Dungeons & Dragons Online®

Dungeons & Dragons Online®

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The Art of Multiclassing
By Finngon
This guide will explain what multiclassing is, what are its benefits and weaknesses, and how to make your own multiclass

v1.5 (18 May, 2025): Added Dragon Disciple archetype
v1.4 (30 August, 2024): Added Wild Mage archetype
v1.3 (6 April, 2024): Added Dragon Lord archetype
v1.2 (24 April, 2023): Added Archetypes and little some about imbues
v1.1 (12 January, 2020): Added Alchemist
v1.0 (17 September, 2016): Launched
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Theory
What is multiclassing?

Simply put, multiclassing is when you have more than one class with your character. In DDO, this is possible with any player and character, although it is ill-advised to go for multiclassing without knowing the reasons and drawbacks of multiclassing. This guide is here to help you at that.

Benefits of multiclassing

There are multiple reasons to multiclass a character. The most simple benefits are what the other class is offering. For instance, getting two levels of Rogue will give you Evasion, a powerful feat to avoid a lot of spell damage, as well as having rogue levels enables you to disable traps and pick locks.

However the multiclassing is not limited to automatic feats the class will give. Fighter levels can give extra feats you might need for your paladin, who lacks in feats. Or maybe you want that 4 Cleric levels in order to get an access to Ameliorating Strike for great self-sustain in battles. Each class provides their own benefits, which I will go later in this guide.

Drawbacks of multiclassing

While there are benefits to multiclassing, there are also drawbacks. The most biggest one is unable to get the class' lvl 20 core, or capstone. There are other drawbacks, like missing out on feats, or spells, or having less caster levels for your spells. Especially for casters losing both capstone and caster levels can be a massive issue, since they can miss out on a lot benefits from staying on one class only, or staying "pure." The benefits mostly are focused on either spell damage or its Difficulty Check, DC.

Because of the issues casters have with multiclassing, the multiclasses where a caster class is the main focus are usually still very high, like 16 or 18 levels of Sorcerer/Wizard. However, it can be done. After all, no one's keeping you down to do whatever you want with your character.

Have a reason to multiclass

The number one rule for multiclassing is that you know exactly why you are doing it, and have planned for it already. There are multple programs for planning your build ahead, one of them being Character Builder[www.ddo.com] which gives you great tools to make your whole progress even through levelling up.

The build has to have a reason to exist. It usually revolves around one or maybe even two or more ideas. Do you want a cleric but want to be in front hacking things? Do you want to be a deadly monk with a bow or a shuriken? The ideas are endless. Do not afraid to go for an obscure build if you think you will like it. Want to be a axe swinging wizard? Have at it!

Example builds

Here I list three different multiclasses, and tell the reasoning behind it.

18 wizard/2 rogue

This multiclass is a classic, and is still seen quite a lot. It basically sacrifices the capstone and a little bit of spell damage (from losing caster levels) to have both Evasion, and able to disable traps. With Wizard's high focus on Intelligence, it will allow wizard to have enough skill points to invest into trapping skills with no worries. The high Intelligence modifier helps a lot also on finding the trap boxes, as well as disabling them. Furthermore, by picking up the feat Insightful Reflexes, the normally bad reflex save of wizard actually becomes really high, easily enabling for Evasion to work its wonders.

13 bard/6 fighter/1 favored soul

This multiclass is focusing on couple of things with the same goal: Be a high damage dealing Swashbuckler. 13 Bard allows both the lvl 12 cores from Bard trees, as well as getting the Swashbuckling stance, the lvl 5 spell Greater Heroism for higher saves, and also great songs to buff your party.

The 6 fighter adds up both in offensive and defensive manners. Should the swashbuckling style be Skirmisher (allows the use of bucklers while swashbuckling) you can actually also get Stalwart Defender tree helping for your defense, increasing your normally low HP pool greatly. Getting 6 fighter also enables you to get access to Kensei tree's wonders, especially the lvl 6 core for the +1 critical multiplier.

Last but not least is the favored soul level. It seems a bit weird first, but the main point for it is for one skill only: Divine Might, which allows Bard's normally good Charisma Modifier to be added to Strength, hence more damage that way. Picking up the favored soul level also allows you to get Magical Training feat for that extra SP need.

In short, you sacrifice quite good lvl 18 and 20 Swashbuckler core enhancements for that extra damage and defense you might need in higher levels. Well worth it though.

18 ranger/1 rogue/1 monk

This is an old one, but I think it can still work magnificently. In the older days, this was called "The Exploiter" build due to it being not only one of the best melee DPS at the time, but also very, very defensively great build, with evasion, trapping skills and even some emergency heals! The main focus of this build was to dual-wield Khopeshes (at the time the best weapon type), be defensively centered, and whack away while having high AC. But since building something like that is not optimal nowadays, we'll take a look at the modern version: a dual shortsword wielding ranger

18 ranger is self-explanatory nowadays: Picking up the needed Tempest and Deepwood Stalker cores. Due to Ranger's automatically granted Two-Weapon Fighting line, you can fully focus on going full Strength. You have to heals necessary from these levels, as well as the 18 core enhancements greatly boosting your DPS, too.

The rogue is there for only one reason: being able to do traps. You do not need to pick up more than one level of rogue, because you are going to get evasion at 9th ranger level, so the 2nd rogue level would be useless.

The monk level is there to actually allow you to use the monk stances, as well as allow you to wield the shortswords while. You only need to pick one level here also. Second level would also pretyt much allow you to get just one extra feat, no more. Also now that you can take monk stances' upgraded versions as a normal feat, you can get them easily thanks to ranger having a lot of feats to spare.

In short, with a sacrifise to your capstone, you can pick up to have more utility, as well as later on more damage thanks to the Epic Destiny skill Dance of Flowers.
Class "milestones" (A-F)
In this section I will quickly explain, what each class can provide with certain amount of levels, which are used in multiclasses.

Note that all multiclasses gain an access to the class' tier and core enhancements, too. So in short a lvl 5 of any class will gain the access to the Tier 5 class enhancement, and lvl 6 would gain access to the lvl 6 core of that tree. I will only note the important bits of the enhancement trees, which are common.

Use this section both for the gains of multi-classing, and the losses of multi-classing. Basically, if you go 12 ranger/6 monk/2 fighter, check what you gain from the 6 monk levels and 2 fighter levels, but also check what you lose from not having that 8 extra levels in ranger.

The classes are in alphabetical order.

Alchemist:
- lvl 1: Magical Training, Alchemy inscribe
- lvl 2: Insightful Reflexes, Access to Alchemist's Stone Toggles and Life Salve in Apothecary tree
- lvl 3: Access to Arcane Oil in Bombardier tree.
- lvl 4: Bonus Feat
- lvl 6: Multitude of Missiles
- lvl 8: Bonus Feat (Earliest access to Accelerate Spell)
- lvl 12: Bonus Feat (earliest access to Evasion), Access to More Hidden Blades in Vile Chemist tree
- lvl 15: Access to Curative Mixture: Heal (lvl 6 spells)
- lvl 16: Bonus Feat

Artificer:
- lvl 1: Trapping skills, proficiency for all crossbows, and allows you to summon Iron Defender to pull valves.
- lvl 2: Access to runearm
- lvl 3: Able to access Thundershock Imbue in Battle Engineer tree.
- lvl 4: Trapmaking, and bonus feat, access to Elemental Weapons spell
- lvl 6: Access to Insightful Damage and Stoneskin spells
- lvl 8: Bonus feat
- lvl 9: Access to Armor of Speed and Greater Elemental Weapons spell
- lvl 12: Bonus feat, access to Tenser's Transformation spell, access to +1 Critical multiplier to Battle Engineer weapons.
- lvl 15: Access to Reconstruct or Deadly Weapons spells
- lvl 16: Bonus feat, Second lvl 6 spell slot

( Access to new lvl spells at 3, 6, 9, 12 and 15 )

Barbarian (WARNING: Must not be lawful to multi-class into!):
- lvl 1: Able to rage, martial weapon proficiency, medium armor proficiency, fast movement feat.
- lvl 4: Uncanny Dodge, extra rage
- lvl 8: Extra rage, Improved Uncanny Dodge
- lvl 11: Greater Rage
- lvl 12: Extra Rage
- lvl 16: Extra rage
- lvl 17: Tireless Rage

Bard (WARNING: Must not be lawful to multi-class into!):
- lvl 1: Access to Inspire Courage and Fascinate, Also all lore feats available, access to Magical Training in Spellsinger Tree
- lvl 3: Inspire Competence, able to Swashbuckle and get a Swashbuckling Style.
- lvl 4: Access to Blur and Rage spells
- lvl 6: Access to Song of Heroism in Warchanter Tree
- lvl 7: Access to Displacement and Haste spells
- lvl 10: Access to Freedom of Movement and Dimension Door spells
- lvl 12: Song of Freedom
- lvl 13: Access to Greater Heroism and Shadow Walk spells
- lvl 18: Warchanters get Base Attack Bonus equal to character levels ( lvl 18 core )

( New lvl spells available at 4, 7, 10, 13 and 16 )

Stormsinger Bard
In addition to above (minus improvements on Inspire Courage and Swashbuckler tree):
- lvl 1: Magical Training
- lvl 2: Access to Pierce Electric Resistance in Stormsinger tree
- lvl 4: Access to Stormsinger's Inspiration in Stormsinger tree

Cleric:
- lvl 1: Access to Divine Might available in Warpriest tree, Magical Training
- lvl 2: Access to domain's first bonuses.
- lvl 4: Access to Ameliorating Strike in Warpriest tree.
- lvl 5: Access to Domain's second bonuses.
- lvl 6: Access to Positive Energy Burst in Radiant Servant tree
- lvl 7: Access to Death Ward and Freedom of Movement spells.
- lvl 9: Access to Raise Dead spell and Domain's third bonus
- lvl 11: Access to Heal and Harm spells
- lvl 14: Access to Domain's final bonus.
- lvl 17: Access to Mass Heal spell

Dark Apostate Cleric
In addition to above (minus Positive Energy Burst):
- lvl 1: Access to Apostate's Curse in Dark Apostate tree
- lvl 3: Access to undead form, Pray for Mercy and Cursed Words in Dark Apostate tree
- lvl 5: Access to Ward of Shadow in Dark Apostate tree

(Access to new lvl spells every odd level)

Druid: (WARNING: Must be Neutral in some way! (Chaotic Neutral, Neutral Good, Lawful Neutral, True Neutral))
- lvl 1: Access to Shillelagh and Ram's Might spells, Magical Training
- lvl 2: Access to Wolf/Bear form
- lvl 3: Nature's Defense available in Nature's Protector, Access to Natural Fighting feats
- lvl 7: Access to Freedom of Movement spell
- lvl 8: Access to Winter Wolf/Dire Bear form
- lvl 9: Access to Death Ward spell
- lvl 13: Access to Fire/Water Elemental form
- lvl 15: Access to Heal spell

(Access to new lvl spells every odd level)

Blight Caster Druid
In addition to above (minus bear and elemental forms, and Heal spell):
- lvl 2: Access to Biting Acid or Biting Poison imbue
- lvl 4: Access to Thorn Kin or Hive Keeper forms, access to Unkindness of Ravens in Blight Caster tree.
- lvl 6: Access to Death Eater in Blight Caster tree
- lvl 11: Access to Blight Wolf form
- lvl 13: Access to Thorn Knight/Hive Master
- lvl 15: Access to Regenerate spell

Favored Soul:
- lvl 1: Access to Divine Might/Will in Warpriest tree, Magical Training
- lvl 3: Access to Grace of Battle or Knowledge of Battle feat (CHA to hit/damage or WIS to hit/damage with favored weapons)
- lvl 4: Access to Ameliorating Strike in Warpriest tree
- lvl 7: Access to Stout of Heart or Purity of Heart feats (+4 Max HP per FvS level vs +20 SP per FvS level)
- lvl 8: Access to Death Ward and Freedom of Movement spells
- lvl 12: Access to Heal spell
- lvl 18: Access to Mass Heal spell

( access to new lvl spells every even level, starting from lvl 4 )

Fighter:
- lvl 1: Martial weapon proficiency, Tower shield proficiency, Heavy armor proficiency
- lvl 3: Stalwart Defense is available.
- lvl 5: One with the Blade (enables you to be centered with your weapon focus) in Kensei tree.
- lvl 6: Access to Strike With No Thought (+1 Critical Multiplier) in Kensei tree.
- lvl 12: Power Surge available in Kensei tree and Shield Combat II in Vanguard tree.

Fighter gains a passive feat every other level starting at lvl 2, but also gets one at lvl 1.

Dragon Lord
In addition to above (Minus Kensei and Vanguard tree, shield proficiencies and lvl 1, 8 and 16 bonus fighter feats):
- lvl 1: First Draconic Aura feat
- lvl 3: Access to Draconic Arms imbue, Dragon's Roar, and Draconic Might/Ourburst in Dragon Lord tree.
- lvl 4: Access to Untouchable Soul (permanent Displacement) in Dragon Lord tree
- lvl 8: Second Draconic Aura feat
- lvl 16: Third Draconic Aura feat
Class "milestones" (M-Z)
Monk (WARNING: Must be Lawful to be monk):
- lvl 1: Bonus feat, monk stances, able to use Kamas and Shurikens, Unarmed Strike
- lvl 2: Bonus feat, Evasion, access to imbue in Henshin Mystic Tree
- lvl 3: Access to Light/Dark enhancements
- lvl 4: Unarmed Strike
- lvl 6: Bonus feat, Adept of Forms
- lvl 8: Unarmed Strike
- lvl 12: Master of Forms, Abundant Step, Unarmed Strike
- lvl 15: Quivering Palm
- lvl 16: Unarmed Strike
- lvl 18: Grandmaster of Forms

Note: You no longer need to be lvl 6/12/18 to get the "of Forms" feats. You can now take them as regular feats, with a minimum level of 6/12/18.

Dragon Disciple Monk
In addition to above (Minus the bonus feats, Abundant Step, Quivering Palm, and Henshin Mystic tree):
- lvl 1: Dragon Arts feat, Magical Training, lvl 1 spells, access to imbue in Dragon Disciple tree
- lvl 2: Dragon Arts feat, +1 Imbue Dice in Dragon Disciple tree
- lvl 3: Able to be centered with Orbs in Dragon Disciple tree
- lvl 4: Able to be centered with few extra weapons (Picks, Axes, or Hammers), +2 Imbue dice available in Dragon Disciple tree
- lvl 6: Dragon Arts feat, Access to Blur and Elemental Weapon spells, True Seeing in Dragon Disciple tree
- lvl 10: Access to Greater Elemental Weapons, Haste and Discplacement spells.
- lvl 15: Access to Death Ward, Freedom of movement, and True Seeing spells

(Access to new spells at lvl 6, 10 and 15)

Paladin (WARNING: MUST be Lawful Good to multi-class into!):
- lvl 1: Martial weapon and Heavy Armor proficiency
- lvl 2: Lay on Hands, Divine Grace (NOTE: maximum save increase is 2 + 3 * Paladin level. e.g. lvl 2 paladin has maximum of +8 save increase)
- lvl 3: Access to Sacred Defense in Sacred Defender tree, Fear immunity, Divine Health
- lvl 4: Turn Undead
- lvl 5: Access to Avenging Cleave in Knight of the Chalice tree
- lvl 12: Shield Combat II available in Vanguard tree.
- lvl 14: access to Holy Sword and Zeal spells

(Access to lvl spells at 4, 8, 11 and 14)

Sacred Fist Paladin
In addition to above (minus proficiencies and Knight of the Chalice and Vanguard trees):
- lvl 1: Unarmed Strike and Flurry of Blows, access to Sacred Flame imbue in Sacred Fist tree.
- lvl 2: Evasion
- lvl 4: Access to Light of Glory in Sacred Fist tree
- lvl 6: Divine Dream
- lvl 8: Access to Sacred Fist Empowerment Ki spell.

Ranger:
- lvl 1: Martial Weapon Proficiency, Light armor Proficiency, Bow Strength, access to Conjure Arrows and Magical Training in Arcane Archer tree
- lvl 2: Rapid Shot, Two Weapon Fighting, access to DEX to damage in Deepwood Stalker tree
- lvl 3: Access to make Scimitars light weapons in Tempest tree
- lvl 4: Access Ram's Might spell, Precise Shot
- lvl 6: Manyshot, Improve Two Weapon Fighting
- lvl 9: Evasion
- lvl 11: Improved Precise Shot, Greater Two Weapon Fighting
- lvl 12: Access to +1 Critical Threat Range in Deepwood Stalker, access to +1 critical damage multiplier in Tempest tree while dual wielding
- lvl 14: Access to Freedom of Movement spell

(Access to lvl spells at 4, 8, 11 and 14)

Dark Hunter Ranger
In addition to above (minus evasion and Arcane Archer tree)
- lvl 1: Trap Finding, medium armor proficiency, access to dark wolf in Dark Hunter tree.
- lvl 3: Access to extra imbue dice in Dark Hunter tree.
- lvl 4: Access to Lupine Instincts in Dark Hunter tree.
- lvl 5: Access to Blade Specialization in Dark Hunter tree
- lvl 8: Accelerate Spell

(lvl 1, 5, 10, and 15 give Sneak attack die)

Rogue:
- lvl 1: Trap Finding, access to Poison imbue in Assassin tree
- lvl 2: Evasion, access to extra imbue dice in Assassin tree
- lvl 4: Uncanny Dodge
- lvl 8: Improved Uncanny Dodge
- lvl 10: Class feat
- lvl 13: Class feat
- lvl 16: Class feat
- lvl 19: Class feat

(Every other level also Sneak attack die)

Sorcerer:
- lvl 1: Magical Training
- lvl 3: Able to get light armor and martial weapon proficiencies from Eldtrich Knight tree.
- lvl 4: Access to Blur spell, Access to Knight's Transformation and Medium armor proficiency in Eldtrich Knight tree.
- lvl 6: Access to Displacement, Rage and Haste spells
- lvl 8: Access to Dimension Door and Stoneskin spells
- lvl 12: Access to Reconstruct and Greater Heroism spells

( Access to new lvl spells every even level, starting from lvl 4 )

Wild Mage Sorcerer:
In addition to above (minus Eldritch Knight tree):
- Lvl 1: Wild surges, Chaos Control I and Chaos Bolt SLA in Wild Mage tree
- Lvl 2: Chaos Control II in Wild Mage Tree
- lvl 3: Chaos Sphere SLA in Wild Mage tree
- lvl 4: Mixed Magics in Wild Mage tree (uses your character level for all spells instead of class levels on all caster classes)
- lvl 6: Riches of Randomness in Wild Mage Tree

Warlock:
- lvl 1: Eldritch Blast, Magical Training
- lvl 2: Pact spell
- lvl 4: Access to Blur spell, and access to Brilliance in Enlightened Spirit tree.
- lvl 5: Pact Spell
- lvl 7: Access to Stoneskin, Dimension Door, Displacement and Haste spells
- lvl 9: Pact Spell
- lvl 13: Access to Tenser's Transformation spell
- lvl 14: Pact Spell
- lvl 15: Pact special ability
- lvl 17: Pact Spell
- lvl 19: Pact Spell

( Access to new lvl spells at 4, 7, 10, 13, and 16.)
(Eldritch Blast damage increases at every 4 levels)
(Pact Damage increases every other level starting at lvl 2)

Acolyte of the Skin Warlock (WARNING: Must not be Good-aligned)
In addition to above (minus automatic Eldritch Blast and Pact damage die increases, and Enlightened Spirit tree):
- lvl 1: Lesser Pact Attunement
- lvl 5: Access to Fiendish Symbiosis in Acolyte of the Skin tree.
- lvl 6: Pact Attunement
- lvl 12: Greater Pact Attunement
- lvl 18: Ultimate Pact Attunement
(You can take Attunement feats as normal, when multiclassing, like with Monk)

Wizard:
- lvl 1: Class feat, Magical Training
- lvl 3: Access to Blur spell, able to get light armor and martial weapon proficiencies from Eldtrich Knight tree, able to obtain an undead form in Palemaster tree.
- lvl 4: Access to Knight's Transformation and Medium armor proficiency in Eldtrich Knight tree.
- lvl 5: Class feat, access to Displacement, Rage and Haste spells
- lvl 7: Access to Death Aura, Dimension Door, Stoneskin and Negative Energy Burst spells
- lvl 10: Class feat
- lvl 11: Access to Reconstruct and Greater Heroism spells
- lvl 15: Class feat

(Gets access to new lvl spell every odd level.)
Final words and useful links
I cannot stress this enough when you're wanting to create your own build: have a reason to multiclass, and make sure you know what you're losing from not staying pure, and know the benefits you're getting from the sacrifises you are making.

Other than that, have fun building!

I hope you enjoyed this little guide. Please do leave a comment if you have a question, and I'll answer to it.

Sources and useful links:

DDOwiki[ddowiki.com]

DDO forum link to classes to spike your interest on a build[www.ddo.com]

Character Planner[www.ddo.com]
24 Comments
Rakkasan 6 Dec, 2022 @ 12:56pm 
Nicely done. Simple, but lot of info packed in
Nock 6 Aug, 2022 @ 7:32am 
Blood Tribute for Barbarians is used by many rogues as insurance for jumping through traps to get to the box.
Alchemist and Warlock 1st level also give access to temp HP on spells you cast which is a nice boost on a healer.
One of my favorites is Barbarian/Warlock/Bard combining Blood Tribute, Shining Through, & Boast for crazy high temp hitpoints.
Sordros 28 Apr, 2022 @ 12:03am 
drow warlock/rogue but what id really like is necro/lock just not sure how to do so?
ihatemostpeople 15 Dec, 2021 @ 10:22am 
so from what i can see the best DW is ranger till 12 then fighter for 8??
Finngon  [author] 30 Apr, 2021 @ 9:18pm 
@Acorn as long as you have points to spare for trapping skills, you can make it work. Just need a fine investment in INT.
?? 30 Apr, 2021 @ 11:05am 
Is paladin/rogue a good idea?
BTBJ 5 Feb, 2021 @ 1:54am 
Thanks i thought it was 20 levels per class
Finngon  [author] 1 Oct, 2020 @ 4:44pm 
@Espoire Ah crud, I forgot they nerfed Monk's unarmed to so bad. Fixing it, thanks for reminding me
Espoire 1 Oct, 2020 @ 4:10pm 
Monk unarmed die increases have been removed. They're now +1 accuracy instead of the old +0.5[W], and really no longer matter enough to be relevant for multiclass considerations.
nuitariwolf 1 Sep, 2020 @ 7:33pm 
hmmm sounds like lvl cap is lvl 20, thought it was lvl 40 if so ther go's my build idea, lvl 19 rogue / lvl 9 ranger / lvl 12 monk lol oh well. oh this build is known as "the rogue tiger" a halfling/elf/half elf only build