Roleplaying

D&D 5E Classes Ranked From Worst to Best, With Multiclassing!

Two women standing back to back from the MTG card Splinter Twin.

Splinter Twin by Goran Josic

Multiclassing is by far my favorite mechanic in 5th Edition Dungeons and Dragons. I love the weird and powerful combinations it unlocks and how it allows me to demonstrate an amount of creativity monoclassing simply can’t match. However, just because there are a ton of options doesn’t mean all those options were created equal. Today, I want to examine how the classes stack up when factoring in multiclass additions. While I consider each class’s strengths when used as a dip* and as a primary class, I weigh primary viability over dip viability. This means a class that is powerful as the main selection for multiple builds receives a higher ranking than one that is used as a dip in multiple builds.

13. Artificer

A woman in lightning armor from the MTG card League Guildmage. League Guildmage by Svetlin Velinov

Saving me from having to change my outline from the monoclass rank article, we once again have the artificer. There isn’t much new to say about the artificer; it’s a half caster with a bad spell list and lackluster martial features. Its one redeeming element is the Infusions feature, and that is not enough to prop up an entire class.

Multiclassing does nothing to improve the situation. The artificer is one of two classes that uses intelligence as its primary stat, the other being the wizard. This means that most builds hoping to use the artificer have to invest at least a 13 in one of the worst stats in the game. As for wizards, they are one of the best classes in the game and have little motivation to weaken themselves by spending levels on the artificer. The Battle Smith’s ability to use intelligence as a martial stat does present some interesting possibilities, but so far nothing strong enough to free the artificer from its second 13th-place finish.

12. Monk

A woman parting the waters from MTG card Soulfire Grand Master Soulfire Grand Master by Johannes Voss

The first change from the monoclass rankings, we have the monk. Even on that list I mostly ranked monk above ranger for its stronger thematic design rather than mechanical superiority. When multiclassing is added to the mix, I can no longer in good conscience put the monk higher than 12th place. Like artificer, the monk has a heavy cost to multiclass, requiring a 13 in both wisdom and dexterity. This, combined with the monk’s weak abilities, means it’s rarely worth multiclassing into.

There’s one exception: the Martial Arts feature, which allows you to use dexterity as the damage stat for a variety of weapons. This makes taking one level of monk at least a possibility. However, this feature is so restrictive that I’ve only found one build that makes use of it. With the recent publication of Tasha’s Cauldron of Everything, the monk slips even further down the list, as the unarmed fighting style allows non-monk characters to increase their damage to levels the monk can’t surpass until very late in the game.

11. Ranger

A warrior with two swords leaping through the forest, from the MTG card Borderlands Ranger. Borderlands Ranger by Jesper Ejsing

Edging its way into 11th place is the ranger. This class shares the monk’s steep multiclassing requirements, and like previous entries, almost none of its features lend themselves to even B-tier builds. However, there is one feature that secures the ranger its spot on this list: access to the Goodberry spell. A ranger that dips a single level in Life cleric can now use their Goodberries to heal their party for forty hit points per spell slot. I would almost always recommend making cleric the main class in that combination, but it’s more than the previous entries have.

10. Fighter

A woman with a glowing sword from the MTG card Elspeth Tirel. Elspeth Tirel by Michael Komarck

Escaping the dregs of the last three entries, the fighter plays rear guard for worthwhile* classes. The fighter’s problem is that its feature set gains minimal benefit from dipping into other classes. There are some small damage increases that can be gained: warlock levels for Hex, ranger for Hunter’s Mark, or rogue for Sneak Attack and Expertise. But a monoclassed Eldritch Knight is a solid standalone package that would only be weakened by delaying its progress for multiclass dips. Fighter does make a great dip for other classes due to its generous multiclass requirements, proficiencies, and level-one fighting style. However, as the primary class in a build, I rarely find myself wanting to add other classes to the fighter.

9. Barbarian

A woman wielding an axe and wearing furs from the MTG card Lovisa Coldeyes. Lovisa Coldeyes by Anna Steinbauer

The barbarian was a hard entry to rank on this list. If I were taking a narrow focus at early and mid levels, this would be one of the top-ranking classes. The Bear Totem with Moon druid dip and eventually a Life cleric level is incredibly good. However, even the best barbarian builds I can come up with take at most five levels. A pure martial build would have a split of 4 barbarian/16 fighter, and the Barbarian/Druid/Cleric build I mentioned rounded out its remaining 12 levels with fighter. None of this is to say those builds are bad – in fact, I think they’re quite effective – but with so many classes gaining a huge amount of power from multiclassing, the fact that barbarian never takes center stage in “barbarian” builds secures its ninth-place entry.

8. Druid

A woman casting magic leaves from the MTG card Pollenbright Druid. Pollenbright Druid by Matt Stewart

Don’t let the druid’s low placement on this list trick you – the class is still fantastic. However, it is one of the classes that benefits the least from multiclassing. Druid features really want you to keep taking levels of druid* and often don’t play well with what other classes are trying to do. Druid’s main role in my builds is a single level dip Goodberry dispenser that doesn’t slow down my spell slot progression. As I mentioned with the ranger, this is a great combo with Life cleric, but druid is never the primary class.

The other popular druid-heavy multiclass build involves dipping into barbarian to gain a host of powerful features. As I noted in my multiclass dips, I think this combo is overrated by much of the community, delaying the druid’s power curve by too many levels to be worth it past very early levels. Outside of those two uses, the best druid builds look almost exactly the same whether multiclassing is allowed or not. Druid secures its eighth-place spot on the strength of its monoclass builds.

7. Warlock

A woman using shadow and lighting magic from the MTG card Shadowstorm Vizier. Shadowstorm Vizier by Yongjae Choi

When I was first outlining this article and its companion monoclass rankings, I assumed that warlock would be one of the top entries on this list. However, it suffers due to my weighing a class’s role as the primary build class instead of a dip. Warlock plays a huge role in many builds, but it rarely takes the majority of levels. Instead it is used to enable martial builds to fight with charisma or as a two-level dip that provides otherwise low damage builds with the Eldritch Blast/Hex combo.

The main builds warlock plays a major role in are the Lockadin and Sorlock.* The Sorlock in particular is very good, although I’d usually opt for more levels of sorcerer than warlock. The warlock’s short rest spell slots and sorcerer’s ability to use those slots to refresh their sorcery points work so well together, I wouldn’t be surprised if they were part of the same class at some point in 5E’s development. Whichever half of the build you opt to put more levels into, it pushes the warlock far enough to earn seventh place.

6. Rogue

A woman leaning casually and wielding a shadow knife from the MTG card Kaya, Ghost Assassin. Kaya, Ghost Assassin by Chris Rallis

What sort of dark mirror have we stepped into where I rank the rogue above classes like druid? Well, it just so happens that rogue has two builds that benefit hugely with just a hint of multiclassing. The first of these is a ranged Phantom rogue* that takes a level of fighter to gain the all-important Archery Fighting Style. A +2 to attack rolls doesn’t sound like much, but it makes a huge difference, especially for the rogue, which only gets one attack per round to land its Sneak Attack.

The second, less common, build is the sword-and-board Arcane Trickster rogue. This build also takes one level of fighter, but this time for the shield and armor proficiencies, plus the defensive fighting style. This yields a build that enjoys 20 AC* right out of the gate, while still gaining all the fun goodies the Arcane Trickster gets at later levels. Though I haven’t seen this build in action, just looking at its offensive and defensive outputs easily earns rogue the sixth-place spot.

5. Wizard

A woman taking scrolls from a wrack from the MTG card Scroll Rack Scroll Rack by Heather Hudson

There’s not much to say on this entry. Are there many multiclass builds that enhance the wizard? No, not really. Is the wizard still the most powerful monoclass in the game? Yes, yes it is. The most viable subclass dip I’ve seen for the wizard is one level of cleric to secure heavy armor proficiency without slowing spell slot progression. Even then I would only recommend that dip for wizards looking to mix it up in melee. The wizard doesn’t even make a good dip class, as its intelligence requirement is one of the worst in the game. Like the druid, the wizard secures its high rank on the list almost entirely due to its monoclassed builds.

4. Sorcerer

A woman conjuring a magic bolt from the MTG card Deconstruct. Deconstruct by Alexander Gregory

We’re in the home stretch now, with classes that are transformed by the addition of multiclassing. The sorcerer starts us off with two dips that massively improve the class: paladin and warlock. The first of these allows for the ever-popular Sorcadin. As I’ve said in other articles, I don’t regard the Sorcadin as highly as much of the community, but there’s no denying it is an impressive mid-game build that allows the sorcerer to operate as a powerful martial character using heavy armor and spells like Shadow Blade.

The second build the sorcerer gains is the same Sorlock I mentioned in the warlock’s entry, albeit stronger because this time we’re putting more levels in sorcerer. Five levels of Celestial/Pact of the Chain warlock, a level of Life cleric, and Divine Soul allows for an incredibly durable frontline damage dealer. This character has Spirit Guardians every fight thanks to its pact slots, maxes any dice rolled to heal it, adds the Life cleric bonus to its own healing, and has heavy armor. This is all without mentioning its access to the normal sorcerer spell list. Unfortunately I can’t go over every detail of this build here, but take my word for it: the sorcerer more than earns the fourth-place spot.

3. Cleric

A ghostly cleric from the MTG card Remorseful Cleric. Remorseful Cleric by Grzegorz Rutkowski

While I am a major proponent of playing classes the way you want, I also recognize that clerics are some of the better healers in 5E, specifically the Life cleric. On its own, the subclass’s Disciple of Life feature is a good buff to healing in the early game, but it falls off later as hit points scale past the amount it adds to healing. However, if you pair Life cleric with one level of druid or two levels of ranger, you get the amazing Goodberry I mentioned way back in the ranger’s entry. This time, however, we’re focusing on the much better class of cleric.

While I think the additional healing is the strongest feature multiclassing adds to cleric, there are other benefits as well. Cleric/paladin multiclassing, while not incredibly powerful, results in a balanced frontline character with the spells* of the cleric alongside the hitpoints and saves of the paladin.

2. Paladin

An armored figure on a warhorse from the MTG card Cabal Paladin. Cabal Paladin by Lius Lasahido

Speaking of paladins, let’s talk about the amazing combination they get from multiclassing with the warlock. As I hope my Hexstaff build demonstrates, warlock and paladin is a match made in the celestial plane. It takes the already good paladin and allows it to focus exclusively on charisma as the stat that governs all of their combat abilities and class features. This alongside the Sorcadin I mentioned earlier moves the paladin into second place.

1. Bard

A dancing bard dancing in front of a giant's face from Elvish Bard. Elvish Bard by Susan Van Camp

It’s only fitting that the most flexible class benefits the most from the increased flexibility of multiclassing. On its own, the bard is already one of the strongest classes in the game, competing with wizards for the top spot. However, unlike the wizard, the bard can make heavy use of multiclassing to create a huge variety of builds.

The most obvious dips the bard can take are from its fellow charisma classes. Sorcerer, warlock, or paladin can all lend the bard additional spell and martial options it wouldn’t be able to take as a monoclass. Out of the three, I’d say warlock is the strongest, as so much of the class’s strength is loaded into its first three levels, but it’s hard to go wrong with any of them.

However, there’s more to the bard’s multiclassing power than meets the eye. Two very strong builds that I’ve come up with use bard as the main class while dipping one level into fighter. What I find especially cool about said dip is that the builds I created with it are radically different in feature choice and play style. One is a sharpshooting Sword bard that leaves its full martial competition in the dust. The other is a smack-talking Lore bard that uses grappling to kill the Tarasque in a single round at level eight by dragging it through thorns.* No matter which direction you go, the bard class can be supported and enhanced by a number of multiclassing options, making it my pick for the strongest class in 5E.*


Lists like this are always tough to write, as some classes are so close it’s hard to nail down the exact position of each one. It’s even truer for this list, as there are so many multiclass options that it’s impossible to give them all the consideration they deserve. Some of the lower-ranked entries moved several times while I was writing. The bright side is that almost every class has at least one powerful multiclass build to play with, and an almost unlimited number of bad ones if their flavor suits your fancy. Regardless of whether my rankings match your own, I hope you enjoyed my explanations and hopefully learned some of the cool things you can do with multiclassing.

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Comments

  1. Zawaka

    If you want to try out a really fun paladin/rogue build I recommend to doing Oath of Treachery + arcane trickster rogue(or assassin) sword and board. For levels its really flexible you want to end up around lvl 6 pally and lvl5-6 rogue so it depends on if you need more tank/extra attacks or more burst damage. really here you can just make some match levels and I’ll still be a strong character! The paladin subclass abilities fit thematically so well with the rogue it’s kind of insane. The characters both really fun to play and quite strong. Ending up both strong and close combat and against spells!

    • Ari Ashkenazi

      That sounds like a solid frontline build. It is very nice that the base paladin is so good that a subclass can be picked for its thematic value without substantially weakening overall build.

  2. Eric

    You’re not really even considering playing as other races outside the PHB. I’ve had a incredible time with my Minotaur Monk character since his horns count as an unarmed strike and he gets the special melee attack ‘Hammering Horns’ you don’t have to mukticlass to make a class more viable, you just need some creativity.

    • Ari Ashkenazi

      I’m glad you had fun with your minotaur monk. However speaking purely in terms of mechanical power that ancestry’s natural weapons do not even come close to making up for the monk’s shortfalls in other areas.

      As part of a challenge build I built a lizardfolk monk, as that ancestry also has 1d6 natural weapons, and it was noticeably worse than builds using variant human, custom lineage, or even half elf. Unfortunately if you want to optimize the vast majority of builds will be picking 1 of those 3 races, and this includes ancestries from all the source books.

      This is not to say there are not some creative monk builds that out there, I’m working on a monk that uses Tasha’s falling mechanics to add extra damage to its repertoire, they are just weaker mechanically than almost every other class due to weak underlying mechanics.

  3. Sianine

    I’m gonna have to hard disagree from the very first moment. The Artificer Armorer in my Friday game has consistently out performed the Bard at every turn, both support and damage, and heavily supports the Paladin at Tanking. In fact even the Wizard wasn’t as useful as any of the other PCs except during niche moments. I really don’t agree with a lot of this list, but I respect your opinion of it. Everyone has different experiences. Except that Artificer placement. I can’t agree with that one.

    • Ari Ashkenazi

      I am glad your party’s artificer is doing well. However, Individual experiences like that have little impact on how I look at classes’ power. There are simply too many ways to build a class sub optimally to compare them that way.

      A well built bard is better than a well built artificer by almost any metric, especially with multiclassing. If you have an artificer build you think is stronger I’d be happy to see it and compare its various strengths to that of an optimized bard.

  4. DMJarpo

    “Best builds” are entirely subjective due the nature of TTRPGs. Even if you made your character mathematically the most superior, that may not do anything for your table if your table agrees killing a Tarrasque at level 8 in 1-round is not in keeping within the spirit of the game, lol. (RAW vs RUI).

    Additionally, if you’re just number crunching to determine “the best class” in 5e, you’re missing the point. The best class would be the one that can solve the most problems the most consistently throughout each session, at any table, with any party composition, at any level and no matter the size of the group.

    Do you see how impossible that is to gauge? You just can’t. Far too many variables to consider. Sure! You can deal 120 firce damage at level 5, against 5 enemies. Great! But the Barbarian just rolled a 27 on his Intimidate check on those city watch guards, they ran, and ended up falling victim to the Artificer’s mechanical trap, restraining all 5 of them. Problem solved.

    Builds are fun to imagine and play with, kinda like a puzzle or mathematical challenge to be solved. Just remember that in the end, they will always be subject to how your table plays and how your DM adjudicates the game.

    • Ari Ashkenazi

      You are correct, what builds are strongest depends on your definition of strength. I attempt to look at the rules most commonly applicable across all dnd games and then map out ways to get the most from those rules. I do not factor in “spirit of the game” as it’s not something one can plan for when writing an article seen by any number of people from different groups.

      If you don’t find number crunching fun, that’s totally fine, I know tons of players who agree with you and have fun with a wide variety of character builds regardless of their numerical strength. However, using math to express the strengths and weaknesses of a build is the best way to explain that build to people who are interested in those things. I have done that very thing in two build articles already. It’s not missing the point, it’s just aiming for a different point than you are.

      As for variables, you are right, there are a theoretically infinite number of things that could effect which build is the best. I could come up with a scenario where a character with 8 in every stat is better suited for a task than the character with 20s across the board, but most people would rightly point out that that is a edge case.

      With that in mind I aim for what is most common across DnD games, combat. So much of 5es rules are built around combat and many class abilities do the same. It is a common ground from which to measure the effectiveness different classes and builds. If combat isn’t how you want to measure strength, then I’m sure there are plenty of content creators out there who focus on non-combat DnD rules, I’m just not one of them.

  5. Anon

    Artificer at last place is criminal! A one level dip with wizard gives armor proficiency, shield proficiency, cantrips (you can get guidance, arguably one of the best cantrips, which the wizard cant) and constitution saves without slowing down spell progression AT ALL. Half casters usually round down for the purposes of spell slots, but artificers explicitly say otherwise. Artificer is the hexblade for wizards.

    • Ari Ashkenazi

      A one level dip for a wizard is one of the better uses for artificer, but I’d argue 1 level of cleric is stronger as it grants heavy armor proficiency via life, twilight, or any other number of subclasses. The one thing starting as an artificer gets you over taking a level of cleric is the con proficiency, which, while good, doesn’t make up for the other failings.

      Setting that aside however, artificer is not nearly as good as hexblade. Being able to substitute charisma as your character’s combat stat, hexblades curse, and spells like eldritch blast and Hex on top of decent proficiencies is what makes the hexblade so powerful as a dip. The artificer only has proficiencies going for it.

      I also weight these power rankings towards classes that make up the majority of their multiclass combinations. Artificer having 1 decent dip doesn’t raise it much in my estimation.

  6. Mont69

    Is it possible to see your lore bard build please ?

    • Ari Ashkenazi

      The grapple build? Here’s a link to the math I’ve done.

      https://anydice.com/program/1dd64

      Feel free to message me on discord if you have any questions

      pancakemaster808#8368

      • Eric

        I call BS on a level 8 character being able to kill a tarrasque in one round. What you posted is nothing more that a graph with numbers on it that does not show an actual rules as written build.

        • Ari Ashkenazi

          That’s because I don’t keep all my builds in fully mapped out formats like the ones in my articles because that takes a lot of time =P. This one also requires magic items to reach Tarrasque killing numbers so it was never much more than a thought experiment, but if you want a summary, here you go:

          Levels: 6Bard-Lore/1 Fighter/1 Warlock-Hexblade

          Magic items required: 2x Potion of Giant Size, 1x Potion of Growth, Horseshoes of Speed, Potion of Speed

          Thanks to those first two potions we are now big enough to grapple the Tarrasque and ride our Gargantuan warhorse. The Tarrasque isn’t immune to grapple and can’t escape using its legendary resistances.

          Grapple Comparison: Tarrasque has a +10 to its strength checks, making its average roll 20.5. Our character has expertise in athletics from its level 1 feat, lucky from its level 4 feat, 25 strength from the potion of giant size, and 1d8 to subtract for the Tarrasque’s roll from cutting words for an effective total of (higher of 2d20) + 1d8 + 13 with an average of 31.32.

          If we take a level of wizard instead of fighter we can get a familiar to use the help action for the highest of 3d20, but I would never do that in a real build.

          Damage Sources: Warhorse speed of 540ft = 108 spike growth activations + 108 hexblade’s curse activations = 216d4 + 324 for an average damage of 864 in one round.

          • Eric

            The potions give you the effect of enlarge from the enlarge/reduce spell. Since a target cannot be under the effects of the same spell multiple times there can be no gargantuan wrestling match without some breaking of the laws of reality, otherwise known as homebrew.

            Not RAW!

          • Ari Ashkenazi

            There is no stacking of spell effects. A copy of Potion of Giant Size is given to both the bard and their mount, increasing them both to huge size. Then a Potion of Growth is given to the horse to increase it to gargantuan size, allowing the huge bard to use it as a mount.

            Potion of Giant Size and Potion of Growth are two different effects and can be applied to the same creature. This combination is 100% RAW viable.

          • Ryan J

            Assuming the Tarrasque just stands idle while you prepare what’s to stop the Tarrasque from readying an action to one tap your horse the second it’s in range and then crush your bones to dust?

            Assuming the Tarrasque DOES stand there to take the damage and lets you do all your prep dragging the creature takes double the movement so 54 activations not 108, barring some extraordinary luck on 108d4+162 I’d say you’ve got one very dead bard

            I realize the rules don’t cover grappling on a mount but they do cover moving a grappled creature

            Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

            So either your warhorse runs out from under you or drags you away from the grapple.

            If my interpretation isn’t enough Jeremy Crawford answered a similar question posed to Sage Advice on Twitter stating that he would allow the mount to move while you maintain the grapple but still at half speed, otherwise you would have to use rules for lifting and carrying but lifting the Tarrasque would eliminate the spike growth damage.

            TLDR; Tarrasque won’t wait around to die, but even if it did your math is off

          • Cridge

            I don’t think it’s a deal breaker, but cutting words is ineffective if the creature is immune to being charmed, which is the case for the tarrasque

          • Ari Ashkenazi

            Great point, missed that one, I’ll factor it in for the article I’m writing, thanks =).

        • Oren Ashkenazi

          Editor’s note: Any comments that attack the author or another commenter will be removed.

      • Derpleslurp

        For the uninitiated, I will say that that link is unintelligible data but I suspect it is a combination of damage and chance to do said damage.

        In your assessment and use of spike growth to do damage, are you assuming that damage is taken for every 5 foot square that the tarrasque is touching and moves through or are you assuming that it takes damage for every 5 feet of moved?

        The rules of D&D are that the GM makes rulings on what is sensical in the narrative of the game and the GM makes calls where there are gaps on what the rules can capture. I’d be hard pressed to believe that any GM worth there salt would make the ruling that you’re looking to leveraging in actual play. It’s a fun thought experiment but it doesn’t have any place at any table where people care about the fun of others.

        There’s a great video I really enjoyed by Treantmonk’s Temple in which Chris talks about theoretical optimization vs practical optimization, I hope we can all agree killing a task in one turn would fall into the category of theoretical optimization.

        https://youtu.be/qIUXmTl2vZA

        • Ari Ashkenazi

          You’re right, that math isn’t in a very readable format, I don’t keep builds I’m not writing an article about in a presentable form because that’s a lot of work for no real gain. However, they asked about it and that’s what I had so I linked it, if they want more info I hope they ask.

          I assume spike growth triggers once per 5ft moved, regardless of creature size, as that is my understanding of the rules and its the more conservative measure.

          I can’t speak for every GM but I would definitely allow a grapple/spike growth build at my table. If you or your GM wouldn’t, then great, just don’t use the build, I just like to present cool builds.

          Treantmonk is great! I enjoy talking builds on his discord and he’s been kind enough to give feedback on some of the larger homebrew projects I’ve worked on. He’s my favorite DnD content creator and I have both watched and enjoyed the video he did on types of optimization.

          In regard to the grapple build, I would definitely agree that level 8 vs Tarrasque is theoretical optimization, as I don’t see it happening outside of specifically testing whether or not the build can kill the thing. However, the build simply existing at a table doing its grapply business? I’m doing that right now in a game and so far it’s been fine. I can do a lot of damage to at most 1 target per round, but so can a lot of builds.

  7. Every

    Have you like look past 1st levels? Artificer’s specialist abilities are amazing, and this list is entirely subjective, not offering any evidence and plain wrong.

    • Ari Ashkenazi

      I look at all levels when making these lists. You’re right there is some level of subjectiveness to this list, it’s impossible to do otherwise. If you think the artificer is great feel free to send me a build. I get no joy from saying the artificer is bad and I’d be happy to be proven wrong.

  8. Jose

    Ari seems like the kind of person who is never wrong and i correct you if you disagree with his point of view.

    Nice article but you dont need to defend yourself with every comment.

    • Ari Ashkenazi

      I like to engage with the folks who comment on my work and if someone convinces me of an alternative opinion I’ll happily admit it.

      • Apple

        Yeah, didn’t you know ur only allowed to reply to X numbers of comments? Duh =p

  9. Andrew DeAses

    I noticed you used Magic card art without attributing the artists. When possible, can you go through your article and attribute the artists for their works? Thanks!

  10. Contrary Anne

    I disagree with many of these.

    A Battlemaster Fighter is one of the best damage dealers in the game.

    In contrast, Artificer arguably has poor combat ability but gains some fantastic support abilities early on. As many of those abilities aren’t really impacted by your INT score, it’s easy to MC into something else and leave your INT at the minimum.

    • Ari Ashkenazi

      Which build of battlemaster do you find to be the strongest? No build that I’ve mapped out comes close to beating well made casters or the Eldritch knight.

      Which support abilities does the artificer gain that are worth the dip? An int of 13 is still a pretty big investment given how bad the stat is.

  11. Rhage

    Hey, im new to DnD. I just play one advanture as a Drow Half-Elf solo class Rogue , but now I would like to try multiclassing. Is there a site where I can look at some builds?
    Sorry for my bad english.

  12. Carson Rush

    An interesting article.

    I’d like to point out that the Artificer is an effective multiclass option for the wizard. Since Artificer levels are rounded up instead of down when you half them for spell slot calculation, a one level dip means that they add half of one level, rounded up (one level) to the progression of the wizard’s spell slot progression. This one level of Artificer gives the wizard Con Save proficiency, medium armor and shields, 2 extra cantrips and a smattering of unique 1st-level spells (like Cure Wounds) that scales with their intelligence, all without affecting their spell slot progression. Wizards, Artificers, Eldritch Knights, and Arcane Tricksters are all very happy to multiclass with each other. I play a fire genasi EK 7/ Wiz 2 that has access to 9 cantrips and 19 level 1 spells (including ritual casting). I have utility coming out my ears. Ritual casting with a spell book is incredibly strong, and it RAW scales with spell slot level. This is great for anyone using the wizard spell list, like the EK or AT.

    Also, I think you neglected the fighter a bit. You forgot to mention the benefit of Action Surge after a spell caster reaches level 5. Two fireballs in a turn is bananas. In fact, taking essentially 2 turns in a row is super powerful, no matter who you are.

    • Ari Ashkenazi

      As I’ve mentioned elsewhere in the comments and the article itself, I think 1 level of cleric does almost everything better than 1 level of artificer. You get better armor, more cantrips, can be more flexible when you take the dip, and a subclass. The one thing artificer does better is the con save proficiency, which is very good, but as casters like the wizard often require fewer feats than martial classes, taking resilience con is relatively cheap.

      I also weight this list more towards classes that make up the majority of the build they are in. Artificers being a decent 1 level dip for some specific wizard builds doesn’t raise it much higher in my eyes.

      I’m glad you’re having fun and are effective with your build, it sounds cool. For me utility will almost always take a backseat to applicable combat power. As an EK I would rather have my 3rd attack at level 11 than two levels of wizard. If a game isn’t going to 11 that changes things, but sadly I can’t cover all those possibilities in an article.

      Action Surge is another ability that I think feels stronger than it is. Yes it’s really cool and spectacular when you launch off double Fireballs, but now you’ve expended two slots of at least 3rd level and your Action Surge, a very large amount of resources for most characters. Every time I’ve mapped out the actual damage increase of Action Surge it is fairly low. Of course if your games have very few fights then being able to stack more damage into a single round is more valuable, but once again I can’t cover every type of game unfortunately.

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