to Bludgeoning, Piercing, and Slashing Damage.
- Reckless Attack (Barbarian, Level 2): Barbarians can get Advantage on their Attacks for their turn in exchange for enemies getting Advantage on Attacks against the Barbarian until the player starts their turn.
- Storm Aura, Storm Soul, Raging Storm (Storm Herald Barbarian; Levels 3, 6, 14): Barbarians can conjure a Storm Aura based on an environment that has different effects, giving them a quasi-control role.
- Feral Instinct (Barbarian, Level 7): Barbarians get Advantage on their Initiative Rolls.
- Relentless Rage (Barbarian, Level 11): Barbarians who drop to 0 HP on Rage can do a DC 10 CON Save to drop to 1 HP instead.
- Unleash Incarnation (Echo Knight Fighter, Level 3): When players take the Attack Action, they can use the Echo to make an additional melee Attack. They can do this several times based on their CON Modifier before taking a long rest.
9 Any Ranger, Up To Assassin Rogue 10
Sneak And Stealth At Any Range Maximize DPS
|
Class |
Features To Take Note |
|---|---|
|
Ranger 10 |
Favored Enemy (Level 1) Natural Explorer (Level 1) Spellcasting (Level 2) Fighting Style (Level 2) Primeval Awareness (Level 3) Ranger Conclave (Level 3) Ability Score Improvement/Feat (Level 4, 8) Extra Attack (Level 5) Ranger Conclave Feature (Level 7) Hide In Plain Sight (Level 10) |
|
Rogue 10 |
Sneak Attack (Level 1) Cunning Action (Level 2) Assassinate (Level 3) Uncanny Dodge (Level 5) Evasion (Level 7) Reliable Talent (Level 11) |
Fitting the archetypal min-max maneuver when it comes to D&D 5e mechanics, the Ranger-Rogue combination easily taps into the Classes’ innate versatility on top of a nifty Dexterity 13 requirement. Key to the build is being able to select any Ranger archetype, giving players enough freedom to approach combat in a variety of styles depending on what the party needs.
However, where this Multiclass build shines is the Assassin Rogue and its potential to transform the Ranger into a damage powerhouse. Thanks to Assassinate, the Ranger can capitalize on their ability to scout ahead safely and dish out an immediate Critical Hit to an unsuspecting enemy - which can be useful in missions where players know they’re facing a boss.
- Fighting Style (Ranger, Level 2): The extra Fighting Style can help players diversify their damage options, especially in tandem with the Rogue’s Sneak Attack.
- Sneak Attack (Rogue, Level 1): Players can deal extra 1d6 damage to an opponent once per turn provided they have Advantage, with the damage dice scaling throughout Rogue levels.
- Expertise (Rogue, Level 1): Players can double their Proficiency Bonuses for Ability Checks involving two Skills or one Skill and Thieves’ Tools.
- Cunning Action (Rogue, Level 2): The Rogue can use a Bonus Action to either Dash, Disengage, or Hide.
- Assassinate (Assassin Rogue, Level 3): The Assassin has Advantage to Attack Rolls to creatures who haven’t taken a turn in combat yet. Moreover, hitting a Surprised creature counts as a Critical.
- Steady Aim (Rogue, Level 3): The Rogue can give themselves Advantage on their next Attack Roll if they haven’t moved for the turn. Doing this reduces them to 0 Speed until their next turn.
- Uncanny Dodge (Rogue, Level 5): The Rogue can use their Reaction to halve the damage of an attack they can see.
- Evasion (Rogue, Level 7): The Rogue can take no damage if they succeed a DEX Save caused by an Attack.
10 Circle Of Dreams Druid, Up To Life Cleric 2
Improved Healing Maximizes Support Efficiency
|
Class |
Features To Take Note |
|---|---|
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Druid 18 |
Spellcasting (Level 1) Wild Shape (Level 2) Balm of the Summer Court (Level 2) Wild Shape Improvement (Level 4, 8, 12, 16, 18) Ability Score Improvement (Level 4, 8, 12, 16, 18) Hidden Paths (Level 10) Walker in Dreams (Level 14) Beast Spells (Level 18) |
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Cleric 2 |
Spellcasting (Level 1) Divine Domain (Level 1) Disciple of Life (Level 1) Channel Divinity (Level 2) |
Sharing a reliance on the Wisdom Attribute makes both the Druid and the Cleric an effective Multiclass combo in D&D 5e playthroughs. At its core, the versatility of a Druid’s utility and crowd control options can add more flexibility to the buff-heavy Cleric and vice versa, with a Circle of Dreams Druid in tandem with a Life Cleric making for a powerhouse healer.
At first glance, the healing provided by the Dreams Druid should be enough to cover most of the party’s recovery needs. Not to mention, Wild Shape on top of Dreams utilities can make the Druid a tank in their own right. However, dipping into the Life Domain in particular gives players access to much-needed Cleric Cantrips and lower-level Spells that can bolster the player’s arsenal of buffs.
- Balm of the Summer Court (Circle of Dreams Druid, Level 2): The Druid gets d6s worth of HP equivalent to their level, and can spend a Bonus Action to heal an ally for up to d6s worth half the Druid’s level.
- Hidden Paths (Circle of Dreams Druid, Level 10): A free Bonus Action teleport for the Druid (up to 60ft) or an ally (30ft) that can be used several times equal to the Druid’s WIS Mod.
- Spellcasting (Cleric, Level 1): Just access to 3 Cleric Cantrips and 2 1st-Level Cleric Spells can add much-needed buffs to bolster the player’s arsenal. Special access to Bless and Cure Wounds specifically under the Life Domain can make the Dreams Druid more combat-efficient.
- Bonus Proficiency (Life Domain Cleric, Level 1): Proficiency with Heavy Armor can bolster the Druid’s overall base defense, making them a more effective tank.
- Channel Divinity: Preserve Life (Life Domain Cleric, Level 2): The Cleric gets a pool worth 5*Cleric Level, wherein players can distribute these HP to heal others but not above half their Max HP. Up to 10 HP of healing is still more than enough to provide emergency healing in extreme emergencies.