5E What are some of your favorite FUN Multiclass combos & why?

Zethnos

Visitor
Greetings my fellow adventurers!

Yes it is one of THOSE threads. This is not a "Which is best" contest. I am looking at some cool multiclassing combinations to see if there was anything I wanted to play that might be unusual and fun (without being COMPLETELY useless). I hit google and come across some interesting things.

I want to know, what multiclass combos you like that is very fun or plays in a unique way. Please provide info as to some of the mechanics that you like that work together and some info about the build. Does not need to be a complete build. Also, please stay around 10th level when considering these. Yes they may be amazing at 20th level, but most campaigns don't make it that far. Yes it can be a multiclass of more than two classes.

Lets see what interesting things everyone comes up with :) GO NUTS!
 
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OB1

Jedi Master
I currently have a Forest Gnome Wild Magic Sorcerer 4/ Fey Pact Warlock 1. The fun comes in using Tides of Chaos with Eldrich Blast, and then using Frightful presence followed by Alter Self where I grow fangs and turn into a gnashing little ball of hate. I took Tavern Brawler as my 4th level ASI, so once I bite I hold on with my teeth as my grapple.

Right now the plan is to have him be WMS 6/ Fey Pact Chain Warlock 3/ Monk 1 at 10th level but the most fun I'm having is not trying to plan to far ahead and optimize everything out. It wasn't until I hit WMS 4 and took Tavern Brawler and Alter Self that I thought to do the Warlock thing.
Of course, I also play in a campaign where character death is a real and constant threat, so who knows if I'll make it that far. If not, I'll just switch to the Dwarven Land Druid/Beastmaster Ranger I've been thinking about.
IMO, 5e is full of fun combos that may not be optimal but are still very effective.
 

Zethnos

Visitor
I currently have a Forest Gnome Wild Magic Sorcerer 4/ Fey Pact Warlock 1. The fun comes in using Tides of Chaos with Eldrich Blast, and then using Frightful presence followed by Alter Self where I grow fangs and turn into a gnashing little ball of hate. I took Tavern Brawler as my 4th level ASI, so once I bite I hold on with my teeth as my grapple.

Right now the plan is to have him be WMS 6/ Fey Pact Chain Warlock 3/ Monk 1 at 10th level but the most fun I'm having is not trying to plan to far ahead and optimize everything out. It wasn't until I hit WMS 4 and took Tavern Brawler and Alter Self that I thought to do the Warlock thing.
Of course, I also play in a campaign where character death is a real and constant threat, so who knows if I'll make it that far. If not, I'll just switch to the Dwarven Land Druid/Beastmaster Ranger I've been thinking about.
IMO, 5e is full of fun combos that may not be optimal but are still very effective.
Very interesting, what do you hope to be able to add from the monk? The unarmored defense would be very nice for one.

Grappling with a spell caster? I need to look into that one haha. How has it worked out so far? What do you do once grappled?

And yes you are very right. I don't care so much at being the most maxed out OP character as long as I can play something interesting and have fun doing it :) (as long as it isn't so bad that I am of no use hahaha)
 

OB1

Jedi Master
From the monk I'm looking to add unarmed fighting so I can use Dex instead of Str for my Altered Self Unarmed attacks. Right now I'm relying on purchasing very expensive Potions of Hill Giant Strength to make that combo effective. The unarmored defense will be a nice bonus.

Once grappled I try and get a wild surge and hope for a good effect, but also to tie the enemy up to let the Goliath Barbarian and Dragonborn Monk beat up on him.

So far, it's mainly worked that after a round or two I'm misty stepping to somewhere safer. Drixel Habblepox may be a bit wild and crazy, but he's not stupid.

And that's the trick, isn't it? Having fun while still being a help and not a hindrance to the party.
 

Zethnos

Visitor
From the monk I'm looking to add unarmed fighting so I can use Dex instead of Str for my Altered Self Unarmed attacks. Right now I'm relying on purchasing very expensive Potions of Hill Giant Strength to make that combo effective. The unarmored defense will be a nice bonus.

Once grappled I try and get a wild surge and hope for a good effect, but also to tie the enemy up to let the Goliath Barbarian and Dragonborn Monk beat up on him.

So far, it's mainly worked that after a round or two I'm misty stepping to somewhere safer. Drixel Habblepox may be a bit wild and crazy, but he's not stupid.

And that's the trick, isn't it? Having fun while still being a help and not a hindrance to the party.
Very interesting tactic. I would have never thought of that. I am glad you shared :)

Yes that is the trick indeed lol.
 

Miladoon

Visitor
2Wild Mage Sorcerer/1Life Cleric/Guild Artisan - Calligrapher

A human-male conservative Wild Mage that can heal, buff, blast, and front line. 4th level will give me a better feel how everything ties together.

He generally triggers Tides of Chaos (advantage on attack roll) with his Guiding Bolt (cleric spell) and then moves to block additional enemies so the party can focus on one. Only triggered a surge once from a Shield spell (sorcerer spell), and gave the ranger flight.

For this game, triggering wild magic near elves or anyone with elf blood, causes them (elves) temporary nymphomania.

Haha, the ranger was a wood elf female.
 

Zethnos

Visitor
2Wild Mage Sorcerer/1Life Cleric/Guild Artisan - Calligrapher

A human-male conservative Wild Mage that can heal, buff, blast, and front line. 4th level will give me a better feel how everything ties together.

He generally triggers Tides of Chaos (advantage on attack roll) with his Guiding Bolt (cleric spell) and then moves to block additional enemies so the party can focus on one. Only triggered a surge once from a Shield spell (sorcerer spell), and gave the ranger flight.

For this game, triggering wild magic near elves or anyone with elf blood, causes them (elves) temporary nymphomania.

Haha, the ranger was a wood elf female.
hmmm people seem to be making front line sorcerers a thing. I should look into this.

The nymphomania... Just..... Gold... LOL
 

Miladoon

Visitor
yup. I am working on a story board for NaNoWriMo2015. I am not a writer but I plan on giving it a go.

In time, I think more feasible MC combos will begin to show up. The ruleset is just that way. However, I predict that most caster roads will lead through metamagic, with dragon and wild being about even as choices. My personal preference is wild. Go wild or go home.
 

Zethnos

Visitor
yup. I am working on a story board for NaNoWriMo2015. I am not a writer but I plan on giving it a go.

In time, I think more feasible MC combos will begin to show up. The ruleset is just that way. However, I predict that most caster roads will lead through metamagic, with dragon and wild being about even as choices. My personal preference is wild. Go wild or go home.
Yeah, especially if they release some new classes. I am kind of excited to see what people come up with. I like the dragon better personally :p but they are both good, just depends on play style.
 
Greetings my fellow adventurers!

Yes it is one of THOSE threads. This is not a "Which is best" contest. I am looking at some cool multiclassing combinations to see if there was anything I wanted to play that might be unusual and fun (without being COMPLETELY useless). I hit google and come across some interesting things.

I want to know, what multiclass combos you like that is very fun or plays in a unique way. Please provide info as to some of the mechanics that you like that work together and some info about the build. Does not need to be a complete build. Also, please stay around 10th level when considering these. Yes they may be amazing at 20th level, but most campaigns don't make it that far. Yes it can be a multiclass of more than two classes.

Lets see what interesting things everyone comes up with :) GO NUTS!
Sharpshooter Battlemaster 5/Diviner 3, for Precise Strike/Portent on offense, Shield/Blur for defense, a free familiar for advantage on offense, and miscellaneous useful spells like Blindness and Flaming Sphere.

Spell Sniper Warlock 2/Necromancer 6+. Use your bonus action to command your skellies each turn while you blast away with Eldritch Blast from behind cover.

Sharpshooter Ranger 5 (Horde Breaker)/Arcane Trickster 3. Snipe enemies with near-impunity from afar, and if they try to close on you, just lay down a Spike Growth in a choke point and Cunning Action yourself away. Arcane Trickster supplies Shield spell, Stealth and Athletics Expertise, and 2d6 of sneak attack. Improves even further at Ranger 7 (Escape the Horde + Cunning Action basically means all melee attacks against you, ever, will be opportunity attacks made at disadvantage), Ranger 9 (Conjure Animals), and Ranger 11 (Volley). It's unclear which rule is more "specific", but it is possible that Volley might allow you to Volley with as many Nets as you can manage to draw during your turn (one in each hand plus one more from your object interaction?). Thanks to Sharpshooter, you don't even have long-range disadvantage on the attack, and you also get your Archery style bonus to hit. In theory you could capture three separate enemies in nets on your turn for your conjured crocodiles to rip to shreds.
 

Zethnos

Visitor
Sharpshooter Battlemaster 5/Diviner 3, for Precise Strike/Portent on offense, Shield/Blur for defense, a free familiar for advantage on offense, and miscellaneous useful spells like Blindness and Flaming Sphere.

Spell Sniper Warlock 2/Necromancer 6+. Use your bonus action to command your skellies each turn while you blast away with Eldritch Blast from behind cover.

Sharpshooter Ranger 5 (Horde Breaker)/Arcane Trickster 3. Snipe enemies with near-impunity from afar, and if they try to close on you, just lay down a Spike Growth in a choke point and Cunning Action yourself away. Arcane Trickster supplies Shield spell, Stealth and Athletics Expertise, and 2d6 of sneak attack. Improves even further at Ranger 7 (Escape the Horde + Cunning Action basically means all melee attacks against you, ever, will be opportunity attacks made at disadvantage), Ranger 9 (Conjure Animals), and Ranger 11 (Volley). It's unclear which rule is more "specific", but it is possible that Volley might allow you to Volley with as many Nets as you can manage to draw during your turn (one in each hand plus one more from your object interaction?). Thanks to Sharpshooter, you don't even have long-range disadvantage on the attack, and you also get your Archery style bonus to hit. In theory you could capture three separate enemies in nets on your turn for your conjured crocodiles to rip to shreds.
Very nice. I like the ideas!
 

Mwm318

Visitor
[MENTION=6787650]Hemlock[/MENTION]

That is an interesting multiclass. I started an Arcane Trickster recently and was thinking of adding in either Fighter or Fighter/Monk at later levels. The fighter with archery for the bonus to ranged attacks and for a quick heal and/or monk for shadow step/unarmored defense. Do you think switching over to Ranger would be more beneficial from an ability perspective?

There are several great story line options to fit in these multiclasses as well.
 

SirLienad

Visitor
I have been playing a couple of fun multiclasses for AL these last few weeks.

Mage Slayer Human GoO Warlock 2 / Shadow Monk X has been great for picking up darkness piercing darkvision on a human, although I haven't actually used the combination to avoid irritating my comrades. I picked Dendar the Night Serpent for his patron, and have him skulk around for the purpose of producing nightmares for Dendar's consumption. Hex + Flurry provides nice synergy against casters, and as a relatively squishy monk Protection From E&G has been awesome too, allowing me to go on the offensive against heavy hitters.

Shield Master Rogue 2 / Barbarian X has also been fun, getting expertise in Athletics combined with the Shield Master feat to get advantage and a little sneak attack on prone targets. The cunning action has also been great for kidnapping enemies or fleeing with allied bodies; Grapple as the action, then dash away for regular movement instead of half.
 

Zethnos

Visitor
I have been playing a couple of fun multiclasses for AL these last few weeks.

Mage Slayer Human GoO Warlock 2 / Shadow Monk X has been great for picking up darkness piercing darkvision on a human, although I haven't actually used the combination to avoid irritating my comrades. I picked Dendar the Night Serpent for his patron, and have him skulk around for the purpose of producing nightmares for Dendar's consumption. Hex + Flurry provides nice synergy against casters, and as a relatively squishy monk Protection From E&G has been awesome too, allowing me to go on the offensive against heavy hitters.

Shield Master Rogue 2 / Barbarian X has also been fun, getting expertise in Athletics combined with the Shield Master feat to get advantage and a little sneak attack on prone targets. The cunning action has also been great for kidnapping enemies or fleeing with allied bodies; Grapple as the action, then dash away for regular movement instead of half.
Very nice, those seem like very fun builds you have there!
 
Right now I have a Fighter 1 / Sorcerer 3 Dragonborn. It's a heavily armored sorcerer (20 AC), who focuses on up close and personal spells. He knows spells like Create Bonfire, Thunderclap, Shocking Grasp, Shield, Earthen Grasp, Enlarge/Reduce. It's a very limited class, but it's fun to play a sorcerer who can knock heads and often stands at the front of the party. I hope that someday I can pick up some plate armor or some magic armor/shield to further increase my AC.

Next level (Fighter 1 / Sorcerer 4) I'm picking up Tavern Brawler to balance out my odd strength. Can't wait to shove people to the ground, grapple them as a bonus, and then Create Bonfire under them on my next turn. Eventually I'll probably work it up to Fighter 3 / Sorcerer X and pick up Action Surge plus Battle Master Maneuvers.
 

Zethnos

Visitor
Right now I have a Fighter 1 / Sorcerer 3 Dragonborn. It's a heavily armored sorcerer (20 AC), who focuses on up close and personal spells. He knows spells like Create Bonfire, Thunderclap, Shocking Grasp, Shield, Earthen Grasp, Enlarge/Reduce. It's a very limited class, but it's fun to play a sorcerer who can knock heads and often stands at the front of the party. I hope that someday I can pick up some plate armor or some magic armor/shield to further increase my AC.

Next level (Fighter 1 / Sorcerer 4) I'm picking up Tavern Brawler to balance out my odd strength. Can't wait to shove people to the ground, grapple them as a bonus, and then Create Bonfire under them on my next turn. Eventually I'll probably work it up to Fighter 3 / Sorcerer X and pick up Action Surge plus Battle Master Maneuvers.
Not a bad idea, I have been looking at a few sorcerer fighter combos myself :p
 
Even 1 level of fighter adds a ton of low-level survivability. It raises you AC, HP, and second wind can be a savior. Plus if you have a race with +2 Strength it doesn't have to go to waste. I would recommend giving it a shot. It's definitely been fun for me so far. Especially when the DM is so excited that he finally hit me, but then Shield raises my AC to 25.
 

Eltab

Explorer
Rogue3/MonkX. Arcane Trickster, Way of the Open Hand. Run through the front-line scrum and snitch the enemy spellcaster's component pouch / arcane focus / holy symbol. Let him waste his time chasing you around the room a bit, or use your enhanced mage hand to float his stuff near the ceiling. My AL version has only made Monk2/Rogue 1 but has performed as a pseudo-Striker and as the Designated Scout via Expertise(Perception).
I've also made the 'comedy moment' for one session when I tried to Acrobatics my way up on top of a prison cage but missed my roll - fell flat on my face instead and drew a bunch of guards over to the 'helpless hapless' silly guy in no armor. The rest of my group appreciated one free turn to attack with no retaliation. (ouch, though)
I also took Cartographer's Tools and the Outlander background for the 'map in your head' feature. I NEVER get lost. When I retire, I'm going to have a complete map of the Moonsea region.
 

Zethnos

Visitor
Rogue3/MonkX. Arcane Trickster, Way of the Open Hand. Run through the front-line scrum and snitch the enemy spellcaster's component pouch / arcane focus / holy symbol. Let him waste his time chasing you around the room a bit, or use your enhanced mage hand to float his stuff near the ceiling. My AL version has only made Monk2/Rogue 1 but has performed as a pseudo-Striker and as the Designated Scout via Expertise(Perception).
I've also made the 'comedy moment' for one session when I tried to Acrobatics my way up on top of a prison cage but missed my roll - fell flat on my face instead and drew a bunch of guards over to the 'helpless hapless' silly guy in no armor. The rest of my group appreciated one free turn to attack with no retaliation. (ouch, though)
I also took Cartographer's Tools and the Outlander background for the 'map in your head' feature. I NEVER get lost. When I retire, I'm going to have a complete map of the Moonsea region.
Very interesting concept. I hope it continues to work out for you!
 

Joe Guzman

Visitor
A buddy of mine went with a Monk/Barbarian combo. Was interesting as he just never went down and when he came close, he was able to recover and still dish out tons of damage. Was pretty impressive build.
 

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