D&D 5E Best MultiClass character build? Why?

Eyes of Nine

Everything's Fine
I usually avoid Multi-classing because I'm lazy (feel free to argue that I'm not, I'm ok with that :)); and I also don't usually have an in-game reason to multi-class.
But maybe some folks' builds will inspire me to MC. I certainly hope so.

So, what is your "best" multi-class character build?

YOU get to define what Best means to you.
Best means the superlative. There can be only ONE Best. So please limit yourself to one, if you can. If not, well, that's ok too - cause I just want inspiration.

Incidentally, I'm also really fascinated by when you might decide to multi-class and for what reason. Another reason I'm resistant to MClassing is because when I'm 9th going on 10th, I say to myself "really? 16,000xp to be a FIRST level anything? Nah..." But now we're moving to milestone, and so this won't be so much a thing. So if you're like I take 3 levels of fighter, then take 1 level of Rogue to get Sneak Attack, then 2 levels of Warlock to do some other cool thing - that would be great.

Feel free to take it all the way through 20 levels, or through 10 (most typical games); or through the first Multi-class, or whatever you want. No real rules here. I'm just looking forward to hearing the what, why, when of your Ideal MC character.

(Oh yeah one rule: 5e WotC only classes and sub-classes please, including Unearthed A. My GM allows all of those but not 3rd party stuff. But I guess if you have a super wicked hype build with a 3rd party book, maybe I can buy him a case of beer and he'll let me use that too...)
 

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Mort

Legend
Supporter
What's your stat generation method? It matters more with multi-classing as MAD may or may not be a thing with multi-classing depending on how stats are generated.
 

Eyes of Nine

Everything's Fine
What's your stat generation method? It matters more with multi-classing as MAD may or may not be a thing with multi-classing depending on how stats are generated.
Huh. Hadn't thought of that. I use points buy, although my GM allows rolling. I also use the default HP increase, as opposed to rolling. I'm just not convinced that luck will always be on my side (actually, as a borderline pessimist, I'm pretty sure the luck will NOT be on my side)
 

Mort

Legend
Supporter
Best also depends on what you want to be best at. Healing, Tanking, skills?

One of the "best" martial builds out there is the paladin/hexplade.

Pros:
Much better range capability than a straight paladin (paladins are usually melee beasts but lousy at range)

Can focus on Charisma for everything resolving one of the paladin's biggest issues (MAD) - Also means early ASIs can go to Charisma to get it up fast.

Access to the shield spell (so can have boost to an AC of 25-26 without any magic 27-28 if you really need it)
Access to the booming blade cantrip - great for a tanking build

Crit on 19-20, opening up all sorts of possibilities (oath of vengeance, elven accuracy, polearm master, for ridiculous crit fishing - which you then use smite)

Only need 1 level of hexblade to unlock the good benefits

probably more that I'm missing

Cons:
Slightly less HPs (though not much, 1 level of hexblade is 1 less HP than a level of paladin)

Delayed access to paladin abilities (biggest one would be the 6th level aura, the paladin biggie )

Delayed access to ASI or feat (by at least 1 level)

Less lay on hands (5 HP loss per hexbalde level, but you only really need 1)

If your DM is a RP stickler you now have an oath and a patron to deal with

Can be considered "cheesy" because it's such a common MC go-to.

As for progression - 1. Paladin 2. Hexblade 3+ paladin unless you feel like throwing in another level of hexblade (then go to 3 eventually for some spell and invocation benefits.
 

Eloquent bard with single-level dip in order cleric it's probably the best way to capitalize on somebody else's high damage output. Where do you add that means you can use tandem tactics as well.
 

the Jester

Legend
Whatever is the most fun for you is the best. Since I have played far less 5e than I have dmed, I only have one experience with multiclassing as a pc so far- and that's a cleric/fighter/wizard, one level in each so far. I'm torn as to what to take when next I level. Do I want action surge, or max damage on thunder as a channel divinity and second level slots, or a wizard subclass and second level slots? That's a tougher choice that I had thought it would be.
 

Charlaquin

Goblin Queen (She/Her/Hers)
I don’t know about it being “the best multiclass build,” but taking your first level in Fighter is amazing for a Bladesinger wizard. You get higher starting HP, Second Wind, a fighting style (Dueling if you want to use a rapier and keep one hand free, defense if you want to pump your AC as high as humanly possible, or dual-wielding if you want to maximize your DPR), and most crucially, proficiency in Con saves. All at the low cost of delaying your Wizard progression by one level, and if you go all the way to 20th level, missing your capstone. Well worth it in my opinion.
 


Laurefindel

Legend
Paladin/sorcerer/warlock synergize well in any permutation, partly because they all share the same casting stat, but also (In case of Paladin multiclass) because they fuel the Paladin smites, with several other benefits.

dragon (electricity) or storm sorcerer goes well with tempest cleric. You’ll keep to low level spells, but they will be devastating upcast and boosted.

barbarian and fighter multiclass well, even if you delay your extra attack. A barbarian that can self heal, action surge, and get a fighting style? Yes please! Damage resistance and damage bonus on your fighter? Don’t mind if I do!

barbarian (totem or berserker) goes well with moon Druid for a beorn-like skinchanger.

Ultimately, the advantage of multiclassing is to take advantage of the fact that classes are “front loaded“ to combine synergetic benefits. The cons are always not progressing as fast in your primary class
 

Laurefindel

Legend
Other combination I like:

swashbuckler rogue/sword bard. You are a selfish bard hogging your own inspirations and concentration spells to fully embrace the rogue in you.

4-elements monk/fiend warlock. Not a popular one, but i like it nonetheless. Each class quickly run out of resources, but together they hold longer and have melee/ranged fallback options. Super MAD; play this when you rolled incredibly well of a straight series of 13s and 14s.

berserker barbarian/fey warlock. Scare them first or cast armor of agathis and rage; you can’t get your bonus action attack on round 1 anyway.
 

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