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Hey, looters, flutes here. Today I want to talk about wizards and how to best multi-class with them
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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
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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
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to multi-class with them. Not hard to do, but it does make them less accessible for other classes
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to just dip into wizard because intelligence is often a dump stat. But it doesn't have to be
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if your concept is aligned with wizard. Here are my top considerations for a wizard who wants to
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multi-class. Can a multi-classing concept improve your defenses? Do you mind omitting some of the
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wizard's higher-level spells or abilities? Particularly, are you okay with missing out on ninth-level
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spells or spell slots at least, depending on how much you want to multi-class. If you multi-class more
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than three levels from the wizard class, you will not get access to the level nine spells that you
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need to get level 17 in wizard to obtain. You should consider if you're going to multi-class early in
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the campaign or late in the campaign. If you have a multi-classing concept that sounds fun, you'll want to
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use it early on and multi-class early. You also need to know what sort of span your campaign is going to go
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through. If you're only going to level 10 and then the campaign's going to end, then you definitely
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need to multi-class early. My last general consideration is how well does your wizard subclass, your
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arcane tradition, synergize with other classes and some classes. That's really where the fun comes in
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and why people want to multi-class, right, is they think of a cool concept, some sort of synergy that
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tempts them into multi-classing. Wizards receive their arcane tradition at level two. A lot of classes
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get their subclasses at level three. So that does make wizards more accessible if you want to dip into
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and get a low-level ability. Next, I want to talk about my multi-classing concepts
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that sound fun and have excellent synergies. But I will point out, first of all
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there are two main classes, subclasses, that really stand out to me as very powerful and useful
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for wizards to multi-class. One is the artificer, especially the armorer from Tasha's cauldron of everything
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The armorer artificer with just three levels makes it so you can have proficiency
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with all types of armor and shields, and you can ignore the strength requirement for heavy armor
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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
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That's incredible. The artificer class also comes with neat abilities and spells
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that a wizard can take advantage of, including cure wounds if you want to be a healer
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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
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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
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And it's really easy for a wizard to dip into this Cy Warrior, like three levels
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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
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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
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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
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you'll get access to all armor. You'll still need to have the strength requirements and maybe
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have dexterity to boost your medium armor, but you'll have shields too, and you'll be much more
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durable because you can defend yourself. It's better than just having mage armor. So speaking of
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those subclasses, I'm going to go over a few of the wizard subclasses that I think synergized
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particularly well with them. Let's start with the Cy Warrior. The abjuration wizard specializes
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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
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character's allies. You may even be full-on sci warrior and go 18 levels of that and only two levels
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in abjuration wizard just to have a little boost of your defenses with the arcane ward. And don't
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forget that two levels in wizard is still useful to a high level fighter as you gain crucial spells that
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are always applicable even if only cast at level one. Examples include shield, absorb elements, fog cloud
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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
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And don't forget about cantrip like Booming Blade that can really boost your offense until you get more attacks as a fighter
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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
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So a Cy Warrior fighter and a Blade Singer will allow you to boost your defenses based on your intelligence
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so you're incentivized to spend more stat points on intelligence while still investing in your strength or dexterity, whatever you're using
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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
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Your blade song will augment your defenses, and later on you'll be able to boost your damage from attacks with your intelligence
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I could go either way in this. You could specialize in Cy Warrior and just dip into Blade Singer
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or you could specialize in Blade Singer and dip into Cy Warrior. They both play well into each other as the psychic spellcasting warrior
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My third Cy Warrior concept is the Conjuration Wizard. I think this wizard is a really fun concept
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to picture someone teleporting around the battlefield a lot with psionic energies
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You can swap places with allies. You can refresh your action teleport ability as a conjurer
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by casting conjuration spells like Misty Step, Dimension Door. And those just really play into
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like you're this psychic warrior who just like blinks around the battlefield, really hard to pin down
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You could also invest in the blind fighting fighting style from Tasha's Caldron of Everything
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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
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and you could really make it difficult for your opponents to fight you while you can still fight them
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Last one for the Cy Warrior is going to have to be the War Magic Wizard
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This wizard is really cool at augmenting its defenses and really taking advantage of counterspell and dispel magic
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and it can totally be played off as if you're deflecting attacks and augmenting your saving throws
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like you're putting up some sort of psychic barrier, which the Cy Warrior already does
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So it gives you different options to use that. And you're a war magic wizard
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You're used to being in the thick of battle. And your Cy Warrior abilities go well with that as you charge into battle
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weaving magic and slaying spells at enemies while still defending yourself, armoured up and psychically deflecting blows
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So the armor artificer has a few subclasses that I think it does very well with
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One being the Abjuration Wizard, because you're already like this juggernaut of magical defenses
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to fight other spellcasters as an abjuror. So you might as well armor up as well
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Your enhanced armor will allow you to actually like enchant it to be a plus one AC
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You'll be able to gain temporary hit points, which stacks well with your arcane ward
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If you really want to play into this defensive juggernaut concept, you could also be a war forged as your character race
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and basically become like the magical Terminator in search of some wizard named John Connor
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The Kronergy wizard is one of the best subclasses for wizard. and it pairs really well with the armorer
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You almost feel like you're this futuristic person who came back in time to conquer
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like Kang the Conqueror, the Marvel villain. You could even pretend that your armor
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is like some sort of technology from the future that allows you to manipulate space and time
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like a Kronergy wizard does. When you create that little moat that is like a spell
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and a bead as a Kronergy wizard, you could pretend it's like a technology thing
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that pops out of your armor like some kind of Pez dispenser with a spell built into it
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The momentary stasis ability, you could also picture it like your armor being syndromes technology from the Incredibles
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where he zaps people and they get frozen and he can like shove him around like zero energy
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whatever technology it was called. You can just really flavor this character to be a lot of fun
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The next armorer synergy that I like is the Necomancer wizard. And this works for a few reasons
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You could play it off as like you can fight amongst your undead thralls because you're
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armored up. You don't need them to just be meat shields. You are in amongst them fighting
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What I prefer is to really play into the grim harvest ability that necromancers have
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where you can suck the life out of creatures that you slay. And I really want to use vampiric touch
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It's a spell that I've always thought is so cool. I like the life steel aspect of it
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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
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at a rate that isn't less than the damage they are taking at the same time
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So the armorer allows them to be armored up, have a much better defense for actually getting there in the thick
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a battle to play into that life-stealer archetype. I just think it's a really cool way to play into that
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And don't forget to use enhanced arcane focus so that you can enhance your attacks
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with your vampiric touch as well. If you want to be like Shang Sung from Mortal Kombat
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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
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Boosting your defenses by not having to focus on strength, you can just put on this armor
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You'll be a durable little wizard out there making life hellish for your opponents
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At this point, I'll start getting into some of my more niche ideas that weren't based on those two
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like really good artificer and fighter multi-classes so that we can diversify a little bit
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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
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that expounds a lot more on the concepts I'm describing. The link is in the description down below
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So my next combination that makes a lot of sense to me thematically is the Kronergy
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wizard and the clockwork sorcerer. They're both based on like time as well as like order
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constants. And so they just play well together. Like the clockwork sorcerer, they like flavor their
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spells with a lot of like cogs, which seems like clocks and time, you know. And so the
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chronology wizard just goes well with it. I think it would be cool to play this concept as an
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awesomer as for your race as you're like this angel who's only interested in justice and order
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Just like the clockwork sorcerer is interested in like order. And the chronology wizard plays into
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like the time. And so you can almost be like a time cop. I could go either way and whether I
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focus on sorcerer or wizard, but I will want to go at least 14 levels in whichever one I
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focus on so that I can get their high level ability because they are good. Next concept is a
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summoner master, the Conjuration Wizard and the Circle of Shepard Druid. You can actually
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augment your summoning spells quite a bit, boosting the durability of your summons and your ability
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to constantly be concentrating on those spells. The Conjuration Wizard with their benign
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transportation teleport ability will also allow you to swap places with your summoned creatures
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So you could summon your creatures all around like your enemy. And if your enemy like teleports over to
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where you are, you can like teleport and swap places with one of your summoned creatures so that
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they're again just dealing with whatever animals, creatures, whatever you've summoned. Also the
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conjuration wizard's level two ability, minor conjuration. I rarely think of some like cool things to do
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with it. But you could create like a saddle or something really quick to like do barting
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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
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The next concepts I want to go over are for the divination wizard. This wizard's bread and butter is its portent ability
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to roll 2D20s ahead of time and then just use them when you see fit
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I think that goes really well with the clockwork sorcerer. We kind of play into like that time and order
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as if you're like imposing roles on people to keep destiny as it should be
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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
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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
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because it's like they're just summoning information out of nowhere and foreseeing things
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The knowledge cleric can detect thoughts and learn skills just with the gift of their god
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while the divination wizard is foreseeing roles and benefiting from those divination spells
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The Enchantment Wizard, my personal favorite, is so good. I think it goes well with a few subclasses
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Glammer Bard, nine levels, demagogue who like converts people. You could definitely be like a cult leader
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with this type of combination as you just convince the masses to be charmed by you and do your bidding
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You could also be an arcane trickster, get nine levels of that, so you can ambush people
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so they have disadvantage on saving throws against your twin castings of your enchantment spells
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So you could cast dominate person on two people as you surprise them and ambush them
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They'll both have disadvantage. So you basically are getting four roeful, to try to succeed on dominating these people
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You want those spells to succeed because they do nothing if they don't succeed
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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
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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
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I also like the Order Cleric from Tasha's, how he's just like the sheriff who orders people what to do
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The Order Cleric will also make it so you could cast your enchantment spells on your own allies
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like you could twin cast to have a charm person go on an ally and an enemy
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When you cast an enchantment spell on an ally, you could actually cause them to get a free reaction
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Your rogues will love that. They'll be able to do a reaction that could potentially sneak attack out of their turn
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I really like how the order cleric plays into this whole telling people what to do
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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
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the Tempest Cleric. You'll gain heavy armor proficiency because that's an ability of the Tempest
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cleric specifically. And you'll be able to use Channel Divinity to max the damage of lightning or
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thunder damage that you deal as a wizard. This goes well with the Evocation Wizard that needs to wait
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till much higher levels to use a max damage spell ability. And then you'll be able to use both at higher
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levels so you have a few different ways to deal that damage you really want to do as an evoker
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The illusion wizard can do a few different multi-classes. I think it would go well with the
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light cleric and really play up into the whole light plays tricks on you. So like you're also
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doing light to do like fireball and stuff, but you're also manipulating light to do illusions
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I just think it's thematically cool. The illusion wizard could also multi-class with the trickery cleric and utilize multiple ways to trick
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opponents. You could use your duplicate from the trickery cleric to move around as an illusion. It
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will require your concentration as if it was a spell. You could move your duplicate to where you need to go
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to cast a spell, for example, and the duplicate will mimic you
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and maybe your opponents will try to counter spell your duplicate, and it'll do nothing, it'll waste their counter spell
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while your real stuff steps out and cast the spell. The illusionist also goes well with the armorer
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artificer that I mentioned earlier, if you really want to play up like your Mysterio
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the Spider-Man villain, just weaving all kinds of illusions, while safely inside your fishbowl
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The Necomancer wizard could multi-class the Circle of Spores Druid. They're both meant to be, like, let's raise up the undead
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but the spores does it through fungus and mushrooms, and the Necrimancer does it through magic
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It's not the most synergistic combination, but it just makes thematic sense
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if you're kind of done with the Necomancer and want to switch up your abilities. Plus, the druid has things like Wild Shape
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and other cool utilities. The new wizard, Order of the Scribes, I think has a concept that sounds a lot like the anime
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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
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like you could write someone's name in it, and then you use manifest mind to take the sentience of your
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spellbook and place it in the air somewhere to infiltrate someone's bedroom or something. And then
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through that manifested mind, you use that point to teleport yourself in from the manifested mind's
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positioning, and then you attack as an assassin and take them out. So Misty step through the
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manifested mind to just suddenly poof out of nowhere and totally surprise someone using your book to
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manifest yourself into their bedroom getting to my last concepts now i want to talk about the transmutation
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wizard it's one of the weaker subclasses for wizards first of all but i think it goes really well with
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the forged domain cleric and you can play into the whole like gaining a damage resistance concept
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because you'll resist fire after a few levels of forged cleric and your transmuter stone as a wizard will be
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able to adapt you to whatever elements you need to resist. I also like to picture the transmutation
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wizard should focus more on the fabricate spell to actually like poof things and mold them into
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inventions and structures. And the forge cleric is great for that. They both like should be able to
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use that fabricate spell. These subclasses just go well together. The transmutation wizard could also
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multi-class with the knowledge cleric in order to just suddenly become an expert in whatever craft they need
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so that they can fabricate a bunch of raw materials into something
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If you want to build a bridge, you just use your channel divinity as a knowledge clerk to learn how to build a bridge
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And then you become a master craftsman. You can learn how to make mastercraft jewelry
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how to use thieves tools by like taking a bunch of needles from someone's hair and fabricating them into thieves tools
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and then summoning the ability to use thieves tools. There's just so many different capabilities here
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that just sound really fun to me. I also think transmuters should be more like alchemists
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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
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spells, create your own bag of holdings, so you can have a space for storing all of your raw materials for
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when you want to fabricate it or use alchemy to brew it into different things. And you just like keep
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inventing things and you have your experimental elixir that just feels like you're transmuting things
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and trying to make some miracle potion and every time it ends up a little bit different. So these have
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been my favorite wizard multi-classing concepts as well as some general guidance on how to approach
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wizard multi-classing. I hope you learned something and I'd really love to hear if you have your
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own concepts that I could add to my article. I'm always updating it when someone has a cool idea
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for a wizard multi-class concept and I'd love to hear your ideas so I could maybe throw it up there
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Go to the comment section, a cast message to me down there and we'll see you in the next video