My big worry would be mental saves. If one of them fails a wisdom or cha save, they are likely out of combat. One of the heavy armor clerics paired with a paladin would be my first choice. Both half elves for extra skills. Thought about Vuman but darkvision, fey ancenstry and extra skills won out. They start with excellent AC and mental saves and at 4th level they both take the Resilient (Con) feat to boost hp, saves, and concentration.
The paladin will have good social skills.
This duo will be weak on knowledge skills, but Guidance will help.
A half elf cleric can have the full suite of wisdom skills to address exploration and discovery: perception, insight, survival, animal handling. Being able to create food and water is a plus. They won't be stealthy.
By 6th level, the cleric can cover the duo with spirit guardians to deal with hordes while the paladin's aura helps protect from spellcasters. Ranged combat will be a problem. Toll the Dead can help but at tier 1 crossbows will do. At 7th level the paladin takes a level of hexblade for EB.
The cleric with perception will be great at noticing traps and other dangers. Background could give one of them proficiency in thieves' tools. With a 12 dex and guidance they would have a decent chance of unlocking and disarming things, especially if they can work together to gain advantage.
Healing and recovery is obviously covered. A big plus that either can heal if needed.
After 7th level, the paladin goes full sorcerer. By level 12, the paladin is a 5th level sorcerer and an 8th level caster according to the MC rules and has 4th level slots for smites, better than a 12th level paladin. Between them, the cleric (wis 20) and MC paladin (cha 18) have 12 cantrips, 27 cleric spells, 7 paladin spells, 6 sorcerer spells, and 2 warlock spells.
This pair will be dependent on short rests to recover their abilities, which could be liability.
The paladin will have good social skills.
This duo will be weak on knowledge skills, but Guidance will help.
A half elf cleric can have the full suite of wisdom skills to address exploration and discovery: perception, insight, survival, animal handling. Being able to create food and water is a plus. They won't be stealthy.
By 6th level, the cleric can cover the duo with spirit guardians to deal with hordes while the paladin's aura helps protect from spellcasters. Ranged combat will be a problem. Toll the Dead can help but at tier 1 crossbows will do. At 7th level the paladin takes a level of hexblade for EB.
The cleric with perception will be great at noticing traps and other dangers. Background could give one of them proficiency in thieves' tools. With a 12 dex and guidance they would have a decent chance of unlocking and disarming things, especially if they can work together to gain advantage.
Healing and recovery is obviously covered. A big plus that either can heal if needed.
After 7th level, the paladin goes full sorcerer. By level 12, the paladin is a 5th level sorcerer and an 8th level caster according to the MC rules and has 4th level slots for smites, better than a 12th level paladin. Between them, the cleric (wis 20) and MC paladin (cha 18) have 12 cantrips, 27 cleric spells, 7 paladin spells, 6 sorcerer spells, and 2 warlock spells.
This pair will be dependent on short rests to recover their abilities, which could be liability.