Dnd 5e Spell Slots Multiclass

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Sorcery points are a secondary resource though there is a transfer rate between then and spell slots. When you gain the points at lvl 2 (1 sorc point per sorc level) you have the ability to trade them for spell slots. 2 for a 1st level slot, 3 for 2nd level, then 5, 6, and 7 for 3rd 4th and 5th levels respectively. Dungeons & Dragons has a humungous library of decimating spells for its spellcasters to use in tense situations. If the goal is to inflict the most harm to an enemy possible, a wide range of spells are available to choose from many types of magic. Spellcasting: Most of the time you’re going to be using your spell slots for reaction-based defensive spells (like Shield and Absorb Elements) until you get to 13th level and you’re able to pick up Fireball. These spells are a great way to make your Fighter more versatile in combat. Multiclass Spellcaster – Spell Slots. Acquiring access to higher level spells and spell slots works differently depending on which classes were chosen by a character as multiclassing options. Classes are generally categorized as full casters, half casters, and third casters. Finally, at level 5, you get 3rd level spell slots that recharge on short rest. This is especially good for Fiend warlocks, as their subclass spell list includes Fireball. All these features add up to the most flexible multiclass dip. Pairing well with bard, fighter, paladin, sorcerer, wizard, and rogue, this dip blows away the competition.

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I'm sure many of you have at one point or another wonder if there was a good way to level up past level 20 in 5e, I sure did. That's when I started looking for one, but to no avail. Unable to find any I decided to come up with one myself, I can't say for sure that this is well balanced but I hope you all enjoy.

  • 2Level 50
    • 2.1Artificer
    • 2.2Barbarian
    • 2.3Bard
    • 2.4Cleric
    • 2.5Druid
    • 2.6Fighter
    • 2.7Monk
    • 2.8Paladin
    • 2.9Ranger
    • 2.10Rogue
    • 2.11Sorcerer
    • 2.12Warlock
    • 2.13Wizard
  • The rules for levels below 21 are still the same. This set of variant rules applies only when characters reach level 21.
  • Level 50 becomes the new maximum character level a player can have.
  • Ability scores now have a maximum of 30.
  • Upon reaching level 21, your proficiency bonus becomes +7, then increases to +8 at level 25, +9 at level 29, +10 at level 33, +11 at level 37, +12 at level 41, +13 at level 45, and +14 at level 49.
  • If a player continues leveling the same class through level 21 to 49, they gain epic boons at levels 21, 25, 29, 31, 35, 39, 41, 45, and 49, and ability score increases at levels 22, 26, 30, 34, 38, 42, 46, and 50. Any and all ability score improvements give 3 points rather than the traditional 2, and 4 points after level 40, or 2 feats if using the optional feats rule.
  • Cantrips that deal damage increase by 1 additional damage die at levels 22 (5), 28 (6), 35 (7), 39 (8), 45 (9), and 50 (10).
  • If you're a Dragonborn, your breath weapon moves up to 6d6 at 21st level, 7d6 at 26th level, 8d6 at 31st level, 9d6 at 36th level, 10d6 at 41st level, and 11d6 at 46th levels
  • Upon reaching past level 20 you may pick a second subclass. You gain the features of the subclass at level 20+the original features level. For example a Rouge with the Thief subclass would get Fast Hands at level 23, Supreme Sneak at level 29, and Thief's Reflexes at level 37.

If a player chooses to level up their class beyond level 20 and they don't multiclass, these are the features each class gains:

Artificer

Additional Spells and Spell Slots:
  • You also gain additional cantrips at level 24 (5), level 28 (6), level 38 (7), and level 42 (8).

Spell Slots

  • Level 22 - 1 2nd level spell slot.
  • Level 30 - 1 3rd level spell slot.
  • Level 34 - 1 4th level spell slot.
  • Level 42 - 1 5th level spell slot.
  • Level 50 - 1 5th level spell slot.
Infusion and Infused Item Improvement:
  • You get another known infusion at level 23, 27, 31, 35, 39, 43, and 47.
  • You get another infused item at level 21, 26, 31, 36, 41, and 46.
Spell Storing Item Improvement:
  • Your spell-storing item feature can use level three, four, and five spells at level 26, and the feature can be used on any equipment.
  • At level 30 you can use your spell-storing item feature a number of times equal to half your Intelligence score (rounded up).


Barbarian

Critical Hits:
  • At level 22, critical hits land on a roll of 19 - 20. Additionally At level 26, critical hits land on a roll of 18 - 20.
Strength and Constitution Score Increases:
  • Starting at level 32 and every 4th level onward, the maximum for your Strength and Constitution score increases by 2, and both scores are increased by 2.
Additional Rage Damage:
  • Your rage damage increases to +5 at level 27, +6 at level 34, +7 at level 41, and +8 at level 48.


Bard

Additional Spells and Spell Slots:
  • At level 21, you gan an additional spell. You gain one more spell every 2nd level (level 23, 25, 27 etc.).
  • You also gain additional cantrips at level 21 (5) and level 45 (6).

Spell Slots

  • Level 24 - 1 2nd level spell slot.
  • Level 26 - 1 3rd level spell slot.
  • Level 30 - 1 4th level spell slot.
  • Level 32 - 1 5th level spell slot.
  • Level 36 - 1 6th level spell slot.
  • Level 38 - 1 6th & 1 7th level spell slot.
  • Level 42 - 1 7th & 1 8th level spell slot.
  • Level 44 - 1 8th & 1 9th level spell slot.
  • Level 48 - 1 8th & 1 9th level spell slot.
  • Level 50 - 1 9th level spell slot.
Magical Secrets:
  • At level 26, you can learn four spells from any class. You can learn an additional four spells from any class at level 40.
Bardic Inspiration Improvement:
  • At level 30, a creature who uses your bardic inspiration dice gains advantage on the rolls.
  • Bardic inspiration increases to 1d20 at level 22, 2d12 at level 30, 2d20 at level 38, 3d12 at level 46, and 3d20 at level 50.


Cleric

Additional Spells and Spell Slots:
  • You gain additional cantrips at level 21 (6) and level 45 (7).

Spell Slots

  • Level 24 - 1 2nd level spell slot.
  • Level 26 - 1 3rd level spell slot.
  • Level 30 - 1 4th level spell slot.
  • Level 32 - 1 5th level spell slot.
  • Level 36 - 1 6th level spell slot.
  • Level 38 - 1 6th & 1 7th level spell slot.
  • Level 42 - 1 7th & 1 8th level spell slot.
  • Level 44 - 1 8th & 1 9th level spell slot.
  • Level 48 - 1 8th & 1 9th level spell slot.
  • Level 50 - 1 9th level spell slot.
Extra Divinity Points:
  • At level 22, you gain an extra divinity point to use per day, again another extra divinity point at level 30, a third extra point at 38, and a 4th extra at level 46.
Divine Intervention Increase:
  • At level 26, after a long rest, roll 1d4 to determine the amount of divine interventions granted for the next 7 days.
Additional Domain:
  • At level 30, select a domain other than the one you started with. You gain access to the spells granted by that domain. Choose a spell from each line of the domain's spell table.


Druid

Additional Spells and Spell Slots:
  • You gain additional cantrips at level 21 (5) and level 45 (6).

Spell Slots

  • Level 24 - 1 2nd level spell slot.
  • Level 26 - 1 3rd level spell slot.
  • Level 30 - 1 4th level spell slot.
  • Level 32 - 1 5th level spell slot.
  • Level 36 - 1 6th level spell slot.
  • Level 38 - 1 6th & 1 7th level spell slot.
  • Level 42 - 1 7th & 1 8th level spell slot.
  • Level 44 - 1 8th & 1 9th level spell slot.
  • Level 48 - 1 8th & 1 9th level spell slot.
  • Level 50 - 1 9th level spell slot.
Plant and Beast Communication Improvement:
  • At level 22, you can always communicate with beasts and plants.
  • At level 30, all beasts and plants regard you as a god, either willingly serving or at the least, refusing to attack you.
Wild Shape Improvement:
  • At level 26, the max CR of your wild shape increases by 1 (land = CR 2, moon = CR 9), it increases by 1 again every 3 levels. level 29: (land = CR 3, moon = CR 13), again at level 32 (land = CR 4, moon = CR 15), ecet,


Fighter

Dnd 5e Spell Slots Multiclass
Additional Indomitable and Second Wind Charges:
  • At level 22, you gain an additional charge of indomitable (4) and second wind. At level 32, you gain an additional charge of action surge (3) and second wind (3). At level 47, you gain an additional charge of action surge (4).
Strength and Dexterity Score Improvements:
  • Starting at level 26 and each 4th level onward, your maximum for your Strength and Dexterity scores increase by 2, and each increases by 2.
Additional Extra Attacks:
  • At level 30, you gain an additional extra attack (4). At level 40, you gain an additional extra attack (5). At level 50, you gain an additional extra attack (6).
Damage Immunities and Resistances:
  • At level 38, you gain immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons.
  • At level 42, you gain resistance to bludgeoning, piercing, and slashing damage from magical weapons.
  • At level 46, you gain immunity to three damage types of your choice.
  • At level 50 choose one damage type you aren't resistant or immune from, you gain vulnerability to that damage, all other damage types you don’t already resist or immune, you gain resistance to those damage, all damage you resist before gaining this feature, you gain immunity to those damage, all immunes you have before gaining this feature, you gain absorption to those damage.


Monk

Martial Arts and Ki Point Increase

Dnd 5e Warlock Spell Slots Multiclass

  • At level 21, your martial arts die increases to 1d12, then 2d8 at level 29, 1d12 + 1d6 at level 33, 1d20 at level 37, and 2d12 at level 45
  • Additionally at level 21, your maximum number of ki points is 21, and increase by 1 per monk level.
Perfect Self and Empty Body Improvement:
  • At level 22, the effects of perfect self and empty body are doubled (the number of Ki points required isn't doubled). Additionally at level 46, the effects of perfect self and empty body are quadrupled (the number of Ki points required is doubled).
Movement Speed Increase:
  • At level 24, Movement speed increases to 35 feet, and you can walk and stand on walls, ceilings, and liquid without falling. Your movement speed increases by an additional 5 feet every 4th level (level 28, 32 etc).
  • Additionally at level 42, jumping distance is doubled, you can sprint using a bonus action, and your unarmed attacks reach increases by 5 feet.
Ki Point Improvement:
  • At level 30, whenever you use an action that requires spending ki points, roll 1d4. If the result is a 3 or a 4, cut the ki cost of that action in half, rounding up. Additionally, at level 50 You have no max ki points and when recovering all ki from sleep you get ki = your old max multiplied by 2.

Paladin

Additional Spell Slots:

Spell Slots

  • Level 22 - 1 2nd level spell slot.
  • Level 30 - 1 3rd level spell slot.
  • Level 34 - 1 4th level spell slot.
  • Level 42 - 1 5th level spell slot.
  • Level 50 - 1 5th level spell slot.
Aura of Protection Improvement:
  • At level 22, the range of your auras of protection and courage increase to 100 feet.
Healing Aura Feature:
  • At level 30, all friendly creatures within 30 feet of you are healed a number of hit points per minute equal to their Constitution modifier + their proficiency bonus (minimum 1). This feature does not heal you, and if a friendly creature leaves the range, the minute timer pauses for that creature until it re-enters your aura.
Sacred Oath Improvement:
  • You can channel divinity up to three times before having to rest at level 30, and four times at level 40.


Ranger

Additional Spells and Spell Slots:
  • At level 21, you gain an additional spell. You gain one more spell every 2nd level (level 23, 25, 27 etc.).

Spell Slots

  • Level 22 - 1 2nd level spell slot.
  • Level 30 - 1 3rd level spell slot.
  • Level 34 - 1 4th level spell slot.
  • Level 42 - 1 5th level spell slot.
  • Level 50 - 1 5th level spell slot.
Feral Senses Increase:
  • At level 22, feral senses increase to 60 feet. At level 35, feral senses increases to 100 feet.
Hide in Plain Sight Improvement:
  • At level 26, while camouflaged, you can move at half speed and remain camouflaged. At level 34, you can camouflage yourself using your whole turn (6 seconds) instead of 1 minute. At level 38, you can take either an action or a bonus action and stay camouflaged, but not both.
Dexterity Score Improvements:
  • Starting at level 26 and each 4th level onward, your maximum for your Dexterity scores increase by 2, and your Dexterity score also increases by 2.
Favored Enemy or Natural Explorer Improvement:
  • At level 30, choose either favored enemy or natural explorer. If you chose favored enemy, all known types of monsters (except for humanoids) are treated as favored enemies. If you chose natural explorer, all terrain types are treated as favored terrain. You gain the other choice at level 42.
Critical Strike
  • At level 30, if you havent attacked yet this turn, you can focus on a single attack, and sacrifice your extra attack to choose to turn your attack into a critical hit once per long rest.


Rogue

Blindsense Increase:
  • Your blindsense increases to 20 feet at level 22, 30 feet at level 30, 40 feet at level 35, 50 feet at level 40, and 60 feet at level 50.
Sneak Attack Increase:
  • Your sneak attack die increases to 6d12 at level 23. It then increases by an additional d12 every 4th level (7d12 at level 27, 8d12 at level 31 etc.).
Stroke of Luck Improvement:
  • You can use Stroke of luck twice per short or long rest at level 26, and three times a per short or long rest at level 40.
  • At level 30, if you use the stroke of luck to turn a missed attack roll into a hit, you can treat it as a Sneak Attack.
Additional Expertise:
  • At level 34 you can chose and additional 2 skills you have proficiency in or one skill and your proficiency in thieves tools and double your proficiency modifier, If you do not have any skills without expertise gain proficiency in a skill You gain another additional expertise at level 44


Sorcerer

Additional Spells and Spell Slots:
  • At level 21, you gan an additional spell. You gain one more spell every 2nd level (level 23, 25, 27 etc.).
  • You also gain additional cantrips at level 21 (7) and level 45 (8).

Spell Slots

  • Level 24 - 1 2nd level spell slot.
  • Level 26 - 1 3rd level spell slot.
  • Level 30 - 1 4th level spell slot.
  • Level 32 - 1 5th level spell slot.
  • Level 36 - 1 6th level spell slot.
  • Level 38 - 1 6th & 1 7th level spell slot.
  • Level 42 - 1 7th & 1 8th level spell slot.
  • Level 44 - 1 8th & 1 9th level spell slot.
  • Level 48 - 1 8th & 1 9th level spell slot.
  • Level 50 - 1 9th level spell slot.
Sorcery Point Improvement:
  • At level 21, your maximum amount of sorcery points is equal to your sorcerer level.
  • At level 26, when you roll for initiative, you regain half expended sorcery points (rounded up).
Sorcery Point Spell Slot Improvement:
  • Additionally at level 21, you can now create 1st level spell slots for 2 points, 2nd level for 3 points, 3rd level for 4 points, 4th level for 5 points, 5th level for 6 points, 6th level for 7 points, 7th level for 8 points, 8th level for 9 points, and 9th level for 10 points.
  • At level 50 you may now convert spell slots of lower level into higher ones. Example: converting two level one spell slots into one level 2 spell slot, the spell slots don't have to be of the same level and can work down or up, you can also convert something like a sixth level spell slot and a third level spell slot to a ninth level spell slot, or convert a ninth level spell slot into a sixth and a third, or a seventh and second, ect.


Warlock

Additional Spells and Spell Slots:
  • At level 21, you gain an additional spell. You gain one more spell every 2nd level (level 23, 25, 27 etc.).
  • You also gain additional cantrips at level 21 (7) and level 45 (8).
  • You also gain additional Spell Slot at level 21 (5), 31 (6), 41 (7) and level 50 (8).
Eldritch Invocation Increase:

At level 21, the number of eldritch invocation you can know is increased by 4. This increases to 6 at level 30, 8 at level 40, and 10 at level 50.

Eldritch Master Increase:
  • At level 26, you can use eldritch master twice between long rests.
  • At level 30, when you use eldritch master, you also regain spells that you have cast through mystic arcanum.
Mystic Arcanum Increase:
  • At level 40, double the amount of arcanum known at each spell level.


Wizard

Additional Spells and Spell Slots:
  • You gain additional cantrips at level 21 (7) and level 45 (8).

Spell Slots

  • Level 24 - 1 2nd level spell slot.
  • Level 26 - 1 3rd level spell slot.
  • Level 30 - 1 4th level spell slot.
  • Level 32 - 1 5th level spell slot.
  • Level 36 - 1 6th level spell slot.
  • Level 38 - 1 6th & 1 7th level spell slot.
  • Level 42 - 1 7th & 1 8th level spell slot.
  • Level 44 - 1 8th & 1 9th level spell slot.
  • Level 48 - 1 8th & 1 9th level spell slot.
  • Level 50 - 1 9th level spell slot.
Signiture Spell Improvement:
  • At level 22, when you cast a signature spell, you can choose one of the following effects to add to it:
  • - Halve the range, area of effect, or spell duration, and double the number of dice used and bonuses added.
  • - Double the range, area of effect (if the spell has one), or spell duration, and halve the number of dice used and bonuses added(rounded up).
  • - Your spell save DC = 8 + double your proficiency bonus + your spell attack bonus, and halve the dice used and bonuses added.
  • - Your spell save DC = 8 + your spellcasting modifier, and double the dice used and bonuses added.
Arcane Tradition Increase:
  • At level 30, select a second arcane tradition, gaining all the benefits therein.
Spell Mastery Increase:
Dnd 5e Spell Slots Multiclass
  • At level 36, you gain mastery over one 3rd and 4th level spell.


The adventurers, now known throughout the material plane and possibly even beyond, have stricken fear into beasts aligned to lawful evil, such that they begin working together, sending hoards of monsters after the PCs and even manipulating chaotic evil beasts in their plans to stop the party. This may not be know to the players at first, but they learn through events or talking to certain NPCs, such as their patrons who warn them of the danger, sparking the party to set out to defeat the evil band of beasts that have rallied against them. Maybe things in the world are too peaceful with no reports of attacks anywhere in the world other than by insignificant beasts, and it appears that only the adventurers are being attacked. Any way you play it out, just make encounters harder, maybe having dragons or other powerful creatures of lawful neutral or true neutral alignment help the adventurers on this new quest.

Something else that may help with encounters is using or making homebrew monsters and creatures that have a CR rating higher than the traditional 5e CR 30 or make NPCs with opposing alignments to the players that are at levels of 30. I recommend using the Mythic Monsters (5e Variant Rule) to 'help' make your monsters as it doesn't go into full detail of the monsters that would be classified under this. Maybe you could use this to make a new dragon type, such as a bone dragon that through certain means has become undead and thus has lived long enough to become even more powerful than it was in life (similar to that of a beholder becoming a death tyrant). --FatalScythe 12:47, 6 October 2016 (MDT)

Back to Main Page → 5e Homebrew → Rules

LevelTotal Required
21410,000
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341,550,000
351,670,000
361,800,000
371,930,000
382,070,000
392,210,000
402,360,000
412,510,000
422,670,000
432,830,000
443,000,000
453,170,000
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483,720,000
493,910,000
504,110,000
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SpellFor optimization goblins like me, multiclassing is one of the most important mechanics in 5th Edition D&D. Looking at the various builds I’ve discussed on Mythcreants, only one of them took 20 levels of the same class.* However, for many players, multiclassing can be an intimidating option. With so many possible combinations, how do you pick the best while avoiding possible damage to your character’s viability? In this article, I highlight 10 different multiclass dips that can be used by players of all skill levels to enhance their characters.

Now, before we get started, let’s define some things. First, what is a dip? To me, a dip is the addition of a class to a character for 1 to 5 levels. Any more than that and I no longer consider that addition as eligible for this article. Yes, this definition is somewhat arbitrary, but we have to draw the line somewhere.*

I’d also like to cover how I am ranking these. My main two criteria are the overall power a dip adds to the builds it’s a part of and how widely applicable that dip is across multiple concepts. A dip that is incredibly powerful but only in one very narrow character design will rank lower than a dip that adds a moderate boost to a host of builds. All that being said, let’s take a look at ten useful multiclass dips.

Dnd 5e Eldritch Knight Multiclass Spell Slots

10. Monk 1

Starting off our list is a bit of an odd inclusion. Some people* consider the monk to be one of, if not the weakest classes in 5E. However, for a very narrow set of builds, the ability to wield non-finesse weapons with dexterity using their Martial Arts feature is incredibly useful. One such example is a Bladesinger wizard who wants to dual wield two of the powerful magic quarterstaffs like Staff of Power or Staff of Striking. Honestly, if I weren’t condensing some of the more powerful dips, this one probably wouldn’t have made the list, but I think it’s interesting enough to bear mentioning.

9. Rogue 1

Coming in at number nine is a much stronger class, the rogue. A level 1 dip in this class is the easiest way to gain Expertise,* and an extra 1d6 per round from Sneak Attack can be very good in the early levels. I’ve seen other guides opting for 2 to 3 levels of rogue for the inclusion of Cunning Action and a subclass feature; however, I think the price for gaining those is too high. Cunning Action is incredibly powerful for rogues because they both want to be hidden and don’t have much to do with their bonus action. Most other builds do not fulfill both of those requirements, making the feature much weaker. As for the level 3 subclass feature, nothing rogues gain at that level is worth delaying your main class by that many levels. Still, if you want an easy way to become very good at a couple of skills, rogues are where it’s at.

8. Bard 2

One of the four classes that use Charisma as a main stat, the bard is one of the easier multiclass dips. The purpose of this dip runs similar to the rogue, only instead of specializing with Expertise, the bard dip grants Jack of all Trades, which allows a character to add half their proficiency to any skill check they are not already proficient in. This feature is great as it not only shores up any skill weaknesses but also grants bonuses to rolls like initiative, Counterspell, and Dispel Magic, one of the only ways to get such bonuses. The bard dip does all this while continuing to advance the spell slot progression of any caster character, reducing the impact multiclassing has on a build.

7. Paladin 2

Another charisma class, the paladin is famous in optimization circles for how well it pairs with any of the other three charisma caster classes. If you start a build with 2 levels of paladin, your character will receive all weapon and armor proficiencies, a Fighting Style, and the incredibly powerful Holy Smite. It’s this final feature that pairs so well with casters like the bard or sorcerer, as their increased number of spell slots allows for a greatly increased number of smites than would be available to a monoclassed paladin.* As for warlock, the combination of Hexblade and paladin allows for a character that uses charisma for everything and is one of the strongest builds in the game. While not all paladin dips result in an overpowered character,* there is no denying that 2 levels of paladin go a long way for many character builds.

6. Barbarian – Bear Totem 3

Rounding out the weaker half of this list is the Bear Totem barbarian. This dip has two incredibly useful features: Reckless Attack and improved Rage. Reckless Attack allows constant access to advantage on all your attacks at the cost of granting your opponents advantage against you. To counter this increased incoming damage, you have your Rage, which is now expanded to halve all forms of damage except psychic. The main reason this dip didn’t rank higher is that, while powerful, these barbarian features are very restrictive. Reckless Attack only works if you’re using strength to attack, a stat that is usually inferior to dexterity or charisma,* and Rage prohibits the casting or maintaining of concentration on spells. This is enough to lock many characters out of this otherwise great dip, but for those who fit the bill, I would highly recommend considering this 3 level inclusion.

5. Sorcerer – Divine Soul 5

Sitting squarely in the middle is the one true sorcerer, the Divine Soul. In another article, I explained how the Divine Soul is miles ahead of any other sorcerer subclass, and that holds true for multiclassing as well. This is one of the largest dips I would suggest, but if you can afford it, the reward is access to 3rd level spells* of both arcane and divine lists. This includes little things like Haste, Fireball, and Spirit Guardians. On top of these powerhouse spells is the sorcerer’s Meta Magic feature, allowing you to twin single-target spells like that Haste I mentioned earlier. For any build that already has access to heavy armor, I find this dip a straight upgrade from cleric, and it is one I’ve worked into multiple builds I’ve written about here on Mythcreants.

4. Cleric – Forge, Life, Nature, Order, Tempest, or War 1

Speaking of cleric, how did this dip make it higher on the list than something I consider an upgrade? Well, notice the qualification I made when talking about sorcerer. Many caster builds don’t already have access to heavy armor, and 1 level of any of these cleric subclasses grants that proficiency without slowing down spell slot progression. Even better, unlike other classes that are often used to grant heavy armor, this cleric dip can be made at any time, as heavy armor is granted as a class feature and is not subject to the reduced proficiency table that governs multiclassing. This makes cleric a very flexible 1 level dip that a huge number of builds can take advantage of, beating out the more powerful but less widely applicable sorcerer.

3. Cleric – Life1 & Druid 1 or Ranger 2

Coming at number three is the only dip I recommend that contains more than a single class, one being the ever-maligned ranger at that. This dip is a great 2 to 3 level investment that means your party will never have to worry about out-of-combat healing again. This is done by combining the Life cleric’s Disciple of Life with the spell Goodberry. This turns each casting of Goodberry from restoring 10 hit points to 40. For most builds I’ve made, I prefer the 1 cleric/1 druid. However, if your build can’t live without its metal armor, then 2 levels of ranger will do the trick. With the recent nerf to Healing Spirit, this combo is now the premier healing method, and your party will love you every time the Goodberry sack* comes out.

2. Fighter 1

Simple, yet effective, the fighter claims the second-place spot. There is so much to love when taking your starting level in fighter. You get every weapon and armor proficiency under the sun, a Fighting Style at level 1,* and the all-important constitution save proficiency for caster builds. On top of that, the fighter’s multiclass stat requirement is the easiest to meet, being a 13 in dexterity or strength, meaning almost every build can afford it without compromising their stats. This flexible dip has made its way into many of my builds, from Bladesinger wizards to WrestleMania bards, and the fighter dip always pays off.

1. Warlock – Hexblade or Fiend 1, 2, 3, or 5

Finally, at number one, we have the entry I’m sure many of you saw coming. Always the dip and never the main: the warlock. This class is by far the strongest multiclass dip in 5E. So much of this class’s power is frontloaded in its first 5 levels. Hexblade is notorious for its ability to turn charisma into a character’s martial stat on top of medium armor, shield, and martial weapon proficiencies, plus a good single-target debuff. If none of those features interest you, then the Fiend patron offers a renewable source of temporary hit points whenever you kill something. Alongside these subclass features comes spells like Hex and Eldritch Blast, the best cantrip in the game, all at level 1.

Level 2 introduces Eldritch Invocations like the ability to see through magical darkness and a massive damage increase to your Eldritch Blast. At level 3 you gain a pact, almost a subclass in its own right, offering things like every ritual spell you can lay your hands on or a special familiar that maximizes all healing dice rolled to heal you. Finally, at level 5, you get 3rd level spell slots that recharge on short rest. This is especially good for Fiend warlocks, as their subclass spell list includes Fireball.

All these features add up to the most flexible multiclass dip. Pairing well with bard, fighter, paladin, sorcerer, wizard, and rogue, this dip blows away the competition. The only problem I’ve seen with this dip is its power tricking players into believing that a monoclassed warlock will continue to be as relatively strong at later levels, which sadly it is not.

And there you have it, ten multiclass dips that I hopefully explained well enough for you to slot directly into your next character build. I’d like to give an honorable mention to Moon druid 2, but it was simply too narrow a dip to beat out the more interesting monk inclusion.

If you haven’t tried multiclassing yet, I highly encourage it. Not only does it result in more powerful characters, but it opens up a host of new roleplay opportunities for you to enjoy while adventuring.

Dnd 5e Multiclass Spell Slots Calculator

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