Cleric / WizardMulticlass Build Guide — D&D 5e
Armour, healing and a domain bolted onto the biggest spell list — the do-everything toolbox caster.
The synergy
Why Cleric / Wizard Works
The cleric’s level-1 subclass is the most front-loaded package in 5e. One level delivers medium armour, shields, a full Divine Domain with bonus spells and a working feature, and access to Healing Word — the spell that ends death spirals. No other single-level dip hands a wizard that much survivability, and because both classes are full casters the total slot count barely dips at all.
From the cleric’s perspective this is a deliberate sacrifice: you give up everything the class builds toward — Channel Divinity at 2, Spirit Guardians at 5, the 8th-level damage upgrade, Divine Intervention at 10 — in exchange for the wizard’s spell list, which is broader than yours in every school except healing. The trade is worth it when your campaign needs a single character who can do everything: blast, control, heal and survive melee.
Pick your domain for its passive. Life doubles Healing Word’s output; Knowledge adds two proficiencies and two languages; Forge stacks +1 AC on top of your new armour. You will never use a domain’s 6th-level feature, so evaluate at level 1 only.
Ability priority: INT → CON → WIS (13) — Intelligence drives wizard spellcasting. Constitution holds concentration. Wisdom 13 is the multiclass gate — you will not cast Wisdom-save cleric spells, so 13 is enough.
When to take what
Level Breakpoints
What makes it tick
Key Features & Spells
Counsel
Frequently Asked
Should I start as Cleric or Wizard?
Cleric 1 first. You walk into session one with armour, shields and Healing Word. Starting Wizard gives Intelligence and Wisdom saves but no armour until you dip later — and you lose Constitution save proficiency from a Fighter start either way.
Which domain is best for a Wizard dip?
Life (doubled Healing Word), Knowledge (two free proficiencies), or Forge (+1 AC). Avoid domains that need Wisdom for their save spells — your Wisdom is 13.
Does this overlap with the Wizard/Cleric combo?
Same pairing, different perspective. Wizard/Cleric starts Wizard and dips Cleric. Cleric 1 / Wizard X starts Cleric for the armour at level 1, then goes full wizard. Mechanically identical — the difference is starting saves and level-1 hit points.
Forge This Build
Cleric, Wizard, Cleric 1 / Wizard X — everything arrives pre-filled. One click from here to finished character.
Forge a Cleric / Wizard