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

Laurefindel

Legend
Hold the phone, this sounds very intriguing.
What's better than turning into a bear? Turning into a raging bear of course!

1 level of barbarian and 3 levels of druids bring the build "online", but is at its best at barbarian 3 (bear totem) and druid 6 (circle of moon).

At level 3, moon druid allows you to transform into a brown bear (CR1). Circle of Moon allows you to transform as a Bonus Action, but the wording of Combat Wild Shape doesn't seem to prevent you from doing so as an Action like regular wild shape feature. This allows you to wild shape and rage on round 1, thus capitalizing on damage resistance on your bear (or wait for rage if you don't think you'll be attacked until your next turn).

You can heal as a bonus action each round as long as you have spell slots, which is arguably twice as useful because of rage, which you will need since your AC will be poor (unless your DM rule that expending a spell slot = casting a spell, but again I think the wording of Combat Wild Shape specifically goes around "casting a spell")

A rush to Druid 6th level gets you a better bear (cave bear CR2) and hits count as magical, which you probably need by then. After that, two more barbarian levels give you resistance to (virtually) all damage via bear totem, reckless attack, and advantage on dex saves. From then on you can do whatever you want.

You are not dependent on ASI or even the extra attack feature. As a matter of fact you get your "second attack" at level 4 in bear shape. And when that doesn't work, you are still a druid...

Alternatively, once you got to barbarian 1 / druid 3, gain two more barbarian levels right away to go berserker for an extra bite attack, but your extra attack as a bonus action competes with your bonus action healing.

The biggest drawback is that your bear form quickly falls behind at higher levels, and none of the dinosaurs refluff well as a bear. At druid 10 you can become an elemental bear for a more spirit-type transformation, but only once per long rest. Or multiclass again into fighter for a more proficient bear? IDK...
 
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What's better than turning into a bear? Turning into a raging bear of course!
I played one of these for a few levels. One interesting problem was the fact that raging conflicts with concentration, so depending on party makeup you might spend a lot of time not raging because there's a spell that's more useful - druids get a lot of good concentration spells.

The more other casters you have on your team, the less cast-y you'll want to be. But a druid with a level of barbarian has extra hp, good unarmored defense, and proficiency in Con saves, so you'll be really good at keeping spells up.
 

Eyes of Nine

Everything's Fine
How do you define "Best"?

I mean, here's a character concept from my pile of "Would love to play":

Probably something like STR 15, DEX 12, CON 14, INT 13, WIS 10, CHA 8

Level 1: Barbarian.
Levels 2-4 or 2-6: Wizard (School of War Magic)
Levels [5,7]+: Barbarian. For subclass, several work, but if it makes it out of UA the Wild Soul would be perfect.

Concentrate on spells that have no concentration and are good for out-of-combat use or for casting on the first round of a fight. Longstrider is pretty useful there for the speed bonus, Disguise Self is fun, Invisibility works perfectly if you know there's going to be a fight. Comprehend Languages, Unseen Servant, See Invisibility... all great for this. No attack spells, given they probably won't hit much.

Personality? This is a rich kid with anger issues who dropped out of wizard school. They just can't stay calm enough to cast spells in combat, but have some useful out-of-combat tools and a few ways of compensating for their anger. Obsessed with proving themselves, and with a flaw that they respond to stress with violence.

Is this going to be the highest DPS it could be? Of course not. Should be damn fun to play, though, and can make an interesting role in a party. I mean, it literally came from a conversation about what sort of Barbarian/Wizard multiclass would actually be fun for player and group.
Like this build alot, and appreciate the backstory.

Would this get frustrating due to MAD issues? I still like the concept. And it is nice that Wild Soul depends on CON for some of its workings.

As noted in the OP, "Best" is up to you - make a ruling, don't depend on my rule :D . Also my GM allows UA, so this is excellent.
 

Eyes of Nine

Everything's Fine
What's better than turning into a bear? Turning into a raging bear of course!

1 level of barbarian and 3 levels of druids bring the build "online", but is at its best at barbarian 3 (bear totem) and druid 6 (circle of moon).

At level 3, moon druid allows you to transform into a brown bear (CR1). Circle of Moon allows you to transform as a Bonus Action, but the wording of Combat Wild Shape doesn't seem to prevent you from doing so as an Action like regular wild shape feature. This allows you to wild shape and rage on round 1, thus capitalizing on damage resistance on your bear (or wait for rage if you don't think you'll be attacked until your next turn).

You can heal as a bonus action each round as long as you have spell slots, which is arguably twice as useful because of rage, which you will need since your AC will be poor (unless your DM rule that expending a spell slot = casting a spell, but again I think the wording of Combat Wild Shape specifically goes around "casting a spell")

A rush to Druid 6th level gets you a better bear (cave bear CR2) and hits count as magical, which you probably need by then. After that, two more barbarian levels give you resistance to (virtually) all damage via bear totem, reckless attack, and advantage on dex saves. From then on you can do whatever you want.

You are not dependent on ASI or even the extra attack feature. As a matter of fact you get your "second attack" at level 4 in bear shape. And when that doesn't work, you are still a druid...

Alternatively, once you got to barbarian 1 / druid 3, gain two more barbarian levels right away to go berserker for an extra bite attack, but your extra attack as a bonus action competes with your bonus action healing.

The biggest drawback is that your bear form quickly falls behind at higher levels, and none of the dinosaurs refluff well as a bear. At druid 10 you can become an elemental bear for a more spirit-type transformation, but only once per long rest. Or multiclass again into fighter for a more proficient bear? IDK...
Great concept for a game planned to only go to L10-11 sounds like...
 

ccooke

Adventurer
Like this build alot, and appreciate the backstory.

Would this get frustrating due to MAD issues? I still like the concept. And it is nice that Wild Soul depends on CON for some of its workings.

As noted in the OP, "Best" is up to you - make a ruling, don't depend on my rule :D . Also my GM allows UA, so this is excellent.

Well, you need INT 13 to multiclass. Everything else in the build assumes you never get more - the spells are ones that don't depend on attack roles or saving throws, and are useful out of combat or before it. In combat, the most common things to use would be Longstrider and Invisibility, and then only if there's some time before the fight to prep.

Basically, it's dropping some combat power to gain more abilities in the other pillars.
 

Laurefindel

Legend
I played one of these for a few levels. One interesting problem was the fact that raging conflicts with concentration, so depending on party makeup you might spend a lot of time not raging because there's a spell that's more useful - druids get a lot of good concentration spells.

The more other casters you have on your team, the less cast-y you'll want to be. But a druid with a level of barbarian has extra hp, good unarmored defense, and proficiency in Con saves, so you'll be really good at keeping spells up.


hush That's why you don't tell anyone you're a druid. They gonna want all your healing spell slots!
 

NotAYakk

Legend
Paladin 6 Whispers Bard 14.

You are basically an upgraded Paladin.

Optionally add Hexblade 1 or 3 for Cha-single attribute and shield spell.

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Abjurer/Rune Knight/Warlock. Make your armor of agy last forever with resistance to BPS and your ward. Free ward recharge with at-will mage armor.

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Ask DM if yoy can reckless attack with thrown weapons as a barbarian. If so, The Owlbear (not an owlbear) who rages and throws sharpshooter darts; Barbarian 5-6/Rogue X.

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Barbarian 9/Champion 11
classic

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Gloom 5/Fighter 2/Assassin X. 6 attack alpha strike auto-crits.

Or Gloom 3/BM 5/Assassin X.

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Champion 5/Rogue X. Crit-fish.

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Samurai 3/Paladin 6/Hex 1/Sorcerer 10

Smite-fisher.

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Fighter 2/Any caster X. Action surge spells are strong.

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Sorcladin cascades:

Paladin 2/Sorcerer X

Paladin gives heavy armor, Sorcerer gives smite-fuel and quicken booming blade bonus action attacks.

Paladin 3/Sorcerer X

Also with subclass.

Paladin 6/Sorcerer X

now with extra attack and cha-to-saves.

Paladin ?/Hexblade 1/Sorcerer X

Now with attack-with-cha.

Paladin ?/Hexblade 3/Sorcerer X

Now can use heavy weapons with cha (pact of the blade)

Paladin ?/Hexblade 3/Fighter 2/Sorcerer X

Now with action surge.

Paladin ?/Hexblade 3/Samurai 3/Sorcerer X

Now with action surge and bonus-action-advantage to crit fish your 19-20 crits.

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Gloom 3/Fighter X

Extra attack first round makes action surge super tasty. Also invis-in-darkness.

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Gloom 3 or 5/Rogue X

Invis-in-darkness, possibly extra attack, bolted onto Rogue. Makes sharpshooter more useful.
 
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Don't know about best, but some ideas I like.

Samurai 3, Hunter X melee version with mobile feat: Spin to win with fighting spirit, whirlwind attack, horde breaker, and action surge (maybe gwm too). Just like the idea of melee AoE with a get out of jail free card.

Glamour Bard 6, basically any paladin, but especially Redemption or Ancients. Really like three idea of the strong, sensitive, troubadour warrior. And I like the interactions of the temp hp and damage sponging/resistance.

Scout rogue, ancestors barb: position tanking and grappling fun.

Shadow monk, trickery cleric: combat shell game with duplicate, mirror image, disguise self and teleport and darkness spell.
 

Artillerist 18 / Death Cleric 1 / Warlock 1

This gives you Con saves, 6 Attunement Slots, and buckets of cantrips.
Death Cleric gives you Reaper - Pick Toll the Dead from the Wizard Spell List.
Choose a Warlock Pact - You also get 1 Spell Slot per short rest to feed into your turrets.
  • Celestial gives Light+Sacred Flame, and 2d6 healing to pick up allies.
  • Genie gives Bottled Respite and Genie's Wrath.
  • Great Old One gives Telepathy.
2x Flamethrower Turrets(Int) = 54, 2x Toll the Dead(Int) = 52. Total = 106 sustained.
You can use to Protector Turrets for more defense.
You can use Force Turrets to trigger Genie's Wrath.
You can Shield of Faith and Dodge while nuking people with your bonus action.
 

Eyes of Nine

Everything's Fine
Artillerist 18 / Death Cleric 1 / Warlock 1

This gives you Con saves, 6 Attunement Slots, and buckets of cantrips.
Death Cleric gives you Reaper - Pick Toll the Dead from the Wizard Spell List.
Choose a Warlock Pact - You also get 1 Spell Slot per short rest to feed into your turrets.
  • Celestial gives Light+Sacred Flame, and 2d6 healing to pick up allies.
  • Genie gives Bottled Respite and Genie's Wrath.
  • Great Old One gives Telepathy.
2x Flamethrower Turrets(Int) = 54, 2x Toll the Dead(Int) = 52. Total = 106 sustained.
You can use to Protector Turrets for more defense.
You can use Force Turrets to trigger Genie's Wrath.
You can Shield of Faith and Dodge while nuking people with your bonus action.

Wow. Love any MC that uses an Artificer...
 

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