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Cleric / WizardMulticlass Build Guide — D&D 5e

Armour, healing and a domain bolted onto the biggest spell list — the do-everything toolbox caster.

Split
Cleric 1 / Wizard X
Ability Priority
INT → CON → WIS (13)
Base Class
Cleric
Dip
Wizard

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

Cleric 1Medium armour, shields, Healing Word, a domain feature, 3 cleric cantrips. The entire survival package in one level.
Wizard 2 (char 3)Arcane Tradition. The wizard chassis is now online with armour and a heal behind it.
Wizard 5 (char 6)3rd-level wizard spells: Fireball, Counterspell, Haste. One level late, but you arrive in armour with a heal.
Wizard 9 (char 10)5th-level spells: Wall of Force, Animate Objects. The power spike that rewards committing to wizard.

What makes it tick

Key Features & Spells

Healing WordBonus-action ranged heal at 30 ft. Pick up a downed ally without sacrificing your wizard action — the spell that stops TPKs.
Medium Armour + ShieldHalf plate + shield = AC 19 before Shield spell. The armour a wizard cannot get any other way.
Domain Feature (Level 1)Life: doubled healing dice. Knowledge: two skill/tool proficiencies. Forge: +1 AC to armour or shield. Evaluate at level 1 only.
Full Caster Slot StackingBoth classes are full casters. One cleric level costs zero slots — only access to higher wizard spells by one level.
Cleric CantripsSacred Flame, Guidance, Spare the Dying — utility the wizard list simply does not carry.

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