For example, using a combination of Paladin and Warlock levels can make for some of the best multiclass combinations in Dungeons and Dragons. This gives your mage some strong Proficiencies, like the ability to wear Heavy Armor, mastery with some weapons, and even the classic Divine Smite on top of a possible Pact of the Blade Eldritch Invocation, for instance. Multiclasses with dips are some of the safest routes to follow, but there are also great ways of making combos with subclasses.
5
Pact of the Archfey Warlock & Wild Magic Sorcerer
Blink Across The Field & Lay Waste To Enemies In D&D
The new and reformed Pact of the Archfey Warlock subclass for D&D 2024, which was brought into the Player’s Handbook, allows players to effectively blink across the battlefield on every turn, in most battles. Combining this with the updated Wild Magic Sorcerer subclass, you can make an outstandingly strong magic wielder. With the Warlock subclass, the character can use Misty Step multiple times for free, creating different effects, like imposing Disadvantage against enemies or granting Temporary HP to allies.
With the Wild Magic subclass, this multiclass character can also take advantage of the Sorcerer’s Metamagic feature, as well as the expanded spell list at their disposal. Moreover, the Sorcerer has Innate Sorcery, which can grant the character Advantage on their attacks and improve their Spell Save DC by 1.
A cool result of the combination of these two classes is the near infinite pool of spell slots. The Warlock’s Magical Cunning feature and the Sorcerer’s Font of Magic will allow you to rarely run out of spell slots, at least for a normal day in the campaign in Dungeons and Dragons. Wild Magic is fun because it will make you a powerful spellcaster, while the Archfey’s Steps of the Fey will grant extra survivability and team support.
4
Bladesinger Wizard & Eldritch Knight Fighter
Intelligence Reigns With This Multiclass In D&D
The Eldritch Knight Fighter multiclass with the Bladesinger Wizard subclass from D&D: Forgotten Realms makes for a great combination. Both subclasses have incredible synergy, which makes the character a powerful spellcasting melee warrior. With the Eldritch Knight subclass, the character can use the War Bond to connect to up to two weapons. As a Fighter, they will also have access to weapon masteries, Second Wind, and Action Surge.
Then, the Bladesinger Wizard can come in, granting them access to the different Bladesong options, such as improved AC, the ability to use the Intelligence modifier for attack rolls and damage, and the ability to add Intelligence to maintain Concentration. Surely, this multiclass character will be a bit smushier than a regular Fighter, as you can’t use armor or shields to gain access to the Bladesong.
However, you’ll be an overpowered character in D&D when it comes to damage output. Lastly, you will have spells as an extra resource for when you aren’t in melee and utility whenever you’re engaging with the story outside of combat.
3
Psi Warrior Fighter & Soulknife Rogue
Lean Into Psionic Powers With This Multiclass
The Psi Warrior Fighter and Soulknife Rogue subclasses have great thematic synergy revolving around both psionic powers. Both subclasses gain different types of Energy Dice, essentially granting them a total of eight Energy Dice at level 6, when they would only have six if they had gone with a single class progression system. Surely, these dice aren’t interchangeable, but they open up a world of different possibilities.
With the Psi Warrior, the character gains incredible resources, such as a damage mitigation Reaction and teleportation, while the Soulknife gives them telepathy, a buff to skill checks, and the ability to use Psychic Blades.
In combat, specifically, the multiclassed character can attack with a weapon and use both Sneak Attack and the Psi Warrior’s Psionic Strike for an incredible amount of damage – and if the character is using dual-wielding with a weapon with the Light and Nick weapon masteries in D&D, they get to unleash a second attack without consuming their Bonus Action. Then, they can follow up with an Action Surge and essentially repeat, though now without Sneak Attack and Psionic Strike.
2
Path of the World Tree Barbarian & Circle of the Sea Druid
Control The Field With This D&D Subclass Combination
Mostly for combat purposes, the mix between the Path of the World Tree Barbarian and Circle of the Sea Druid can make for amazing fun and battleground control. You’ll want to reach at least level 6 with your World Tree Barbarian to unlock the Branches of the Tree feature, which allows you to spend your Reaction to teleport an enemy who starts their turn within 30 feet of you while your Rage is active, while also reducing their Speed to 0.
This means they’ll likely be forced to engage with you and not venture off to attack your allies. When it gets to your turn, you’ll be able to use Action to attack them twice (since the Barbarian’s Extra Attack unlocks at level 5), and then, as a Bonus Action, use the Sea Druid’s Wrath of the Sea feature. If successful, this will deal extra Cold damage to the enemy while pushing them away 15 feet. Then, when it’s the enemy’s turn again, you can try to pull them back in again.
Overall, this is a strong control character that deals loads of damage, protects the party from the stronger opponents on the field, and acts like a damage sponge with the World Tree Barbarian’s extra Temporary Hit Points when they Rage. Moreover, this subclass can provide allies with Temporary HP, and the Sea Druid can help set the battlefield to their advantage with spells like Fog or Control Water. Another possible benefit gained from this unusual multiclass in D&D is a medium-to-high Wisdom score, so you don’t have to play the dumb Barbarian.
1
Hexblade Warlock & Oath of Vengeance Paladin
This Subclass Combination Is One Of The Best In D&D
One of my favorite combinations is, as hinted at previously, mixing Paladins with Warlocks, but there’s a specific combination that can make your character an absolute beast in combat. If you start off as a Paladin and take on the Oath of Vengeance subclass for Paladins in D&D, you’ll unlock the Vow of Enmity feature, which allows you to spend a Channel Divinity usage and give yourself advantage on every attack against a designated creature for a minute – and combats hardly ever last 10 rounds, seeing that each round is six seconds.
Then, you can throw in the Hexblade’s core feature, too: Hexblade’s Curse. While the Hexblade Warlock subclass for Dungeons and Dragons is currently being reworked for a possible release in 2026, the latest playtests show that it is extremely strong and synergizes well with the Oath of Vengeance Paladin. At the start of combat, you cast Hex as a Bonus Action, which loops in Hexblade’s Curse. Hex will deal extra Necrotic damage when the enemy is hit, while Hexblade’s Curse will allow you to restore HP when you kill the accursed target.
Then you use your Paladin’s attacks, at Advantage thanks to the Vow of Enmity, and by round 2, you’ll be able to add a Divine Smite into one of those attacks. If you have Extra Attack, the odds of you landing a Critical Hit are much larger, so you can save your Smite for the Crit, and then double the weapon’s damage dice, the Smite’s damage dice, and the Hex’s damage die. If the enemy is killed, you can then transfer the Vow of Enmity to another target on the field for free.
Max the damage output with Pact of the Blade, which will allow you to properly build Charisma for improved chances of hitting and damage attacks, while also stacking more uses of Hexblade’s Curse, and you’ll have a combat master. Both these subclasses are nearly perfect on their own, but when multiclassed in Dungeons and Dragons, you can unlock a surreal amount of power.
- Original Release Date
-
1974
- Publisher
-
TSR Inc., Wizards of the Coast
- Designer
-
E. Gary Gygax, Dave Arneson
- Player Count
-
2-7 Players



