Dnd 5e Spell Slots Multiclass

 
For 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.*

You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, half your levels (rounded up) in the artificer class, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. This calculator uses the multiclassing rules found in the 5th Edition Player's Handbook, with the assumption that artificers will be treated as half-casters, like paladins and rangers. Please note that artificers, paladins, rangers, eldritch knights, and arcane tricksters gain spell slots at a different rate while multiclassing than they do.

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.

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.

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Dnd 5e Spell Slots Multiclass

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    Multiclassing

Multiclassing allows you to gain levels in multiple classes. Doing so lets you mix the abilities of those classes to realize a character concept that might not be reflected in one of the standard class options.
With this rule, you have the option of gaining a level in a new class whenever you advance in level, instead of gaining a level in your current class. Your levels in all your classes are added together to determine your character level. For example, if you have three levels in wizard and two in fighter, you're a 5th-level character.
As you advance in levels, you might primarily remain a member of your original class with just a few levels in another class, or you might change course entirely, never looking back at the class you left behind. You might even start progressing in a third or fourth class. Compared to a single-class character of the same level, you'll sacrifice some focus in exchange for versatility.

Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. For example, a barbarian who decides to multiclass into the druid class must have both Strength and Wisdom scores of 13 or higher. Without the full training that a beginning character receives, you must be a quick study in your new class, having a natural aptitude that is reflected by higher-than-average ability scores.

ClassAbility Score Minimum
BarbarianStrength 13
BardCharisma 13
ClericWisdom 13
DruidWisdom 13
FighterStrength 13 or Dexterity 13
MonkDexterity 13 and Wisdom 13
PaladinStrength 13 and Charisma 13
RangerDexterity 13 and Wisdom 13
RogueDexterity 13
SorcererCharisma 13
WarlockCharisma 13
WizardIntelligence 13

Experience Points

The experience point cost to gain a level is always based on your total character level, as shown in the Character Advancement table, not your level in a particular class. So, if you are a cleric 6/fighter 1, you must gain enough XP to reach 8th level before you can take your second level as a fighter or your seventh level as a cleric.

Hit Points and Hit Dice

You gain the hit points from your new class as described for levels after 1st. You gain the 1st-level hit points for a class only when you are a 1st-level character.
You add together the Hit Dice granted by all your classes to form your pool of Hit Dice. If the Hit Dice are the same die type, you can simply pool them together. For example, both the fighter and the paladin have a d10, so if you are a paladin 5/fighter 5, you have ten d10 Hit Dice. If your classes give you Hit Dice of different types, keep track of them separately. If you are a paladin 5/cleric 5, for example, you have five d10 Hit Dice and five d8 Hit Dice.

Proficiency Bonus

Your proficiency bonus is always based on your total character level, not your level in a particular class. For example, if you are a fighter 3/rogue 2, you have the proficiency bonus of a 5th-level character, which is +3.

Proficiencies

When you gain your first level in a class other than your initial class, you gain only some of new class's starting proficiencies, as shown in the Multiclassing Proficiencies table.

Dnd 5e Multiclass Spell Slots Calculator

Multiclassing Proficiencies

Dnd 5e warlock sorcerer multiclass spell slots
ClassProficiencies Gained
BarbarianShields, simple weapons, martial weapons
BardLight armor, one skill of your choice, one musical instrument of your choice
ClericLight armor, medium armor, shields
DruidLight armor, medium armor, shields (druids will not wear armor or use shields made of metal)
FighterLight armor, medium armor, shields, simple weapons, martial weapons
MonkSimple weapons, shortswords
PaladinLight armor, medium armor, shields, simple weapons, martial weapons
RangerLight armor, medium armor, shields, simple weapons, martial weapons, one skill from the class's skill list
RogueLight armor, one skill from the class's skill list, thieves' tools
Sorcerer-
WarlockLight armor, simple weapons
Wizard-

Class Features

When you gain a new level in a class, you get its features for that level. You don't, however, receive the class's starting equipment, and a few features have additional rules when you're multiclassing: Channel Divinity, Extra Attack, Unarmored Defense, and Spellcasting.

Channel Divinity

If you already have the Channel Divinity feature and gain a level in a class that also grants the feature, you gain the Channel Divinity effects granted by that class, but getting the feature again doesn't give you an additional use of it. You gain additional uses only when you reach a class level that explicitly grants them to you. For example, if you are a cleric 6/paladin 4, you can use Channel Divinity twice between rests because you are high enough level in the cleric class to have more uses. Whenever you use the feature, you can choose any of the Channel Divinity effects available to you from your two classes.

Extra Attack

If you gain the Extra Attack class feature from more than one class, the features don't add together. You can't make more than two attacks with this feature unless it says you do (as the fighter's version of Extra Attack does). Similarly, the warlock's eldritch invocation Thirsting Blade doesn't give you additional attacks if you also have Extra Attack.

Unarmored Defense

If you already have the Unarmored Defense feature, you can't gain it again from another class.

Spellcasting

Your capacity for spellcasting depends partly on your combined levels in all your spellcasting classes and partly on your individual levels in those classes. Once you have the Spellcasting feature from more than one class, use the rules below. If you multiclass but have the Spellcasting feature from only one class, you follow the rules as described in that class.
Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells. If your Intelligence is 16, you can prepare six wizard spells from your spellbook.
Each spell you know and prepare is associated with one of your classes, and you use the spellcasting ability of that class when you cast the spell. Similarly, a spellcasting focus, such as a holy symbol, can be used only for the spells from the class associated with that focus.
Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, and half your levels (rounded down) in the paladin and ranger classes. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table.
If you have more than one spellcasting class, this table might give you spell slots of a level that is higher than the spells you know or can prepare. You can use those slots, but only to cast your lower-level spells. If a lower-level spell that you cast, like burning hands, has an enhanced effect when cast using a higher-level slot, you can use the enhanced effect, even though you don't have any spells of that higher level.
For example, if you are the aforementioned ranger 4/wizard 3, you count as a 5th-level character when determining your spell slots: you have four 1st-level slots, three 2nd-level slots, and two 3rd-level slots. However, you don't know any 3rd-level spells, nor do you know any 2nd-level ranger spells. You can use the spell slots of those levels to cast the spells you do know — and potentially enhance their effects.
Pact Magic. If you have both the Spellcasting class feature and the Pact Magic class feature from the warlock class, you can use the spell slots you gain from the Pact Magic feature to cast spells you know or have prepared from classes with the Spellcasting class feature, and you can use the spell slots you gain from the Spellcasting class feature to cast warlock spells you know.

Multiclass Spellcaster: Spell Slots per Spell Level

Dnd 5e Warlock Multiclass Spell Slots

Level1st2nd3rd4th5th6th7th8th9th
1st2--------
2nd3--------
3rd42-------
4th43-------
5th432------
6th433------
7th4331-----
8th4332-----
9th43331----
10th43332----
11th433321---
12th433321---
13th4333211--
14th4333211--
15th43332111-
16th43332111-
17th433321111
18th433331111
19th433332111
20th433332211