D&D General Cleric/Rogue

I would let you play the rogue with the trickster mods for cleric mentioned above. The cleric of trickery is rather meh for me depending on what you want to do.

A true multiclassed PC might go cleric of light with rogue trickster. I would go about even to level 3/3, then cleric to 5/3 before catching up rogue.
 

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So these are my 2 favourite classes as well, so I love this question.

The first thing to ask is what is it you want out of each class?

Cleric -- on level gives you armor (which means the rogue side can focus on STR), and it gives you some really useful spells, and, depending how long you stick with it, some great healing. The problem is as soon as you step away from a spellcasting class, you lose slots and spell levels.

Rogue -- Rogue right now is a fun spot, even if it's not the storngest class. The payoff at levels 5 and 7 righht now, though is huge, and you don't want to delay getting to either 5 with uncanny dodge and 7 with evasion and reliable talent.

So, if you are actually playing this throught he levels, you will need to decide which of these approach is to be primary.

If Rogue is primary, I can see starting with Cleric 1 and the Acolyte background (or, arguably, just Acolyte and taking Rogue to level 7 before making a level-by-level choice between the clases.

If Cleric is primary, I can see the criminal backgound and at least Cleric 3 before taking two levels of Rogue (for cunning action) (unless Cleric is working for you at that point and you want to go to 5 (level 3 spells) or 6 (subclass feature) or 7 (level 4 spells and +1d8 damage on weapon attacks; a better gain than you'd get with two levels of rogue). So that might be a Cleric 7/Rogue 2 before you make level-by-level choices

I know how I'd build up from each of these (Cleric 1/Rogue 7 with Acolyte; Cleric 7/Rogue 2 with Criminal), but there's more than one good choice.
 

So these are my 2 favourite classes as well, so I love this question.

The first thing to ask is what is it you want out of each class?

Cleric -- on level gives you armor (which means the rogue side can focus on STR), and it gives you some really useful spells, and, depending how long you stick with it, some great healing. The problem is as soon as you step away from a spellcasting class, you lose slots and spell levels.

Rogue -- Rogue right now is a fun spot, even if it's not the storngest class. The payoff at levels 5 and 7 righht now, though is huge, and you don't want to delay getting to either 5 with uncanny dodge and 7 with evasion and reliable talent.

So, if you are actually playing this throught he levels, you will need to decide which of these approach is to be primary.

If Rogue is primary, I can see starting with Cleric 1 and the Acolyte background (or, arguably, just Acolyte and taking Rogue to level 7 before making a level-by-level choice between the clases.
Actually, I'd either do rogue first with acolyte background.

I see background as ways to start a multiclass character right at level 1.
And since especially for clerics, it does not matter when you take that class, going rogue first gives you one more skill point.

Fighter mage?
Fighter sage!

Sorcerer/cleric?
Sorcerer with Acolyte background.

Bard/rogue?
Bard with criminal background or rogue with entertainer background.

If Cleric is primary, I can see the criminal backgound and at least Cleric 3 before taking two levels of Rogue (for cunning action) (unless Cleric is working for you at that point and you want to go to 5 (level 3 spells) or 6 (subclass feature) or 7 (level 4 spells and +1d8 damage on weapon attacks; a better gain than you'd get with two levels of rogue). So that might be a Cleric 7/Rogue 2 before you make level-by-level choices

I know how I'd build up from each of these (Cleric 1/Rogue 7 with Acolyte; Cleric 7/Rogue 2 with Criminal), but there's more than one good choice.
I also think that there really is no need to stay at level 1 or 2 with either approach.

Even abalanced build is really strong.
 

Even a balanced build is really strong.
I do think it is easy to create a character that is under-powered in combat by multi-classing with a more balanced set of levels, unless you do it very carefully to ensure that you're getting the best synergy out of it. The problem is that you're significantly delaying the Cleric's spellcasting progressing, which is how they get good combat damage, and you're reducing sneak attack progression, which is how Rogues get good damage progression. Moreover, you have multi-ability dependency, needing both Wisdom to increase save DC for your spells, and Dexterity to improve finesse melee and/or ranged weapon attacks.

The biggest advantage of multi-classing is that it front-loads you with more abilities, improving your versatility and utility powers, both in and out of combat. A single level dip is very common to get armor/shield proficiency, for which Cleric is good. There are sometimes good archetypes to choose from that make a level 3/3 split relatively strong, particularly at mid-levels. For example, the War Priest archetype for Cleric getting bonus attack Wisdom modifier times before resting, and being able to channel divinity to get +10 to attack on a missed attack roll - those both help ensure that an attack hits, helping get that Rogue sneak attack in. Likewise, the Rogue archetypes such as Arcane Trickster for an attack cantrip (True Strike, Booming Blade, or Green-Flame Blade), or Assassin for advantage on initiative (easily underrated, but quite beneficial), and additional damage in the first round of combat.
 

"Authority Witch Hunter" is... intense. Maybe something like "Justicar" or "Sanctified Slayer" would sound cooler and less edgy. As for characters... hmm, maybe a blend of Buffy (the witch-hunting) and Judge Dredd (the authority figure)? That's a pretty niche combo though.
 

I do think it is easy to create a character that is under-powered in combat by multi-classing with a more balanced set of levels, unless you do it very carefully to ensure that you're getting the best synergy out of it. The problem is that you're significantly delaying the Cleric's spellcasting progressing, which is how they get good combat damage, and you're reducing sneak attack progression, which is how Rogues get good damage progression. Moreover, you have multi-ability dependency, needing both Wisdom to increase save DC for your spells, and Dexterity to improve finesse melee and/or ranged weapon attacks.

The biggest advantage of multi-classing is that it front-loads you with more abilities, improving your versatility and utility powers, both in and out of combat. A single level dip is very common to get armor/shield proficiency, for which Cleric is good. There are sometimes good archetypes to choose from that make a level 3/3 split relatively strong, particularly at mid-levels. For example, the War Priest archetype for Cleric getting bonus attack Wisdom modifier times before resting, and being able to channel divinity to get +10 to attack on a missed attack roll - those both help ensure that an attack hits, helping get that Rogue sneak attack in. Likewise, the Rogue archetypes such as Arcane Trickster for an attack cantrip (True Strike, Booming Blade, or Green-Flame Blade), or Assassin for advantage on initiative (easily underrated, but quite beneficial), and additional damage in the first round of combat.
While you are correct in general, clerics and rogues have the big advantages that they don't really have tresholds to meet. Both their progressions are rather linear.

Missed a d6 of sneak attack, no problem, spiritual weapon has you covered. You decided not to be a full caster when splashing rogue anyway.
 

Also

What would be a good name for that class?
Dark templar

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