D&D 5e Fighter multiclassing image is a combination of images by Ricardo Gomez Angel via Unsplash and Wizards of the Coast’s Guildmasters’ Guide to Ravnica.
This article contains affiliate links that add gold to our coffers.
Welcome to Flutes’ exhaustive guide for Fighter multiclassing character concepts. Multiclassing is daunting for new players, but rewarding for experienced players. Many classes benefit more from multiclassing than from investing twenty levels in a single class. Aside from optimization, multiclassing allows you to bring unique characters to life with outside-the-box specialties. Multiclassing can be useful for roleplaying as well, so it’s not merely for min-max-style players.
Some Fighter multiclass concepts involve Fighter as the primary class with the majority of the levels. Other concepts will include the Artificer as a secondary class with the minority of level investment. The secondary class may be referred to as a “dip” into that class if the concept only needs 1-3 levels in the second class. Being a secondary class does not mean a character won’t start at level one as that class; some classes get more armor and hitpoints at level one.
Fighter Multiclassing Quicklinks by Subclass (skip ahead)
Skip ahead to the portion of the article that interests you most by clicking the link below:
— Fighter Multiclassing Principles
— Arcane Archer
— Battle Master
— Cavalier
— Champion
— Echo Knight
— Eldritch Knight
— Psi Warrior
— Purple Dragon Knight Banneret
— Rune Knight
— Samurai
Fighter Multiclassing Requirements and Notes
Don’t forget that multiclassing requires minimum ability scores in both new and prior classes (as described on page 163 of the PHB, or page 54 of Eberron RftLW for Artificers). For example, if you are a Cleric multiclassing as a Rogue, you’ll need a Wisdom score of 13 or higher, and a Dexterity score of 13 or higher.
Class Ability Score Minimums:
- Artificer – Intelligence 13
- Barbarian – Strength 13
- Bard – Charisma 13
- Cleric – Wisdom 13
- Druid – Wisdom 13
- Fighter – Strength 13 or Dexterity 13
- Monk – Dexterity 13 and Wisdom 13
- Paladin – Strength 13 and Charisma 13
- Ranger – Dexterity 13 and Wisdom 13
- Rogue – Dexterity 13
- Sorcerer – Charisma 13
- Warlock – Charisma 13
- Wizard – Intelligence 13
Dipping 1-2 Levels to/from Fighter
As mentioned earlier, dipping one or two levels can be enough to justify multiclassing. Let’s review which combinations get enough value from dipping and don’t require extensive multiclassing.
Which classes have the best reasons to dip into Fighter?
Action Surge is one of the best class features in the game. Any character can make use of it, though some won’t want to sacrifice two levels of multiclassing to get it. Player Characters may choose to start as level-one Fighters because they gain the ability to use all armor and weapons, and they may receive more hitpoints than their true class will yield. Gaining a Fighting Style and Second Wind feature is nice, but not typically the primary goal with Fighter dips.
Spellcasters (particularly Wizards, Warlocks, and Sorcerers) love to grab two levels of Fighter to get Action Surge. They may start at level one as a Fighter to gain more hitpoints and armor proficiencies. Action Surge is helpful for being able to cast two leveled spells in a single turn (this is different from the rules regarding casting a spell as a bonus action).
Which classes do Fighters want for multiclass dips?
Fighters love picking up low-level spells that fit into their action economies. Reaction spells of first level are great fits: Shield, Absorb Elements, Silvery Barbs. Other impactful first-level spells include Bless, Healing Word, Find Familiar, Fog Cloud, and more. Dipping one or two levels into a spellcasting class can give you many of these spells.
Additionally, several spellcasting classes yield much value for a single-level dip. Divine Soul Sorcerers can bolster their saving throws. Twilight Clerics and gain 300-ft darkvision and advantage on Initiative rolls. Light Clerics gain a defensive option with their reaction. Grabbing two Wizard levels yields the War Magic Wizard’s reaction to bolster AC or saving throws.
Fighters may also desire one Barbarian level for Rage. Two levels of Rogue grants mobility with the bonus action.
The Fighter class is versatile, and so are its multiclassing options!
How to Roleplay Fighter Multiclassing
Not all level-twenty abilities are worth getting; for example, Rangers have a poor level-twenty class feature, so they gain more from multiclassing. Other classes like Druid and Paladin have excellent level-twenty abilities. I typically shy away from recommending multiclass if they’re a character’s core class. The exception would be if I have a fun concept or I want to focus on lower levels of play; after all, most campaigns end by level ten. Several of my recommendations are thematically cool or unusually unique to D&D.
Most players don’t foreshadow or roleplay their core class features anyway, so why should it be so difficult to justify what you gain from multiclassing? Just because you’re not sticking with a single class doesn’t mean you should feel more excessively burdened than other characters to narrate your character’s progress. You could treat the multiclassing as a mere mechanical change. You don’t have to suddenly tell people that you’re two classes. Pretend your core class has something different about it that is justified by multiclassing.
Fighter Multiclassing Recommendations by Subclass
These subclass-specific combinations are a mix of optimal builds and fun concepts. Many say ‘flavor is free’ with whatever optimal build you want, but some players prefer to stay true to mechanics without re-flavoring. Let me know if you know of multiclass combinations that include Fighter subclasses so I can add them to the list!
You’ll find a brief synopsis of what each subclass can do, followed by multiclassing ideas that involve each subclass.
Arcane Archer Fighter Subclass (XGtE)
Summary of subclass features: Learn skills and choose Arcane Shot options to empower your ranged attacks with magical effects based on the schools of magic. Later, you gain trick shots and magical empowerment of your shots, and you gain more uses of Arcane Shot.
Notes: I believe Grasping Arrow is the best option for Arcane Shot, generally. Without it, this subclass would struggle.
Arcane Archer Fighter Multiclass Recommendations
Drakewarden Ranger (16) / Arcane Archer Fighter (4)
This Ranger build relies on the common feat combination of Sharpshooter’s bonus damage and Crossbow Expert’s bonus action attack. The character mounts its drake companion once it grows large for the added speed but doesn’t use its bonus action to order it to attack. At later levels, a flying mount is very helpful. It’s notable that you could be carried by the drake when it learns to fly since the subclass says you can’t use it as a mount for flight until level fifteen. This means it can fly very slowly while you take shots from above.
Hexblade Warlock (10) / Gloom Stalker Ranger (3) / Arcane Archer Fighter (7)
A master of menacing archery with an arcane twist.
You’ve lived in the dark, studied with the Drow, and learned how to weave their dark magic into your arrows. Now you call upon a patron to grant you sinister power. All you need is your bow and a target worthy of your attention.
In this build, your character will deal an average of 198 damage to a target with six weapon attacks in the first turn, 79 to another target and banish it in the second turn, and another 27 to the first cursed target in the second turn. You can read more about this build in Opal’s article about it.
Battle Master Fighter Subclass (PHB)
Summary of subclass features: Use Superiority Dice to perform Battle Maneuvers to add effects and damage to your attacks. Use a type of artisan’s tool, evaluate a person’s athleticism and general physical prowess by observing them for one minute.
Notes: Any martial class can benefit from Superiority Dice and Battle Maneuvers. If a character wants three levels of Fighter for a multiclass dip, it’s tough to pass up Battle Master.
Battle Master Fighter Multiclass Recommendations
Battle Master Fighter (6) / Forge Cleric (14)
This defensive juggernaut can utilize the Fighter’s early levels to become a truly powerful member of a party. You’ll have fire resistance, too (and perhaps another resistance based on your lineage). Your AC can land well above twenty, and you can Action Surge in a pinch for two spells on your turn. Battle Maneuvers will enable you to goad enemies and protect your allies. Due to the Fighter’s feat progression, you won’t be sacrificing ASIs for this concept! Besides mechanics, I love the idea of a Forge Cleric making the most of its own smithing tools and features to join the fray as a Fighter.
Battle Master Fighter (3) / Order Cleric (17)
This combination plays into the sheriff’s persona. Battle Maneuvers are excellent for giving orders to your deputies and forcing enemies to put their hands up and drop their weapons. Voice of Authority coupled with Commander’s Strike will allow two allies to attack as a reaction against the same foe. Disarming Attack can be used with melee or ranged attacks to make an enemy drop something they’re holding, such as a wand or weapon. You’re the law of the land, but you don’t act alone, and this combination demonstrates shows that fact. You’ll still get level-nine spells too. If it suits you, focusing on Fighter as the primary class would be great as well.
Arcane Trickster Rogue (17) / Battle Master Fighter (3)
This is always a cool combination. The Riposte maneuver allows for an option to attack during an enemy’s turn with Sneak Attack damage during a round (in addition to Sneak Attack on your own turn). Action Surge allows you to Ready an attack to similarly attack out of turn as a reaction to frequently use Sneak Attack. You can ready Booming Blade for additional damage. You can use this combination with any Rogue subclass, but a Familiar is helpful to gain advantage on your attacks when it uses the Help action.
Mastermind Rogue (8) / Battle Master Fighter (12)
The battlefield commander! This combination aims to have the Mastermind archetype dialed up with Superiority Dice and Maneuvers like Maneuvering Attack. You’ll use your bonus action from up to thirty feet away to use the Help action, supporting your allies. The 8/12 split is great for getting essential class features and ASI’s.
Battlemaster Fighter (5) / Swashbuckler Rogue (15)
This character is dangerous to approach, punishing enemies who dare to duel. Get two shots at Sneak Attack since you’ll have Extra Attack. Use a shield and rapier with the Duelist Fighting Style. Fancy Footwork allows you to strike opponents then move away for a melee kiting style. Your Maneuvers can be used to react for Sneak Attack on other creatures’ turns, securing the coveted x2 Sneak Attack per round. You can also bolster your defenses in a pinch.
Thief Rogue (17) / Battle Master Fighter (3)
This combination primarily serves the purpose of using the Disarming Strike maneuver with the Fast Hands ability. You’ll disarm the foe of something important they’re holding, then quickly swipe it from the ground as a bonus action. You’ll also have Action Surge in a pinch.
Ancestral Guardian Barbarian (17) / Battle Master Fighter (3)
In addition to supporting your allies with your ancestral spirits (preventing damage and hindering attacks), you can use Battle Master Superiority Dice and Maneuvers to support your allies further. Use Lunging Attack to keep away from a foe’s opportunity attacks, while also using Ancestral Protectors to give that enemy disadvantage on attacks rolls on anyone other than you, then move away so the foe must choose between pursuing you and potentially taking opportunity attacks from your allies, or make attacks with disadvantage against your allies, for whom your Spirit Shield will be a vanguard.
Several other Maneuvers will work well with your supportive playstyle while boosting your party’s damage output. You’re still a Barbarian, so if you need to wail on an enemy without the fancy battlefield tactics, feel free to use Reckless Attack and fish for critical hits while using Maneuvers. Remember Superiority Dice get rolled twice for critical hits just like other damage dice.
Battle Master Fighter (3) / Bladesinging Wizard (17)
Brad on Twitter suggested this concept. He likes that this combination feels like a Jedi from Star Wars. The Battle Master’s maneuvers play well with the Bladesinger. You’ll weave through combat performing feats of martial might against foes. Rallying and supporting your allies won’t be a problem. Seventeen levels of Bladesinging gives you ninth-level spells. You’ll miss out on Spell Mastery at level eighteen, but the Battle Master’s features will be helpful much earlier in a campaign.
Gloom Stalker Ranger (13) / Battle Master Fighter (3) / Life Cleric (3)
You become a sniper who disappears into the shadows. You have excellent survivability and utility through your features and spells. There is a write-up for this build on the Form of Dread – D&D Tactics blog. It’s very clear, and it showcases the potency of the Gloom Stalker. Check out the DPR graph at the bottom. You’ll want to check with your DM about how summoning spells will function for you.
Beast Barbarian (16) / Battle Master Fighter (4)
You come from a lycanthropic line of warriors who use limited bestial transformations in combat. Your training focuses on using your instinctive intuition and ferocity to get the better of other warriors.
The Beast Barbarian is unique to other Barbarians because its number of attacks can match or exceed the Polearm Master feat norm. They don’t use magic weapons as much, but the volume of attacks and freedom to choose other feats can be freeing. Add your Superiority Dice and use Maneuvers while you attack in a flurry of claws.
Cavalier Fighter Subclass (XGtE)
Summary of subclass features: Gain skills and bolster your ability to use and ride a mount. Mark enemies so you can punish their movement and defend your allies from your mark. You can charge enemies ferociously, and eventually, you can make many opportunity attacks per round.
Cavalier Fighter Multiclass Recommendations
Hunter Ranger (7-13) / Cavalier Fighter (7-13) / Barbarian (1)
The Hunter’s Multiattack Defense feature at level seven is pretty cool. It’s even better when coupled with an AC boost from the Cavalier’s Warding Maneuver. I wouldn’t consider this to be a top-tier AC multiclass, but it’s not highly dependent on resource management and it can feel unique to the usual Ranger. You can lock enemies down with your melee features instead of relying on the usual crossbow builds for damage. I’m not saying you’ll out-damage crossbow builds, but it’ll be something new.
The level split will depend on whether you want more feats or more uses of Indomitable, but also if you want more spells. The Barbarian level is for grabbing Rage because it can increase your survivability to resist attack damage.
Swashbuckler Rogue (10) / Cavalier Fighter (10)
You can play a pirate Bugbear with this concept and have some fun. Bugbears add five feet to the reach of their melee attacks, which couples interestingly with the Cavalier’s Hold the Line feature. You won’t need a polearm to cover a larger area with your melee range, allowing you to attack with a finesse weapon to use Sneak Attack as a reaction. You can have some fun with a melee combination like this.
Champion Fighter Subclass (PHB)
Summary of subclass features: Improve your chances at rolling critical hits. Bolster skill checks that use physical stats and jump farther. Gain a second Fighting Style. Regenerate hitpoints during battle when you’ve lost half of your hitpoints.
Champion Fighter Multiclass Recommendations
Arcane Trickster Rogue (17) / Champion Fighter (3)
The Champion will give you Action Surge and the ability to land critical hits on 19s. Cast Find Familiar so your familiar can use the Help action to give you advantage. Action Surge will allow you to attack during your turn with Sneak Attack (assuming your attack qualifies). Your second action will be to Ready an attack that triggers when your familiar uses the Help action. You will have advantage on your reaction attack outside of your turn, allowing you to Sneak Attack a second time in the round. Awesome! You can also learn the Haste spell to the same ends. You can also use Booming Blade instead of your attack in either instance of attacking.
Berserker Barbarian (4) / Champion Fighter (16)
This combination is meant to fish for critical hits. The Berserker can use Reckless Attack, and it gains a bonus action attack when entering a Frenzy. At higher levels, this is four attacks per round rolled with advantage and landing critical hits on 18-20. The level splits are based on gaining ASI bonuses. You eventually may not bother using Frenzy because you can get bonus action attacks from landing critical hits or kills if you have the Great Weapon Master feat (which I definitely would choose for this character).
Berserker Barbarian (4) / Champion Fighter (4) / Watchers/Ancients Paladin (12)
Crit fishing is fun, but it’s even better with smiting! Berserkers can make more attacks during Frenzy Rage. Champions can crit on a 19-20. Paladins can capitalize on critical hits with Divine Smite. Since we’re going for Rage, we don’t want to concentrate on Paladin spells, so either subclass indicated would be fine for the Paladin. Having said that, you can pick the one that sounds fun to you. You can also settle for three Fighter or Barbarian levels if you’d rather go thirteen-to-fourteen levels of Paladin to get fourth-level spells.
Totem Barbarian (16) / Champion Fighter (4)
Combining durability with offensive devastation, the Totem/Champion is a powerful combatant. This character will be a crit-fishing powerhouse after tacking on feats like Sentinel + Great Weapon Master + Polearm Master. Action Surge from the Fighter Class will further improve the Barbarian’s ability to fish for critical hits when it matters most. The Totem Warrior’s bear feature at level three (the one pretty much everyone picks) will make the character durable to live long enough in battle to land devastating blows before getting put down. That’s assuming the character gets dropped to zero hitpoints at all (don’t count on it). This is one of the classic multiclass combinations of D&D 5e that has been a favorite of Barbarian players since 2015.
Echo Knight Fighter Subclass (XGtW)
Summary of subclass features: Summon an echo image of yourself that can attack using your reaction, scout areas, swap places with you, and more! This is a very strong subclass for Fighters.
Notes: This subclass is extremely strong, but it has a steep learning curve. Experienced players will get much mileage out of it. It’s a strong subclass to grab if you are grabbing a Fighter subclass but aren’t sure what you want.
Echo Knight Fighter Multiclass Recommendations
Echo Knight (3) / Phantom Rogue (17)
The Echo Knight can be flavored as ghostly manifestations of the Rogue! Use Manifest Echo to create a ghostly version of yourself that can deal Sneak Attack damage. This is a fun way to play a melee-based Rogue. As you level up in either class, the new abilities will continue to feed into the ghostly theme.
The level split is flexible, so do what you want with it. Thank you to Cleric Corner for this idea!
Ancestral Guardian Barbarian (9) / Echo Knight Fighter (4) / War Magic Wizard (7)
This character concept known as the Guardian will initially appear strange, but it’s an effective build to tank for self and allies as long as you understand its tactics. This concept possesses narrative and thematic richness to make the character enjoyable for roleplaying. This Guardian build comes from TreantMonk, and he has a video devoted to explaining it. Basically, you’ll use deflection and damage prevention while placing enemies in positions that put them at a disadvantage in a fight.
Echo Knight Fighter (4) / Fey Wanderer Ranger (16)
Fey Wanderers who can create doubles of themselves from alternate realities? Awesome! The Echo Knight is incredibly strong, so it consistently excels as a Fighter multiclass option. Instead of always bringing it up, I bring it up when I think it fits the character theme (such as here).
Horizon Walker Ranger (16) / Echo Knight Fighter (4)
The Echo Knight is incredible! It fits the Horizon Walker’s theme, too. Creating echoes of yourself from alternate realities seems like the kind of thing a Horizon Walker would do. The Echo Knight is packed with value, so I can’t sum it up here, but it’s worth a look if it’s allowed.
Eldritch Knight Fighter Subclass (PHB)
Summary of subclass features: Gain limited spellcasting to accompany your fighting skills. Bond with a weapon so you can summon it and resist being disarmed. Make an attack when you cast a cantrip. Gain a short teleport, and learn to make an attack after casting a leveled spell.
Notes: Spellcasting uses Intelligence, incentivizing me to use this subclass with other Intelligence-based subclasses.
Eldritch Knight Fighter Multiclass Recommendations
Eldritch Knight Fighter (18) / Bladesinging Wizard (2)
These subclasses are already similar; they’re designed to blur the lines between spellcasting and swordsmanship. While they’re not especially synergistic, the Eldritch Knight isn’t as hungry for its level-twenty capstone that improves Extra Attack again. It is mixing spellcasting with its attacks, so gaining more spells from the Wizard class can be helpful. Choose Bladesinging as your Wizard subclass if you’re experimenting with a light armor Fighter that uses finesse weapons.
You’ll probably pick up Wizard spells that use your reaction: Absorb Elements, Shield, and/or Silvery Barbs (if available). You’ll want to have cantrips like Booming Blade or Green-flame Blade to synergize with your War Magic subclass feature.
Eldritch Knight Fighter (17) / Battle Smith Artificer (3)
While this can work for the Eldritch Knight, there are probably better Fighter subclasses for this combination. The idea is to use Infusions and invest heavily in Intelligence for offense augmentation. You can actually focus on a Crossbow Expert/Sharpshooter build with this multiclass concept. Polearm Master/Great Weapon Master is viable, too.
Psi Warrior Fighter Subclass (TCoE)
Summary of subclass features: Use Psionic Energy dice to bolster defenses and augment attacks. Gain psychic abilities for teamwork, movement, and utility. Resist psychic damage and break out of charm effects. Use the Telekinesis spell and protect your allies with a psychic barrier.
Notes: Features may use Intelligence, incentivizing me to use this subclass with other Intelligence-based subclasses.
Psi Warrior Fighter Multiclass Recommendations
Psi Warrior (18) / Abjuration Wizard (2)
The Arcane Ward of the Abjuration Wizard feels like a psionic barrier. The ward’s hitpoints won’t be high with only one level of Wizard, but it is a barrier that freely defends you without requiring your reaction. You’ll also gain level-one spells like Shield, Absorb Elements, Disguise Self, Fog Cloud, and more. Spells are excellent ways to play into the flavor of the Psi Warrior. You’ll miss out on one ASI and the 4x Extra Attack you would get from sticking with pure Fighter levels, but those only help you at high levels anyway.
I recommend going two levels in Fighter, then dipping two levels in Wizard. Doing this early on will make the low-hitpoint ward impactful compared to higher levels. The level-one spells will be more relevant at low levels, too. You can choose Booming Blade as a cantrip to make up for the slower leveling before you get Extra Attack. Remember, Action Surge can be used to cast two spells in a single turn if neither spell has a casting time of one bonus action.
Psi Warrior Fighter (3+) / Bladesinging Wizard (2+)
Yes-anding the suggestion above with the Battle Master, I suggest that the Psi Warrior would lean heavily into the Jedi Master concept. While limited to light armor and a one-handed weapon, I think the combination makes up for it with the bonus to AC that comes with Bladesong. You’ll roleplay the Bladesong as a manifestation of your psionic abilities. Intelligence will boost your Armor Class, incentivizing you to invest in Intelligence to improve the DC of your Psi Warrior features. Your mind is your armor!
Massive potential lies in either path with this concept. Focusing on Bladesinging or Psi Warrior will yield different skills, so build the character based on your taste. I’d personally want to get the Psi Warrior’s level-eighteen ability, Telekinetic Master. Bladesinging would be useful from level six onward due to its abilities to block damage, swap an attack with a cantrip (Booming Blade feels right for psionic attacks), and add Intelligence to attack damage. Remember, Action Surge can be used to cast two spells in a single turn if neither spell has a casting time of one bonus action. This concept is rich with possibilities, so build it how you see fit!
Psi Warrior Fighter (8) / Conjuration Wizard (12)
Picture your psionic warrior constantly teleporting around the battlefield with near-omnipresence. Your Focused Conjuration will nearly guarantee you to maintain concentration on conjuration spells like Far Step. The Fighter enables you to use medium armor with a shield. Your summoned creatures will remain at your side as you charge into battle with them. You can cast Arcane Gate to teleport your summoned creatures to a specified location as you lead them into battle. This should play out like the “on your left” teleportation scene at the end of Avengers: Endgame.
Fog Cloud would serve you well if you chose the Blind Fighting style from Tasha’s Cauldron of Everything (at the beginning of the Fighter section). The fog you conjure would hide you from sight while you can effectively see foes within ten feet of you. Unconventional synergies are available with this combination because Focused Conjuration secures concentration. Remember, Action Surge can be used to cast two spells in a single turn if neither spell has a casting time of one bonus action.
Psi Warrior Fighter (3) / Graviturgy Wizard (17)
This combination can treat the Psi Warrior as a gravity-based character or make the Graviturgist into a psionic-based character. Either way works. The abilities go together thematically. Armor and weapon attacks from the Psi Warrior will pair well with the Booming Blade cantrip since you won’t get additional attacks with this build. I’m not too fond of the Graviturgist, but this is a combination you could use if you like it. Event Horizon will help you lock down enemies. Remember, Action Surge can be used to cast two spells in a single turn if neither spell has a casting time of one bonus action.
Psi Warrior Fighter (18) / War Magic Wizard (2)
Similar to the Bladesinging version of this concept, this character focuses on its psychic powers. Arcane Deflection functions as a telekinetic force protecting you from harm. You can use Arcane Deflection every turn, and the downside is merely limiting your spellcasting to cantrips for your next turn after using it. You gain Booming Blade as a psionic force that you inflict on foes when they move, though you won’t use it as often when you get to higher levels with Extra Attack.
Consistently adding +2 to AC and +4 to saving throws will make you incredibly durable. Don’t get swarmed, and you’ll be fine. Remember, Action Surge can be used to cast two spells in a single turn if neither spell has a casting time of one bonus action.
Psi Warrior Fighter (3) / Armorer Artificer (17)
I love mixing with the Psi Warrior because its theme is compatible with many concepts. This concept reminds me of Kang the Conqueror from Marvel comics because he always seemed to have force fields and powerful armor.
Psi Warrior Fighter (3) / Battle Smith Artificer (17)
This is similar to my earlier concept for the Armorer, but it’s just as compatible with the Battle Smith. The flavor is less about powerful force-field-producing armor, but you empower your weapons and protect your allies with magical force.
Horizon Walker Ranger (16) / Psi Warrior Fighter (4)
Portals typically involve force damage and similar powers, so it makes sense that a Horizon Walker may have telekinetic powers. You can gain slick Fighter features and pick up Psi Warrior augmentations for your attacks and defenses. You also won’t have to sacrifice feats with these level splits. I like to imagine using Planar Warrior and Psionic Strike in unison for attacks.
Purple Dragon Knight Banneret Fighter Subclass (SCAG)
Summary of subclass features: Your Second Wind slightly heals allies, too. Gain proficiency in Persuasion with doubled proficiency bonus. Allow allies to make attacks when you use Action Surge. Bolster allies against a shared saving throw if you use Indomitable.
Notes: I believe this subclass has cool design choices but they’re too weak, especially at lower levels.
Banneret Fighter Multiclass Recommendations
Banneret Fighter (18) / Twilight Cleric (2)
I’m not gonna lie, this subclass is pretty bad. Most of the benefits you’d gain from investing three levels in it can be gained with fewer levels invested in better classes and subclasses. However, for the sake of thinking of some ideas, the Twlight Cleric gives solid support options to the Banneret Fighter. Your Channel Divinity can grant temporary hitpoints to your allies each round. You can give advantage on Initiative rolls and 300-ft darkvision. You’ll also gain spells like Bless. This allows you to be a Fighter with more support options.
Rune Knight Fighter Subclass (TCoE)
Summary of subclass features: Learn runic effects and enlarge your size. Gain augmentations when you enlarge. Force enemies to reroll attacks. Grow larger and smash better at high levels.
Rune Knight Fighter Multiclass Recommendations
Mastermind Rogue (17) / Rune Knight Fighter (3)
Fighters make great Rogue multiclasses, and the Rune Knight Fighter has interesting features that complement the Mastermind Rogue. The Cloud Rune allows the Mastermind to become a tricky battlefield controller by redirecting an attack to magically strike another creature. Basic Fighter features like Action Surge, Second Wind, and a choice of a Fighting Style can enhance the Rogue’s abilities to bolster its defenses or enhance its damage output.
You can narrate this character as being a master of tactics who learned to master battle through games of wit with rune carvers and giants.
Totem Barbarian (3) / Rune Knight Fighter (17)
Playing up the runic giant-kin theme, you’ll be raging and resisting damage while gaining abilities to increase your size. Becoming larger will enable you to wrestle and grapple with larger creatures than normal. Are you ready to wrestle with a dragon, rolling advantage while raging to grapple it?
Peace Cleric (1) / Rune Knight Fighter (19)
The Peace Cleric’s spells and Emboldening Bond feature help to round out the Rune Knight. You can add pairs of d4s to your attacks, skills, and saves using Emboldening Bond and the Bless spell. You can go for six levels of Peace Cleric if you want the Protective Bond upgrade to your Emboldening Bond feature.
Rune Knight Fighter (4) / Fey Wanderer Ranger (16)
I picture fey powers as trickery. The Cloud Rune’s ability to change an attack’s target is very strong and useful, and Fighter levels will further augment the Fey Wanderer’s abilities. Cool combo!
Horizon Walker Ranger (16) / Rune Knight Fighter (4)
This combination is cool because it reminds me of Blink from the X-Men comic books. The Cloud Rune can be flavored as opening a portal to make an enemy attack one of their allies instead of you or your allies. At higher levels, you can teleport between attacks. Aside from the subclass, Fighter levels are always great!
Land Druid (Coast) (4) / Rune Knight Fighter (16)
This is an easy way to grab Druid spells like Spike Growth and Healing Word, plus spells like Mirror Image and Misty Step from the Coast spell list. I recommend flavoring Mirror Image as watery clones of yourself, and Misty Step as if you dissolve into water and flow to a new position instantly.
Spike Growth can be useful when you grow to larger sizes and create bottlenecks for enemies. You can even drag them across the spikes. Use a polearm plus some feats to set up a perimeter as enemies attempt to cross the spikes. You can flavor the spikes as icicles or whatever seems right to you.
Genie Warlock (17) / Rune Knight Fighter (3)
This character has delved into elemental runes and made a pact with a Dao. You can use Sanctuary Vessel at Warlock level ten to short rest in ten minutes, meaning you can crank out runes and Action Surge fairly often. Spike Growth becomes available to a Dao Genie Warlock, so you can still use fun battlefield control tactics while knocking enemies around Eldritch Blast. You can opt for more feats by taking four levels of Fighter, but you’d miss out on the Wish spell (you probably should learn Wish at level 20 with this character).
Samurai Fighter Subclass (XGtE)
Summary of subclass features: Use your bonus action to empower your attacks for the round with advantage. Gain a skill, use your Wisdom to help social Charisma checks, and gain proficiency with Wisdom saving throws. Turn advantage on an attack into multiple attacks instead. Interrupt someone’s turn who would reduce you to zero hitpoints so you can retaliate before you fall.
Samurai Fighter Multiclass Recommendations
Samurai Fighter (18-19) / Twilight Cleric (1-2)
You were raised to work hard while the sun blesses the land, and rest with joy in the twilight hours. However, monsters of the night deny rest to you and those you love. You are a twlight warrior who guards the weak against the night’s terrors.
This is a basic multiclass choice. If you want to pick up early value at low-levels, one or two levels of Twilight Cleric gets you teamwork features for darkvision, initiative, and spellcasting.
Samurai Fighter (19) / Forge Cleric (1)
You are a master of combat and you make your own tools of war. You understand that a warrior is only as good their weapons, so you praise the gods of combat, trade, construction, or whatever makes sense in your game.
Samurai Fighter (15-18) / Hexblade Warlock (2-5)
Marksmanship was taught to you by your parents. You were good with a crossbow, but not amazing. That changed when you stumbled upon a crossbow with a malevolence within it. You made a pact with the weapon to use its power for your own goals, but it would have requests of you in return.
You can build a similar character (probably a stronger one) with a Gloomstalker Ranger instead of a Samurai Fighter, but the same concept applies. You’ll have options for your bonus actions each round, but your focus will be on Sharpshooter + Crossbow Expert feats to deal big damage. You can decide if you want to take extra levels of Hexblade Warlock for spells, Invocations, and more.
Five levels of Warlock will get you Eldritch Smite for boosting the damage of your attacks, particularly if you land a critical hit against your cursed target. This combination is also an easy way to grab the Shield spell since it’s on the Hexblade Expanded Spells list.
Samurai Fighter (19) / Peace Cleric (1)
It’s another Cleric dip option! This combination is great for bolstering saving throws and buffing attack rolls (skill checks, too). I like this combo for Samurais since they make great archers and can stay in a better position to maintain a 30-ft distance from allies to keep Emboldening Bond active.
If you play as a melee Samurai, this might remind me of a pacifist swordsman like Rurouni Kenshin. Your spellcasting is meant to protect those you care about. Violence is not your preference, but the way of the world demands that you be capable of it.
More Multiclassing Content
Fighters are versatile characters who can benefit from even the slightest multiclassing dips! They also make for excellent dips for many other character concepts. What multiclassing combinations have you played or theory-crafted that deserve mentioning? Let me know in the comments so I can review your idea.
You can find more content on multiclassing in our other articles, particularly our class-level multiclassing combinations article.
Pingback: D&D 5E Battle Mage Character Build - Fighter/Sorcerer -
What about a arcane archer/scout?
I don’t love Arcane Archer, but it’s a fine option for a Scout Rogue. I’d focus on the entangling shot or w/e it’s called.
I have a campaign that will end around 10-12 and I’m really interested in the Eldritch Knight. I’m considering Eldritch Knight (10) / Warlock (2) for Eldritch Blast with War Magic. I know it’s a bit MAD.. Am I off base with my thinking?
It’s very doable! Many of the best spells don’t rely on attack rolls or saving throws. You could select those sorts of spells from your Eldritch Knight levels to avoid relying heavily on Intelligence. You could also choose Hexblade Warlock as your subclass to remove the need for Strength or Dexterity on attack rolls, using Charisma instead. It can be done! 🙂
For one of the campaigns I DM’d, I created a self-insert NPC who was a multiclass of Samurai Fighter and Way of the Kensei Monk. He was presented as a very ronin-like character, being a master of the sword who wore no armor. Optimally I feel like the combination could be decent for a PC, with the samurai’s “Fighting Spirit” ability combined with the Way of the Kensei’s “Magic Kensei Weapons” and “Deft Strikes” ability, but I realize it’s not a perfect concept so I made it more for narrative reasons than anything.
I love your idea of the psi warrior/bladesinger multiclass as it does feel much more like a jedi. I would want at least 3 levels into bladesinger so you can get Shadow Blade.