Discover fresh ideas for your Wizard with the magic of multiclassing.
I have an additional resource for you at FlutesLoot.com where you can read my in-depth Wizard multiclassing guide: https://www.flutesloot.com/wizard-multiclassing-guide-dnd5e/?utm_source=youtube
Wizards have much to gain and little to lose when they multiclass! Spell selection is more important than class features, so you can build them as you wish. Many classes benefit more from multiclassing than from investing all twenty levels in themselves. Aside from optimization, multiclassing allows you to build interesting concepts for unique characters with outside-the-box specialties. Multiclassing can be useful for roleplaying, so do not make the mistake of thinking this guidance is only for min-max-style players. I try to be an enabler of unique gameplay rather than a prescriber of limited choices.
⏰Time Stamps + Example Characters:
00:00 Intro
00:23 Wizard Multiclassing Requirements
00:43 What Wizards Should Consider Before Multiclassing
01:34 Arcane Tradition Consideration
02:13 [General Recommendation #1] Armorer Artificer
02:49 [General Recommendation #2] Psi Warrior Fighter
03:47 Abjuration Wizard + Psi Warrior Fighter (Barrier Defense)
04:44 Bladesinger Wizard + Psi Warrior Fighter (Yoda)
05:30 Conjuration Wizard + Psi Warrior Fighter (Kenshi)
06:19 War Magic Wizard + Psi Warrior Fighter (Dr. Strange)
06:54 Abjuration Wizard + Armorer Artificer (Terminator)
07:28 Chronurgy Wizard + Armorer Artificer (Kang, Syndrome)
08:15 Necromancer Wizard + Armorer Artificer (Shang Tsung, the Borg)
09:25 War Magic Wizard + Armorer Artificer (Ultron)
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0:00
Hey, looters, flutes here. Today I want to talk about wizards and how to best multi-class with them
0:06
What are some fun combinations and what are the greatest considerations for a wizard multi-classing or for someone to dip into wizard for multi-classing
0:14
Today on Flutes Lute. First of all, with a wizard multi-class, you should keep in mind that wizards require a 13 in intelligence in order to
0:29
to multi-class with them. Not hard to do, but it does make them less accessible for other classes
0:35
to just dip into wizard because intelligence is often a dump stat. But it doesn't have to be
0:39
if your concept is aligned with wizard. Here are my top considerations for a wizard who wants to
0:45
multi-class. Can a multi-classing concept improve your defenses? Do you mind omitting some of the
0:51
wizard's higher-level spells or abilities? Particularly, are you okay with missing out on ninth-level
0:57
spells or spell slots at least, depending on how much you want to multi-class. If you multi-class more
1:03
than three levels from the wizard class, you will not get access to the level nine spells that you
1:08
need to get level 17 in wizard to obtain. You should consider if you're going to multi-class early in
1:13
the campaign or late in the campaign. If you have a multi-classing concept that sounds fun, you'll want to
1:19
use it early on and multi-class early. You also need to know what sort of span your campaign is going to go
1:25
through. If you're only going to level 10 and then the campaign's going to end, then you definitely
1:30
need to multi-class early. My last general consideration is how well does your wizard subclass, your
1:36
arcane tradition, synergize with other classes and some classes. That's really where the fun comes in
1:41
and why people want to multi-class, right, is they think of a cool concept, some sort of synergy that
1:46
tempts them into multi-classing. Wizards receive their arcane tradition at level two. A lot of classes
1:50
get their subclasses at level three. So that does make wizards more accessible if you want to dip into
1:55
and get a low-level ability. Next, I want to talk about my multi-classing concepts
1:59
that sound fun and have excellent synergies. But I will point out, first of all
2:05
there are two main classes, subclasses, that really stand out to me as very powerful and useful
2:12
for wizards to multi-class. One is the artificer, especially the armorer from Tasha's cauldron of everything
2:18
The armorer artificer with just three levels makes it so you can have proficiency
2:22
with all types of armor and shields, and you can ignore the strength requirement for heavy armor
2:29
So instead of having to get a 15 strength in order to wear plate armor, you can just wear it with a strength of 8
2:36
That's incredible. The artificer class also comes with neat abilities and spells
2:40
that a wizard can take advantage of, including cure wounds if you want to be a healer
2:44
Wizards become more diversified with just a few levels in artificer. Another subclass that came up often from Tosh's is the Cy Warrior fighter
2:53
This fighter uses its intelligence score to augment its attacks and its abilities with psychic powers, damage, pushing people around, you know, Jedi-type stuff
3:03
And it's really easy for a wizard to dip into this Cy Warrior, like three levels
3:08
You'll receive action surge so you can cast two spells in a turn as long as one of them is not a bonus action
3:12
Remember everyone, you can cast two spells in a turn that are leveled spells using spell slots as long as one of them is not a bonus action
3:19
It's an often misunderstood rule, just getting that out of the way. start your game with your character at level one as a fighter, you'll get more hit points
3:26
you'll get access to all armor. You'll still need to have the strength requirements and maybe
3:30
have dexterity to boost your medium armor, but you'll have shields too, and you'll be much more
3:36
durable because you can defend yourself. It's better than just having mage armor. So speaking of
3:40
those subclasses, I'm going to go over a few of the wizard subclasses that I think synergized
3:44
particularly well with them. Let's start with the Cy Warrior. The abjuration wizard specializes
3:50
in having a ward. This just thematically works for me. to have a sci warrior that has this like psychic barrier protecting the character as well as the
3:58
character's allies. You may even be full-on sci warrior and go 18 levels of that and only two levels
4:04
in abjuration wizard just to have a little boost of your defenses with the arcane ward. And don't
4:11
forget that two levels in wizard is still useful to a high level fighter as you gain crucial spells that
4:16
are always applicable even if only cast at level one. Examples include shield, absorb elements, fog cloud
4:23
disguise self and any other spells that you think are useful. There's so many level one spells that are great to have for a fighter for utility
4:29
And don't forget about cantrip like Booming Blade that can really boost your offense until you get more attacks as a fighter
4:35
You could even be a Cy Warrior who takes the warcaster feat just so you can do Booming Blade as a reaction opportunity attack The next subclass that does really well with the Cy Warrior is the Blade Singer The Blade Singer is built to be a wizard who is more durable and is great at multi with these martial classes
4:53
So a Cy Warrior fighter and a Blade Singer will allow you to boost your defenses based on your intelligence
4:58
so you're incentivized to spend more stat points on intelligence while still investing in your strength or dexterity, whatever you're using
5:06
You won't be using a shield as a blade singer so you can use your blade song, and you'll be using lower armor class armor, but it's worth it
5:12
Your blade song will augment your defenses, and later on you'll be able to boost your damage from attacks with your intelligence
5:19
I could go either way in this. You could specialize in Cy Warrior and just dip into Blade Singer
5:23
or you could specialize in Blade Singer and dip into Cy Warrior. They both play well into each other as the psychic spellcasting warrior
5:30
My third Cy Warrior concept is the Conjuration Wizard. I think this wizard is a really fun concept
5:36
to picture someone teleporting around the battlefield a lot with psionic energies
5:41
You can swap places with allies. You can refresh your action teleport ability as a conjurer
5:47
by casting conjuration spells like Misty Step, Dimension Door. And those just really play into
5:53
like you're this psychic warrior who just like blinks around the battlefield, really hard to pin down
5:58
You could also invest in the blind fighting fighting style from Tasha's Caldron of Everything
6:03
to attack people that are next to you even while you can't see. like in a fog cloud. A fog cloud is a conjuration spell, so it would refresh your teleportation ability
6:11
and you could really make it difficult for your opponents to fight you while you can still fight them
6:16
Last one for the Cy Warrior is going to have to be the War Magic Wizard
6:20
This wizard is really cool at augmenting its defenses and really taking advantage of counterspell and dispel magic
6:27
and it can totally be played off as if you're deflecting attacks and augmenting your saving throws
6:33
like you're putting up some sort of psychic barrier, which the Cy Warrior already does
6:36
So it gives you different options to use that. And you're a war magic wizard
6:41
You're used to being in the thick of battle. And your Cy Warrior abilities go well with that as you charge into battle
6:47
weaving magic and slaying spells at enemies while still defending yourself, armoured up and psychically deflecting blows
6:54
So the armor artificer has a few subclasses that I think it does very well with
6:58
One being the Abjuration Wizard, because you're already like this juggernaut of magical defenses
7:03
to fight other spellcasters as an abjuror. So you might as well armor up as well
7:08
Your enhanced armor will allow you to actually like enchant it to be a plus one AC
7:12
You'll be able to gain temporary hit points, which stacks well with your arcane ward
7:16
If you really want to play into this defensive juggernaut concept, you could also be a war forged as your character race
7:22
and basically become like the magical Terminator in search of some wizard named John Connor
7:27
The Kronergy wizard is one of the best subclasses for wizard. and it pairs really well with the armorer
7:33
You almost feel like you're this futuristic person who came back in time to conquer
7:38
like Kang the Conqueror, the Marvel villain. You could even pretend that your armor
7:42
is like some sort of technology from the future that allows you to manipulate space and time
7:47
like a Kronergy wizard does. When you create that little moat that is like a spell
7:51
and a bead as a Kronergy wizard, you could pretend it's like a technology thing
7:55
that pops out of your armor like some kind of Pez dispenser with a spell built into it
7:59
The momentary stasis ability, you could also picture it like your armor being syndromes technology from the Incredibles
8:05
where he zaps people and they get frozen and he can like shove him around like zero energy
8:11
whatever technology it was called. You can just really flavor this character to be a lot of fun
8:15
The next armorer synergy that I like is the Necomancer wizard. And this works for a few reasons
8:20
You could play it off as like you can fight amongst your undead thralls because you're
8:26
armored up. You don't need them to just be meat shields. You are in amongst them fighting
8:30
What I prefer is to really play into the grim harvest ability that necromancers have
8:35
where you can suck the life out of creatures that you slay. And I really want to use vampiric touch
8:40
It's a spell that I've always thought is so cool. I like the life steel aspect of it
8:43
But it's so hard for a wizard to be running in, be taking a lot of blows while healing itself with vampiric touch and grieve harvest
8:50
at a rate that isn't less than the damage they are taking at the same time
8:54
So the armorer allows them to be armored up, have a much better defense for actually getting there in the thick
9:00
a battle to play into that life-stealer archetype. I just think it's a really cool way to play into that
9:06
And don't forget to use enhanced arcane focus so that you can enhance your attacks
9:10
with your vampiric touch as well. If you want to be like Shang Sung from Mortal Kombat
9:14
you want to learn soul cage as well, so when you're reaping people's souls, you can properly say your soul is mine as you literally catch their soul into a little silver cage And lastly this is going to sound very familiar The armorer artificer goes really well with the War Magic Wizard
9:30
Boosting your defenses by not having to focus on strength, you can just put on this armor
9:34
You'll be a durable little wizard out there making life hellish for your opponents
9:40
At this point, I'll start getting into some of my more niche ideas that weren't based on those two
9:44
like really good artificer and fighter multi-classes so that we can diversify a little bit
9:50
Before I do, I will remind you please like and subscribe if you like this content. And check out flutesloop.com where we have an article that is what this video is based on
9:58
that expounds a lot more on the concepts I'm describing. The link is in the description down below
10:02
So my next combination that makes a lot of sense to me thematically is the Kronergy
10:07
wizard and the clockwork sorcerer. They're both based on like time as well as like order
10:14
constants. And so they just play well together. Like the clockwork sorcerer, they like flavor their
10:19
spells with a lot of like cogs, which seems like clocks and time, you know. And so the
10:26
chronology wizard just goes well with it. I think it would be cool to play this concept as an
10:29
awesomer as for your race as you're like this angel who's only interested in justice and order
10:34
Just like the clockwork sorcerer is interested in like order. And the chronology wizard plays into
10:39
like the time. And so you can almost be like a time cop. I could go either way and whether I
10:43
focus on sorcerer or wizard, but I will want to go at least 14 levels in whichever one I
10:47
focus on so that I can get their high level ability because they are good. Next concept is a
10:52
summoner master, the Conjuration Wizard and the Circle of Shepard Druid. You can actually
10:57
augment your summoning spells quite a bit, boosting the durability of your summons and your ability
11:04
to constantly be concentrating on those spells. The Conjuration Wizard with their benign
11:09
transportation teleport ability will also allow you to swap places with your summoned creatures
11:14
So you could summon your creatures all around like your enemy. And if your enemy like teleports over to
11:19
where you are, you can like teleport and swap places with one of your summoned creatures so that
11:24
they're again just dealing with whatever animals, creatures, whatever you've summoned. Also the
11:29
conjuration wizard's level two ability, minor conjuration. I rarely think of some like cool things to do
11:34
with it. But you could create like a saddle or something really quick to like do barting
11:39
for your creatures that you summon so you could actually ride them. I think that would be a cool way to play that ability off
11:45
The next concepts I want to go over are for the divination wizard. This wizard's bread and butter is its portent ability
11:51
to roll 2D20s ahead of time and then just use them when you see fit
11:55
I think that goes really well with the clockwork sorcerer. We kind of play into like that time and order
12:00
as if you're like imposing roles on people to keep destiny as it should be
12:06
But you can also like negate when people have advantage or disadvantage. so you're just like the role manipulator being like, no, this is not how it should be
12:13
The role will go this way. Just a cool way to think of things. I'd also like to see the divination wizard multi-class with the knowledge cleric
12:19
because it's like they're just summoning information out of nowhere and foreseeing things
12:24
The knowledge cleric can detect thoughts and learn skills just with the gift of their god
12:28
while the divination wizard is foreseeing roles and benefiting from those divination spells
12:34
The Enchantment Wizard, my personal favorite, is so good. I think it goes well with a few subclasses
12:40
Glammer Bard, nine levels, demagogue who like converts people. You could definitely be like a cult leader
12:45
with this type of combination as you just convince the masses to be charmed by you and do your bidding
12:51
You could also be an arcane trickster, get nine levels of that, so you can ambush people
12:55
so they have disadvantage on saving throws against your twin castings of your enchantment spells
13:00
So you could cast dominate person on two people as you surprise them and ambush them
13:05
They'll both have disadvantage. So you basically are getting four roeful, to try to succeed on dominating these people
13:10
You want those spells to succeed because they do nothing if they don't succeed
13:14
So, Arcane Trickster is a cool multi-class here. Rogue is always good for Wizards too because your cunning action allows you to utilize your bonus action
13:21
which wizards don't typically do. So use that cunning action to escape from enemies without getting hurt or to dash around where you need to go
13:28
I also like the Order Cleric from Tasha's, how he's just like the sheriff who orders people what to do
13:34
The Order Cleric will also make it so you could cast your enchantment spells on your own allies
13:37
like you could twin cast to have a charm person go on an ally and an enemy
13:42
When you cast an enchantment spell on an ally, you could actually cause them to get a free reaction
13:47
Your rogues will love that. They'll be able to do a reaction that could potentially sneak attack out of their turn
13:52
I really like how the order cleric plays into this whole telling people what to do
13:56
you know, hands up and they drop what they're over there holding, just like a sheriff. I think it goes well with the Enchantment Wizard And again clerics help a wizard to armor up and become more durable Next the Evocation Wizard which I don think is a great subclass for what it supposed to do can go well with
14:11
the Tempest Cleric. You'll gain heavy armor proficiency because that's an ability of the Tempest
14:15
cleric specifically. And you'll be able to use Channel Divinity to max the damage of lightning or
14:19
thunder damage that you deal as a wizard. This goes well with the Evocation Wizard that needs to wait
14:23
till much higher levels to use a max damage spell ability. And then you'll be able to use both at higher
14:29
levels so you have a few different ways to deal that damage you really want to do as an evoker
14:33
The illusion wizard can do a few different multi-classes. I think it would go well with the
14:37
light cleric and really play up into the whole light plays tricks on you. So like you're also
14:42
doing light to do like fireball and stuff, but you're also manipulating light to do illusions
14:46
I just think it's thematically cool. The illusion wizard could also multi-class with the trickery cleric and utilize multiple ways to trick
14:53
opponents. You could use your duplicate from the trickery cleric to move around as an illusion. It
14:59
will require your concentration as if it was a spell. You could move your duplicate to where you need to go
15:05
to cast a spell, for example, and the duplicate will mimic you
15:08
and maybe your opponents will try to counter spell your duplicate, and it'll do nothing, it'll waste their counter spell
15:13
while your real stuff steps out and cast the spell. The illusionist also goes well with the armorer
15:18
artificer that I mentioned earlier, if you really want to play up like your Mysterio
15:22
the Spider-Man villain, just weaving all kinds of illusions, while safely inside your fishbowl
15:27
The Necomancer wizard could multi-class the Circle of Spores Druid. They're both meant to be, like, let's raise up the undead
15:33
but the spores does it through fungus and mushrooms, and the Necrimancer does it through magic
15:38
It's not the most synergistic combination, but it just makes thematic sense
15:42
if you're kind of done with the Necomancer and want to switch up your abilities. Plus, the druid has things like Wild Shape
15:47
and other cool utilities. The new wizard, Order of the Scribes, I think has a concept that sounds a lot like the anime
15:55
and manga Death Note, where you can write people's names, in a book and they die. Your spellbook becomes like a living entity basically, and I like to think
16:03
like you could write someone's name in it, and then you use manifest mind to take the sentience of your
16:08
spellbook and place it in the air somewhere to infiltrate someone's bedroom or something. And then
16:13
through that manifested mind, you use that point to teleport yourself in from the manifested mind's
16:20
positioning, and then you attack as an assassin and take them out. So Misty step through the
16:25
manifested mind to just suddenly poof out of nowhere and totally surprise someone using your book to
16:30
manifest yourself into their bedroom getting to my last concepts now i want to talk about the transmutation
16:36
wizard it's one of the weaker subclasses for wizards first of all but i think it goes really well with
16:41
the forged domain cleric and you can play into the whole like gaining a damage resistance concept
16:47
because you'll resist fire after a few levels of forged cleric and your transmuter stone as a wizard will be
16:53
able to adapt you to whatever elements you need to resist. I also like to picture the transmutation
16:58
wizard should focus more on the fabricate spell to actually like poof things and mold them into
17:03
inventions and structures. And the forge cleric is great for that. They both like should be able to
17:07
use that fabricate spell. These subclasses just go well together. The transmutation wizard could also
17:12
multi-class with the knowledge cleric in order to just suddenly become an expert in whatever craft they need
17:19
so that they can fabricate a bunch of raw materials into something
17:23
If you want to build a bridge, you just use your channel divinity as a knowledge clerk to learn how to build a bridge
17:28
And then you become a master craftsman. You can learn how to make mastercraft jewelry
17:32
how to use thieves tools by like taking a bunch of needles from someone's hair and fabricating them into thieves tools
17:39
and then summoning the ability to use thieves tools. There's just so many different capabilities here
17:43
that just sound really fun to me. I also think transmuters should be more like alchemists
17:47
but they don't get like alchemists supplies. So the alchemist artificer is really fun to play into this. You'll be able to get healing
17:53
spells, create your own bag of holdings, so you can have a space for storing all of your raw materials for
17:58
when you want to fabricate it or use alchemy to brew it into different things. And you just like keep
18:03
inventing things and you have your experimental elixir that just feels like you're transmuting things
18:09
and trying to make some miracle potion and every time it ends up a little bit different. So these have
18:13
been my favorite wizard multi-classing concepts as well as some general guidance on how to approach
18:18
wizard multi-classing. I hope you learned something and I'd really love to hear if you have your
18:23
own concepts that I could add to my article. I'm always updating it when someone has a cool idea
18:27
for a wizard multi-class concept and I'd love to hear your ideas so I could maybe throw it up there
18:32
Go to the comment section, a cast message to me down there and we'll see you in the next video
18:37
See ya
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