I've been tinkering further with the Monk for a potential build video. Monk + Thief Rogue (for extra bonus attack) or Monk + Champion Fighter (for extra action) are also amazing combos. I feel like maybe I did the Monk a little dirty at the end of this video, lol. 🔔 Social Media 🔔 ► ►Twitter: twitter.com/NorZZaTV ► ►Instagram: instagram.com/NorZZaTV/ ► ►Discord: discord.gg/S5ydpYm
Yes, there are definitely interesting ways to multiclass Monk. I personally have tried a Fighter Battlemaster and Barbarian Wildheart. One is for those, who like to punch more often and rely on Stunning Strike, the other is more tanky, however I didn't like the animation of base attack on raged monk. Thief Monk is a Flurry of Blows Machine. I wonder, if there's any sense in trying to multiclass Monk with Bard or Paladin.
If your char is a spellcaster, level it up but only wizard. Learn all the scrolls. Pay for a reset. Spend one level on wizard to keep all the spells that you learned ( including high lvls ). And youre broken now. Multiclass to your hearts content.
Just need to pick the circlet that push INT to 17. With other items can reach 19. Learn lv 6 spells, 5 slots, metamagic, and a whole arsenal... Its bananas
@@solaragpc4172 i dont think you can have more than 17 with the crown. It makes so your int is 17 also a head slot is kinda huge i wouldnt build a int based character around that crown
One classic multiclass is Barbarian 2/Moon Druid X. It allows you to gain the benefits of Rage and Reckless Attack while Wildshaped and your Wildshape lasts longer thanks to the extra resistances. And you don't have to worry about mixing a caster with Rage, as you can use your Druid Spell Slots to heal yourself.
I would actually go 3 barbarian/ 9 moon Druid instead. Go wild heart barbarian and take bear heart. Now, while raging, you have resistance to all damage except psychic. There are several ways to then get resistance to psychic damage there by making it so that you resist all damage while raging.
barbarian/rogue is one of my favs, reckless attack triggers sneak attack every time, cunning actions give you a lot of maneuverability, and take the thief subclass so you can shove two times per turn, add the battle master feat with pushing attack and u can bully an enemy off a cliff from like 30 ft out
I use a similar build but built for attacking as many times as possible in 1 turn. berserker barbarian for 5 levels, fighter for 2 levels and the rest in thief rogue
if you're taking a level fighter to go with wizard, you always take it as your first level, gaining con saving proficiency and heavy armour, allowing you to dump dex and still have very decent ac.
Just wanted to point out that Barbarian's technically can cast spells. I made a Bardbarian and found out that while raging you are able to cast all reaction spells you want, Shield, Hellish, Counterspell, Cutting Words all of these and more as long as they are Reaction spells, the Barbarian can cast them.
This is what i want to try as soon as i can on ps5. I think armor of agathys and pact of the blade would work nicely together. Use rage as a boost button
That's cool. I was thinking of making a wild magic barbarian mixed with a wild magic sorcerer for ultimate chaos but I'm not sure how well it'd do. Was thinking if I take spells like sleep or blind that I can cast just before I rage and that won't disappear it might be okay?
If you're multi-classing rogue for utility, I would say there are two things to keep in mind: 1. Level 3 is a pretty good breakpoint because you can get Fast Hands with Thief or Assassinate stuff 2. if you're going for sneak attack, remember that you get an additional 1d6 every 2 levels which means you should aim for at least lvl 5 thief to get 3d6 more damage on it.
@@viniciusbarbosa5868 personally to me ranger is stronger early. Forgo thinking about a beast master and instead go Hunter. Colossus Slayer early is a better version of sneak attack early and ranger can be skill junkies for sleight of hand and stealth. They also can wear shields and medium armor. My recommendation is get ranger to lvl 6 out of the gate. In my opinion picking up another natural explorer which gives another resistance is key. My ranger is resistant to fire and cold. If I rolled a dwarf I'd be resistant to poison as well but ranger also gets a spell to be resistant to poison. At lvl 6 my ranger has very high AC. My plan is to multiclass rogue at lvl 7. Hunter gets nothing notably good after lvl 6 (except a feat @lvl8) and onward. Going rogue at this point gives more utility and at lvl 9 you can go thief for the extra bonus action. This will unlock crazy combos you can do (or repsec at lvl 8 and go 5 hunter 3 rogue for a power spike that lvl). Two bonus actions look something like hunters mark bonus action, hide bonus action, advantage on attack with sneak attack+hunters mark+Colossus Slayer+weapon damage then extra attack for another hunters mark+Colossus Slayer+weapon damage. It leads to a character that dishes out consistently high damage from range. Pick up the sharpshooter feat on your 2nd asi if you like to gamble on missing more for the chance at +10dmg hits. This I question as the build gets so many sources of 1d8 DMG I think the increased miss chance hurts ALOT. Unless you have a person that can consistently keep bless on you it is a tough choice. That all said if you choose to dual wield hand crossbows after a mob is marked if they somehow are still alive you do 4 shots because of two bonus actions. I'm playing on 4p tactician and the above build is performing very well compared to my friends characters. In DND you get better DMG mathematically the more dice you roll.
@@viniciusbarbosa5868 Jumping to ranger at 5 is fine, though if you're focusing on offense; getting rogue to 7 eventually will definitely be better for the build overall as you'll get 1 more sneak attack dice which is more than anything that is added by ranger or any of the subclasses at that point. And on top of that, you get evasion as well as a nice aside to rogue 7. Ranger 5 is a good breakpoint since you're getting extra attack there.
@@viniciusbarbosa5868 No worries, your english is really good as far as I'm reading. It really depends on how you want to play, but if you want to do Ranger first and get to level 5 before doing 7 levels or rogue, you can do that as well. The key point is that, you get Rogue to level 7 eventually if you want to get the most out of it. You can also do 3 levels of rogue first, 5 levels of Ranger, and then 4 levels of Rogue; it will take longer to get your feats, but offense will probably feel better while you're leveling.
If someone doesn't know this .... that's nuts .... I tried to steal from him, failed, and he didn't care... took me 5 seconds to realize after spam stealing back from him...
Sorc-Wizard is actually a pretty solid combination. My tank build is a Cleric-Sorc-Wizard (1-1-10) hybrid. I take Cleric to get the heavy armor and dump WIS (there's a reason here, it's solely for the armor and buffs). Sorc to get the extra HP armor (could go lock here too, personal preference?). Then Abjuration Wizard for everything else with primary stats in INT and CON and a dip into DEX for initiative. The combination of the Extra HP Sorc spell, Cleric Heavy Armor (and buff), plus the Abjuration shield is very, very tanky. As a level 10 wizard, you still toss down some solid DPS or CC. Also, with all the counters and defensive auras, you actually deal a noticeable amount of damage just for getting smacked around. I've tried a few tank builds and this feels the tankiest (so long as you remember to cast your buffs BEFORE combat). My point is, just because a class doesn't share stats or share spell levels doesn't mean it's a mistake to multiclass. Just know exactly what you are going for. Each class I chose has specific reasoning behind it. Cleric for heavy armor, Sorc/lock for the extra HP and thorns-aura, etc. The great thing too with BG3 is it's not really a 'mistake' because you do have a respec option eventually and it's very hard to completely gimp yourself in the early game.
Any caster will benefit greatly by one single level in wizards. This allows you to learn any wizards spell for which you have spell SLOTS using scrolls. You'll use intelligence as your modifier, and to determine how many spells you can prepare, but by carefully picking powerful spells that don't need saving throws or attacks you can easily circumvent this.
@@surr3ald3sign Yes, there's plenty of options that allow you to basically ignore your intelligence. The main issue is that intelligence sets the number of wizard spells you can prepare, so you can't just dump it to 8.
Paladin/Warlock gets pretty insane with bound weapon letting you get an extra attack on top of bonus attack along with a good variety of spells for control and melee combat.
I'm going for the Jack Of All Trades achievement. I currently have a level 4 Rogue/Ranger/Cleric/Bard. He does less damage than most of the companions, but he's proficient in almost everything and brings a ton of utility.
Having a good time with my new character as a Drow Battle Master Fighter/Dragon-blooded Sorcerer so far. Granted I'm only level 4 at the moment but I went two weapon fighting for my fighter specialization and white for my dragon blood option for Armor of Agathys with STR and CHA my highest stats @ 16 each so I'm having no trouble just picking off targets at range with firebolt and freezing ray and wrecking opponents up close with feinting attack, menacing attack and riposte.
3 Berserk + 9 Hand monk + tavern browler gives you insane STR build. Ki attacks hit like a truck and you throw stuff like an olympian gladiator making you all distance dangerous. Super fun.
go rogue theif instead of berzerk its way more damage i go 4 rogue 6 monk 2 fighter if your character is a githyanki you can enhance jump + step of the wind you can almost save everyone in one turn in the iron throne with haste
I think multiclassing Monk into Rogue (thief) (monk 9/thief 3) is great. You get an extra bonus action meaning extra flurry of blows plus, plus sneak attacks make it so you aren't completely useless if you can't or don't want to go to melee and have to use a bow
Instead of fighter/wizard, you can also go cleric/wizard. Both makes you a more tanky wizard, running around in armor. Fighter gives you the benefit of action surge, but cleric gives you a few cleric spells, the highest level spell slots and subclass fun.
Unlike 5e you can respec, so its important to consider if adjusting re-ordering your build is worth it. The main two things for this imo are 1. Going back to respec a spellcaster to pick up a lvl of fighter when you find your concentration and/or AC needs a boost. 2. Going straight to 5 with a martial, then respeccing at level 7/8 to get extra attack on a different martial so tou dont double up. A great example of this is barbarian+fighter/ranger/monk/paladin. Barb is great early gsme so you go straight to 5 with it. But later it drops off so at level 7/8 you drop barb back to 2/3 and get 5 in another class that progresses better. Then you keep tour strong early game and accelerate your late game progression, all while having extra attack asap and not doubling up.
Something important alot of people might not notice at first is the proficiencies you get are "better" for your inital class, and the rest you multiclass into get partial proficiencies. Thats why you can get heavy armor for taking fighter first but you dont if you multiclass into it. Look up a wiki for full list
That has nothing to do with multiclassing or "better profficiencies" thats just the starting profficiencies for each class that you get at character level 1, and to correct you multiclasses actually dont get ANY additional gear profficiencies
Some combinations I found helpful, and how I would start them. (General avoid going pass level 8 when determining quality of build, because the last 4 levels I am practically just filling holes or improving my builds). Gloom Thief -Get to 5th level ranger as Gloom Stalker and 3 levels of rogue for a total of four attacks, (2 bonus - 2 main, +1 on first turn) Recommend Mobile or Sharpshooter for feats. Screaming Stealth- 3 levels of frenzy barbarian followed by 3 levels of thief rogue. (1-3 throws in a turn), would recommend picking up 4th and 5th level of barbarian to gain extra attack to increase to (2-4 throws per a turn) and tavern brawler to double strength for throws. Gandalf? - Paladin then Warlock. Make sure to pickup pact of the blade and extra attack by 10th level. (Improve Pact weapon gives you additional attack if you use your pact weapon for the 2nd attack, combine that with Cha carrying for pretty much everything, recommended just two handing a weapon). Monk of Moon Fists- 3 levels Circle of moon Druid and 5 levels Monk of Open Hand, Great utility, builds on to each other really nicely, will always be a threat regardless of how much you do that long rest. With the right build it can heal and damage a lot. (Recommend for Halsin, substitute Moon for Land or Spore, and be disappointed with his healing capabilities. Has a unique ability that allows him to as a bonus action to turn into a grizzly bear). Combination I've considered haven't actually tested: Bard of the Sword and Warlock (Additional Short Rest + Spells/sr, Flourishes for mobility, power, and defense. Eldritch Blast Carrying range game play if you can't close distance, And 3 weapon attacks/action by 11th level). A couple combinations mentioned in video that kind of disappointed me: Cleric/Druid - Never could get it to mesh right. I chose Spore for druid to max out the utility from wildshape without subtract from spell casting. Could see Moon working better. Gloom Assassin- Way to much overlap, are definitely better off with theif than assassin, or hunter for the additional damage or attack depending on how you build it.
There are a lot of fun multiclass combinations (some of which can be very, VERY broken.) some of my favorites are: Barbarian/monk, or Bonk; go strength focus, bump dex and con as much as is reasonable (dont dump wisodm), and go punch everything to death like a bar brawler. or 1-2 levels in cleric, then the rest in wizard. despite going against the "don't split spellcasting modifiers" advice this video mentions, it can work. Cleric gives all the armor/weapon proficiencies you will need, as well as giving some interesting combos of abilities and spells to the wizard; some of my favorites being knowledge for the utility, and tempest for the raw DAMAGE. and then there's Druid/Barbarian. Wildshape gives you a beast form with a bunch of extra hit points, rage gives you resistance to physical damage. You do the math. These are just a few of the combinations I've seen both in Baldur's Gate, and in playing D&D, and they are very much worth trying out if you feel like experimenting.
I multiclassed my wizard with fighter but honestly... Full blown wizard is just super nice. The versatility you have via just having so many spells and spell slots is just epic. Yea you are squishy so def not a solo build, you need your party, but it's a super fun and satisfying player character
Also Multi class is only availavle in Balanced or Tactician Difficulty Mode, in The "Easy" mode, you need to change the difficulty mode to Balanced first then level up . To see the Add class option. It's not available in easy mode After you multiclass complete, you can toggle it back to easy mode.
If you are playing on easy, you probably shouldn’t be multi-classing anyway. The game is easy on tactician mode, I couldn’t imaging the snooze fest easy would be.
Three levels of Rogue to get Thief is feeling almost increasingly mandatory on practically every melee build outside of maybe a wild shape druid. The extra bonus action just by itself feels incredibly useful, but then you also get multiple other ways to use that bonus action. It could mean doubling your base movement speed every single round for example. On open hand monk you get an extra Flurry of Blows if you want. If you are dual wielding you could get an extra offhand attack every round. There's just so much you can do with that extra bonus action that it almost feels like getting an extra attack at level five on martial classes. And without spoilers, if your main character sits in the chair, that's an extra special ability every round.
I'm a Warlock Master or something like that D: It's a super versatile combo with a ton of offensive and defensive potential.It's main stat is charisma, with constitution being the secondary. This means they can talk their way out of any situation as well. Fighter lvl 6 w/ battle master for superiority dice Warlock lvl 5 w/ Great Old One, Pact of blades, eldritch blast enhancements, haste, and slow Bard lvl 1 w/ healing word n some extra lvl 1 spells, + bardic inspiration. Soooo.... The fighter levels allow for heavy armour prof by being picked as the base class, gets an extra attack at level 5 and feat at 6. The warlocks pact of blades lets you bind a weapon, which changes its modifiers for attack rolls to charisma(including skills from superiority dice).. At level 5 it gets the ability to use your pact weapon twice in one action. Since this is not actually the 'extra attack' skill, it will indeed stack with extra attack allowing for a third attack per action. If you cast haste on yourself, you suddenly have 2 actions, or 6 attacks per turn. (just be sure to pick the war caster feat) You can also use action surge for an additional 3 attacks once per short rest. If the enemy is at range? Not a problem, you have a powered up eldritch blast to destroy things without worry, still hitting 3 times per shot. You also have some other fun spells to play around with, but counter spell for defensive purposes is incredibly useful IMO.
All solid recommendations. Hasn't stopped me from making a 2 Warlock / 8 Spore Druid / 2 Necro Wizard character for ultimate evil spellcaster flavour, using all 3 casting stats 😂 you can get to 18 in all 3 by level 12 (with some help from hag hair and the Charisma boosting hat) which isn't terrible with Arcane Enhancement stacking. Main downside is having to have max of 10 Con and also relying on gear like Birthright and the Gloves of Dexterity to round out everything else. But fun is the main thing that matters!
My favorite niche subclass is the Psionic Dual Wield Warlock with dmg on attack ring. basically warlock blade pact lets you gain proficiency with any weapon, but you use your charisma as bonus dmg for attck rolls with that weapon alone, however you can also get the Infernal Rapier and use as off hand to ALSO have charisma as bonus dmg in off hand, then multi class into another melee spec and or something that uses charisma well, and presto
Need to correct you / supplement a bit regarding monk - you go open hand, multiclass it with rogue, go thief for the additional bonus action (2x flurry of blows per turn!), end up with monk 6 rogue 4 fighter 2, and its basically easy mode. Cheers
Instead of Assassin 4/Gloomstalker 8, have you considered Gloomstalker 5/Assassin 4/Champion 3? You only lose a feat, but you gain Fighter’s Action Surge, Healing Wind, a second Fighting Style (for both archery and dual weapons), and a +chance to crit - better than any feat you’d choose for Ranger 8. Sharpshooter and +DEX resiliency gets you to 18 DEX plus 2 from the Mirror. An absolute beast that starts every combat encounter and often finishes it just as quickly.
I'm hoping for an expansion with more acts, levels, and, hopefully, future prestige classes. As a long-time D&D player, I would love to see my tabletop High Elf, Fighter/Wizard/Blade Singer in the game.
I'm multiclassing Fighter and Wizard like you covered in this video, essentially taking dexterity and using crossbows and finesse weapons (a rapier) and wearing a shield in defense stance. +1 AC from defense stance, +2 AC from a shield, + 16 ac from my medium armor for a total of 19 base AC, running with Shadowheart spamming shield of faith on me for another +2 AC, taking the shield spell to bump AC by another 4 or 5 points I honestly can't remember, taking mirror image for additional AC and blur to roll enemy attacks at disadvantage, fighter getting action surge and second wind is a cool plus. After all that I make sure to pick up the circlet of intellect from the ogre in the blighted village for my free 17 intellect since I neglected it early on. Setting up before combat with everything by the time I am in the midst of things I have 30 - 32 AC usually on average and the option of dual casting spells with action surge is pretty sick. "You know what is cooler than a fireball? Two fireballs." - Elminster Probably
The one multiclass i've come up with myself (im sure its already been done) is just a wizard lvl 2 for transmutation subclass with 0 int, and while only taking utility spells so the modifier is irrelevant and then the rest of the levels into druid or cleric, full wisdom get medicine proficiency and go nuts with the potions and the support spells.
The best reason to go fighter (rather use Sorcerer for the same reason but has spell slots to expand your own) is for the proficiency in CON. Keeping your concentration is key as a spell caster, prof in concentration is amazing.
I like multiclassing Warlock 9 with Ranger 3. Warlock 9 gives you all of the class' major benefits and give you access to most of the eldritch invocations. By going ranger 3, you get 3 proficiencies, medium armor, lots of weapon proficiencies, spells that can more than make up for the invocations you lost, a fighting style and either give yourself more utility by taking gloomstalker, or a pet to help protecting yourselfg while you cast with beastmaster.
If I were to multiclass monk, I think I would go with Druid. Still decent synergy and possibly throwing in wild shapes just sounds more appropriate for me
I made Minsc Lvl8 Open Hand Monk / Lvl4 Thief Rogue. The extra bonus action for multiple open hand attacks + rogues extra mobility and stealth synargise reqlly well. By the end of the game he had a permanent spot in my party, cause he would do more dps with unarmed attacks than Karlach did with 2h weapon mastery and rage.
with the sorcerer/warlock, you will want devil’s sight and darkness (drow ability or spell). You can stand in there casting on enemies that cannot easily target you unless they are immune to blindness. Use the eldritch blast invocation that knocks people back to hit them out of your darkness puddle if they try to get in there.
Personally I play as a Wizard/Lore bard and I'm enjoying it a lot. I don't really use the bard spells offensively so my charisma isn't as important, but it let's me have all kinds of interesting dialogue options and some ritual spells I normally wouldn't be able to fit
If you want to multi class from a monk, a monks strongest attacks are it’s bonus actions, so it’s recommended ypu take three levels into rogue and get the Theif subclass for an extra bonus action
There are actually 3 op multiclasses right now for me: 1. Warlock lvl 5 (pact of the sword)+ Paladin lvl 5 + Fighter lvl 2. The fact that Warlock spell slots can be used for smites skyrockets the damage up to crazy numbers. Thus, this class can refresh resources with short rest + lvl 3 spells when u can not reach melee + 2 additional attacks are stacking from paladin and pact Warlock and many more. 2. Druid of spores (2) + rogue (3) + shadow or open palm monk = lots of damage and mobility (I am still figuring out an optimal setup) with both spore necrotic dama effect on hit + additional bonus action from Thief subclass. Thus there are great gloves at the begining of act 2 (if u were a good boy with Tieflings during act 1, if u know what i mean) 3. It is also a raw one, but surprisingly Warlock + Thief also works fine with a small hint: sneak attack actually works with Eldrich Blast... somehow from range
Headband of Intelligence. 1 level Wizard, 3 levels warlock for pact of the blade and second level smite-slots that come back on SR, the rest Paladin. You now have the most powerful and well-rounded Necromancer warrior in the game. Necromancy of Thay book for an added bonus.
With Wizard, Multiclass with Tempest Cleric(1lvl) and Warlock (2 lvls) and pick the mage armour and repelling blast feat warlock offers at lvl2, Pick abjuration wizard, Voila, free Arcane ward charges. Eldritch blast becomes a tool to push enemies away while your rest of int spells demolish the battlefield. With tempest cleric your lightning and thunder damage increases so that helps. Also you can learn sanctuary which is like OP af. Attack, then sanctuary then let them waste time, you create water and let them waste time, Generate Electricity or make ice-cream then sanctuary and they waste time.
Barbarian can cast "spells" with 4 elements monk bc they don't vount as spells. Which is neat if you want a melee caster with damage resistance and more melee damage :)
My second character was the dronk, a druid monk. You have 2 subclass to the dronk- the moonk (moon druid monk, you can hit stuff as a bear and still recieve martial arts) or the sponk (spores druid monk, you can go tank as a monk now)
I think the ideal barbarian multiclass is fighter 4... you get the full 3 feats you normally would with barbarian 12, with a barbarian 8/fighter 4... probably by leveling 5 barb, 4 fighter, 3 barb... better crit range, self heal... overall it's a nice splash into a multiclass.
I played a necromancer wizard and made Astarion an dex based oathbreaker paladin with a rogue dip. I'll have him at the front but he has decent ranged options unlike most paladins so he doesn't always need to engage the enemy in melee. I then have the Gith woman as an eldritch knight throwing build and Shadowheart as a tempest cleric. Works great.
Monk + rogue is a really good multiclass. Start with 5 levels in monk and then add 3 of rogue. Subclasses depend on what you want to do. Lots of attacks (what I'm running) get the unarmed monk subclass with thief. You can also be a super sneaker by taking the shadow subclass with either assassin or thief
If yah got a source of haste preferably not your self like a spore druid with that sporekeeper armor forget fighter. 9 monk open hand gets Resonating fist which takes you to new levels in finishing off foes
Monk multiclassing with a lvl 3+ Thief is pretty great, since it allows you to use multiple Flurry of Blows per turn. The damage gets pretty crazy with a lvl 6 Way of the Open Hand monk, almost rivaling a Paladin.
Going off of your battle mage, I thought of doing this and created a gith sorcerer, allowing me to use medium armor and a 2 handed great sword, I dumped Int and maxed out str, and now I’m using the headband of Int to buff it to 17, allowing me to create a battle mage without having to dip into another class!
Smite Monster: Wood-Elf, Guild Artisan, Waradin(Paladin(Vengeance) 2/Warlock(The Great Old One[Blade]) 10) for a melee combat god. Or, if you want to focus on Roleplay and let your companions do the heavy fighting try: Wood-Elf, Guild Artisan, Barderic(Bard(Lore) 10/Cleric(Knowledge) 2) [12 Proficiencies!]
Life Cleric gives your Wizard Heavy Armor and Shield proficiencies with a one level dip that can be taken at any time, while also making you a solid healer even if you don't have a super high Wisdom. Thief Rogue gives you 2 bonus actions with a 3 level dip, which slots in wonderfully with either Monk or any class that uses dual hand crossbows for ranged attacks, whether that's Fighter, Ranger, or either Swords or Valor Bard. You can also do very well with a Dex-based dual wielding Paladin. Dual wielding Paladin 9/Thief 3 is pretty damn solid. Wizard is actually an amazing one level dip for a Bard, Cleric, Druid or Sorcerer. Why? Because you can learn Wizard spells from scrolls if you have spell slots of the level of the spell you're learning, you don't actually need to be a Wizard of that level. You won't be able to prepare many spells especially if you have a low Intelligence but you can bump it to 17 with an item in Act 1 and there's a ton of spells that don't rely on attack rolls or save DCs that are worth learning, like Haste. This also means that your primary Wizard can dip into other full spellcasting classes without losing spell progression, you just have to use scrolls to learn the spells. This would be a problem for a tabletop game but scrolls in bg3 are relatively cheap and plentiful. I had a scroll for every level 4 wizard spell well before reaching level 7 in my game. Saving throws matter! If you're a spellcaster then having a Con saving throw proficiency is super great. Sorcerer, Fighter and Barbarian all get that at level 1, so if you're gonna do a Fighter dip on your Wizard definitely do the Fighter for level 1, not just so that you can get heavy armor. Building a Sorlock for endless quickened eldritch blasts? Start level 1 Sorcerer and then do your Warlock dip for agonizing repelling eldritch blast. You'll really start to sing at level 7 on that one. Alternately, get an odd numbered Con score and take Resilient. It's really worth it on spellcasters. Warcaster is almost mandatory in the tabletop game but here I'm less into it.
Con proficiency is the easiest to get for entire day from a mage making a stone in camp. Last priority. Order of MC changes which spell casting modifier is used for dmg buffing items - not mentioned anywhere. Int item necessary means no helmet to do anything else and 17 is basically 16 for most.
Bard w/ 2 sorcerer dip. Double my status effects is amazing. 2 holds, 2 monsters to influence... etc Also rogue/Ranger combo is better than just rogue.
My favourite multi-classes so far are: 1. Life Cleric 3 / Evoker 9 for a healer/AoE. Int as primary stat, Wis 12 or 14. Heavy armor, shields, full spell progression, big short rest AoE heal based on character level not class by the looks. Cleric spell choices are around healing or buffs, the lower Wis doesn't lend to save or attack spells, but that's what evoker is for. Evoker can learn spells based on highest level slots. 2. Thief 4 / Open Hand Monk 8. Str as primary stat, Tavern Brawler feat. The mobility on this guy is crazy, and the damage output is fantastic. 3. Assassin 7 / Gloomstalker 5. This guys job is to start fights from range, and he is a champ at it :)
Another good Monk Multiclass: Thief Rogue. Two bonus actions means two flurry of blows. Go Open Hand Monk to make those Flurries even more devastating.
Most common multiclasses I’ve seen: - thief 3 for fast hands, - fighter 2 for action surge - warlock 2 for eldritch blast - sorc 3 for meta magic Not together, just as options
I kind of stumbled into a Sorcerer/Rogue hybrid. It kind of works? Sort of? My thought process behind it was during my time playing, felt like I was getting mobbed too much and since I wasn't wearing any armor I'd go down too fast. So mainly, Rogue is used as a defensive spice to help you get out of a tight spot with cunning actions. Your armor class is also higher so you might survive a bit better when you otherwise wouldn't. Probably won't be doing much damage with your physical attacks, I tend to play it more Sorcerer than Rogue.. I usually just Magic Missile and call it a day. But with the right Meta Magic, you could, in theory, be a slippery bugger that's great at crowd control and not effecting your teammates in the process. It mainly needs a lot of team synergy to really get the most out of it.
I've been playing with a 5barbarian/5warlock/2paladin build that uses rage with a pact weapon and reaction spells (counterspell, devine smite, and hellish rebuke). Divine smite (the attack) can also be used during rage because despite using a spell slot it technically counts as an action.
Paladin bard is very good because of bonuses on perception and sleight of hands, so you can just click on one character for anything that comes to you.
I built my character on playthrough 2 as a Paladin lv 7 and warlock lv 5. Paladin is oathbreaker, and warlock is pact lf the blade. This works because at warlock lv 5 you get extra attack while bound to a pact. This gives Paladin 3 attacks, and lv 7 oathbreaker gives Aura of hate. So max out Charisma and drop Strength. Since CHA becomes your damage modifier and aura of hate doubles it with a pact weapon. In the early part lf act 2 at last light in you get a hammer that is a pact weapon doing then 1d8 blugen, 1d6 lightning, +2, plus double Charisma at 20 will be 10. So 3 swings without the smites is alread 14-26, and warlock spells can be used for smite that refresh at short rest. And they go to lv 3, so you get stronger smites. Combine this with rings and other gear to go bannanas!!!
My favorite multiclass option and the one I went with was a utility skill check build. Cleric is an insane multiclass because prepared caster with subclass at level 1 means you can go 1 level only without needing to respec every time you want a different spell list, you have extra spells from your domains, and some domains like life domain or knowledge domain are really good even with just 1 level. Plus: unique god dialogue. Honestly that's a big enough reason to multiclass on its own, whether it's archfey warlock to get angy when you aren't let into the fey circus or Selûne cleric to fuck with Shadowheart, Rogue 1 is essentially all flavor as it's just 2 expertises, one proficiency, maybe an armor or weapon prof, and some of the best dialogue. Short of Bard at least, plus bard gets a proficiency and musical instrument prof so it's almost better performer feat. Almost, only dual multiclasses you can start losing really important features which for my triple multiclass would be 5th level spells from cleric which was the nail in that coffin considering I could always respec for a divine intervention later.
i got couple ideas for multiclass... 1 rogue/11 moon druid - you got plenty prof. so you are uber usefull out of combat and beast (literally) in combat 8 battle master/4 bear heart barb - melee unstoppable, unkillable master of the battlefield 5 storm sorcerer/1 tempest cleric/6 necromancer wizard - ... just sayin... double undead raising, dual hasting allies, sanctuary on you, and you can FLY whenever you want 6 paladin/5 pact of the blade warlock/1 wizard (or sorcerer) - sacred, 3 stricking son of a devil, you can add that 1lvl to warlock or pal if you don't want that 3rd class
Most spellcasters benefit from a cleric dip becuase it can give heavy armor proficiency (go from like 14 AC with mage armor to 19+ and save the spell slot), doesnt hinder your spell slot progress, lvl 1 subclass with some being passive or reactions.
add an extra level in cleric for the channel divinity adds some extra stuff as well. Tempest especially is fun, due to making any spell dealing lightning/thunder damage deal MAX DAMAGE which is insanity for a high level wizard, but there are also other options which make even that one extra level very worth it for that one ability. plus, turn undead is actually pretty good.
Just and fyi if you respec and start your build as a different class you can get proficiencies you would otherwise miss if you dipped into that class later for example: As most classes just get a feat on level 12 if you don’t mind giving it up you can respec to make fighter your starting class for your casters to get heavy armor proficiency as well as constitution proficiency to hold concentration better. Makes all caster builds a lot more tanky without taking your spell slots as you don’t gain any from level 12 anyway. If you multi classed into fighter after picking your caster class first you would only get light and medium armor profs as well as not get constitution proficiency.
To make warlock better: Spend your spell slots better. That’s number 1. Don’t use garbage like armor of Agthas for one hit worth of temp HP and a little offensive damage. Don’t use trap spells like arms of hadar. Hex is one of the best, but least exciting spell slots you’ll get. Your eldritch blast is really your bread and butter. In a 5 round fight after level 5 you can count on that hex spell slot doing 10D6 damage and it’s least likely to be wasted because it isn’t like a fireball where a single saving throw can dramatically change your spell slot effect. Use the right spell for the job. Fireball is amazing as a fiend warlock. But, you don’t use it against fewer than 3 targets. Ever. There are better single target spells. Hunger of hadar is deceptively good in certain situations. AOE slow + blind + damage is major in a fight where you can put battlefield manipulation to use (think Balthazar or protecting Halsin at the portal). Counterspell is a trap on warlock. You don’t have the spell slots to spend on this. Warlocks already pair well with s bard and college of lore bard is the best Counterspeller in the game due to cutting words being used to force an ally to succeed on a saving throw which in many cases is the same as countering a spell … but bard gets lots of these separate from spell slots and they recharge on short rest. The darkness + eldritch sight is lame in the pen and paper game. Don’t know how it is in this version. It’s a selfish combination. One of your four players is at an advantage. 3 of your 4 aren’t helped by it (if you have summons that gets worse). Don’t take spells that do not get better with better spell slots. Support your warlock with a bard. This gives you 33% more spells per long rest from the song of rest. It’s REALLY hard to argue against the fiend pact temp hit points. This is potentially multiple free healing spells worth of healing in a fight. Make use of them. Get those temp hit points then waste opponent turns attacking the warlock just to drain temp hit points they’ll get right back as soon as they kill the next minion without wasting resources to heal or resources to build temp hit points (like that terrible armor spell). Be smart with repelling blast. Put the toggle for it on your bar. Use your movement each turn intelligently. Position yourself to push people in beneficial directions. Knock people off of cliffs. Knock people back into cloud of blades or hunger of hadar or fire on the ground or whatever else. Knock melee people back before they get in range and you may make them burn another turn with dash. It’s especially good with Druid spells like spike growth and plant growth. Things like potent robes at the end of act two make your eldritch blast hit even harder. With 1D10+10 times 2 blasts. This makes a potion of speed or even a full haste on your warlock very impactful. Don’t forget that’s 4 separate blasts per turn each of which will do good damage and push people if needed. At level 11 this upgrades to three blasts per action which can be 6 blasts per turn with haste/speed. And there is a late game item that lets you cast two cantrips in a round. That’s 1D10+10 times 3 per cast times 3 casts per turn. There are also plenty of magic items to boost your spell damage further. The more often you take long rests the worse a warlock is. What makes you need to long rest is burning through resources that recharge on long rest. Be careful with your healing spells. Thrown potions outside of combat turn into AOE heals. Life domain cleric is the best for healing by a very wide margin as they get a massive channel divinity AOE heal which will recharge on short rest … and that meshes well with bard who also gives an extra short rest. You can build a team that focuses on short rest abilities. Bard, warlock, life cleric, battlemaster fighter, monk all of these make short rests better. This means you long rest less. You’ll find that barbarians run out of rages and gale and the druids will run out of spell slots (though wild shape druids get their wild shapes back on short rest, too). And gear and items that grant spell slots or increase your spell save DC are always great. Spellcrux amulet, or pearl of power amulet .. things like that. There are potions that give spell slots and a potion that gives the effect of a short rest. Gear that grants spell effects are also fantastic. Especially if they recharge on short rest. There is neck armor that does animate dead, boots with misty step … lots of things here. They increase your capacity immensely as a warlock.
"The darkness + eldritch sight is lame in the pen and paper game. Don’t know how it is in this version. It’s a selfish combination. One of your four players is at an advantage. 3 of your 4 aren’t helped by it (if you have summons that gets worse)." It is not lame at all, it is a great combo. It is also not selfish at all. With that logic you can call most of the spells selfish, since they can be used purely selfishly... Darkness alone is a very good spell for leveling the action economy against lower enemies (a.i. enemies withouth Turesight, Blindsight, etc.). If either the enemies have advantage or the players have disadvantage, it is massive. I use this to great effect in a current campaign of Hoard of the Dragon Queen all the time. Darkness + good positioning was the only thing that kept us from all dying in a cave filled with hordes of kobolds. You can also negate the disadvantage for your reckless barbarian, while he can still attack with advantage. Darkness also prevents attacks of opportunity since you have to be able to SEE the triggering creature. I helped our less sturdy casters out so often, when they where surrounded by enemies with Darkness active on my dagger or other equiptment. If you cast Darkness, make it count. In your own words: "Spend your spell slots better."
@@tgpdm I think this may be a reading comprehension issue. You copy/pasted the text that explains what I’m talking about. So, you definitely read it. So, you see I was speaking about the pen and paper game. You see I was saying I’m not sure how it plays in BG3. And you see that I’m pointing out that ONE player benefits a bunch and everyone else is hindered a bunch. I don’t know how you don’t see that as selfish. You could go to forums for dungeons and dragons and listen to real players complain about SELFISH warlocks who use this combination and prevent the party from being able to play.
@@zero11010 There is no reading comprehension issue on MY side. If YOU had read by comment carefully, you knew I was talking about Dungeons and Dragons 5th edition. Hoards of the Dragon Queen is a well known DnD 5e campaign. HotDQ is the first part of Tyranny of Dragons followed by The Rise of Tiamat. Granted, you cannot expect everyone to know Hoards of the Dragon Queen and so I should have clarified in my initial comment. You then go on to ignore most of my argument. Instead you rephrase the reason why you deem Darkness selfish: "[...] And you see that I’m pointing out that ONE player benefits a bunch and everyone else is hindered a bunch. [...]" This however is mostly false. Darkness hinders spells and abilities solely relying on sight. That is mostly spell casters, that cannot cast on targets inside Darkness. It does not hinder martial characters in most cases, because Darkness gives the attack inside or attacking into Darkness advantage and disadvantage on the same time. Since you can only have disadvantage and advantage each once and they cancel each other out, it is not a hindrance in most circumstances. The instances in which Darkness does cancel out your enemies' advantage or your allies' disadvantage it is a big deal. You tell me, which level 2 spell can do that in a 15 ft. radius which can be moved along the caster or the targeted object! Then we are left with allies which already have advantage and no disadvantage i.e. the Barbarian with his level 2 feature Reckless Attacks. You can either simply attack targets outside of Darkness (this counts for caster aswell) and even use that to mitigate the enemies advantage on the Barbarian with clever positioning plus movement. "[...] don’t know how you don’t see that as selfish. [...]" I simple don't think that you can attribute selfishness to a spell. As you wrote yourself later: "[...] You could go to forums for dungeons and dragons and listen to real players complain about SELFISH warlocks who use this combination and prevent the party from being able to play." People are complainging about selfish warlocks. You might call the player "selfish", but to attribute that to the spell is nonsensical and rediculous. I also want to point out, that the fact that some people on the internet complain makes rarely for a good argument, ever. I have been to those forums. I read the comments of people complaining. I have been there... and most of them, don't understand the spells mechanics and therefore apply the rules incorrectly.
@@tgpdm the spell isn’t selfish. The combination is selfish. By the way, I appreciate and value your ability to disagree respectfully. 👍 I don’t think we need to agree. I feel that empowering one player while diminishing the capabilities of the rest of the table (pen and paper version) is selfish. I’ve heard about BG3 players who give all companions 2 levels of warlock for the invocation. That feels silly, but at least it bypasses the issue. I think if you’re playing BG3 solo then selfishness isn’t an issue. But, you do need to think about the turns of those three other companions. What do you gain from one character having advantage, versus what do you lose when other party members aren’t able to function normally. If you build for it, I imagine that’s fine. Though, there are costs associated with the build. Hunger of hadar from the warlock followed by plant growth or spike growth from a Druid may be something. There are spells like fireball that still work … Feels like a very resource intensive strategy. I’m not really sure what most fighters, rangers, monks, rogues, paladins, or barbarians add to the equation. Feels like a LOT of focus on a gimmick. Maybe someday I’ll respec characters to try it out. There are just so many ways to hinder enemies and buff allies that don’t ALSO hinder your allies.
Cleric can pretty much go with anything. Knowledge can go with being a wizard. Tempest can go with being a Druid, Warlock or a Sorceror. Life can go with being a Druid or a Paladin. Light definitely goes well with being a Paladin. War can go with being a Paladin, Ranger or Fighter. Not really Barbarian because Barbarians work best without heavy armor and a War Cleric has heavy armor. So no... Barbarian is the only one I think has difficulty working with being a Cleric, but it can work with being a Warlock and Monk. Nature Domain works with being a Druid, Monk or Ranger. Trickery Domain works with being a Warlock, Sorceror, Druid (Circle of Spores), Rogue and Oathbreaker Paladin.
You missed out on two of the most important reasons to multiclass. Dipping for access to the most powerful 1st level spells, and dipping for constitution save proficiency. A perfect example is the Cleric. I would say that a 1 level Sorcerer dip for Cleric is almost always optimal. When you take Sorcerer as your base class, you get Constitution saving throw proficiency which protects your concentration and saves you a feat that you would otherwise be spending on Resilient Constitution. Secondly, you get access to the Shield spell; an option that is way too powerful to overlook. Thirdly, since you make it to Cleric 11, you get access to 6th level spells which is the biggest feature of the high level Cleric.
Im running a thief/Ranger with 5 Levels in Ranger and the rest going into Rogue. You can cast Hunters mark and then attack 3 times with it and then 4 times on your next turn meaning basically no enemy can survive 2 rounds from you especially with sneak attack.
I'm multiclassing astarisn in rogue warlock purely for devil sight and a few other warlock perks. This is due to my main being a warlock that focuses on darkness spell to hide in shadows. Astarisn now has constant advantage and disadvantages to be hit. Honestly op early game, I'm now mid game and still busted. Multi attacks, sneak attacks, variety of spells to help in battle etc. highly recommend.
for rp reasons i had my monk take a level of sorcerer because i thought it was kind of cute when gale teaches you a little magic in a conversation. Turns out that resulted in my accidentally having a monk with an AC of 20 despite not wearing any armor. My clothes only monk is now the party tank
The very best feat for Assassin is Great Weapon Master. The bonus weapon attack on crit doesnt care if the weapon is heavy/"great" or not. So given assassins get a guaranteed crit on enemies who haven't taken a turn in conbat yet... you get a free (critical) bonus attack when opening.
@8:20 wizard/cleric is better, fighting at range is safer, clerics get armor/shield proficiency also, the combination covers a bigger spread of spells for the party (less holes for support, more dps, in group synergy). Fighters are melee... wizards are not... spellblades are popular but... other options are wiser for effectiveness/efficiency like setting-up before battles.
If you did want to be a sorcerer/wizard, Lump drops a headband of intellect if you kill him, so just build for a sorcerer, dump all your int, and then go get the headband which boosts your int to 17.
Barb Monk with tavern brawler is by far one of my favorite multiclasses. I wanted to turn my avatar into a raging DBZ character and i couldn't have asked for more. Leaping across an entire room several fold times and dispatching nearly half the people there using a bloodlust elixir before the rest of my squad even gets their turn is immensely satisfying
I have a barbarian that works well. It does not really come online till act 3 but pact of blade extra attack stacks (at least right now) with other extra attacks that means a Barb 5 Warlock 5 is excellent and gets 3 attacks before fighter with more versatility. I am not a big fan of the level 6 for either class so I topped it off with paladin 2 for spicy smites. You can use the level 3 warlock slots for these and because they are not technically spells you can use them while raging.
Monks and Draconic Sorcerer fit very well as you can combine AC when not wearing armour. Monk to L6 for armour, second attack and stun, Draconic Sorcerer for base AC13 and some spells, Rouge L3 for second Bonus attack and either L2 Fighter for action surge or L2 spore druid for 1d6 necrotic damage and some additional spells.
Went Warlock 5 Paladin 7 (WWWPPPPPWPPW) Paladin with Extra attack 2 in melee is really good not to mention the CHA to hit and then CHAx2 to damage ended up with 24 CHA so it wasn't a huge downside... the big downside was that I couldn't respec due to oathbreaker paladin like when I got a base 23 CHA or an automatic 23 to CON (would have been nice to respec the base ability scores to maximise Wisdom saves and Strength for Carry capacity as I would have had like 9 points to spend)
Spore Druid Necromancer Wizard with Int being a dump stat, then you use the headband of intellect. Boom, you're a dex based melee caster that can summon the undead
My brother did Way Of the Open Hand Monk and Spores Druid. With the amount of stuff the game gives he rocks solid AC and good DPS. Getting +1 ki point per monk level and gaining back after short rest is fantastic. Giving many flurry of blows attempts per combat
If you are going to multiclass the monk in bg3, IMHO your best options are rogue-3 (thief) to get that extra bonus action (which the monk can use to flurry with an extra time) or perhaps fighter-2 for action surge.
Then rogue but also Pure monk is good as well! Get feat, ki points, and some monk features too… and yeah that 3 feat is actually can be equal with an another attack! 🧐
Monk fighter, monk 11 and fighter 2 so that you can have almost max ki along with the most amount of attacks and to top it off once you have dealt ungodly damage you use action sure to do it again, plus it comes with armour proficiency and you pick a shield to gain more AC over your already op AC
I beat the game as a multi-class level 6 rogue level 6 fighter. With two hand crossbows I was performing 4 to 8 attacks per turn. I probably could have made it a little more efficient but it's not a bad mix
I've been planning a 3 Oathbreaker, 1 Cleric, 8 Wizard build focused on controlling and summoning the undead and then using the Sanctuary spell on myself to become un-targetable while my minions run around killing things
Eldridge Knight and wizard. In a 7/5 split. Take 1 in fighter one in wizard. Then lv fighter to 7 and then take the rest in wizard. I like the ability to throw a cantrip then attack or two atacks. I take the lv in wizard early for utility spells and extra cantrips early along with the ability to refresh a spell slot. The spell slots are mostly used for shield. But I also like to throw out some spells. I use a lot of cantrips. It may not be the strongest build but its versatile and can buff your weapon when you cast a cantrip then atack. And with daredevil gloves cantrips turn melee.
doing ranger and rouge. ranger gets extra attack at lvl 5 while rouge gets extra action at lvl 3. spec ranger into gloom stalker. now dual wield hand crossbows, im using hell fire hand crossbow and fire stoker. you do 2 action attacks with your main crossbow, 2 action attacks with your secondary crossbow, one extra from gloom stalker (available at beginning of fights) for a total of 5 instances of attacks on the 1st turn of the battle. subsequent battles will have 4 attack instances.
6 archfey 6 battle master -pack of the blade+ extra attack -devil’s sight, casting darkness -heavy armor, great weapon -not to mention Eldridge blast when I can’t get in range My githyanki, will have fun, and will love them short rests!
@@Chronal-Rend I’ve actually changed it to 5 archfey 5 battle master 2bard Same idea, but now I don’t just love short rest, I can make an extra one! And rp reasons!! Have fun! I’m still theory crafting, I play Xbox
@@kylewilliamholdsworth3737 oh yeah no I feel you I'm still trying to really cement what I want to do I'll be playing on PS5. I'm tempted to do 6/5/1, Eldridge Knight/ArchFey/Wizard. (For learning from scrolls and expanded spell list) as well as packed of the blade allowing me to use charisma for attacks and grabbing the intellect crown so I can just run High Charisma/Con/Dex
Good video. Maybe do a second video focusing on the excellent Multi-classes that don’t share Main Stats such as the Bard/Rogue and the Sorcerer/Cleric? Some synergies overcome having to settle for 16’s or 18’s in you main Stats.
There are two types of baulders gate videos. Ones that are super redundant for anyone with basic game knowledge. And those that are so niche you practically need to have beaten the game 10 times to remotely understand.
I have no idea why it never occurred to me to consider a rogue/gloomstalker ranger multiclass before now but it seems so freaking obvious in hindsight, definitely gonna do this on a future playthrough!