Level Dip Guide

Post/Author/DateTimePost
#1

mellored

Aug 29, 2014 11:25:56

Looking at the level 1-3 of the classes in support of other classes.

Level 4 is a ability bump, so it's the same anywhere.

And level 5 isn't really a dip anymore, but rather striaght multiclassing.

 

Barbarian:   Good defense for tough battles.  Danger Sense.

Raging will give alot of survivability 2x per day, assuming you can make use of unarmoed defense.  It's use depends on if your DM likes large battles, or alot of little ones.

Danger sense is all around nice for anyone to have.

Reckless attack is good in a few situations, like finishing off a wounded foe, but the downside is too big for general use without the rage resistance.

Bear and wolf rages can be used in heavy armor.

 

Bard:  Adds some general skills and utilty.

Insperation is all around helpful (an extra if you have +5 Cha) and you get an extra skill.

Alot of the spells are utility and support, and don't fade as you level.

Jack of all trades can be good for smaller parties who need more skills covered.

Lore get's you more skills for the skill monkey in you, as well as better uses for Inpseration.

 

Cleric:  Tank up.

You can get heavy armor, shields, martial weapon, guidance cantrip, and a full spellcaster level all for a level 1 dip.

If you lack Str, there's other good domains features, like light and knowlage, leting you run in full speed medium.

Tempest and war can make a possible level 2 dip, for nova's, but the real benifit is level 1.

No reason to goto 3 unless there's a specific spell you want.

 

Druid: Scale by druid level.  Some spells and utility.

You get caster levels, and possibly a few choice spells.

Low level wild shape could have a few uses like getting animal sesnse or movement.

The biggest benifit is the extra HP, which is fairly front loaded, but it shuts down any other class feature to use it.

 

Fighter:  Action surge.

If you start fighter, you can get full proficencies, con saves, and a nice fighting style boost.  Second wind won't scale.

Action surge is universally powerful, opening up many combo's or just strong nova's.

Battlemaster has some choice abilites that scale (commander's strike, Feinting do not need weapons), and it's damage is pretty front loaded. The other's are lackluster.

 

Monk: Unarmed Defense

Unarmoed defense can add some AC if your going to focus Dex/Wis.  This get's a few for druid.

Martial arts is a slight upgrade from TWF.

Speed is univerally helpful, if not amazing.

The rest requires ki, which is in limited supply.

 

Paladin:  Proficencies.

Starting paladin can give you proficenies, but you can do better by either dipping cleric or fighter.

Smites have weak scaling , however they can be a great nova.

Vow of emnity and sacred wepon can help with major fights, but otherwise are limited in use.

 

Ranger: Skills, Hunter's Mark.

If your campaign takes place in a paticular area, you can net some good skills.  Though this is setting depenant.

A number of ranger spells scale well.

Hunter's get some nice beneifts, but not 3 levels worth nice.

Beasts are good for scouts and trap triggers, but they won't last without ranger levels.

 

Rogue:  Skills, Cunning Action, Assassinate

If you start rogue, you get 2 extra skills, instead of 1 when you MC into it.

Expertise is very good for high impact skills (stealth, preception).  Sneak attack doesn't scale, but it's free.

Cunning action is all around useful.

Assassin is a great nova and not limited to weapons.  The other sub-classes add some utility, but probably not enough.

 

Sorcerer: Metamagic

You don't get much from your level 1 or 2 dip, but at level 3, you can trade out your higher level spots to spam your lower level spells, or get twin a concentraion spells (flight, haste, or invisibillty).  It's expensive in both slots and levels, but can be very potent with good spell selection and the right party.

 

Warlock  Eldrich Blast

Level 1 is get's you Hex which can be a big damage bump to multi-attackers

Level 2 you can get agonising blast, some other nice utiilty (devils sight, repulsive blast).  This gives you a strong scaling attack cantrip and allows you to focus on other things, such as utility.

Pact of the Chain add alot of ultity with the improved familair.

Tome can net you Shillelagh, for Cha based weapon attacks (great for pallies and valor bards).

This get's an extra if the prerequisit for invocations is total character level, and allows you to cast polymorph 1/day, or levitate at-will.

 

Wizard:  Portent, Minor Conjuration, or Grim Harvest.

Nothing at level 1 or 3, but level 2 has some nice options.

Knowing a d20 roll ahead of time is helpful and let's you do thing you might not of otherwise attempted.

Minor Conjuration (and minor alchamy) has all sorts of possible shinnanigans, depending on your DM.

Grim Harvest can give a good chunk of healing, but it's a bit weak for 2.

 

Thoughts?

#2

Yunru

Aug 29, 2014 11:38:08

Barbarian could be rated slightly higher. If you going full-out tank, a single level dip into barbarian (and admittedly a 20 in Con and Dex but hey, finesse weapons) can net you a non-magical AC of 22 thanks to Unarmored Defense and a shield.

#3

ChristopherGroves

Aug 29, 2014 11:51:34

Wizard 2 could be handy for necro-killers, though without the Death domain it's hard to say.

 

You covered attack warlocks, but repelling blast is something worth it on its own - no-save battlefield control.

 

Bards - no reason to go to 3 may be a bit harsh, what with Expertise sitting their - if you're already dipping could be quite useful, esp. paired w/ college of Lore.

#4

mellored

Aug 29, 2014 11:56:39

ChristopherGroves wrote:
#5

Rancid_Rogue

Aug 29, 2014 12:05:24

 

Knowledge Cleric-1 may be the best 1-level dip for a Wizard or Sorcerer. Heavy armor makes either class too slow to run away from a lost fight -- and the early reports suggest that 5E wisely goes back to the assumption that you can't win every fight. A breastplate with Dexterity 14 is -2 AC compared to full plate, but you can be stealthy and fast and will gain two much-appreciated skill slots.

 

Rogue-2 can't be overrated, I suspect. Cunning Action is that useful.

 

Monk-1 only really helps a Wisdom-secondary Rogue, in my reading. Given Assassins and Arcane Tricksters will want Charisma and Intelligence respectively, that leaves the Thief to benefit, and only after finding some Bracers of Defense+3 and assuming those don't get rewritten in the DMG. 

 

The problem with MCing Barbarian is that to do it right you kind of need a Strength-based attack, and the only people sporting those already have the Human with Heavy Armor Mastery option to go plate and -3 damage per mundane attack already. That's probably more effective in winning fights, right out of the gate.

 

 

(Reply to #5)

NN1

Rancid_Rogue wrote:
#7

Polaris

Aug 29, 2014 12:43:33

NN1 wrote:
(Reply to #4)

ChristopherGroves

mellored wrote:
#9

mellored

Aug 29, 2014 13:19:14

ChristopherGroves wrote:
#10

ChristopherGroves

Aug 29, 2014 13:34:16

From our other discussion - I'm really considering a Warlock 3 (Tome) / Paladin remainder (Oath of the Ancients).  All kids of Fey-fluff synergy, but most importantly the ability to snag 3 cantrips from any class.  Combined w/ Shillelagh "for the duration, you can use your spellcasting ability instead of Strength for attack and damage rolls of melee attacks with that weapon".  This puts attack/damage on CHA, then you can be a CHA-melee pally.  You get the CHA-focused charm/scare plus a few other utilty spells if you like and you're CHA-nice with your SMites / etc.

#11

ChristopherGroves

Aug 29, 2014 13:59:56

mellored wrote:
(Reply to #10)

bid

ChristopherGroves wrote:
#13

ChristopherGroves

Aug 29, 2014 14:47:32

bid wrote:
#14

Siderealmotion

Aug 29, 2014 14:52:28

Lore Bard 3 gives access to 3 skills, Expertise for 2 skills, Cutting Words, and a lot of really good 2nd level Bard spells.  I'd hardly say there's "no reason" to go to Bard 3.

#15

Seraphex

Aug 29, 2014 15:03:02

Hex might be worth a mention for Warlock, a level one dip nets you something very similar to Hunter's Mark.

#16

Ashrym

Aug 29, 2014 15:42:14

 

Yeah, if a person is going to 2nd level bard for jack-of-all-trades then there is little reason not to take one more level for additional uses for inspiration, 3 more skills, a 2nd level spell known and full caster progression, and expertise. That 3rd level is worth more than 1st or 2nd level. It gives more than the feat and allows for spending the feat on something else where the level break in the other classes in the MC could offer little. I don't think I would multi-class bard without at least 3 levels.

#17

Siderealmotion

Aug 29, 2014 15:45:10

Ashrym wrote:
(Reply to #17)

Ashrym

Siderealmotion wrote:
(Reply to #13)

bid

ChristopherGroves wrote:
#20

feartheminotaur

Aug 29, 2014 16:47:55

I would think Rogue would be equal to Cleric - almost a must do if your primary stat is physical.  Assassinate (3), or at least cunning action (2), is that useful for anyone with a STR or DEX score of any note.

#21

IxidorRS

Aug 29, 2014 17:09:39

Let's say I want to build a Figher+Monk. If I only want 3 levels of Fighter, is it better to wait and pick up the feat/improve and take 4 levels of fighter before MCing at 5?

I think for the building I'm planning, I'll be going to take the 4th level in fighter to pick up a feat and then MC.  (Human Fighter4/MonkX, Sentinel, Polearm Expert, either Open 
Hand or Elemental for proning on Flurry or proning with Water Whip. Fighter is for proning on OAs).

 

Generally speaking as well, is it better when the next level is a feat/improve to take the next level or go right to the MC?

(Reply to #19)

ChristopherGroves

bid wrote:
#23

mellored

Aug 29, 2014 17:58:28

ChristopherGroves wrote:
#24

mellored

Aug 29, 2014 18:04:39

IxidorRS wrote:
#25

mellored

Aug 29, 2014 18:08:24

feartheminotaur wrote:
(Reply to #23)

Ashrym

mellored wrote:
#27

ChristopherGroves

Aug 30, 2014 5:14:47

Ashrym wrote:
#28

OrwellianHaggis

Aug 30, 2014 5:28:47

Do you gain save proficiencies and skills when you multiclass?

#29

Leugren

Aug 30, 2014 8:02:39

I'm puzzled that you didn't mention the Barbarian's level 2 Reckless Attack feature, which effectively nets you advantage on all of your Strength-based attacks whenever you want, and is not tied to rage at all.  Also, as a level 3 Bear Totem Warrior, I net resistance to all damage except psychic in three encounters per day. If those two features don't warrant even a single thumbs up for Strength-based characters, them I'm not sure I understand the criteria you are using.

 

Also, I strongly disagree with your assessment of low-level wildshaping for Druids.  A 2nd-level Circle of the Moon druid effectively has a reservoir of up to 90 temporary hit points (e.g. if he wildshapes twice into a Giant Hyena) that he can replenish every time he takes a short rest.  This at a time when even the toughest characters are running around with far less than 30 HP.  The  Dire Wolf form offers the equivalent of 74 temp HP if used twice, has decent damage (2d6+3), pack tactics for advantage, and can inflict the prone position every time it lands a hit.  The CoM Druid can also burn up spell slots while in Wildshape form as a bonus action in order to heal himself for 1d8 per spell level, so the temporary hit point totals I mention above are actually understated.  The text does not say that these need to be Druid spell slots either.  Definitely dip-worthy.  In fact, I really can't think of a better return on investment if you want to improve your survivability.  A 2nd-level CoM Druid is a beast (no pun intended) compared to other 2nd-level characters.  This is the guy that I'd be putting up against Cyanwrath in Hoard of the Dragon Queen.  He's the only one that could stand up to the punishment for more than a couple of rounds.  Assuming a Con of 14, his effective hit points are 17 (druid) + 90 (2 x giant hyena wildshape) = 107, which does not include up to 3d8 in healing from spell slots burned in wildshape form.  Use Guidance to try to win initiative, cast Faerie Fire on Cyanwrath, and then wildshape into a Giant Hyena as a bonus action.  When the first Giant Hyena reaches 0 HP, use wildshape to turn into a Giant Hyena again as a bonus action on your next turn.  Chances are fair that you will win the fight.

#30

ppaladin123

Aug 30, 2014 7:29:24

OrwellianHaggis wrote:
#31

Yunru

Aug 30, 2014 8:37:32

Less of a simple dip and more of a (partial) build, but Sorcerer 3|Warlock 3|X  and Alter Form nets you a +1 magic weapon for an unarmed strike. Very useful for Monks (especially nice is the min. 1d6+1 damage). Start with Sorcerer to get Con saves and Alter Form early. Warlock is for the recharging spell slot allowing you to use Alter Form every encounter. Also Eldritch Blast is always nice.

 

On a monk, if you go Dragon Sorcerer you also remove some of the MADness thanks to 13+dex (Wis only needed for MCing?).

 

Hell, depending on how you feel about your primary class' F13 and F14, go Sorcerer 4|Warlock 4|X 12 and you still get a full set of ASIs (unless X is fighter but eh).

#32

mellored

Aug 30, 2014 10:24:50

Leugren wrote:
#33

Leugren

Aug 30, 2014 10:55:00

mellored wrote:
#34

mellored

Aug 30, 2014 10:41:27

Leugren wrote:
#35

Leugren

Aug 30, 2014 11:25:51

mellored wrote:
#36

Jell_Moo

Aug 30, 2014 11:07:53

My issue with the Druid dip is that it doesn't really enhance your primary role. Whether it's melee or spellcasting, it doesn't make you flat out better at it. The hit point buffer is nice and all, but it uses your Action for the round, and pulls you out of your primary role. Most classes will have an ability or spell that will accomplish something remarably similar, without being pulled out of their role to do so.

 

I do think it has some niche uses though. A Beast Master Ranger for example could see some fun use with Wild Shape, turning into a Panther for the 50ft move speed, and then having his pet do a lot of the dirty work.

 

But as a pure combat application, I don't think it really enhances you enough to be considered a high end dip. Now, this could certainly change as more sourcebooks get released. 

#37

Leugren

Aug 30, 2014 11:24:35

Jell_Moo wrote:
#38

Jell_Moo

Aug 30, 2014 11:41:46

The problem is that you lose out on either an Action or Bonus Action.

 

For example, if you are a Druid of the Moon, and you use your Bonus Action to shift, you still have your Action to attack, sure, but you are now stuck in the form until your next turn. Your Reactions are now essentially limited, which can make a huge impact depending on your build.

 

Plus, even some pretty basic abilities get lost in the shuffle. Fighting Style abilities, for example, get lost throughout the entirety of the round. This is on top of the lower damage you are already almost certainly doing on any attacks.

 

Yes, it has some advantages, absolutely, but there are some fairly significant downsides as well, which is one of the issues it has for being a great dip.

#39

Leugren

Aug 30, 2014 12:08:27

Jell_Moo wrote:
#40

Jell_Moo

Aug 30, 2014 12:31:19

I'm sorry, I just don't see it. It just screams niche to me. You're right, it has some fun applications, but they seem to be the exception rather than the rule. At low level, it does seem really neat, but the practicality of it wanes pretty quickly. The only builds I can see really work with it are Barbarian and Ranger builds. Everything else just loses out too much to really make the trick work. Compare it to what a single level dip in something like Fighter or Cleric gives you, which becomes applicable to a very wide variety of builds.

 

I don't think it's bad, I just think that it's very niche.

#41

Bumbaklot

Aug 30, 2014 15:16:57

I think that the wildshape has a pretty strong place for multiclassing spellcasters though.

 

As Leugren wrote, there is a fairly vast pool of temporary hit points. Above and beyond that, It is my understanding that the spell levels achieved from multiclassing another main spell-casting class into druid stack very well. Not only does the spellcaster gain extra spells from being a druid, that character would also gain higher level slots which he could use.

 

The temporary hit point pool could be used in a pinch also. It is especially nice once you are higher level overall. When your beast form drops to 0 hp, and you auto-transform out of the shapeshift, you would not be brought to 0 hp in your caster form.

 

Its a nice reactionary move since its a bonus action, and it can give you some melee versatility when your character might not have any. If I'm reading it right, the player's proficiency bonus gets added if it's higher than the beast's.

 

<3.

(Reply to #14)

crimfan07

Siderealmotion wrote:
(Reply to #10)

crimfan07

ChristopherGroves wrote:
#44

Bera

Aug 31, 2014 6:25:25

As a caster, a dip in wizard or cleric can grant a lot of bonus spells prepared, no? And a wizard dip grants the no-prep version of ritual caster too.

(Reply to #44)

Rancid_Rogue

Bera wrote:
#46

mellored

Aug 31, 2014 9:45:02

Bera wrote:
#47

mellored

Aug 31, 2014 10:11:52

Rancid_Rogue wrote:
(Reply to #47)

Ashrym

mellored wrote:
#49

Suzume_Stjohn

Aug 31, 2014 15:00:14
Versatile still applies, but as the damage is set to d8, it doesnt really matter. Can use it 2 hands with strength for 1d10, or 2 hands with caster ability for 1d8. It sets the dice type, it doesnt give a 'next die up' increase like some abilities in older editions.
#50

Napolean_Warlord

Sep 05, 2014 14:14:59

Is there a way to format a grid?  Obviously the dips somewhat vary based on your "base class"

#51

mellored

Sep 06, 2014 9:55:50

Napolean_Warlord wrote:
#52

Mistwell

Sep 08, 2014 19:39:33

I really think this guide underestimates the power of the bard.  It's proving to be one of the more powerful classes thanks to their de-buffing as action, and as a reaction  Pllus their spells are where a lot of the power is at.  Level three is a very useful dip to round out a lot of characters. It definitely ranks better than one thumbs up, and if you look at the multiclassing PCs out there you are seeing a lot of bard dips.

 

I also think you are underestimating the power of hunters mark for a ranger.  It applies to every hit you make, not just the first, and it's cast as a bonus action, and switched as a bonus action, not as an action.  It alone is worth a level dip to many builds.

#53

Nachturnus

Sep 08, 2014 21:53:22

This may just be my penchant for Fighters speaking, but aren't they as-good as a cleric for the 1-dip?

 

Starting as a fighter when a caster nets you the best proficiencies in the game (for items) and probably the most routinely important save proficiency there is for casters (Con.) At the least, you can get 19 AC at level 1 as a caster (which most casters can't ever get) or at the very least you have medium armor with a +1 bonus. You get a powerful healing feature for when casters are their weakest (Before level 4,) meaning that your survivability goes through the roof all-around. Even if you don't start as a fighter, you still gain medium armor and shields, which is a blessing to most caster classes. Maneuvers have excellent utility amongst many of the caster classes, such as Rally for Bards/Sorcs/Warlocks. 

As a non-caster it's even better, because it allows you to boost your proficiencies and survivability with any character you want. A Fighter 1/Barb 1 has more AC at level 1/2 than any Barbarian can get before level 16 (at the earliest,) and at three levels you can pick up expanded crit range to go with your permanent advantage and Brutal crits. Rogues benefit from the medium armor profficiency, as they can now significantly amp up their defenses until their dex mod becomes more relevant, Duelist or Ranged Fighting Style, access to all finesse weapons, and the valuable shield.  Better still, a 1-dip will allow you to pick up on two fighting style options (Pally/ranger,) including the ones they don't have access to normally, allowing you to do crazy shenanigans with dual-wielding paladins and horde-breakers with greatswords. Even the Monk gains a negotiable advantage in the form of medium armor (see Barbarian,) Duelist fighting style, and the omnipresent shield.  

Mind, this is ignoring the vast range of versitility you get from maneuvers should you want them. The fact that you didn't put in a special mention for Trip Attack, seeing as, at best, it's free (positional) advantage for the entire party , and at worst a soft control effect, seems pretty legit to me, especially since you can grant it to yourself on your first attack, and then action surge your way to free hits.


The only class that doesn't benefit heavily from at least one level of fighter is wildshape druids, who still get a significant healing feature, a +1 to AC when not an animal (and they still get +1 if that animal is wearing armor of any kind) and Action surge.

Don't get me wrong, I think Clerics are by far and away the head-of-the-class in 1st level dips, and Rogues are the head of 2nd level dips (cunning action is just too good,) but Fighters are highly potent at all three levels, which is saying something as none of the other classes have anything near as much utility as the fighters do at every splash level. The meatiest features scale well, and it doesn't represent a sizable detriment to most classes. 

#54

Zardnaar

Sep 09, 2014 4:00:40

Mistwell wrote:
#55

mellored

Sep 09, 2014 6:40:02

Mistwell wrote:
#56

mellored

Sep 09, 2014 7:35:58

Nachturnus wrote:
(Reply to #56)

furious_kender

mellored wrote:
#58

mellored

Sep 09, 2014 9:02:05

furious_kender wrote:
#59

Nachturnus

Sep 09, 2014 11:14:24

I agree with all the points that have been made between my last post and this one. 

The only other thing I can think of that hasn't been mentioned is that Fighter substantially easier to get as an MC than Cleric is. Wisdom, while not a dump-stat, is certainly less important to the majority of classes than Dexterity is (as you need at least 14 to get your optimum AC for the vast majority of classes.) Only some Clerics and Paladins can reasonably get away without a decent dex score. To boot, both of those classes (life/war clerics) and Paladins have good strength (usually) and thus still qualify. In short, basically everyone qualifies to be a fighter. 

There are only two classes that use wisdom as a mandatory secondary (Ranger, Monk) whereas every class other than Paladins and Clerics should probably have 14+ dex. MCing Cleric from druid is good for some versitility/ranged damage, but it's mostly just giving you more of what you already have (and also some usless armor proficiencies.)  

I'm sure there are other examples I'm missing, but wisdom 13 isn't nearly as optimal, or even necessary, as dex 13 is on the vast majority of characters. It's certainly important for some vital skills, but a +1 to perception and heal probably isn't worth -1 to ac.

#60

mellored

Sep 09, 2014 11:38:06

Nachturnus wrote:
#61

Yunru

Sep 09, 2014 12:32:50

Fighting Styles would stack, but each way to get them says you can't choose one you already have, regardless of how you acquired it.

#62

mellored

Sep 09, 2014 12:47:48

Yunru wrote:
#63

Nachturnus

Sep 09, 2014 14:52:30

mellored wrote:
(Reply to #29)

awogaman

Leugren wrote:
(Reply to #64)

Undrhil

awogaman wrote:
#66

awogaman

Sep 28, 2014 0:17:58

yup.  good call.   way to read the class before commenting, unlike me.  good work. 

(Reply to #66)

Undrhil

awogaman wrote:
#68

tiamatdragonwing

Sep 28, 2014 9:14:52

What are peoples opinions of monk 1/moon druid 19? alongside the sentinal feat, it seems like you could create a fairly tanky druid with unarmoured defence which as far as I can read would work in wild shape

#69

mellored

Sep 28, 2014 10:01:50

tiamatdragonwing wrote:
(Reply to #67)

awogaman

Undrhil wrote:
(Reply to #69)

awogaman

mellored wrote:
#72

Yunru

Feb 15, 2015 3:24:47
Ranger 3 can be higher. You get a skill, hunters mark and an extra attack per turn (although you can't focus fire with it).
#73

Yunru

Feb 17, 2015 3:06:41
Druid could be higher: Wildshape adds a lot of scouting/infiltrating potential. Sure it's not direct combat but still.
#74

Kithas48

May 04, 2015 14:19:47

mellored wrote:
#75

mellored

May 05, 2015 7:32:53

Kithas48 wrote:
#76

durntaur

May 05, 2015 9:45:55

mellored wrote:
(Reply to #68)

Patron1972

tiamatdragonwing wrote:
#78

FunkySpunk

May 07, 2015 19:27:53

Thanks for this guide!

 

I'd recommend any spellchucker who will need to make concentration checks 'dip' a level of Fighter or Barbarian to start their career. 

 

CON saves, better armor and HP go a long way with a primary spellcaster like a Wizard, Cleric, or Warlock. 

#79

mellored

May 07, 2015 20:02:36
you can lose your concentration by failing a wis check as well.
#80

FunkySpunk

May 08, 2015 17:13:43

 

mellored wrote:
#81

niklinna

May 27, 2015 16:50:09

Handy reference list! As a new player I would appreciate some explanation of how some of the benefits come about (such as for Rogue: "If you start rogue, you get 2 extra skills, instead of 1 when you MC into it.").

 

I'm wondering too if there are any double dips that work well (Cleric 1/Warlock 2/Whatever else, for example). You could get a lot of cantrips by going with 3 caster classes...not that having lots of cantrips is a huge advantage of course. :-)

#82

FunkySpunk

Jun 27, 2015 21:32:11

I think many main spell casters benefit from 2 levels of Paladin too. They get a fighting style, medium armor, and the ability to smite the hell out of something if their spells won't help. 

 

2 levels of Paladin really help out an Eldritch Knight as well.