My party right now is a rogue with 2 levels of fighter, a warlock with 1 level of fighter, and a ranger with 3 levels of fighter (plus a straight moon Druid who occasionally comes).
I'd argue that the idea's overrated for Paladin. I mean, yes, Action Surge is amazing, but is it so amazing that it's worth investing two otherwise pretty dead levels into picking it up? Paladins already get Heavy Armor and Martial Weapons and a Fighting Style and a d10 hit die, and Second Wind's a bit redundant alongside Lay on Hands. Not to mention that by investing in those Fighter levels you are delaying Paladin spell and level progression, delaying Extra Attack and Aura of Protection, and getting fewer spell slots. You get way more bang for your buck picking up more feature rich levels from Warlock, Sorcerer, Bard, or even just sticking with Paladin.
Fun stats for you all: if you tally up the scores for how highly things are rated for multiclassing into, the top three are fighter, cleric, and rogue. The lowest are the wizard and then a three way tie between Druid, artificer, and warlock. If you tally up the numbers for which classes like to multiclass dip the most, first place is the Rogue, followed by the fighter and the warlock. The ones who like to dip the least are the cleric, wizard, and barbarian. I don’t know what to do with this information, but I went through the trouble of collecting it, so now you know.
Thank you, that's good. I was surprised not to see this, or an attempt like it, at the end of the video. In the final ten minutes I was working out fair ways to score the ratings to try to reach a good conclusion, eg, 5-4-3-2-1 for S-D; or count D as zero because it's the default, so 5-4-3-2-0; or count S as 6 because it's so highly rated, so 6-4-3-2-0; or given the leap between good second classes and their sometimes excellent but often naff subclasses, 6-4-2-1-0. I chose to use the final one, since as the furthest away from 5-4-3-2-1 a comparison between the two can potentially tell us the most. My scoring method gives the three best classes for multiclassing from as Rogue, Fighter and then Monk, while the three least favoured are Artificer, Wizard and finally Cleric. The three best for multiclassing into are Fighter, Cleric and Rogue, while the least are (on equal points) Artificer, Monk and Wizard. As an aside, I don't think you can specify anything as favouring a multiclass dip, since none of these assessments were *explicitly* on taking just a few levels but potentially taking equal levels. But that's just a matter of interpretation; the overall results come to close agreement. Consequently, it's a useful confirmation that our different scoring systems concur on multiclassing into Fighter, Cleric and Rogue but most definitely not into Artificer or Wizard, while for starting classes the most favoured ones with an intent to multiclass are Fighter and Rogue but not Cleric or Wizard.
I kind of wish they did something like this, so instead of just focusing on the best builds of each class. They did similar type summary for the role tier lists, and it helps tie the series together.
@@nickkannel2641Even the names don't mix. The best multiclasses are those that sound good together. Sorlock, Sorcadin. But artificier druid... Artuid? Druidicier?
I think the biggest missing element from a lot of these rankings are defensive dips. Proficiency in medium armour + shields on classes that don’t get it, or the shield, absorb elements and silvery barb spells on a character without access is a dramatic power spike for most classes in the game for a single-level investment. I think this especially boosts the sorcerer and wizard in many rankings, and makes hexblade a phenomenal option beyond just gish builds.
That's very true. When i first saw sorlock blaster builds I was puzzled why they often used hexblade when the whole point was blasting from a distance....until I realised how good the medium armor & shield proficiency was.
@@CyberDrewan it is not. Classes which don't get defensive profficiencies most of times don't need them. Like with the wizard . If you are getting constantly hit and is in need of armor then either you are doing something wrong or your party does something wrong. Or both. Classes which lack defensive profficiencies have tools to evade occasional attacks altogether with stuff like blink, mirror image,shield, misty step, and etc etc etc.
@MsKeylas I mean cleric picking up 2 Wizard or Sorcerer levels for the reaction spells makes the class have everything it will need in any situation. Defensive dips are really strong. You cannot control when the dm will be fed up with your antics and throw ranged and flying enemies that will zero in on your backline, so it is better to be covered and prepared
i see this nonsensical argument from time to time and each time i get it less and less. Like a jump from base AC 13 to 19 is apparently "not needed just dont get hit lol" and then people wonder why their casters are squishy? like sure ideally you play in a way that positioning works in your favor so that you rarely ever get targetted but to say enhanced defenses are then redundand is just ignorant, not every fight will go according to plan if you are playing in a game that is at least slightly challanging lol
my first multi class was a rogue-lock. a 2 level dip to give us booming blade and some other fun subclass features and invocations do wonders for both roleplay and combat. the booming blade in particular augments 2 levels of lost sneak attack while also creating negative incentive for enemies to chase you after disengaging. the amount of times I killed an enemy because they tried to chase after me was hilarious, including the bbg of our level 7-10 arc!
@@Wintermute909 I had gone thief beforehand but story + RP made a dip into warlock an engaging story beat (patron contract was a fun push - pull for the RP) and made the character a ton of fun in all pillars of play!
@@hermesthenerd i totally understand! In earlier editions my favourite character was always a rogue/mage..... I'm currently creating a new character and am agonising between hexblade and bladesinger (both with stealth & acrobatics) and also trying to decide whether a rogue dip is worth the loss of spell levels. Edit: Totally agree how the patron contract is so much RP fun!
Playing the Rogue-Lock right now and I love it. Phantom 6/ Undead 4 for full flavor and Tome to grab more cantrips. The utility and social skills you get are incredible, Disguise Self had let me mess with the enemy, even if I'm not a ranger, I had been the best scout for the party, in need of negotiation I got some of the best deals... Not to mention that is pretty fun going scaring all these monsters in the Underdark thanks to Form of Dread, lol. Maybe not the best suited for battle, but features + feats just let me build one of the most fun characters I ever played.
I actually believe all Warlocks make for great combinations thematically with paladins. People tend to focus a lot on the Devotion one, but the others also work great thematically. - Undead + Oathbreaker = Barbosa - Watchers + Great Old Ones = Bloodborn - Ancients + Archfey = The Green Knight - Conquest + Celestial = The Templar - Crown + Hexblade/Archfey = King Arthur - Devotion + GOO = The Cultist - Vengeance + Fiend = Ghost Rider - Glory + Fiend = Faustian Deal - Redemption + Undead = The Ghost - Vengeance + Fathomless = Revenge of the fallen - Ancients + Genie = the Primordial - Watchers + Hexblade = Venom - Undying + Revenge = The Monster
Mechanically the celestial warlock / paladin is a great combo. Just a few levels of warlock let you heal your party as a bonus action as you continue to drop smites on the baddies. Add cantrips for utility, Eldricht blast, armor of Agathys and you have a strong healer, Swiss Army knife, beat down character.
That’s actually what I play and it lines up perfectly. It doesn’t change the direction of your character, it just makes it better at what the Paladin already did. Just more healing, more slots for smites, adds a great ranged option in Eldritch Blast and Guided Bolt. And it’s wonderful thematically
I was surprised it wasn't mentioned in the Druid or Monk videos, and equally surprised it was skipped over again in this one, but Druid with a dip in Monk is so nice. It gives your Wildshapes an AC boost due to Unarmored Defense, as well as Unarmed Strikes to use your bonus action if you're not concentrating on a spell, or have lost concentration due to damage.
I'd say one of the best single level dips in my experience has been sorcerer, even on a Cleric. 4 cantrips, a special sorcerer ability, and immediately add Shield and Silvery Barbs to your repertoire. The key is getting spells that don't really depend too much on your Charisma. Unless you are going to Lvl 20, you won't be that far behind on power... but you also gain a ton.
Playing this exact combo and feat in a campaign right now, currently level 9 (6 monk, 3 cleric). Can say, one of my favorite characters I have ever made. Running in, punching enemies, flurry of blows for a quick spritz of healing to an adjacent ally and getting out w/o provoking opportunity attacks is *chef's kiss*. I am also playing a firbolg for the extra out of combat utility, and the option of patient defense or invis if I find myself biting off more than I can chew. Lastly, blowing all my ki points for free heals before a short rest is just stupid fun. Lmao. It makes me not feel bad for not using all my ki. Highly recommend, and have fun!
I think the reason for Wizards wanting Artificer levels is because of Constitution Saving throw proficiency and Medium Armor and Shields, while not slowing down Spell Slot progression. Normally, Wizards are reliant on Mage Armor, which caps out at 18 with full Dex investment. Half plate plus shield is 19 with only a 14 in Dex. Combined with the Shield Spell, you are a pretty tanky wizard.
primarily that would be the go to case for an artificer multiclass. the other alternative is do do mountain dwarf because they already have proficiency in armor
Great video, though I'm surprised you didn't go into the inverse charts, showing all together how each class does AS a dip. Or is that a future video 😅
I really hope they do. If you’re focusing on only the first 3 levels, you can group the names of the class features by levels and list them on the screen, along with the hit die and any spell slots they have. This would help everyone visualize what you getting with each level.
I did one Multiclass build for a 1shot. I ended up with a Human, Scout Rogue(L11), Oath of the Ancient Paladin (L6) & Battle master Fighter (L3). Lets just say Misty Step, Action Surge and Smites, with also having sneak attack, really kills man. I had so much fun with that build.
Great vid dudes! One thing on the bard, a one level warlock dip is S tier on all bard builds. Getting medium armor, shields, all martial weapons, shores up all of the bard's inherent weaknesses for defense (and you can grab the shield spell too), meanwhile getting eldritch blast fixes the fact that bards don't get a decent attack cantrip. And then the pact slot... at this stage it's just icing on the cake.
This was a fun series, just to see Monty and Kelly throw out ideas and themes for potential ideas for the weird multiclasses. edit: The bard was one of the best, with them throwing out what music genre each multiclass was.
Playing a HexSword bard for the last 6 months in a campaign and it is a very fun character. I have something useful do in almost any combat scenario. Defensive flourish so I don’t get hit, tons of mobility, eldritch blast the far targets, hypnotic pattern, healing word, party’s face, the list can go on.
@@elijahwahlberg474 1st level hex blade all the rest swords bard. It’s tempting to take another warlock for invocations but you get something good at every level of bard it’s hard to give it up. Would recommend Vuman for either war caster or/and mobile if ur DM lets everyone start with a feat. Mobile works really well with booming blade and sword flourish.
I play a 4 Hexblade Warlock and 15 Lore Bard. At this level, me tanking is just not a reality, but having the armor options of Hexblade for additional AC is great. Mostly I sit back and cast "big" spells like Force Cage, Wall of Force, Counterspell, etc, and blast the heck out of things with Eldritch Blast, and at my level with Hex and Hexblade's Curse I can hit in the 90s for one round.
Amazing video as always DDudes! The multiclass that I spotted that I think should have been giving a higher tier is the Artificer level 1 dip for Wizard. Itgives you very few drawbacks in favor of MANY benefits: Proficiency in Con Saves, Shields and Medium Armor. If you start as Artificer it gives you 8hp instead of 6hp. Access to int based Cure Wounds, Faerie Fire, Guidance, etc. Artificer is a half-caster, but it is the only half-caster that gets it's spellcasting at level 1, which means (and the rules state that), your spell slot progression for multiclassing is divide by half and ROUNDED-UP, which means at level 1 dip you get no penalty for spell slot progression.
I don't know if I would call it the most powerful multiclass, but one of the most surprising and fun multiclasses I've done was actually based on some random art I found. It was a forest gnome Swarmkeeper Ranger with a 3 level dip into Artillerist Artificer, where the idea was that her swarm was actually a bunch of little clockwork devices that looked like insects, and all of her spells were specialized clockwork bugs. Light? Firefly robot. Alarm? Mechanical cicada, etc. I originally made the build just for the fun concept, but I was surprised at how well everything synergized. Use the repeating shot infusion on your crossbow to get access to your ranger extra attack. Throw on hunter's mark turn 1, then use your bonus action on other turns to shoot your force ballista (bigger metal bug). Add in the extra d6 piercing from swarmkeeper, and it was actually doing a lot of work.
This was a great, insightful series. Thanks for doing the overview. Now, get ready to do it all again considering the updates coming with the 2024 PHB, LOL!
It would be interesting to see a party of the most broken multiclasses in an ironman endless horde fight raid against a never ending threat to see which performs the best and which one reaches furthest in an epic one-shot.
47:30 for a level 10 one-shot I built a evocation wizard 8/tempest cleric 2 with a staff of thunder and lightning. Sadly I was never able to play that character, but the potential was crazy. Also, plate armor.
I came very close to one-turning an adult red dragon by myself as my Assassin/Samurai/Oath of Ancients Paladin. Mobile lets me close distance very quickly, and those auto-critical smite-sneak-attacks get very mean VERY fast, especially with action surge and possible bonus action advantage if I need it. It's super single target, but I built him as a boss killer on purpose.
So glad you came around on the swords bard. I was playing one in Baldur's Gate and it was pretty good, then I multiclassed with two levels in Paladin and now it's a beast in melee with a huge spellcasting toolkit and high AC.
I loved these multiclass videos. I think you guys should definitely cover Gestalt stuff too. I know Gestalt Rules are a Homebrew Ruleset, but a lot of people play Gestalt games and they are a lot of fun and I think you guys would have a blast covering this topic and coming up with wild combinations
Adding 3 levels of Tempest cleric to my Storm Sorc yes, required reasonably good stats, but gave me automatic access to some of the spells that I wanted to take anyway, in addition to granting flexibility in low-level spells that helped me be more useful in exploration (detect magic, identify, etc are expensive when you can only have a small number of spells). Increasing the total spells known in any way shape or form is a gods-send to a Sorc, freed up space to take more high-level Sorc spells later, and yes, can we say Empowered 6th level Inflict Wounds? Plus, of course, the channel divinity to deal max damage on thunder or lightning, so that's potentially 80 points of damage to 4 (or more, if upcast) baddies on a Chain Lightning. It helped on all levels of play.
one thing of note you can do with fighter/warlock is the warlock can let you use elven accuracy with a great weapon, and when you have a -5 the mega advantage can be more impactful.
It's either me or my friend DMing so our characters oscillate, either it is me or him in the party. He initially picked rogue and I picked ranger. Though I decided to go for rogue multiclass to add the thieve's tools to the mix for when we need to open stuff and rogue is DMing... so now after 5 levels of ranger (went for dual wielding swarm keeper) I added rogue and am planning on probably levelling rogue till the end (or 2-3 levels of fighter too). This is not a gloomstalker assassin build, as I was already set in swarmkeeper when I noticed that we lack rogue when I play and don't DM and it was completely whacky for-fun build. Turned out pretty great with 6th level character throwing 1d8 rapier + 4 from dexterity + 1d6 swarm + 1d6 hunter's mark + 1d4 favoured foe + 1d6 sneak attack + second attack (1d8 + 4 from dex + 1d6 hunter's mark + 1d4 favoured foe) + two weapon fighting attacks (1d6 shortsword + 4 from dex + 1d6 hunter's mark + 1d4 favoured foe), making it deal avg 44 damage per turn at level 6 without any magic items included (assuming all hits, and that it's 2nd turn and forward as first bonus action goes towards hunter's mark) My other character that I use for a campaign play, I also chose ranger, drakewarden, but I am more focussed on protecting my party, a weird tank build if you will, so I dipped 1 level into life cleric and my goodberries are now godberries, I can summon a lot of them (up to 60) and they heal 4 hp each, making them the best out of combat healing tool without taking rests. Curse of Strahd is going really well as you can assume. It is hard to force us into scarcity mindset when we have unlimited food and healing.
Something worth mentioning for Wizard/Artificer is that the first level of Artificer can give you a lot. You get Light/Medium Armor and Shield proficiency, Con ST proficiency, Thieves Tool proficiency (which I assume uses Int rather than Dex), Guidance, Thorn Whip (or any other cantrip you feel like), and the ability to prep 5 extra spells (of 1st level but still). This means you can prep Absorb Elements, Faerie Fire, and Cure Wounds (for bad situations where the healer goes down), and other spells that aren’t needed all the time but are good to have in your back pocket (Feather Fall, Disguise Self, etc.) so you can use your Wizard prepared spells on other things. Magical Tinkering can be combined with things like Minor Illusion, Prestidigitation, Thaumaturgy, etc. for interesting effects. It can also act as a low level budget Sending (You write: “All good” on something, give it to an NPC that can help you, then use Magical Tinkering until that message disappears to alert them you’re in danger.) You also get 2 extra 1st level HP which doesn’t matter that much in the long run but at low levels is a 10-25% HP increase and can be the difference between taking another hit or not. You delay spell access by 1 level but I think there are definitely cases where the trade off is worth it.
For people who are confusing making a suboptimal multiclass just in order to get one spell or one ability or one proficiency, just remember that there are not only a number of feats that can get you what you're looking for, but also remember there is literally a section in the dmg or phb, I can't recall which, on getting magic items made or how long it would take someone you hire to fetch something for you. Talk to your DM, let them know you're interested in faerie fire, but don't want to take one level of bard for it, and you might just so happen to hear a rumor about a wand of faerie fire being offered as reward for helping done fae with a quest.
I'm starting a campaign next month with the intention of multiclassing a Gloomstalker Ranger and the Twilight Cleric. It feels like it will be so much fun with the potential that both subclasses have individually. Thank you both for making this ranking video to help me cement my flavor choice!
I actually really like the idea of an artificer-barbarian multiclass. I would be an artillerist with utility spells that rages and blasts people with my canon in combat.
This was an awesome series. I would be really interested hearing what you guys think could be used from BG3 in terms of rule changes that could be adopted back into table top. Do you see any positive adjustments we should just accept as the norm?
They pretty much already did that with their video "Five Huge D&D 5e Rules Changes in Baldur's Gate 3" since they say how you can implement some of these things and what to change to make them better
This has been an interesting teir list series! and combined with the other teir list vids I have theory crafted alot! And my favorit multiclass picks are: Artificer Alchemist + Evocation wizard Artificer Battlesmith + Bladesinger wizard or Eldritch Knight fighter Barbarian (any) + Battlemaster/Rune Knight Fighter or Swashbuckler/Soulknife rogue Bard (Swords/Lore) + Fathomless Warlock pact of the blade Cleric (any) + Ranger (any) Druid (Land "Grassland") + Arcane Trickster/Scout Rogue Fighter (Battlemaster/Eldritch Knight/Rune Knight) + (see Barbarian(not with Eldritch Knight) or Artificer picks(only with Eldritch Knight)) Monk (Shadow) + Ranger (not Beastmaster or Drakewarden) or Rogue (Arcane Trickster/Swashbuckler) Paladin (Conquest) + Bard (Swords/Lore) or Warlock (any) Ranger (Horizon Walker) + Rogue (Swashbuckler) Sorcerer (Divine/Abberrant Mind) + Warlock (Celestial/Fathomless) Warlock (Celestial) + Bard (Swords) Wizard + Nothing (maybe Cleric for armor Prof.)
My bladesinger build: Take your first level in Artificer and the rest in Wizard as a Half-Elf (Wood Elf). At level 3 with Bladesong you can only fail a concentration check on a nat 1 and have 45 feet of movement. At level you pick up Mobile, now you have 55 feet of movement and can only lose concentration when the DC goes above 10. You can stack on Longstrider for another 10 feet of movement for a total of 65 feet. At level 6 you pick up Haste which you can use on yourself without any fear of losing concentration, that gives you +2 AC, a second action, and increases your movement to a whopping 130 feet. At level 7 you get multiattack allowing you to attack 3 times on your turn, one of which can be a cantrip. Because of Haste you can elect to cast a spell, like Fireball, and still make a melee attack. One of your 3 attacks can be Booming Blade or Green Flame Blade and with your high movement and ability to stop opportunity attacks you can easily force enemies to chase you triggering Booming Blade. Wizards are squishy. However, with all your movement you can run up to the enemies, make your melee attacks, and then move back behind your party out of reach of most non-ranged enemies. Even if you do get attacked, with Bladesong and Haste you can easily have 20 AC and you advantage on dex saves and acrobatics checks. With Shield and Absorb Elements at the ready you can easily mitigate any incoming damage. You also have proficiency in Con saves and as a half elf you have advantage on most Wis saves. Finally, Artificers get Cure Wounds, so if you do take any damage you can use it on yourself to regain some HP and if your DM uses the bonus action potion rule you can also use a potion on top of that for even more healing if it's needed -- and then still make a melee attack. And what did that first level in artificer cost you? You get your ASIs/feats and learn new spells 1 level later. You don't lose any spell slot progression. You'll still have the same slots you would have as a full Wizard, you'll just learn the spells of that level 1 level later. You only lose spell slot progression if you take 2 (or more) levels of Artificer. If you didn't get Artificer at 1 you wouldn't have con save prof which means you could lose Haste and suffer the negatives of that. You also get a bunch of tool profs which are nice. Starting with light armor prof can also be nice if you are actually playing from level 1. So yeah, that's my build. Lol.
I played ranger 5 fighter 3 Rogue 8 in a multidimensional 2 shot. It was insanely powerful. Ton of damage, was able to hide well throughout these tunnels and amphitheater the DM had build out of wood and pvc pipe. And was able to set team members up with advantage or opportunities to do some cool stuff. It helped out 18L wizard was a true master of control, our Moon Druid was super tanky, and our Paladin/sorcerer was drawing a ton of attention from the BBEG. Paladin did go down 3 times but overall it was amazing.
That Wizard/Tempest Cleric combo was done really well on Rolling With Difficulty and really sung with the Scribes Wizard. Plus the flavor of the build that came about via the story was fantastic
Shoot, at 6th level you can have _expertise_ in 8 skills, proficiency in 4 others, half-proficiency in the rest. Rogue 2, Eloquence Bard 3, Knowledge Domain Cleric 1. Variant human to get Prodigy. Now, that is with a free feat at level 1, Skill Expert, but even then, just subtract 1 proficiency and 1 expertise.
Alternate idea on that ultimate patty - make that team essentially the bbeg, everyone try to build something that they think can actually beat pal/scor,.scorlock, Hexadin, and roguestalker working together
You guys easily have the best d&d channel on youtube. Most of the other ones are just 1 guy who makes cringe jokes the whole time lol. I love to hear you guys discuss things. It helps a lot when trying to learn
40:00 - I created an all-multiclassed short adventure a while ago and have run it several times now as a pro DM, and it's a blast. I set the party level at 9, and beyond that the only restriction is that everyone has to multiclass at least one level. It's so fun to see the creative combinations that people come up with, especially when they aren't worried about viability at lower levels or being stuck with their choices for a whole campaign. I think the most interesting one so far has been a Swords Bard 4 / Eagle Totem Barbarian 4 / Divine Soul Sorcerer 1 aasimar with the shield master and grappler feats because he basically had unlimited battlefield control no matter what scenarios or creatures I threw at them. He wasn't the hardest hitter but he didn't need to be - he just lined up the shots for everyone else.
I think they just stuck with the official classes in this video (which Blood Hunter is not one of as it is not in a book released by Wizard of the Coast).
Counterargument on multiclassing Druid: it REALLY depends what you're going for. I'm currently running a Druid/Monk multi with a focus as the team's healer (Circle of Land {Forests} / Way of Mercy). Once the build comes fully online, I functionally decide who lives and who dies through healing. I have Healing Word for heals at range, Hand of Healing for up close, Healing Spirit for multi-heal, and depending on which class I lean in on I can add Flurry of Healing & Harm, Lesser Restoration, Greater Restoration, etc. Plus, combining Shillelagh and Flurry of Blows is just peak thematically and mechanically. I have high mobility, low upkeep, high versatility, and can contribute to a fight from nearly any range. Utility in and out of combat is excellent. I may not have the "heal nova" potential of a Cleric, but in terms of keeping the party on its feet during a protracted or difficult combat I believe this particular multiclass is S Tier.
Artificer can be a great 1 level Dip as starting class for Wizard. You get: Medium Armor and Shields, some nice Spells from the Artificer list that free up picks for your early wizard levels and Construction Saveing Throws! You lose: 1 level of spell progression, but no spellslot levels.
Try a 5 monk with then a Divination wizard splash... Use the portents to ensure that Stun lands when you get low portents, silvery barbs to help more, and a lucky feat later to seal the deal.
A fun build I came up with recently was a melee swords bard / battle master / swashbuckler. The amount of damage you can dump into a single attack, all the feints and parries, support spells and 2 fighting styles make that thing the best one-on-one duelist I've ever made.
Currently playing a lvl 5 Life Domain Cleric/lvl 2 Circle of Stars Druid, with a high focus on support role. Highly underrated. The Starry Form and options you gain from the Druid spell list meshes well. It’s no Sorcerer/Warlock for sure, it’s more utility and roleplay focused. But a few things stand out for me. Access to Wild Shape for various situations. Thorn Whip/Spirit Guardians combo is awesome. Additional spells that both classes share frees up prepared spells for some interesting mixes. They are also both full casters using Wisdom, saving your precious spell slots and keeping them on par as if you hadn’t multiclassed. The thing you miss out on is hitting your ASI’s early and also the final ASI, definitely a deal breaker for some. For even more of a spread I took Magic Initiate (Wizard) and Telekinetic feats for more support options. We have a Paladin and Barbarian, with a Fighter joining next session. Hence my heavy focus on support. They will be doing most of the hitting while I’m buffing, debuffing, and healing. Planning on taking Cleric to 18 (if we get that far)
For the one shot- no class repeats! I'd love to see the crazy combos you guys and Colby come up with. Ask Chris, too! Party must cover the Fighter, Mage, Rogue, Priest archetypes. Go!
Awesome series, thank you. Not properly tested, as it was in a solo campaign I found online (Seidkona Saga), but Shadow Monk 6, then multiclassing into both a Gloomstalker and an Assassin (probably maxing out at monk 11, 4 ranger, 5 rogue) is a lot of fun to play.
One of my favorite multiclass for wizard is a bladesinger, barbarian build. The barb is just there for the 1st level to give unarmored defense (rage can help if slots are gone), as well as access to any weapon.
A few multiclass choices that I think get overlooked in favor of more “popular” subclasses but deserve a shout out would be the Artillerist Artificer/Evocation Wizard (2 levels) or the Tempest Cleric/Land Druid (Mountain). That being said, I always enjoy these videos for the out of the box inspiration they give me
Also a fun combo: Human or Half Elven Bard (Valor)/Rogue (Mastermind) Concept: Ultimate helper Use Bardic Inspiration along with Faerie Fire to give companions advantage and bonuses. Take Valor Bard to 6 for multi-attack, then 3 levels of Rogue to pick up Cunning Action and the Mastermind archetype for the awesome Master of Tactics feature, allowing you to use Help as a bonus action and increase the range (for Helping on attacks) from 5ft to 30ft. At this point, on every round the bard can be giving either Inspiration or Help, while concentrating on a helpful spell like Faerie Fire, AND casting an attack spell or making an attack. 1st Feat: Inspiring Leader - give everyone bonus hp after every rest. Or, if human, take Sharpshooter at 1st, then take Crossbow Expert at your next Feat.
Just finished a campaign with a lvl 17 devotion paladin. I had good rolls to start so instead I picked up a couple of feats; magic initiate warlock, and heavy armour master. With the magic feat, I picked up eldritch blast, toll the dead, and 1st level hex. It played like a tank healer, awesome party support. I had a legendary Warhammer (1 handed for ALL the d8's) that would recharge my lay on hands with damage dealt (charisma modifier per long rest); not many party members died after I picked that up! Eventually became Hel's champion devoted to making sure that fate ran the just course, returning undead to their rightful place and making sure enemies met their timely end. Best hit was an opportunity critical hit with 5th level smite for 97 dmg.
The greatest surprise I’ve encountered in multiclassing was my Halfling divination wizard 2/wild magic sorcerer. The Lucky feature of the Halfling race + the Portent ability of the divination wizard + the wild magic surges of the wild magic sorcerer made for a lot of memorable moments at the table with regard to dice rolls. Tides of Chaos and Bend Luck from the wild magic sorcerer are also features that mess with dice outcomes that often get overlooked. Add to that that the character picked up the Lucky feat along the way, and the fact that sorcerers can use Metamagic to completely change the expectations of the DM when casting spells… it made for an amazingly effective combo, and wasn’t much of a hindrance to me as a MAD build. Just choose some wizard spells that don’t rely too heavily on Intelligence to cast and the rest is in the portent. Even without the Lucky racial feature, 2 levels of divination wizard is always a banger.
7:25 one of my favorite characters was i did a barbarian/soul knife. do you know how awesome it is when your DM crits you with a giant just for to quarter the damage cause of rage and uncanny dodge? lol! also, yes my barbarian felt way more useful out of combat with the rogue utility
one of my favorite lvl 20 sheets i ever made was eldritch knight 3, inquisitive 12, battlesmith 5 go dwarf to use heavy armor with no penalty, dump everything (including dex 13 for multiclassing), go all in on int and get wis to 18. advantage and expertise on perception and investigation PLUS reliable talent, 6d6 sneak attack per round, blur (plus war caster if you want)….so many fun possibilities, and a very fun way to focus hard on soft stats
Any Cleric with Thorn Whip can pull an enemy into Spirit Guardians to double the damage it takes from Spirit Guardians. Nature Domain Clerics can do this S-tier combo on their own, but if you find another Domain more exciting, a 1-level dip in Druid (or the Magic Initiate feat) can get you Thorn Whip, Shillelagh and Absorb Elements. Thus, Druid is my S-tier multiclass dip for Clerics. With two Druid levels, Circle of Stars would be awesome on any Cleric (especially if Spiritual Weapon requires concentration in the 2024 PH, such that Clerics lack a way to weaponize their Bonus Action).
For Fighter/Warlock, I actually got the build idea from your vids on this. We're starting at level 11 in a game, so we have some freedom. I paired Fighter (Arcane Archer) with Warlock (Hexblade) for the "better arcane archer". I can't wait to try it out!
It kind of depends on the ruling from DM, but the S-tier (in my book) Cleric multiclass is Twilight cleric+Gloomstalker ranger. You can use shillelagh from the ranger druidic fighting style to attack with wisdom, the Gloomstalker makes you invisible in dim light to darkvision, and the Twilight channel divinity gives you dim light in a large radius, as well as flight. As long as the twilight channel divinity is up, you can be invisible, flying, and pumping the temp hp for the whole party. You can fully lean into wisdom too, as your attacks use that.
@@cfalkner1012 Unless you are 100% melee. Then d8 damage dice is okay if you wanna go single ability score. Tho still unless there is totall darkness dim light gives nothing.
Highest level combo i ever did was a 16th level bugbear swords bard, swashbuckler rogue, battle master fighter with the sentinel feat. They had a whip, a bunch of flourishes and battlemaster techniques, to do sneak attack damage (from 15ft if need be), a bunch of mini buffs and battlefield control, 5th level bard spells and a bunch of skill expertise. They also had a +11 initiative with action surge on round 1, to get 4 attacks with the bugbear's extra damage.
I took the suggestion of ranger/rogue, gloomstalker/arcane trickster from this channel. I've never felt so powerful with a character. The consistent damage output vs the rest of my group is insane! Love this mash-up!! My characters ambition is to make his own ranger conclave (gloomstalker has never been created before in my dms homebrew). I mixed the two subclasses together and call it the Umbral Anarchist 🤘
Having actually played an artificer/rogue multiclass for full infiltrator armor, I can confirm it was fun to play. I ran it with the Mastermind archetype to throw in some aid based support, but arcane trickster probably would have been the strong pick for rogue 3 with that. My plan was to eventually pick up two wizard for some basic ritual casting and the War Magic archetype features to add in some extra defense options. The end goal was basically Artificer X, Rogue 3 (maybe more?), and Wizard 2. Using the Skulker feat for additional hiding options.
For the Artificer Rogue multiclass, alternatively you can also take the Goblin race to have BA: Disengage and Hide, pick up Skill Expert (Stealth) to round the odd Int Score at level 4 (if Standard Array or Point buy), and also get a little extra damage vs a particularly hard foe or bbeg. :) I'm still trying to figure this build out, but it always seems like I want more interesting feats and don't have enough ASI's. BA: Hide + Skulker + Expertise and Advantage in stealth seems great! Hide in light obscurement and fire off Sharpshooter lightning Launcher attacks willy nilly. You can also take advantage of the Guardians Thunder Gauntlets + BA: Disengage. You can also rest Trick the THP from Guardian armor then swap to infiltrator to help boost your hit points.
I think the warlock could be C tier because one level of warlock gives you Hex. Then if you go eldritch knight, you get more spell slots for hex. And if you use 2 weapon fighting and get the dual wielder feat, that weaponized bonus action ends up hitting hard. Plus action surge with multi attack and then bonus action means that if you hit, hex just did 5d6 damage. Plus, I like giving a little bit of an eldritch flare to and eldritch knight
I loved my tabaxi cleric. At the beginning he started as a lvl divine sould sorcerer. Getting the spark of the divine he indulged into the teachings of Ilmater and became a twilight cleric. Just one lvl dip is enough to get access to the shield spell and absorb elements. Silvery barbs via fey touched. Since the tilight domain gets divine strike which improves at cleric lvl 14, you have some amazing synergy witch Booming blade/Green Flame blade. Plus spirit shroud deals extra dmg to any attack you make within 10 feet. So it synergizes well with spiritual weapon. and that is hella fun! A cleric having access to these spells is such a force xD
Not sure if it is the most *powerful* but I have a lot of fun with my Rogue/Barbarian. You become a Grapple *monster* with almost no effort, sneak attack can be used with a strength-based attack as long as it is with a finesse weapon, and Extra Attack is great on any Rogue. (In my case, I started as mostly Barbarian but intend to build toward more and more Rogue until it's more Barbarian than Rogue. Currently shooting for Barbarian 7/Rogue 13 as the end point)
Played a Knowledge Cleric and once I got past 3rd level spells, my enthusiasm for the Cleric spell list was definitely waning. Took a quick dip into Rogue to get Expertise in Perception and Insight and I love it! Currently played in a high-level campaign and I adapted a build that Treantmonk covered that uses a Quickened Greater Invisibility to near guarantee permanent Advantage and then piles on XBE, Elven Accuracy, Sharpshooter, etc. Started at 12th level so I was able to "cheat" and just take 7 levels of Sorcerer and 5 levels of Fighter, which would have been rough if we didn't start at 12. Treantmonk uses Bard to bridge the gap so the character is viable from 1st level onwards, but I didn't have to! My favorite character ever though, and one that I am currently playing, is a Wood Elf Scout Rogue/Gloomstalker Ranger. I just feel so useful outside of combat with all of my Skill Proficiencies and Expertises. Started at 3rd level and I made the tough decision of starting with Rogue levels because I really wanted the extra Expertises to fill out my skills. Currently 8th level so I am Rogue 4/Ranger 4, and Extra Attack is so close I can taste it. It will feel SO good to finally get that, but I don't regret the level progression because of how much I've enjoyed the character's abilities outside of combat. Plan is Rogue 4, then 8 levels of Ranger, then back to Rogue for however long I am still playing the character. Looking back, maybe Rogue 3 -> Ranger 5 -> Rogue 4 -> Ranger 8 might have been better. However, as an archer character, being able to ignore cover and not have to worry about the long-range penalty has been extremely helpful in allowing me to use Steady Aim to consistently get Advantage and Sneak Attack when I otherwise could not have and the consistent Sneak Attack has helped make up for lack of Extra Attack.
I'm playing a level 5 pure barbarian right now, planning to put the rest of my levels into fighter. I'm doing ancestral guardian and rune knight. In terms of power, its definitely not way up there, but I'm playing with a number of new or newish players so I didn't want to go crazy, and the roll play potential is absolutely amazing with those two subclasses. I'm having a blast playing it.
31:22 I love this part of the conversation because I've been tinkering with a Paladin/Bard multiclass and _that's_ basically "Main Character Syndrome: the build." Six levels in any Paladin Oath, Lore Bard the rest of the way. Proficiencies, Expertise, Magical Secrets, Jack of all Trades, more spell slots... that's a pretty easy multiclass that REALLY fills out any lack of versatility Paladin has.
I remember once creating a level 14 "every class" character for a one shot named Cékov Ol'treiz who had three levels in bard and one level in every other class (except the artificer). Being proficient in almost every skill and getting additional expertises while having a 13 in all of his main abilities meant he was wasn't perfect in anything but the jackiest Jack of All Trades I've ever played. It was actually funny experimenting with all of the abilities he had in his arsenal which lead to some realizations. Since Sneak Attack does require you to use a finesse weapon but not use the weapon with finesse you can attack recklessly with a rapier while raging and get a sneaky Smite onto your foes which also triggers your Hexblade's Curse extra damage. Speaking of Hexblade's Curse: While not raging firing some Jim's Magic Missiles also triggers the Curse
This is great! Going against the grain, I am seriously considering a 1-2 level dip of wizard for my Stars Druid. Pick up Toll the Dead, Mage Hand, and another cantrip. Get shield, and find familiar as a ritual with out spell slots or taking up part of the prepared list. If I do a second level the idea would be to do Diviner and get portend along with the Stars druid's cosmic omen. Might even add fey touched to throw in silvery barbs, just to mess with the dice even more.
I play a level 19 character that is 4 levels of Hexblade Warlock and 15 levels of Lore Bard. I think I might have done one too many level in Warlock, but in general I really love this build. I picked up Pact of the Chain for level 3 Warlock and have an Imp familiar. For roleplaying aspects, having a smart-mouthed devil as a familiar has worked tremendously for in-game roleplaying. At level 19, so much of my work is doing support or casting big encounter changing spells like Force Cage, Wall of Force, Counterspell and so forth, that even though I have a fireball via Magical Secrets, on the balance I do way more damage using Eldritch Blast. With Hex, Hexblade's Curse, I can often hit for ~90 points of damage just using Eldritch Blast, which on the balance does more damage than Fireball and doesn't suck up a spell slot.
once our wizard with a cleric dip (order) used healing word while tied up to give me (a ranger rogue) extra sneak attacks. so I was making two attacks, my wolf was making two attacks, and I was getting an extra attack on the cleric's turn despite him being tied up and unable to do much.
Not sure if you guys mentioned the new studio space, but how do you like it? Will we get a tour around or is what is shown on camera the main attraction?
In my current campaign, I am a Simic Hybrid Way of Mercy Monk who is going to get some levels of Spore Druid into his kit. DM gave us a free feat at level 1, so I went Magic Initiate Druid for Shelly and Magic Stone to focus on Wisdom while stating its actually a Druidic Martial Art he was training in.
I made a Tabaxi Rouge 3 (Swashbuckler), Warlock 2 (Hexblade), bard 1 (building towards swords bard but never got there because the campaign ended) that DOMINATED all pillars of the game. So much movement (tabaxi rouge) and damage (double bladed scimitar with sneak attack and booming blade)! One level of bard with proper spell selection is all you need in most social encounters too.
what i ended up doing when i went for a fighter main: i started with hexblade warlock, got enough to get evocations, then went into my fighter levels and went echo knight (variant human, took the crusher feat for 1st level, it was on a high seas-type campaign: result enemies got pushed off ships constantly)
In the discussion of Warlock Paladin people seem to have forgotten that a Tomelock can pick Shellaleigh and use charisma (due to the wording of the cantrip) with a quarterstaff, still wield a shield, and pick a lot of utility as a warlock. Now you can learn ritual spells with an invocation, you can pick any tome invocations, etc. The only thing you miss out on over pact of the blade is the Eldritch Smite, but it can be worth it for some builds. This opens you up to go Celestial pact and be a healing paladin, etc, it's really good and people put too much stock in the hexblade, the best it gives you is the charisma on attacks and crits on a 19, but you can choose to give up the "vertical" progression and go with "horizontal" progression, without suffering from what a lot of jack-of-all builds suffer from.
For the Artificer/Wizard build, I have taken first level as Artificer, then six levels of Wizard going with either War or Bladesinger and then pick up the other 2 levels of Artificer and going the rest Wizard. The first level of Artificer gives you a lot. Medium armor and shields, Constitution saving throws, and a higher base level of hit points for first level. I also don't feel it detracts from a Wizard playstyle and offers a few spell choices that Wizards don't have such as faerie fire. Going Bladesinger, which is what I'm more familiar with, that one level, while a factor, I don't feel slows access to multi-attack enough to be a significant problem. It is also worth remembering that since Artificer rounds up with their level for spell progression that level doesn't slow down your spell levels. The two levels of Artificer after sixth does drop your progression by a level, but in return you get your intelligence as your melee stat, the ability to make a few infusions, a metal familiar and access to all martial weapons. To me, the trade off is worth it.
This is makes me realize that wizards are really the nerds of this game. You got wisdom grup, you got the charisma grup, you got the martial grup and than there is wizard who is sitting on the corner eating there lunch alone:(
Every class: Yeah, I can merge this with a fighter
My party right now is a rogue with 2 levels of fighter, a warlock with 1 level of fighter, and a ranger with 3 levels of fighter (plus a straight moon Druid who occasionally comes).
@@meswain1123pretty funny that the only member of your party without a level in fighter only shows up occasionally
That's what happened when your job description is as vague as "fighter"
I'd argue that the idea's overrated for Paladin. I mean, yes, Action Surge is amazing, but is it so amazing that it's worth investing two otherwise pretty dead levels into picking it up? Paladins already get Heavy Armor and Martial Weapons and a Fighting Style and a d10 hit die, and Second Wind's a bit redundant alongside Lay on Hands. Not to mention that by investing in those Fighter levels you are delaying Paladin spell and level progression, delaying Extra Attack and Aura of Protection, and getting fewer spell slots. You get way more bang for your buck picking up more feature rich levels from Warlock, Sorcerer, Bard, or even just sticking with Paladin.
Fighter:…wait a minute
Fun stats for you all: if you tally up the scores for how highly things are rated for multiclassing into, the top three are fighter, cleric, and rogue. The lowest are the wizard and then a three way tie between Druid, artificer, and warlock.
If you tally up the numbers for which classes like to multiclass dip the most, first place is the Rogue, followed by the fighter and the warlock. The ones who like to dip the least are the cleric, wizard, and barbarian.
I don’t know what to do with this information, but I went through the trouble of collecting it, so now you know.
Your effort is appreciated
Cleric dip is goated imo
Thank you, that's good. I was surprised not to see this, or an attempt like it, at the end of the video.
In the final ten minutes I was working out fair ways to score the ratings to try to reach a good conclusion, eg, 5-4-3-2-1 for S-D; or count D as zero because it's the default, so 5-4-3-2-0; or count S as 6 because it's so highly rated, so 6-4-3-2-0; or given the leap between good second classes and their sometimes excellent but often naff subclasses, 6-4-2-1-0. I chose to use the final one, since as the furthest away from 5-4-3-2-1 a comparison between the two can potentially tell us the most.
My scoring method gives the three best classes for multiclassing from as Rogue, Fighter and then Monk, while the three least favoured are Artificer, Wizard and finally Cleric. The three best for multiclassing into are Fighter, Cleric and Rogue, while the least are (on equal points) Artificer, Monk and Wizard.
As an aside, I don't think you can specify anything as favouring a multiclass dip, since none of these assessments were *explicitly* on taking just a few levels but potentially taking equal levels. But that's just a matter of interpretation; the overall results come to close agreement.
Consequently, it's a useful confirmation that our different scoring systems concur on multiclassing into Fighter, Cleric and Rogue but most definitely not into Artificer or Wizard, while for starting classes the most favoured ones with an intent to multiclass are Fighter and Rogue but not Cleric or Wizard.
I kind of wish they did something like this, so instead of just focusing on the best builds of each class. They did similar type summary for the role tier lists, and it helps tie the series together.
Dang it, I was going to MC my Aberrant with 2-3 levels in GOO but…now I have to take a double dip in Rogue…that sucks 😔
"So for our new build, we will be taking 2 levels of fighter" - Colby, probably.
Not "probably." That's a certainty from Colby!
Action surge combine with bladesinger extra attack I just summed up 5 Colby builds
“We’ll be making a straight Sorc Spellslinger. So, for level 1 we will be starting off as a fighter.” -Colby
@@nickh1757 Accurate!
@@nickh1757he usually wouldn't start a sorcerer as fighter because sorcerers already get CON saving throw proficiency
Poor fighters, being the only class that can’t multi class into fighter 😢
Before I even start watching, I can't tell you how badly I wanted to run a party of D-tier multiclasses.
Run it as a team of terrible heros that exist along side S tier ones that are NPCs
I'm getting ready to play a Druid/Artificer
@@nickkannel2641Even the names don't mix. The best multiclasses are those that sound good together. Sorlock, Sorcadin. But artificier druid... Artuid? Druidicier?
@@tylergehle9939their schtick would be “The Other Guys” - the mediocre-est players to ever mediocre.
I'll join that as the Paladin-Ranger with magic initiate for a Familiar too and just be loaded with pets
I think the biggest missing element from a lot of these rankings are defensive dips. Proficiency in medium armour + shields on classes that don’t get it, or the shield, absorb elements and silvery barb spells on a character without access is a dramatic power spike for most classes in the game for a single-level investment. I think this especially boosts the sorcerer and wizard in many rankings, and makes hexblade a phenomenal option beyond just gish builds.
That's very true. When i first saw sorlock blaster builds I was puzzled why they often used hexblade when the whole point was blasting from a distance....until I realised how good the medium armor & shield proficiency was.
Commenting so they’ll see this. It felt weird that they didn’t address this.
@@CyberDrewan it is not. Classes which don't get defensive profficiencies most of times don't need them. Like with the wizard . If you are getting constantly hit and is in need of armor then either you are doing something wrong or your party does something wrong. Or both. Classes which lack defensive profficiencies have tools to evade occasional attacks altogether with stuff like blink, mirror image,shield, misty step, and etc etc etc.
@MsKeylas I mean cleric picking up 2 Wizard or Sorcerer levels for the reaction spells makes the class have everything it will need in any situation. Defensive dips are really strong. You cannot control when the dm will be fed up with your antics and throw ranged and flying enemies that will zero in on your backline, so it is better to be covered and prepared
i see this nonsensical argument from time to time and each time i get it less and less. Like a jump from base AC 13 to 19 is apparently "not needed just dont get hit lol" and then people wonder why their casters are squishy? like sure ideally you play in a way that positioning works in your favor so that you rarely ever get targetted but to say enhanced defenses are then redundand is just ignorant, not every fight will go according to plan if you are playing in a game that is at least slightly challanging lol
This series was great, especially since it gave Colby like four or five build ideas, at least.
lmfao
my first multi class was a rogue-lock. a 2 level dip to give us booming blade and some other fun subclass features and invocations do wonders for both roleplay and combat. the booming blade in particular augments 2 levels of lost sneak attack while also creating negative incentive for enemies to chase you after disengaging. the amount of times I killed an enemy because they tried to chase after me was hilarious, including the bbg of our level 7-10 arc!
Yeah I loved using Booming Blade with a straight Arcane Trickster!
@@Wintermute909 I had gone thief beforehand but story + RP made a dip into warlock an engaging story beat (patron contract was a fun push - pull for the RP) and made the character a ton of fun in all pillars of play!
@@hermesthenerd i totally understand! In earlier editions my favourite character was always a rogue/mage.....
I'm currently creating a new character and am agonising between hexblade and bladesinger (both with stealth & acrobatics) and also trying to decide whether a rogue dip is worth the loss of spell levels.
Edit: Totally agree how the patron contract is so much RP fun!
Playing the Rogue-Lock right now and I love it. Phantom 6/ Undead 4 for full flavor and Tome to grab more cantrips. The utility and social skills you get are incredible, Disguise Self had let me mess with the enemy, even if I'm not a ranger, I had been the best scout for the party, in need of negotiation I got some of the best deals...
Not to mention that is pretty fun going scaring all these monsters in the Underdark thanks to Form of Dread, lol. Maybe not the best suited for battle, but features + feats just let me build one of the most fun characters I ever played.
Swashbuckler is pretty good if you play a high elf or kobold
I've said this before, the Celestial Warlock synergizes well with the Paladin
Conceptually it's great, especially for aasimar. But mathematically, the hexblade is better
I actually believe all Warlocks make for great combinations thematically with paladins. People tend to focus a lot on the Devotion one, but the others also work great thematically.
- Undead + Oathbreaker = Barbosa
- Watchers + Great Old Ones = Bloodborn
- Ancients + Archfey = The Green Knight
- Conquest + Celestial = The Templar
- Crown + Hexblade/Archfey = King Arthur
- Devotion + GOO = The Cultist
- Vengeance + Fiend = Ghost Rider
- Glory + Fiend = Faustian Deal
- Redemption + Undead = The Ghost
- Vengeance + Fathomless = Revenge of the fallen
- Ancients + Genie = the Primordial
- Watchers + Hexblade = Venom
- Undying + Revenge = The Monster
Mechanically the celestial warlock / paladin is a great combo. Just a few levels of warlock let you heal your party as a bonus action as you continue to drop smites on the baddies. Add cantrips for utility, Eldricht blast, armor of Agathys and you have a strong healer, Swiss Army knife, beat down character.
@@TheJulioToboso Funny that you mention Undead + Oathbreaker being Barbossa, because Fathomless + Oathbreaker is 100% a Davy Jones build.
That’s actually what I play and it lines up perfectly. It doesn’t change the direction of your character, it just makes it better at what the Paladin already did. Just more healing, more slots for smites, adds a great ranged option in Eldritch Blast and Guided Bolt. And it’s wonderful thematically
I was surprised it wasn't mentioned in the Druid or Monk videos, and equally surprised it was skipped over again in this one, but Druid with a dip in Monk is so nice. It gives your Wildshapes an AC boost due to Unarmored Defense, as well as Unarmed Strikes to use your bonus action if you're not concentrating on a spell, or have lost concentration due to damage.
I think they mentioned what when wild shaped, claw and bite attacks are not technically considered 'unarmed' strikes so its up to the DM's discretion.
I had a kung fu panda monk druid. It was so much fun... till my DM smooshed him with an ogre ;(
Currently running a spores Druid Duergar with significant monk dip. It’s a hoot.
I'd say one of the best single level dips in my experience has been sorcerer, even on a Cleric. 4 cantrips, a special sorcerer ability, and immediately add Shield and Silvery Barbs to your repertoire. The key is getting spells that don't really depend too much on your Charisma. Unless you are going to Lvl 20, you won't be that far behind on power... but you also gain a ton.
I'd love to see a bonus episode looking at the multi class options for the Apothecary
THIS
I noticed the camera and format changes and I like them. It's neat to see the content come to life with you two.
Yup. Though I’m not jealous of the Themerchaud in the corner. Not at all.
I’m totally jealous.
Haven’t played it, but I love the idea of way of mercy monk with peace domain cleric with mobile for a different take on the “field medic”
Playing this exact combo and feat in a campaign right now, currently level 9 (6 monk, 3 cleric). Can say, one of my favorite characters I have ever made. Running in, punching enemies, flurry of blows for a quick spritz of healing to an adjacent ally and getting out w/o provoking opportunity attacks is *chef's kiss*. I am also playing a firbolg for the extra out of combat utility, and the option of patient defense or invis if I find myself biting off more than I can chew. Lastly, blowing all my ki points for free heals before a short rest is just stupid fun. Lmao. It makes me not feel bad for not using all my ki.
Highly recommend, and have fun!
I've been playing around with ideas of a battlefield medic using Peace Cleric and Rogue, but Mercy Monk is intriguing.
Artificer with a small 17 level dip into Wizard.
LOL, just a small dip
I think the reason for Wizards wanting Artificer levels is because of Constitution Saving throw proficiency and Medium Armor and Shields, while not slowing down Spell Slot progression. Normally, Wizards are reliant on Mage Armor, which caps out at 18 with full Dex investment. Half plate plus shield is 19 with only a 14 in Dex. Combined with the Shield Spell, you are a pretty tanky wizard.
primarily that would be the go to case for an artificer multiclass. the other alternative is do do mountain dwarf because they already have proficiency in armor
Great video, though I'm surprised you didn't go into the inverse charts, showing all together how each class does AS a dip. Or is that a future video 😅
I really hope they do. If you’re focusing on only the first 3 levels, you can group the names of the class features by levels and list them on the screen, along with the hit die and any spell slots they have. This would help everyone visualize what you getting with each level.
I did one Multiclass build for a 1shot. I ended up with a Human, Scout Rogue(L11), Oath of the Ancient Paladin (L6) & Battle master Fighter (L3). Lets just say Misty Step, Action Surge and Smites, with also having sneak attack, really kills man. I had so much fun with that build.
Great vid dudes!
One thing on the bard, a one level warlock dip is S tier on all bard builds.
Getting medium armor, shields, all martial weapons, shores up all of the bard's inherent weaknesses for defense (and you can grab the shield spell too), meanwhile getting eldritch blast fixes the fact that bards don't get a decent attack cantrip.
And then the pact slot... at this stage it's just icing on the cake.
This was a fun series, just to see Monty and Kelly throw out ideas and themes for potential ideas for the weird multiclasses.
edit: The bard was one of the best, with them throwing out what music genre each multiclass was.
I used to love the Ranger/Cleric in AD&D. Great time playing them back in the day.
I'm playing a Swarmkeeper/Twilight Cleric right now. It's still pretty solid, I definitely think it deserves a B instead of a C.
This was the very first character I played, inherited from someone who was given detention at the wrong time of the school day.
Playing a HexSword bard for the last 6 months in a campaign and it is a very fun character. I have something useful do in almost any combat scenario. Defensive flourish so I don’t get hit, tons of mobility, eldritch blast the far targets, hypnotic pattern, healing word, party’s face, the list can go on.
what lvl split? just outta curiosity :)
@@elijahwahlberg474 1st level hex blade all the rest swords bard. It’s tempting to take another warlock for invocations but you get something good at every level of bard it’s hard to give it up.
Would recommend Vuman for either war caster or/and mobile if ur DM lets everyone start with a feat. Mobile works really well with booming blade and sword flourish.
I play a 4 Hexblade Warlock and 15 Lore Bard.
At this level, me tanking is just not a reality, but having the armor options of Hexblade for additional AC is great. Mostly I sit back and cast "big" spells like Force Cage, Wall of Force, Counterspell, etc, and blast the heck out of things with Eldritch Blast, and at my level with Hex and Hexblade's Curse I can hit in the 90s for one round.
@@hello-timbo
I'm just about to start a campaign with the same build but going 3/17. Why did you go 4 in warlock? For the feat?
I really love the idea of a beast master ranger with the shepherd druid.
Amazing video as always DDudes!
The multiclass that I spotted that I think should have been giving a higher tier is the Artificer level 1 dip for Wizard. Itgives you very few drawbacks in favor of MANY benefits:
Proficiency in Con Saves, Shields and Medium Armor.
If you start as Artificer it gives you 8hp instead of 6hp.
Access to int based Cure Wounds, Faerie Fire, Guidance, etc.
Artificer is a half-caster, but it is the only half-caster that gets it's spellcasting at level 1, which means (and the rules state that), your spell slot progression for multiclassing is divide by half and ROUNDED-UP, which means at level 1 dip you get no penalty for spell slot progression.
I have to say, I love the druid barbarian multiclass by taking one level in Barb. And the rest in druid, I also love halls new background
I don't know if I would call it the most powerful multiclass, but one of the most surprising and fun multiclasses I've done was actually based on some random art I found. It was a forest gnome Swarmkeeper Ranger with a 3 level dip into Artillerist Artificer, where the idea was that her swarm was actually a bunch of little clockwork devices that looked like insects, and all of her spells were specialized clockwork bugs. Light? Firefly robot. Alarm? Mechanical cicada, etc.
I originally made the build just for the fun concept, but I was surprised at how well everything synergized. Use the repeating shot infusion on your crossbow to get access to your ranger extra attack. Throw on hunter's mark turn 1, then use your bonus action on other turns to shoot your force ballista (bigger metal bug). Add in the extra d6 piercing from swarmkeeper, and it was actually doing a lot of work.
This was a great, insightful series. Thanks for doing the overview. Now, get ready to do it all again considering the updates coming with the 2024 PHB, LOL!
It would be interesting to see a party of the most broken multiclasses in an ironman endless horde fight raid against a never ending threat to see which performs the best and which one reaches furthest in an epic one-shot.
That would probably just prioritise those least reliant on long rests though, wouldn't it?
47:30 for a level 10 one-shot I built a evocation wizard 8/tempest cleric 2 with a staff of thunder and lightning. Sadly I was never able to play that character, but the potential was crazy.
Also, plate armor.
I'd love a collab with Colby where you discuss your build requests he did
I came very close to one-turning an adult red dragon by myself as my Assassin/Samurai/Oath of Ancients Paladin. Mobile lets me close distance very quickly, and those auto-critical smite-sneak-attacks get very mean VERY fast, especially with action surge and possible bonus action advantage if I need it. It's super single target, but I built him as a boss killer on purpose.
Thanks dungeon dudes ! It’s been a blast watching all the indivisible multi class videos and now this super video !! ❤
So glad you came around on the swords bard. I was playing one in Baldur's Gate and it was pretty good, then I multiclassed with two levels in Paladin and now it's a beast in melee with a huge spellcasting toolkit and high AC.
I loved these multiclass videos. I think you guys should definitely cover Gestalt stuff too. I know Gestalt Rules are a Homebrew Ruleset, but a lot of people play Gestalt games and they are a lot of fun and I think you guys would have a blast covering this topic and coming up with wild combinations
Hi guys. Discovered your videos after I went down the BG3 rabbit hole, and I just gotta say you guys make D&D so accessible. Great content!
Adding 3 levels of Tempest cleric to my Storm Sorc yes, required reasonably good stats, but gave me automatic access to some of the spells that I wanted to take anyway, in addition to granting flexibility in low-level spells that helped me be more useful in exploration (detect magic, identify, etc are expensive when you can only have a small number of spells). Increasing the total spells known in any way shape or form is a gods-send to a Sorc, freed up space to take more high-level Sorc spells later, and yes, can we say Empowered 6th level Inflict Wounds? Plus, of course, the channel divinity to deal max damage on thunder or lightning, so that's potentially 80 points of damage to 4 (or more, if upcast) baddies on a Chain Lightning. It helped on all levels of play.
one thing of note you can do with fighter/warlock is the warlock can let you use elven accuracy with a great weapon, and when you have a -5 the mega advantage can be more impactful.
It's either me or my friend DMing so our characters oscillate, either it is me or him in the party. He initially picked rogue and I picked ranger. Though I decided to go for rogue multiclass to add the thieve's tools to the mix for when we need to open stuff and rogue is DMing... so now after 5 levels of ranger (went for dual wielding swarm keeper) I added rogue and am planning on probably levelling rogue till the end (or 2-3 levels of fighter too). This is not a gloomstalker assassin build, as I was already set in swarmkeeper when I noticed that we lack rogue when I play and don't DM and it was completely whacky for-fun build. Turned out pretty great with 6th level character throwing 1d8 rapier + 4 from dexterity + 1d6 swarm + 1d6 hunter's mark + 1d4 favoured foe + 1d6 sneak attack + second attack (1d8 + 4 from dex + 1d6 hunter's mark + 1d4 favoured foe) + two weapon fighting attacks (1d6 shortsword + 4 from dex + 1d6 hunter's mark + 1d4 favoured foe), making it deal avg 44 damage per turn at level 6 without any magic items included (assuming all hits, and that it's 2nd turn and forward as first bonus action goes towards hunter's mark)
My other character that I use for a campaign play, I also chose ranger, drakewarden, but I am more focussed on protecting my party, a weird tank build if you will, so I dipped 1 level into life cleric and my goodberries are now godberries, I can summon a lot of them (up to 60) and they heal 4 hp each, making them the best out of combat healing tool without taking rests. Curse of Strahd is going really well as you can assume. It is hard to force us into scarcity mindset when we have unlimited food and healing.
Something worth mentioning for Wizard/Artificer is that the first level of Artificer can give you a lot. You get Light/Medium Armor and Shield proficiency, Con ST proficiency, Thieves Tool proficiency (which I assume uses Int rather than Dex), Guidance, Thorn Whip (or any other cantrip you feel like), and the ability to prep 5 extra spells (of 1st level but still). This means you can prep Absorb Elements, Faerie Fire, and Cure Wounds (for bad situations where the healer goes down), and other spells that aren’t needed all the time but are good to have in your back pocket (Feather Fall, Disguise Self, etc.) so you can use your Wizard prepared spells on other things. Magical Tinkering can be combined with things like Minor Illusion, Prestidigitation, Thaumaturgy, etc. for interesting effects. It can also act as a low level budget Sending (You write: “All good” on something, give it to an NPC that can help you, then use Magical Tinkering until that message disappears to alert them you’re in danger.) You also get 2 extra 1st level HP which doesn’t matter that much in the long run but at low levels is a 10-25% HP increase and can be the difference between taking another hit or not. You delay spell access by 1 level but I think there are definitely cases where the trade off is worth it.
For people who are confusing making a suboptimal multiclass just in order to get one spell or one ability or one proficiency, just remember that there are not only a number of feats that can get you what you're looking for, but also remember there is literally a section in the dmg or phb, I can't recall which, on getting magic items made or how long it would take someone you hire to fetch something for you. Talk to your DM, let them know you're interested in faerie fire, but don't want to take one level of bard for it, and you might just so happen to hear a rumor about a wand of faerie fire being offered as reward for helping done fae with a quest.
these final reviews are a personal favorite of mine its always cool to see how everything ranked compared to everything else
I'm starting a campaign next month with the intention of multiclassing a Gloomstalker Ranger and the Twilight Cleric. It feels like it will be so much fun with the potential that both subclasses have individually. Thank you both for making this ranking video to help me cement my flavor choice!
I actually really like the idea of an artificer-barbarian multiclass. I would be an artillerist with utility spells that rages and blasts people with my canon in combat.
I actually planned out a build for this focusing on the healing turret, figuring that the temp hp goes super far with rage.
This was an awesome series. I would be really interested hearing what you guys think could be used from BG3 in terms of rule changes that could be adopted back into table top. Do you see any positive adjustments we should just accept as the norm?
They pretty much already did that with their video "Five Huge D&D 5e Rules Changes in Baldur's Gate 3" since they say how you can implement some of these things and what to change to make them better
This has been an interesting teir list series! and combined with the other teir list vids I have theory crafted alot!
And my favorit multiclass picks are:
Artificer Alchemist + Evocation wizard
Artificer Battlesmith + Bladesinger wizard or Eldritch Knight fighter
Barbarian (any) + Battlemaster/Rune Knight Fighter or Swashbuckler/Soulknife rogue
Bard (Swords/Lore) + Fathomless Warlock pact of the blade
Cleric (any) + Ranger (any)
Druid (Land "Grassland") + Arcane Trickster/Scout Rogue
Fighter (Battlemaster/Eldritch Knight/Rune Knight) + (see Barbarian(not with Eldritch Knight) or Artificer picks(only with Eldritch Knight))
Monk (Shadow) + Ranger (not Beastmaster or Drakewarden) or Rogue (Arcane Trickster/Swashbuckler)
Paladin (Conquest) + Bard (Swords/Lore) or Warlock (any)
Ranger (Horizon Walker) + Rogue (Swashbuckler)
Sorcerer (Divine/Abberrant Mind) + Warlock (Celestial/Fathomless)
Warlock (Celestial) + Bard (Swords)
Wizard + Nothing (maybe Cleric for armor Prof.)
My bladesinger build: Take your first level in Artificer and the rest in Wizard as a Half-Elf (Wood Elf). At level 3 with Bladesong you can only fail a concentration check on a nat 1 and have 45 feet of movement. At level you pick up Mobile, now you have 55 feet of movement and can only lose concentration when the DC goes above 10. You can stack on Longstrider for another 10 feet of movement for a total of 65 feet. At level 6 you pick up Haste which you can use on yourself without any fear of losing concentration, that gives you +2 AC, a second action, and increases your movement to a whopping 130 feet. At level 7 you get multiattack allowing you to attack 3 times on your turn, one of which can be a cantrip.
Because of Haste you can elect to cast a spell, like Fireball, and still make a melee attack. One of your 3 attacks can be Booming Blade or Green Flame Blade and with your high movement and ability to stop opportunity attacks you can easily force enemies to chase you triggering Booming Blade.
Wizards are squishy. However, with all your movement you can run up to the enemies, make your melee attacks, and then move back behind your party out of reach of most non-ranged enemies. Even if you do get attacked, with Bladesong and Haste you can easily have 20 AC and you advantage on dex saves and acrobatics checks. With Shield and Absorb Elements at the ready you can easily mitigate any incoming damage. You also have proficiency in Con saves and as a half elf you have advantage on most Wis saves. Finally, Artificers get Cure Wounds, so if you do take any damage you can use it on yourself to regain some HP and if your DM uses the bonus action potion rule you can also use a potion on top of that for even more healing if it's needed -- and then still make a melee attack.
And what did that first level in artificer cost you? You get your ASIs/feats and learn new spells 1 level later. You don't lose any spell slot progression. You'll still have the same slots you would have as a full Wizard, you'll just learn the spells of that level 1 level later. You only lose spell slot progression if you take 2 (or more) levels of Artificer. If you didn't get Artificer at 1 you wouldn't have con save prof which means you could lose Haste and suffer the negatives of that. You also get a bunch of tool profs which are nice. Starting with light armor prof can also be nice if you are actually playing from level 1.
So yeah, that's my build. Lol.
I played ranger 5 fighter 3 Rogue 8 in a multidimensional 2 shot. It was insanely powerful. Ton of damage, was able to hide well throughout these tunnels and amphitheater the DM had build out of wood and pvc pipe. And was able to set team members up with advantage or opportunities to do some cool stuff.
It helped out 18L wizard was a true master of control, our Moon Druid was super tanky, and our Paladin/sorcerer was drawing a ton of attention from the BBEG.
Paladin did go down 3 times but overall it was amazing.
That Wizard/Tempest Cleric combo was done really well on Rolling With Difficulty and really sung with the Scribes Wizard. Plus the flavor of the build that came about via the story was fantastic
I do love all the wacky combos this series has brainstormed
I really love how BG3 lets you explore builds so easily without having to commit to a whole character
Shoot, at 6th level you can have _expertise_ in 8 skills, proficiency in 4 others, half-proficiency in the rest.
Rogue 2, Eloquence Bard 3, Knowledge Domain Cleric 1.
Variant human to get Prodigy.
Now, that is with a free feat at level 1, Skill Expert, but even then, just subtract 1 proficiency and 1 expertise.
Alternate idea on that ultimate patty - make that team essentially the bbeg, everyone try to build something that they think can actually beat pal/scor,.scorlock, Hexadin, and roguestalker working together
You guys easily have the best d&d channel on youtube. Most of the other ones are just 1 guy who makes cringe jokes the whole time lol. I love to hear you guys discuss things. It helps a lot when trying to learn
40:00 - I created an all-multiclassed short adventure a while ago and have run it several times now as a pro DM, and it's a blast. I set the party level at 9, and beyond that the only restriction is that everyone has to multiclass at least one level. It's so fun to see the creative combinations that people come up with, especially when they aren't worried about viability at lower levels or being stuck with their choices for a whole campaign. I think the most interesting one so far has been a Swords Bard 4 / Eagle Totem Barbarian 4 / Divine Soul Sorcerer 1 aasimar with the shield master and grappler feats because he basically had unlimited battlefield control no matter what scenarios or creatures I threw at them. He wasn't the hardest hitter but he didn't need to be - he just lined up the shots for everyone else.
What about the Blood Hunter? I’d love to see your thoughts on the possible multiclass options with it
I think they just stuck with the official classes in this video (which Blood Hunter is not one of as it is not in a book released by Wizard of the Coast).
Counterargument on multiclassing Druid: it REALLY depends what you're going for. I'm currently running a Druid/Monk multi with a focus as the team's healer (Circle of Land {Forests} / Way of Mercy). Once the build comes fully online, I functionally decide who lives and who dies through healing. I have Healing Word for heals at range, Hand of Healing for up close, Healing Spirit for multi-heal, and depending on which class I lean in on I can add Flurry of Healing & Harm, Lesser Restoration, Greater Restoration, etc. Plus, combining Shillelagh and Flurry of Blows is just peak thematically and mechanically. I have high mobility, low upkeep, high versatility, and can contribute to a fight from nearly any range. Utility in and out of combat is excellent. I may not have the "heal nova" potential of a Cleric, but in terms of keeping the party on its feet during a protracted or difficult combat I believe this particular multiclass is S Tier.
Artificer can be a great 1 level Dip as starting class for Wizard.
You get:
Medium Armor and Shields, some nice Spells from the Artificer list that free up picks for your early wizard levels and Construction Saveing Throws!
You lose:
1 level of spell progression, but no spellslot levels.
Try a 5 monk with then a Divination wizard splash... Use the portents to ensure that Stun lands when you get low portents, silvery barbs to help more, and a lucky feat later to seal the deal.
A fun build I came up with recently was a melee swords bard / battle master / swashbuckler. The amount of damage you can dump into a single attack, all the feints and parries, support spells and 2 fighting styles make that thing the best one-on-one duelist I've ever made.
Love listening to your discussions and analysis.
Thank you so much!
Currently playing a lvl 5 Life Domain Cleric/lvl 2 Circle of Stars Druid, with a high focus on support role. Highly underrated. The Starry Form and options you gain from the Druid spell list meshes well. It’s no Sorcerer/Warlock for sure, it’s more utility and roleplay focused. But a few things stand out for me. Access to Wild Shape for various situations. Thorn Whip/Spirit Guardians combo is awesome. Additional spells that both classes share frees up prepared spells for some interesting mixes. They are also both full casters using Wisdom, saving your precious spell slots and keeping them on par as if you hadn’t multiclassed. The thing you miss out on is hitting your ASI’s early and also the final ASI, definitely a deal breaker for some. For even more of a spread I took Magic Initiate (Wizard) and Telekinetic feats for more support options. We have a Paladin and Barbarian, with a Fighter joining next session. Hence my heavy focus on support. They will be doing most of the hitting while I’m buffing, debuffing, and healing. Planning on taking Cleric to 18 (if we get that far)
Great video would love to see you guys do a similar video for bg3 saying there's some big differences
For the one shot- no class repeats! I'd love to see the crazy combos you guys and Colby come up with. Ask Chris, too!
Party must cover the Fighter, Mage, Rogue, Priest archetypes. Go!
Awesome series, thank you.
Not properly tested, as it was in a solo campaign I found online (Seidkona Saga), but Shadow Monk 6, then multiclassing into both a Gloomstalker and an Assassin (probably maxing out at monk 11, 4 ranger, 5 rogue) is a lot of fun to play.
One of my favorite multiclass for wizard is a bladesinger, barbarian build. The barb is just there for the 1st level to give unarmored defense (rage can help if slots are gone), as well as access to any weapon.
A few multiclass choices that I think get overlooked in favor of more “popular” subclasses but deserve a shout out would be the Artillerist Artificer/Evocation Wizard (2 levels) or the Tempest Cleric/Land Druid (Mountain). That being said, I always enjoy these videos for the out of the box inspiration they give me
Also a fun combo: Human or Half Elven Bard (Valor)/Rogue (Mastermind)
Concept: Ultimate helper
Use Bardic Inspiration along with Faerie Fire to give companions advantage and bonuses. Take Valor Bard to 6 for multi-attack, then 3 levels of Rogue to pick up Cunning Action and the Mastermind archetype for the awesome Master of Tactics feature, allowing you to use Help as a bonus action and increase the range (for Helping on attacks) from 5ft to 30ft. At this point, on every round the bard can be giving either Inspiration or Help, while concentrating on a helpful spell like Faerie Fire, AND casting an attack spell or making an attack.
1st Feat: Inspiring Leader - give everyone bonus hp after every rest.
Or, if human, take Sharpshooter at 1st, then take Crossbow Expert at your next Feat.
Just finished a campaign with a lvl 17 devotion paladin. I had good rolls to start so instead I picked up a couple of feats; magic initiate warlock, and heavy armour master. With the magic feat, I picked up eldritch blast, toll the dead, and 1st level hex. It played like a tank healer, awesome party support. I had a legendary Warhammer (1 handed for ALL the d8's) that would recharge my lay on hands with damage dealt (charisma modifier per long rest); not many party members died after I picked that up! Eventually became Hel's champion devoted to making sure that fate ran the just course, returning undead to their rightful place and making sure enemies met their timely end. Best hit was an opportunity critical hit with 5th level smite for 97 dmg.
The greatest surprise I’ve encountered in multiclassing was my Halfling divination wizard 2/wild magic sorcerer. The Lucky feature of the Halfling race + the Portent ability of the divination wizard + the wild magic surges of the wild magic sorcerer made for a lot of memorable moments at the table with regard to dice rolls. Tides of Chaos and Bend Luck from the wild magic sorcerer are also features that mess with dice outcomes that often get overlooked. Add to that that the character picked up the Lucky feat along the way, and the fact that sorcerers can use Metamagic to completely change the expectations of the DM when casting spells… it made for an amazingly effective combo, and wasn’t much of a hindrance to me as a MAD build. Just choose some wizard spells that don’t rely too heavily on Intelligence to cast and the rest is in the portent. Even without the Lucky racial feature, 2 levels of divination wizard is always a banger.
7:25 one of my favorite characters was i did a barbarian/soul knife. do you know how awesome it is when your DM crits you with a giant just for to quarter the damage cause of rage and uncanny dodge? lol! also, yes my barbarian felt way more useful out of combat with the rogue utility
one of my favorite lvl 20 sheets i ever made was eldritch knight 3, inquisitive 12, battlesmith 5
go dwarf to use heavy armor with no penalty, dump everything (including dex 13 for multiclassing), go all in on int and get wis to 18. advantage and expertise on perception and investigation PLUS reliable talent, 6d6 sneak attack per round, blur (plus war caster if you want)….so many fun possibilities, and a very fun way to focus hard on soft stats
Any Cleric with Thorn Whip can pull an enemy into Spirit Guardians to double the damage it takes from Spirit Guardians. Nature Domain Clerics can do this S-tier combo on their own, but if you find another Domain more exciting, a 1-level dip in Druid (or the Magic Initiate feat) can get you Thorn Whip, Shillelagh and Absorb Elements. Thus, Druid is my S-tier multiclass dip for Clerics. With two Druid levels, Circle of Stars would be awesome on any Cleric (especially if Spiritual Weapon requires concentration in the 2024 PH, such that Clerics lack a way to weaponize their Bonus Action).
For Fighter/Warlock, I actually got the build idea from your vids on this. We're starting at level 11 in a game, so we have some freedom. I paired Fighter (Arcane Archer) with Warlock (Hexblade) for the "better arcane archer". I can't wait to try it out!
I love the icons for each class. Cool!
It kind of depends on the ruling from DM, but the S-tier (in my book) Cleric multiclass is Twilight cleric+Gloomstalker ranger. You can use shillelagh from the ranger druidic fighting style to attack with wisdom, the Gloomstalker makes you invisible in dim light to darkvision, and the Twilight channel divinity gives you dim light in a large radius, as well as flight. As long as the twilight channel divinity is up, you can be invisible, flying, and pumping the temp hp for the whole party. You can fully lean into wisdom too, as your attacks use that.
Not really, dim light is basically normal light and twilight cleric thing makes it dim light and not darkness. So that combo doesn’t work at all
Shillelagh only allows for melee attacks with staff or club, so I don’t think you can ignore the traditional attack stats, nor would you want to.
@@cfalkner1012 Unless you are 100% melee. Then d8 damage dice is okay if you wanna go single ability score. Tho still unless there is totall darkness dim light gives nothing.
Highest level combo i ever did was a 16th level bugbear swords bard, swashbuckler rogue, battle master fighter with the sentinel feat. They had a whip, a bunch of flourishes and battlemaster techniques, to do sneak attack damage (from 15ft if need be), a bunch of mini buffs and battlefield control, 5th level bard spells and a bunch of skill expertise. They also had a +11 initiative with action surge on round 1, to get 4 attacks with the bugbear's extra damage.
I took the suggestion of ranger/rogue, gloomstalker/arcane trickster from this channel. I've never felt so powerful with a character. The consistent damage output vs the rest of my group is insane! Love this mash-up!! My characters ambition is to make his own ranger conclave (gloomstalker has never been created before in my dms homebrew). I mixed the two subclasses together and call it the Umbral Anarchist 🤘
Having actually played an artificer/rogue multiclass for full infiltrator armor, I can confirm it was fun to play. I ran it with the Mastermind archetype to throw in some aid based support, but arcane trickster probably would have been the strong pick for rogue 3 with that. My plan was to eventually pick up two wizard for some basic ritual casting and the War Magic archetype features to add in some extra defense options. The end goal was basically Artificer X, Rogue 3 (maybe more?), and Wizard 2. Using the Skulker feat for additional hiding options.
For the Artificer Rogue multiclass, alternatively you can also take the Goblin race to have BA: Disengage and Hide, pick up Skill Expert (Stealth) to round the odd Int Score at level 4 (if Standard Array or Point buy), and also get a little extra damage vs a particularly hard foe or bbeg. :)
I'm still trying to figure this build out, but it always seems like I want more interesting feats and don't have enough ASI's.
BA: Hide + Skulker + Expertise and Advantage in stealth seems great! Hide in light obscurement and fire off Sharpshooter lightning Launcher attacks willy nilly.
You can also take advantage of the Guardians Thunder Gauntlets + BA: Disengage.
You can also rest Trick the THP from Guardian armor then swap to infiltrator to help boost your hit points.
I think the warlock could be C tier because one level of warlock gives you Hex. Then if you go eldritch knight, you get more spell slots for hex. And if you use 2 weapon fighting and get the dual wielder feat, that weaponized bonus action ends up hitting hard. Plus action surge with multi attack and then bonus action means that if you hit, hex just did 5d6 damage. Plus, I like giving a little bit of an eldritch flare to and eldritch knight
I do absolutely love going Critmaster as a half-orc champion barbarian. Really fun in normal DND when you can multiply your crits even more
I loved my tabaxi cleric. At the beginning he started as a lvl divine sould sorcerer. Getting the spark of the divine he indulged into the teachings of Ilmater and became a twilight cleric. Just one lvl dip is enough to get access to the shield spell and absorb elements. Silvery barbs via fey touched.
Since the tilight domain gets divine strike which improves at cleric lvl 14, you have some amazing synergy witch Booming blade/Green Flame blade.
Plus spirit shroud deals extra dmg to any attack you make within 10 feet. So it synergizes well with spiritual weapon.
and that is hella fun!
A cleric having access to these spells is such a force xD
Not sure if it is the most *powerful* but I have a lot of fun with my Rogue/Barbarian. You become a Grapple *monster* with almost no effort, sneak attack can be used with a strength-based attack as long as it is with a finesse weapon, and Extra Attack is great on any Rogue. (In my case, I started as mostly Barbarian but intend to build toward more and more Rogue until it's more Barbarian than Rogue. Currently shooting for Barbarian 7/Rogue 13 as the end point)
Haven't been here for some time. Love the lighting change!
Played a Knowledge Cleric and once I got past 3rd level spells, my enthusiasm for the Cleric spell list was definitely waning. Took a quick dip into Rogue to get Expertise in Perception and Insight and I love it! Currently played in a high-level campaign and I adapted a build that Treantmonk covered that uses a Quickened Greater Invisibility to near guarantee permanent Advantage and then piles on XBE, Elven Accuracy, Sharpshooter, etc. Started at 12th level so I was able to "cheat" and just take 7 levels of Sorcerer and 5 levels of Fighter, which would have been rough if we didn't start at 12. Treantmonk uses Bard to bridge the gap so the character is viable from 1st level onwards, but I didn't have to!
My favorite character ever though, and one that I am currently playing, is a Wood Elf Scout Rogue/Gloomstalker Ranger. I just feel so useful outside of combat with all of my Skill Proficiencies and Expertises. Started at 3rd level and I made the tough decision of starting with Rogue levels because I really wanted the extra Expertises to fill out my skills. Currently 8th level so I am Rogue 4/Ranger 4, and Extra Attack is so close I can taste it. It will feel SO good to finally get that, but I don't regret the level progression because of how much I've enjoyed the character's abilities outside of combat. Plan is Rogue 4, then 8 levels of Ranger, then back to Rogue for however long I am still playing the character. Looking back, maybe Rogue 3 -> Ranger 5 -> Rogue 4 -> Ranger 8 might have been better. However, as an archer character, being able to ignore cover and not have to worry about the long-range penalty has been extremely helpful in allowing me to use Steady Aim to consistently get Advantage and Sneak Attack when I otherwise could not have and the consistent Sneak Attack has helped make up for lack of Extra Attack.
I'm playing a level 5 pure barbarian right now, planning to put the rest of my levels into fighter. I'm doing ancestral guardian and rune knight. In terms of power, its definitely not way up there, but I'm playing with a number of new or newish players so I didn't want to go crazy, and the roll play potential is absolutely amazing with those two subclasses. I'm having a blast playing it.
31:22
I love this part of the conversation because I've been tinkering with a Paladin/Bard multiclass and _that's_ basically "Main Character Syndrome: the build."
Six levels in any Paladin Oath, Lore Bard the rest of the way. Proficiencies, Expertise, Magical Secrets, Jack of all Trades, more spell slots... that's a pretty easy multiclass that REALLY fills out any lack of versatility Paladin has.
I remember once creating a level 14 "every class" character for a one shot named Cékov Ol'treiz who had three levels in bard and one level in every other class (except the artificer). Being proficient in almost every skill and getting additional expertises while having a 13 in all of his main abilities meant he was wasn't perfect in anything but the jackiest Jack of All Trades I've ever played.
It was actually funny experimenting with all of the abilities he had in his arsenal which lead to some realizations. Since Sneak Attack does require you to use a finesse weapon but not use the weapon with finesse you can attack recklessly with a rapier while raging and get a sneaky Smite onto your foes which also triggers your Hexblade's Curse extra damage. Speaking of Hexblade's Curse: While not raging firing some Jim's Magic Missiles also triggers the Curse
This is great! Going against the grain, I am seriously considering a 1-2 level dip of wizard for my Stars Druid. Pick up Toll the Dead, Mage Hand, and another cantrip. Get shield, and find familiar as a ritual with out spell slots or taking up part of the prepared list. If I do a second level the idea would be to do Diviner and get portend along with the Stars druid's cosmic omen. Might even add fey touched to throw in silvery barbs, just to mess with the dice even more.
I play a level 19 character that is 4 levels of Hexblade Warlock and 15 levels of Lore Bard. I think I might have done one too many level in Warlock, but in general I really love this build. I picked up Pact of the Chain for level 3 Warlock and have an Imp familiar. For roleplaying aspects, having a smart-mouthed devil as a familiar has worked tremendously for in-game roleplaying.
At level 19, so much of my work is doing support or casting big encounter changing spells like Force Cage, Wall of Force, Counterspell and so forth, that even though I have a fireball via Magical Secrets, on the balance I do way more damage using Eldritch Blast. With Hex, Hexblade's Curse, I can often hit for ~90 points of damage just using Eldritch Blast, which on the balance does more damage than Fireball and doesn't suck up a spell slot.
once our wizard with a cleric dip (order) used healing word while tied up to give me (a ranger rogue) extra sneak attacks. so I was making two attacks, my wolf was making two attacks, and I was getting an extra attack on the cleric's turn despite him being tied up and unable to do much.
Not sure if you guys mentioned the new studio space, but how do you like it? Will we get a tour around or is what is shown on camera the main attraction?
There will be a tour soon, but we are actually still setting up a lot of stuff just off camera lol. It’ll be ready for a tour soon.
@@DungeonDudes sounds great. Looking forward to it.
In my current campaign, I am a Simic Hybrid Way of Mercy Monk who is going to get some levels of Spore Druid into his kit. DM gave us a free feat at level 1, so I went Magic Initiate Druid for Shelly and Magic Stone to focus on Wisdom while stating its actually a Druidic Martial Art he was training in.
I understand it's not optimal, but playing a Bard-barian and flavouring your greataxe as an electric guitar is badass and I'm doing it anyway
I made a Tabaxi Rouge 3 (Swashbuckler), Warlock 2 (Hexblade), bard 1 (building towards swords bard but never got there because the campaign ended) that DOMINATED all pillars of the game. So much movement (tabaxi rouge) and damage (double bladed scimitar with sneak attack and booming blade)! One level of bard with proper spell selection is all you need in most social encounters too.
what i ended up doing when i went for a fighter main: i started with hexblade warlock, got enough to get evocations, then went into my fighter levels and went echo knight (variant human, took the crusher feat for 1st level, it was on a high seas-type campaign: result enemies got pushed off ships constantly)
In the discussion of Warlock Paladin people seem to have forgotten that a Tomelock can pick Shellaleigh and use charisma (due to the wording of the cantrip) with a quarterstaff, still wield a shield, and pick a lot of utility as a warlock. Now you can learn ritual spells with an invocation, you can pick any tome invocations, etc. The only thing you miss out on over pact of the blade is the Eldritch Smite, but it can be worth it for some builds. This opens you up to go Celestial pact and be a healing paladin, etc, it's really good and people put too much stock in the hexblade, the best it gives you is the charisma on attacks and crits on a 19, but you can choose to give up the "vertical" progression and go with "horizontal" progression, without suffering from what a lot of jack-of-all builds suffer from.
Colby from D4: "Write that down. WRITE THAT DOWN!"
For the Artificer/Wizard build, I have taken first level as Artificer, then six levels of Wizard going with either War or Bladesinger and then pick up the other 2 levels of Artificer and going the rest Wizard. The first level of Artificer gives you a lot. Medium armor and shields, Constitution saving throws, and a higher base level of hit points for first level. I also don't feel it detracts from a Wizard playstyle and offers a few spell choices that Wizards don't have such as faerie fire. Going Bladesinger, which is what I'm more familiar with, that one level, while a factor, I don't feel slows access to multi-attack enough to be a significant problem. It is also worth remembering that since Artificer rounds up with their level for spell progression that level doesn't slow down your spell levels. The two levels of Artificer after sixth does drop your progression by a level, but in return you get your intelligence as your melee stat, the ability to make a few infusions, a metal familiar and access to all martial weapons. To me, the trade off is worth it.
This is makes me realize that wizards are really the nerds of this game. You got wisdom grup, you got the charisma grup, you got the martial grup and than there is wizard who is sitting on the corner eating there lunch alone:(
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