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Welcome to Flutes’ exhaustive guide for D&D 5e Druid 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 Druid multiclass concepts involve Druid as the primary class with the majority of the levels. Other concepts will include the Druid 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.
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General Notes on Druid Multiclassing
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 Druid
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 Druid?
Druids get their subclass and Wild Shape at level two. This timing is better than many martial classes who receive their subclasses at level three, but it’s not as good as Clerics and Warlocks who get subclasses at level one. Getting one Druid level will really only net you spellcasting perks, but two levels will make things interesting.
Druids have some unique cantrips and potent first-level spells, so the spellcasting may be enough for a level dip. Three levels of Druid would get second-level spells, and several of them are unique and useful. However, I’d need to have a specific build in mind to go three levels of Druid, and I’d probably get four levels at that point to grab a feat and the ability to gain a swimming speed in Wild Shape.
Rangers may want to take two levels of Druid to gain Wild Shape and utilize more spells. Since they already utilize Wisdom, Rangers will be interested in Druid levels. The main competition here is the Cleric with its level-one subclass and many subclasses to choose from. Unless the Ranger wants Druid-only spells that Clerics don’t get, they’ll probably want two Druid levels to get Wild Shape and a subclass.
Rogues may want to pick up Wild Shape because it’s useful for infiltration. Adding spells is helpful, but Clerics are once again prime competition for Druids in multiclassing.
Which classes do Druids want for multiclass dips?
One point of contention is whether or not your DM/self will allow your Druid to wear metal armor. I’m going to assume you’re not wearing metal armor as a Druid. Your DM may allow you to gain heavy armor that isn’t made of metal, in which case you may be motivated to take a Cleric level to gain a subclass that grants you heavy armor proficiency. Alternatively, you could pick the heavily armored feat.
Cleric levels will also give you support spells like Bless and Sanctuary that can be helpful for you and your party. You may even grab three levels of a Cleric subclass so you can gain a unique spell, such as Misty Step from the Twilight Cleric’s domain spell list. Some of the Channel Divinity options at level two are amazing for you. Also, Life Cleric + Goodberry makes for lots of healing.
One level of Barbarian allows you to Rage while you’re using Wild Shape (the famed Bear-barian). You also gain some precious hitpoints from the coveted Barbarian d12 hit die. Several Barbarian subclasses have interesting synergy with Wild Shape if you want to invest three levels for a Barbarian subclass. Unarmored Defense can be helpful in your base form or beast form.
Dipping into Monk can be useful for Druids to bolster their defenses and utilize their bonus actions. Some subclasses like the Spores Druid can deal bonus damage to its attacks, so gaining multiple attacks quickly from Monk levels can do that.
How to Roleplay When Your Druid Multiclasses
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.
Dreams Druid Subclass (XGtE)
Summary of subclass features: You have a pool of fey healing energy that you use as a bonus action. Create a safer place to camp during rests. Teleport yourself or another person as a bonus action. Cast spells when you finish a short rest, choosing from Dream, Scrying, or a special version of Teleportation Circle that can teleport to the location of your recent long rest on your current plane of existence.
Dreams Druid Multiclass Recommendations
Dreams Druid (14) / Twilight Cleric (6)
These two subclasses have the same type of theme, so their abilities go well together thematically. It would also be cool to Wild Shape while keeping your holy symbol around your neck so you can use Channel Divinity. You’d be a beast of shadow, like The Legend of Zelda: Twilight Princess. You could also use Steps of Night to fly in your beast forms, or just to float above enemies as you have Spirit Guardians or Call Lightning going.
Dreams Druid (17) / Echo Knight Fighter (3)
Shard suggested this one, saying the echoes could be a manifestation of your dream-world self. The teleportation stacking is also great!
Land Druid Subclass (PHB)
Bonus cantrips: One additional Druid cantrip
Bonus spells: Circle spells by terrain type (see list in the image below). Green highlighting indicates spells Druids usually don’t learn, and purple/gray indicates a spell that used to not be on the Druid spell list but was added in Tasha’s Cauldron of Everything.
Summary of subclass features: Choose a terrain type to expand your spellcasting options. Recover some spell slots with a short rest. Move freely through nonmagical vegetation and avoid being charmed or frightened by elementals or fey. Immunity to poison and disease. Beasts and plants must make saving throws if they try to attack you, and they cannot attack you if they fail the save.
Notes: It’s a shame that this subclass went up against the Circle of the Land in the PHB since the improved Wild Shape of the Land Druid is a powerful favorite of many D&D players.
Land Druid Multiclass Recommendations
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.
Land Druid (14) / Nature Cleric (6)
You have mastered nature’s elements and are able to dull them to defend you or your allies, granting elemental resistance as a reaction. You also complement your plant-based powers with these two subclasses. This thematic duo could be fun for someone leaning heavily into the natural aspect of being a Druid.
Land Druid (17) / Storm Herald Barbarian (3)
Shard suggested this as a thematic combination. This gives the Land Druid a slight environmental effect and presence, so it could be fun if the Druid doesn’t want to go twenty levels of Druid.
Moon Druid Subclass (PHB)
Summary of subclass features: Wild Shape into more powerful beasts than other Druids. Gain magical attacks while in Wild Shape forms, and eventually shape into elementals. Finally, cast Alter Self at will.
Notes: This subclass becomes absurdly powerful at level twenty as a pure Druid, but it’s easier to justify multiclassing if you won’t reach high-level play.
Moon Druid Multiclass Recommendations
Thief Rogue (17) / Circle of the Moon Druid (3)
The ability to shapeshift into beasts can lend well to a cat burglar. Transform into an indigenous beast to go incognito. Your equipment can transform with you too. If you find the object you wish to steal, return to your normal form, nab it, then shapeshift again to have it disappear into your beast form with the rest of your things. You’ll also impersonate pets of powerful people, getting close to them to steal their prized possessions. Go to level three in Druid to gain the Druid’s level-two spells, especially Locate Object and Pass without Trace.
Beast Barbarian (10) / Moon Druid (10)
The mutant! While using Wild Shape to transform into actual beasts, you can mutate your beast form using the Path of the Beast’s features that begin when raging with the Form of the Beast feature. You can also still use the passive mutations of the Beast Barbarian’s sixth-level feature, Bestial Soul. I would rule that these bestial class features are compatible with Wild Shape’s rules because these features are based on transformation and are not dependent on the beast form chosen.
With this combination, you can become a Giant Eagle capable of swimming or a land shark with grown claws. I’m sure not all DMs would allow this, but it seems to me that RAW would allow it. Your defensive capabilities can be bolstered by growing a tail that parries attacks when you Rage. An innocent beast like a Giant Elk could gain a bite attack that heals itself. This sounds fun to me! As a Moon Druid, you can transform into an elemental at level ten, and that could be really fun to alter with Beast Barbarian mutations.
Storm Herald Barbarian (10) / Moon Druid (10)
Jolteon, I choose you! Use Wild Shape to become a furry animal. As your fur stands on end, you Rage, creating static electricity that jolts your enemies like a thunderbolt attack. Super effective! But the fun doesn’t stop there. At level ten, the Moon Druid can Wild Shape into elementals, allowing the storm to come to life truly. This isn’t what I’d call an optimized combination, but it sure sounds cool to play!
Totem Barbarian (3) / Moon Druid (17)
I recommend this only for low-level campaigns because it doesn’t feel right to deny a Moon Druid its level-twenty ability. But if you’re playing in a one-off, have fun resisting all but psychic damage as you Rage during your Wild Shaping. You can become an ultra-durable version of any beast as you resist damage and deal more damage when attacking with a beast’s Strength stat during your Rage.
Sun Soul Monk (3) / Moon Druid (17)
Combining one of the strongest subclasses in the game with one of the weakest! You can pick any kind of Monk for this, really. I think it’d be fun, however, to see a ninja monkey dishing out radiant bolts of energy.
One of my first articles ever was about the concept of a Druid who can Wild Shape while using martial arts from the Monk class. This is that idea. Monks aren’t great for multiclassing, but a player who is looking for something new or is playing a one-shot adventure can enjoy this combination.
Shepherd Druid Subclass (XGtE)
Summary of subclass features: Learn the Sylvan language and how to speak with animals. Summon a Spirit Totem with three animal types to produce different effects in an area to help your allies. Your fey and beast summons have more hitpoints and their natural weapons count as magical attacks. Your Spirit Totem area heals your summons. When you’re reduced to zero hitpoints, creatures are summoned to defend you.
Shepherd Druid Multiclass Recommendations
Life Cleric (18) / Shepherd Druid (3)
The prestigious Life Clerics have interesting interactions with spells like Goodberry and Healing Spirit. The Disciple of Life feature transforms a Goodberry into a healing value of 4 instead of 1, giving the spell 4x healing value. That’s 40 total healing instead of 10, and the spell can be cast multiple times. Goodberry is only a 1st-level spell, so you can use it often. If you upcast Goodberry, Disciple of Life will amplify the healing by 1 per spell level. Remember Jeremy Crawford explained that the intent of the Goodberry spell is that a character can only eat one berry per action.
Healing Spirit can also heal additional hitpoints per healing instance. If you didn’t already know, Healing Spirit was nerfed in a recent rules errata for XGtE: The following text has been appended to the second paragraph: “The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.” But Healing Spirit is still an excellent spell, especially when paired with Disciple of Life. Of all the druidic circles, I recommend Circle of the Shepherd because its level-two ability is versatile and strong for a support spellcaster. I recommend three levels in the Druid class to get Healing Spirit.
Circle of the Shepherd Druid (18) / Nature Cleric (2)
Druids have one of the best level-twenty features in the game, but we’ll ignore that for this combination. Channel Divinity: Charm Animals and Plants is a great ability for a Druid. You can literally make a swarm of animals or plants become your allies for one minute; what’s more druidic than that?
You also learn another Druid cantrip (perfect) and gain more boy-scout skills like Animal Handling, Nature, or Survival. This combination is solid if you want more Druid features that are not infinite Wild Shape usage at level twenty.
Circle of Shepherd Druid (10) / Conjuration Wizard (10)
Druids can be bookworms, too! Their books might literally have worms in them. This Druid/Wizard has the Hermit background; I picture this character as an archaeologist of sorts. The discovery associated with that background can be a special book of wizardry given to the land’s guardian. This concept leans heavily into summoning creatures. Your summoned minions will receive additional hitpoints, become swappable when you use Benign Transposition, inflict damage with attacks considered magical, and linger as your concentration is heavily fortified.
You are determined to get the most utility out of your creatures as possible. Minor Conjuration could create a saddle or reins so you can ride a summoned beast (that’s a lightweight saddle, I know). Your spellcasting won’t heavily depend on your Intelligence or Wisdom scores either, so you shouldn’t sweat character creation to get thirteens in those stats.
Beast Master Ranger (3) / Shepherd Druid (17)
This character focuses on summoning spells. The beast companion is complementary and not meant to function as an attacker. You can pick up a familiar to further fill out your menagerie. Beast of the Sky can make flyby attacks with your bonus action while remaining airborne and out of reach.
Drakewarden Ranger (3) / Shepherd Druid (17)
This is a summoner Druid who has a draconic companion and a few useful Ranger spells. The drake uses its reaction to infuse allied attacks with elemental damage, but the drake will stay out of immediate danger. The Druid will stay behind the drake since it can be protected by it while casting spells.
Spores Druid Subclass (TCoE)
Bonus cantrips: Chill Touch
- Blindness/Deafness, Gentle Repose
- Animate Dead, Gaseous Form
- Blight, Confusion
- Cloudkill, Contagion
Summary of subclass features: Use your reaction to inflict nearby enemies with your spores and necrotic damage. Expend Wild Shape to give yourself a spore transformation boost your damage and give you new ways to use your features. Raise a medium-sized humanoid or beast as it dies to become your spore servant. Improve your spore attacks and transformations at later levels. Become immune to being blinded, deafened, frightened, or poisoned, and critical hits against you are treated as normal attacks if you’re not incapacitated.
Spores Druid Multiclass Recommendations
Circle of Spores Druid (6) / Necromancy Wizard (14)
These subclasses specialize in the manipulation of undead creatures and animated bodies. You can lean either way for the thematic approach to this concept, but the spore concept seems most unique. You can be the type of necromancer who describes spells of necromancy as if they involve plant manipulation. Your necrotic damage spells are dealt from the land reaching up to drain a target of its life. Halo of Spores gives you passive damage that scales as you level up (based on character level, not Druid level).
You’ll focus on your Intelligence so Halo of Spores won’t be reliable damage. It’s a reaction option for you if you have nothing better for your reaction. You’ll gain Fungal Infestation as another reactionary option to immediately animate a nearby humanoid/beast as it dies. This isn’t an optimal combination, but these two subclasses share a common theme.
Spores Druid (5-6) / Swarmkeeper Ranger (14-15)
This character is all about spores. The Swarmkeeper’s swarm is made of spores. In addition to the other benefits of being a Swarmkeeper Ranger, the Circle of Spores Druid allows you to deal more damage with your swarm of spores. It also allows you to raise enemies as undead spore servants. It’s a pretty cool theme that I’d be happy to play.
Stars Druid Subclass (TCoE)
Bonus cantrips: Guidance
Bonus spells: Guiding Bolt
Summary of subclass features: Gain charges for casting Guiding Bolt without spell slots. Use Wild Shape to assume a Starry Form with three different transformation options that empower your spell attacks, healing, or saving throws. Gain a special reaction at the end of long rests to benefit allies or hinder enemies depending on a die roll. Later, you empower your Starry Form and learn to switch between the three options during your transformation. Finally, become partially incorporeal at all times to gain resistance to bludgeoning, piercing, and slashing damage.
Stars Druid Multiclass Recommendations
Inquisitive Rogue (18) / Stars Druid (2)
The Inquisitive Rogue thrives on being able to perceive and deduce. The Stars Druid has a tool to help with those investigative skill checks. Dragon Starry Form provides a minimum of ten on Intelligence and Wisdom checks. This helps the Inquisitive Rogue to roll reliably for these few skill checks at far sooner levels than the Rogue with Reliable Talent. It’s cool to imagine the Rogue going into a starry mode when investigating a scene, but it also helps with Insightful Fighting during combat.
Life Cleric (6) / Stars Druid (14)
Cosmic energy fuels your healing magic. You are a guide to those with epic destinies to keep them alive, including yourself. Describe your healing spells like shooting stars that invoke brief manifestations of constellations in your allies’ forms.
You’ll be healing others while healing yourself. Your Goodberries will be empowered with extra healing, too. Eventually, you’ll have resistance to normal attack damage types, allowing your effective self-healing to be more effective.
Astral Self Monk (6) / Stars Druid (14)
You can transform yourself into Starry Form and manifest astral arms to attack enemies. Even in a beast form with Wild Shape you can grow astral limbs of your true self. You’re almost like a ghostly Druid who punches souls out of peoples’ bodies, Dr. Strange style.
Sun Soul Monk (6) / Stars Druid (14)
Shard suggested this one, saying, “I’ve mixed the Stars Druid with the Sun Soul Monk before. There’s a nice fit there with the Archer Starry Form bonus action attack and the Sun Soul Radiant Sun Bolt main attack action. The free Guiding Bolts give the Sun Soul a longer ranged single target attack option too. I like adding Radiant Soul Aasimar to this for a super-thematic character (and of course, occasional flight on a Monk is super fun).”
Wildfire Druid Subclass (TCoE)
- Cure Wounds, Burning Hands
- Flaming Sphere, Scorching Ray
- Plant Growth, Revivify
- Aura of Life, Fire Shield
- Flame Strike, Mass Cure Wounds
Summary of subclass features: Summon a flying Wildfire Spirit that can teleport itself and its allies. Your spellcasting becomes enhanced by your Wildfire Spirit and you can cast spells through it. Create springs of flame when a substantial creature dies in a space; use your reaction when a creature moves through it to heal or harm it. Sacrifice your nearby Wildfire Spirit when you’d drop to hitpoints in order to blow it up and regain half of your hitpoints.
Wildfire Druid Multiclass Recommendations
Drakewarden Ranger (16) / Wildfire Druid (4)
You can have a drake and a fire spirit. The fire spirit can teleport you and your drake when an enemy approaches, allowing you to reposition yourselves. This can be a spicy fire posse you put together! Get two levels of Druid early on so you can use your fire spirit, but take the other two Druid levels at high levels so you can expand spell options and get a feat.
If you worry about your bonus action being too busy to use both companions, remember you don’t have to command them at all. Your bonus action is only required to vary their action on their turn from defaulting to Dodge. They can still move and interpose themselves between you and enemies.
Life Cleric (6) / Wildfire Druid (14)
“Destruction is sometimes the precursor of creation,” says Tasha’s Cauldron of Everything. Fire can heal or harm. It cauterizes and cleanses as it also incinerates and removes. You are the forest fire that brings new life in years to come. Many humans are shortsighted, but your prudence allows you to see the beauty in destruction. Some would call you an optimist, but to you, you’re a realist.
You’ll be healing others while healing yourself. Your Goodberries will be empowered with extra healing, too. Your Wildfire Spirit will empower your healing spells or intensify your fire spells. Wildfire Spirit can teleport allies to get them out of harm’s way if your healing won’t be enough in a pinch.
Sun Soul Monk (3) / Wildfire Druid (17)
Am I really using Sun Soul Monk twice in the same article? Well, I’m not saying it’s strong, but this is a thematic combination that gives your Druid radiant bolts to fire as if they were the sun itself. Unarmored Movement and Unarmored Defense are nice to have anyway for a Druid.
Druids aren’t the best class for mechanically strong multiclass concepts, but creative players can mine the Druid for interesting synergies. What kinds of character Druid multiclassing concepts have you used or theory-crafted that would make fine additions to my lists? I’ll happily add other cool concepts that I didn’t consider before.