This is part of the Multiclass Series. For more base classes,
click their title to visit their post.
In Dungeons & Dragons , you can play anything from a Half-Orc Sorcerer to a Halfling Rogue. However, for some people, that isn’t enough. That’s when we get into “Multiclassing”. Basically you decide that you want to be trained in two different classes, and become something new altogether.
Here are ideas for every multiclass. Sometimes you get the same character type regardless of which one you start with, but sometimes that can change the style from a narrative standpoint.
Credit where credit is due: PeteNutButter posted an excellent “Ultimate Optimizers Multiclassing Guide” on the Giant In The Playground forums. His guide did a lot of groundwork for this piece, as well as rank the new class-combos on a 6 point scale for how well the new class might workout in gameplay.
We won’t be going into Multiclassing rules, because you can find that yourself, but if something doesn’t make sense, ask your DM if you can just Homebrew it a little.
I also want to mention, that these are not all necessarily compatible in terms of abilities and power, these are more the narrative background to different multiclasses. Roleplay, not Roll Play.
A natural hunter-gatherer, you have learned all the tricks of surviving in the wild. From tracking and hunting, to healing with natural remedies and hurting with natural poisons, you know these woods like the back of your hand. So now that you have the basics down, you have to ask yourself, what are you going to do with these talents? Helping others, helping yourself? Protecting the wilds, or working for an otherworldly force? There are so many directions you can go, and your background will be helpful still.
Ranger Into…
Barbarian = Warden of the Wild

As you become one with nature, you continue to give into your animalistic instincts. You have become a beast yourself.
Barbarian – Path of the Totem Warrior
Bard = Songbow

There is magic in the music of the wilds. You start to study it’s powers, and attempt to recreate them yourself. Whenever you do make it back into society, you make sure to show them how wonderful the harmonies of the forest can be.
Cleric = Spirit Guide

Every creature has a soul as beautiful as a persons. And while death is natural, and often necessary, that does not mean that these creatures have to do it alone. You begin to worship the gods whose works you take advantage of, and help their children move on from this life, into the next, as peacefully as possible.
Cleric – Nature Domain
Druid = Conservator

You find yourself more comfortable in nature than you do in civilization. However, you haven’t ever cared for the forest, in the sense of helping it grow. So you begin to study the magic within it, with the intention of not just living in your home, but ensuring that your home is living itself.
Fighter = Striker

For you to survive in the wild, you have always had to fight, to protect yourself. However, now you find yourself in a situation where you must go on the offensive more so than before. Lying in wait, pausing to make sure you are using the best possible opportunity is a thing of the past. You don’t have that kind of time anymore, so you learn how to start and end the conflict as quickly as possible. Lets hope that you are adapting to your new environment quickly enough.
Fighter – Archery / Two Weapon & Champion
Monk = Vagabond

You know that you aren’t exactly a people person. However, you can’t ignore yourself. Therefore you decide to spend some time looking inward, trying to understand what makes you, you. Ironically, this actually takes you farther away from others like yourself, as your introspective study requires peace.
Monk – Way of the Four Elements
Paladin = Guardian

You have always used and appreciated the wilds that you call home. One day, as you look around, it occurs to you that these wonders didn’t arrive here by accident. In fact, they were placed here by a being far greater than yourself. But as they are not of this world, they cannot always protect it. Therefore you have taken it upon yourself to defend the gift that they have bestowed upon this world, in the name of the bestower.
Paladin – Oath of the Ancients
Rogue = Scout

It is one thing to know how to hide from the animals, but to hide from other people is something else entirely. Therefore you have increased your hunting abilities, using the natural camouflage and protection of the wilds in ways no one can predict. If someone comes to your element, may the gods wish them luck, because they will need it to be safe from you.
Rogue – Thief / Assassin
Sorcerer = Wild Blood

As you live and become one with nature, you find that something within yourself has become unlocked. A power that is congruent with the wilds. You are starting to truly become one with nature in a way you didn’t think possible before.
Sorcerer – Wild Magic
Warlock = Witcher

You know that nature is beautiful and deserves to be protected. However, you also know that there are monsters that are nothing but toxic. You have turned your attention to these, by seeking help from a monster. You don’t like it, but only the powers of a monster can stop another.
Warlock – Pact of the Chain
Wizard = Seeker

You have grown to not only respect the elements, but become astounded by them. You seek to study the fabric of this world that these elements are built from. Whether it is earth, wind, fire, or water, you learn to control the world that you call home.
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