I'm trying to understand my bias against multiclasses like this... because man, I would not enjoy seeing this at one of my tables. It's bad enough when I get one or two PCs that want to level-dip for extra stuff.
I'm not saying it's wrong to do, just that I don't like it, and I feel like a curmudgeon for it :')
"I'm making a wizard!"
"But you made a level 1 artificer?"
"It's for the armor and shield proficiency, and so I don't lose spell slots. I'm planning art1/wiz19."
"..."
The one that I find the least objectionable from that list is the ftr/wiz.. it's not an even split like I'd prefer to see, but it's not a dip. So maybe it's because I think that AD&D did multiclassing best, if the even split seems reasonable to me?
Ofc I'd really just prefer no multiclassing, but it's basically expected at this point.
If you want to explore what kinds of multiclassing you do/dont like, the multiclassing happened at various points for different reasons.
The monk added rogue at 2nd level after "the locked door incident." I wasn't there but I understand a house was burned down.
The warlock and fighter both multiclased at 13 after we spent time in the Feywild. The warlock wanted to be less dependent on their Fey patron and the fighter didn't appreciate being mocked/pitied by fey children for his total lack of magical ability. The bard got in deep with the Fey, and at this point became quite conscientious about making a lot of contributions and reports to temples of the godess of knowledge/music/bards because "the fey might make me vanish".
We figure the bard (lore with ritual caster(wiz)) tutored both of them through 1st level, as he was well versed in bardic lore, arcane spellcasting and had an array of wizard spells.
We spent a year of game time & player time gaining 2 levels, eliminating cults, an undead dragon, etc.
We've been in a big dungeon for 16 months of real time, 4 class levels and an an uncertain amount of game time. The dungeon has nerfed several spells including Banish, blocks extradimensional travel, most forms of distant communication, only priests/clerics/warlocks can reach their gods/patrons, it is chock full of creatures we know nothing about and is one of those "it might kill the world, or at the very least several hundred square miles before someone else could stop it" scenarios.
- the cleric went paladin at 15 to be able to Turn extradimensional and get in some melee smites.
- The paladin has poor ranged attacks and has been nerfed in a couple fights because of it so went Celestial Warlock at 19 to have ranged 'smite' and get the ability to see through all the magical darkness.
- The lore bard at 18 was able to use a Wish to contact his goddess with an "If I die, you need to know about all this". When he hit 19 he was able to take cleric for the skills the party didn't have, and be the goddess's eyes & ears. Plus, let's be honest, the ability to use shields and have combat cantrips that hurt demons and void-monsters. He got used as a pinata several times.
These all had both in-game and meta-game reasons for happening.