![How Does Multiclassing Work in D&D 5e? Rules, Benefits, & Best Combos](https://cdn.chuka-chuka.com/load/ddf9ab595c6f8dea95a1f8d524117d3d-b.jpg)
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What is multiclassing?
Multiclassing allows a character to gain levels in multiple classes. Multiclassing is an optional rule that allows players to mix the abilities of different classes to create more unique characters. If you play with this rule, you have the option of gaining a level in a new class each time you advance in level (instead of just gaining a level in your character’s current class). How you evolve your character when multiclassing is completely up to you. You can keep your original class as your “main” and add a few levels in another class to make a character more versatile. Or you could add a new class and focus on leveling that up going forward, leaving your previous class behind. You can even add a third or fourth class and progress in those, too. To determine your character level when multiclassing, add together the levels in all of your classes. For example, if you have four levels in druid and two in ranger, you're a 6th-level character.
Benefits of Multiclassing
You can optimize your character in new and exciting ways. Single-class characters allow you to really fine-tune your abilities within that class, but you’re locked into those abilities for the duration of the game. With multiclassing, you’re able to explore other classes, add a variety of new abilities, and create powerful combinations that can make gameplay really unique. Think of classes as pizza toppings: you can’t go wrong with classic pepperoni (single-class), but adding toppings like mushrooms and olives can make the flavor more complex and interesting.
Unique character builds create opportunities for compelling storylines. A good DM creates storylines that incorporate each character’s unique set of skills, abilities, and weaknesses. A multiclass character provides the DM with a much wider range of characteristics to play around with. They can craft extremely creative storylines that wouldn’t necessarily make sense (or be fun) for a single-class character. As you’re creating your character, try to avoid basing everything on stats–this can result in an awkward character build. Remember that your character is part of a story and that story needs to actually make sense.
Downsides of Multiclassing
Multiclass characters are often less effective than single-class. When multiclassing, you’re gaining versatility but sacrificing the focus of a single-class character. A single-class character will advance and gain power more quickly since they’re continually adding more levels to that one class. Playing multiclass essentially delays the acquisition of a character’s most powerful abilities. For example, your 6th-level character is more powerful if you have 6 levels as a ranger (as opposed to a multiclass character with 4 levels in ranger and 2 levels in bard).
Your character will progress more slowly than the rest of your party. Multiclassing can put a character multiple levels behind when it comes to features like Ability Score, Extra Attack, and high-level spells. This power gap between characters can slow the group down and make them less effective. It can also slow the story down in general (much to the chagrin of your DM). Playing two classes may not slow you down too much, but when you start adding third and fourth classes to the mix, you probably won’t be able to keep up with your party.
Basic Rules for Multiclassing
Meet ability score prerequisites for your current class and new class. Since your character doesn’t have the full training that a beginning character receives, you must have a natural aptitude for the class you want to add, which is reflected in your ability scores. For example, a druid who wants to add the rogue class must have both a Dexterity and Wisdom score of 13 or higher. The minimum Ability Score prerequisites for each class are: 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
Experience points (XP) are based on your character level. Experience points (XP) are based on your total character level and not your level in any particular class. This is always the case, no matter how many classes your character takes on. For example, if you have 6 levels in cleric and 1 level in fighter, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your 7th level as a cleric. Keep in mind that your DM calls the shots when it comes to XP. Players don’t manage their own XP (and some DMs don't use XP at all).
Hit Points are additive. When you gain levels and roll for hit points (or take the rounded average, which is recommended), just add them to your hit point maximum the same way you would if you gained a level in your original class. Use the “Hit Points at Higher Levels” entry for your class (in the handbook) and not the “Hit Points at 1st Level” entry.
Hit Dice are additive. When you gain a level in a class, add the correct hit die to your pool of hit dice. This means you will probably end up having multiple hit die sizes. If you spend a hit die, you can choose which die to use. If your classes both provide the same hit die type, pool them together. For example, if you’re a fighter level 5/paladin level 5, you have ten d10 Hit Dice (because both the fighter and the paladin have a d10). If your classes provide different hit die types, be sure to keep track of them separately. For example, if you’re a paladin level 5/cleric level 5, that means you have five d10 Hit Dice and five d8 Hit Dice.
Proficiency Bonus is based on your character’s overall level. Proficiency bonus is not dependent on your level in a particular class–it’s determined by the total level of your character from both classes combined. This rule is important because if it didn’t exist, your proficiency bonus would be way too low. This way, a multiclass character’s proficiency bonus is the same as the single-class characters in your party.
You only gain some of a new class's starting proficiencies. When you gain your first level in a class other than your original class, you don’t get all of the new class's starting proficiencies. Here are the multiclassing proficiencies by class and proficiencies gained: Barbarian: Shields, simple weapons, martial weapons Bard: Light armor, one skill of your choice, one musical instrument Cleric: Light armor, medium armor, shields Druid: Light armor, medium armor, shields Fighter: Light armor, medium armor, shields, simple weapons, martial weapons Monk: Simple weapons, shortswords Paladin: Light armor, medium armor, shields, simple weapons, martial weapons Ranger: Light armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list Rogue: Light armor, one skill from the class's skill list, thieves' tools Sorcerer: Arcana Warlock: Light armor, simple weapons Wizard: Arcana
Channel divinity, extra attack, and unarmored defense do not stack. If you already have these features from another class, adding another class that grants this feature doesn't give you another use of it. For example, a 5th level Fighter and 5th level Barbarian both unlock extra attacks, but that doesn’t mean you get to attack three times if you combine them. You get the normal amount of attacks: two.
Best Multiclass Combos
Paladin/Sorcerer A character that combines magic and martial power is called a Gish, and many players believe it’s the strongest combo possible. The versatile paladin/sorcerer can handle almost any situation that a DM can throw at you. The main issue with Gish classes is that you’ll need to make a choice between casting a spell or using a weapon every time you take a turn. Having too many choices isn’t exactly the worst problem to have, however! Powerful features to try: Divine Smite and Quicken Spell Metamagic
Barbarian/Fighter If you’re the type that likes to dish out rage and destruction at every turn, this combo is for you. The barbarian provides access to the rage mechanic that enhances all of your attacks, and the fighter has a number of dexterity advantages that can make your rage attacks even more devastating. With this powerful combination of advantages, you’re a high-level dealer of damage. Powerful features to try: Feral Instinct, Relentless Rage, and Unleash Incarnation
Bard/Warlock It’s important to play this with bard as the primary class, and warlock as a two-level dip. The warlock class provides a ton of advantages after investing in only two levels, so you can gain a lot of power relatively quickly. The combination gives your character unique powers that make spell-casting a blast. Powerful features to try: Eldritch Invocation, Eldritch Blast + Agonizing Blast, Pact Magic
Monk/Rogue A character that combines monk and rogue classes is called a Ninja. You only need to invest 2-3 levels into rogue to reap some powerful benefits, so play monk as your main class. Monks have unique powers, but they aren’t super versatile–adding rogue to the mix gives you way more versatility, especially in combat. Powerful features to try: Sneak attack, Expertise, and Cunning Action
Editor Advice
"If you’re aiming to maximize your PC’s damage output, I recommend putting either one level in Warlock or Fighter." "One level in Warlock gives you the Eldritch Blast cantrip, which scales with level over time so it’ll always be relevant in your game. Dipping your toes into Fighter gives you a free healing ability (Second Wind) and a flat combat bonus (Fighting Style). Plus, you can put a second level in Fighter later on to give you Action Surge—arguably one of the best low-level abilities in the game." - Staff Writer Eric M.
"Come up with a multiclass plan early on when you’re creating your character." "You’ll need to meet ability score prerequisites to add classes, so check the prereqs carefully during character creation and mentally put together your plan for incorporating the additional class(es). Without a plan in place, your build may end up with a prerequisite ability score that’s tough to meet. I also recommend sticking with a two-class build if you’re a beginner–adding a third or fourth class can get confusing and slow down the game a lot." - Staff Writer Amber C.
"When in doubt, go with what feels right for your character." "Sure, there are some classes that go together like peanut butter and jelly, such as Paladin and Fighter or Cleric and Wizard, but you don't have to go the standard route. Feel free to think outside the box as you choose classes for your character—and don't be afraid to consult with your DM about what will and won't work well for your campaign." - Staff Writer Janice T.
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