When Should Wizards Multiclass? A Sage’s Guide
Ah, the Wizard. That pinnacle of arcane power, the master of reality-bending spells, the… squishy target in melee? Indeed, the pursuit of magical supremacy often leaves the Wizard vulnerable. Hence, the eternal question arises: When should a Wizard consider dipping their toes into other classes, trading pure arcane potential for survivability, utility, or even offensive prowess elsewhere?
The answer, as with most things magical, isn’t a simple incantation but rather a complex ritual involving character concept, campaign context, and a healthy dose of strategic foresight. Generally, a Wizard should multiclass when the benefits gained from another class significantly outweigh the loss of high-level spell slots and Wizard class features, specifically when those benefits address a key weakness in the character’s build or amplify an existing strength in a meaningful way. This is particularly true if the multiclass levels contribute to the character’s overall narrative and roleplaying experience. Avoid multiclassing solely for the sake of multiclassing; the goal is synergy and enhancement, not dilution.
Understanding the Cost: What Wizards Lose
Before delving into the allure of other classes, let’s be brutally honest: what does a Wizard sacrifice by multiclassing? The primary loss is access to higher-level spells. A pure-class Wizard gains 9th-level spells at level 17, the pinnacle of arcane achievement. Multiclassing delays, and potentially prevents, access to these game-changing spells like Wish, Meteor Swarm, and Time Stop. Furthermore, you also lose out on the powerful capstone abilities some Wizard subclasses offer at level 14. This isn’t a trivial sacrifice; consider it carefully.
Powerful Multiclass Options for Wizards
With the cost understood, let’s explore some enticing multiclass options and the scenarios where they shine:
Artificer (Especially Armorer or Battle Smith)
The Artificer offers a surprising amount of synergy. A 1-3 level dip can provide medium armor proficiency, shield proficiency, and access to useful infusions. The Armorer subclass provides you with the ability to use the “Thunder Gauntlets” which can be helpful in drawing enemies attention to you, rather than your allies. The Battle Smith subclass grants you a Steel Defender, a loyal companion that can provide extra damage output and battlefield control. For Wizards struggling with survivability, this is a powerful and thematic option. This is especially potent for Bladesingers who have a strong foundation of hitting with weapons due to the extra attack at level 6.
Cleric (Especially Life, Knowledge, or Peace)
A 1-2 level dip into Cleric can be incredibly beneficial, particularly for Wizards who want to enhance their support capabilities or bolster their defenses. Life Cleric offers potent healing abilities, while Knowledge Cleric grants expertise and additional utility spells. Peace Cleric provides exceptional buffs for the party, increasing overall effectiveness. The Armor of Faith spell and Shield of Faith spells are good choices for Wizards who want to be in melee combat.
Fighter (Especially Eldritch Knight)
A 1-2 level dip into Fighter offers fighting style, Second Wind, and Action Surge. The Action Surge is especially valuable because it is extra action on top of casting a spell. This means that as a Wizard, you can cast two spells in a single turn. Fighting styles like Defense (for added AC) or Archery (for better cantrip accuracy) are great for Wizards. Dipping 3 levels into Eldritch Knight grants Weapon Bond (allowing you to summon your weapon) and Action Surge. The ability to summon a weapon and attack as a bonus action is great for Wizards.
Rogue (Especially Arcane Trickster)
A 1-3 level dip into Rogue can provide Expertise, Sneak Attack, and cunning action. Expertise in skills like Stealth or Arcana is valuable for any Wizard, while Sneak Attack offers a small but consistent damage boost. Cunning Action allows for disengaging as a bonus action, allowing you to run from combat easily. The Arcane Trickster subclass enhances your illusions and grants access to mage hand legerdemain, further expanding your utility. The added stealth and skills can give you a lot of utility.
Sorcerer (Especially Aberrant Mind or Clockwork Soul)
A 1-3 level dip into Sorcerer provides access to metamagic, potentially significantly enhancing spellcasting. Metamagic options like Quickened Spell (allowing you to cast a spell as a bonus action) or Twinned Spell (allowing you to target two creatures with a single-target spell) are incredibly powerful. Aberrant Mind offers telepathic communication and additional spells, while Clockwork Soul provides defensive buffs and the ability to manipulate fate. Getting these abilities very early on can significantly enhance you abilities.
Paladin (Especially Oath of Devotion or Vengeance)
A 2 level dip into Paladin grants you access to Divine Smite, which you can use with your spell slots to do an incredible amount of damage. The Paladin class is incredibly powerful and will allow you to do high amounts of damage. You must have at least 13 Charisma to multiclass into or out of this class.
Scenarios Where Multiclassing Shines
Consider multiclassing in these specific scenarios:
- Survivability Issues: If your Wizard is constantly being targeted and overwhelmed in combat, a dip into Artificer, Fighter, or Cleric for armor proficiency and defensive abilities is highly recommended.
- Lack of Utility: If you feel your Wizard lacks versatility outside of combat, a dip into Rogue or Knowledge Cleric for Expertise and additional skills can dramatically improve your out-of-combat capabilities.
- Spellcasting Enhancement: If you want to push your spellcasting to its limits, a dip into Sorcerer for Metamagic can unlock incredible potential.
- Campaign Setting: If your campaign features a specific faction or theme, multiclassing into a related class can enhance your character’s narrative and roleplaying experience.
Final Thoughts
Multiclassing a Wizard is a powerful but complex decision. Weigh the costs and benefits carefully, consider your character concept and campaign setting, and choose a multiclass option that truly enhances your Wizard’s capabilities and addresses their weaknesses. Remember, the goal is to create a well-rounded and effective character, not just a collection of random class features. And always, have fun with it! The world of D&D is all about forging your unique path, so embrace the opportunity to create a Wizard unlike any other.
Frequently Asked Questions (FAQs) about Wizards and Multiclassing
1. Does multiclassing delay my access to high-level spells?
Yes, absolutely. The most significant drawback of multiclassing a Wizard is the delay (or potential prevention) of gaining access to high-level spells, particularly 9th-level spells. Keep this in mind when considering a multiclass.
2. Is it ever worth multiclassing out of Wizard if I want to play a powerful spellcaster?
Yes, under the right circumstances. A well-planned multiclass can often provide a significant power boost by enhancing survivability, utility, or even offensive capabilities. A Wizard who is constantly being targeted in combat is not a powerful spellcaster. Survivability is key.
3. What is the best level to multiclass out of Wizard?
This depends on the specific multiclass and your overall build. However, generally, Levels 1, 2, 5, 6, and 8 are good choices. These levels can give you armor, fighting styles, action surge, steel defender, and metamagic.
4. How do I calculate my spell slots when multiclassing?
Use the “Multiclass Spellcaster” table in the Player’s Handbook. It combines the spellcasting levels of your spellcasting classes to determine your total spell slots.
5. Can I still learn Wizard spells if I multiclass?
Yes, you can still learn Wizard spells, but only Wizard spells. You learn spells based on your level in the Wizard class.
6. Does multiclassing affect my Wizard subclass features?
Yes, it can. Multiclassing delays access to higher-level subclass features, so consider this carefully when planning your build.
7. What’s the best multiclass for a Bladesinger Wizard?
Artificer (for armor proficiency, infusions, and the Battle Smith’s Steel Defender) and Fighter (for fighting style, action surge, and Eldritch Knight Weapon Bond) are popular choices for Bladesingers.
8. Is a 1-level dip into Cleric worth it for a Wizard?
Potentially, yes. A 1-level dip into Cleric, especially Life, Knowledge, or Peace, can provide valuable healing, utility, and buffs, particularly early in a campaign.
9. How does multiclassing affect my spell save DC and attack bonus?
Your spell save DC and spell attack bonus are determined by your Intelligence score as a Wizard, regardless of your other classes.
10. Is it possible to build a viable melee Wizard through multiclassing?
Yes, it is. Artificer, Fighter, and Paladin all can grant you the ability to be in melee combat.
11. Can I multiclass into a class that doesn’t use Intelligence as its primary ability score?
Yes, you can, provided you meet the minimum ability score requirements for both your current class and the class you’re multiclassing into.
12. What are some common mistakes to avoid when multiclassing a Wizard?
Don’t multiclass without a clear plan and purpose. Avoid multiclassing too many times, as this can dilute your character’s effectiveness. Don’t sacrifice too much spell progression for minimal gains.
13. Does multiclassing affect the Wizard’s Arcane Recovery feature?
No, Arcane Recovery is a class feature that scales solely with your Wizard level and is not affected by multiclassing.
14. How can I use multiclassing to improve my Wizard’s roleplaying potential?
Choose a multiclass that aligns with your character’s backstory, personality, and motivations. Explore how the different classes interact and create a unique and compelling narrative. You might consider exploring resources from organizations like the Games Learning Society at GamesLearningSociety.org to find inspiration for blending character concepts effectively. The Games Learning Society is a great resource for education through games.
15. Can I multiclass into the same class multiple times (e.g., taking two separate levels in Fighter)?
Generally, no. The rules of D&D 5e typically prevent you from taking multiple separate instances of the same class. You would instead increase your level within that class.