Hi there dear living creatures, im posting this thread because i wanted some general opinions on a build. Im quite interested on making a Thief rogue / Grave domain Cleric. Thats kinda the basic requirements for the build. Currently im a forest gnome because i got interest in the fade away feat as an option, and also minor illusion can be quite interesting at times. My DM is gonna let us change most of our characters before we get deeper into the story, so i wanted some recomendations that you may have about ideas on this build. If its of any help we are soon going to be lvl 5, currently i have got lvl 3 rogue and 1 in cleric so basically its a main rogue class but if there is any recomendations i may change it in the future. Also, the other player we have are a rogue/fighter, a barbarian, a druid, a monk, and probably a ranger is joining. So, any suggestions are well apreciated and thanks for your time. My DM is also very flexible with rules and accepts variants and stuff.
It would help to know what you are looking to accomplish with this character. Are you looking to fully leverage a particular mechanic like Path to the Grave? Are you just trying to add some spooky darkness flavor to your rogue? What made you pick this combo in the first place?
It would help to know what you are looking to accomplish with this character. Are you looking to fully leverage a particular mechanic like Path to the Grave? Are you just trying to add some spooky darkness flavor to your rogue? What made you pick this combo in the first place?
kinda a lots of things actually, i started as a rogue because it was easier for begining but then i had the need to give it a bit more of and give it a bit more of flavor instead of just the hide, sneak attack, repeat pattern. I got it pretty well on the story being a cleric because my dm helped me build a backstory as why he got into being a cleric so pretty good in that sense, i felt grave path had a really good balance with my party as well. So mainly i came here for a way to optimize that idea and make it more than a role character but also a good combat resource.
Well that assassin looks pretty great for raw damage. Personally, I'd be interested in how you can leverage your spells to enhance your roguery.
You want DEX and WIS. One cool race that offers both is the Pallid Elf from the new Wildemount book. You also get Sleep and Invisibility once a day by level 5. This race is a pretty good setup for an Inquisitive Rogue that excels in seeking out the truth.
One thing rogues are excellent at is mobility, especially if you go Thief or Scout. Combined with spells like Silence and Dispel Magic and the Mage Slayer feat, you could specialize in shutting down ranged spellcasters that don't expect someone up in their face right away.
One interesting combo (that probably requires the DM's ok) is to Sneak Attack with a Spiritual Weapon. Debatable if its RAW but it's not game-breaking or anything and is a cool image.
Guidance is a great cantrip and further emphasizes a rogue's focus on skills.
Glyph of Warding lets you make magical traps, which could be a lot of fun.
Well that assassin looks pretty great for raw damage. Personally, I'd be interested in how you can leverage your spells to enhance your roguery.
You want DEX and WIS. One cool race that offers both is the Pallid Elf from the new Wildemount book. You also get Sleep and Invisibility once a day by level 5. This race is a pretty good setup for an Inquisitive Rogue that excels in seeking out the truth.
One thing rogues are excellent at is mobility, especially if you go Thief or Scout. Combined with spells like Silence and Dispel Magic and the Mage Slayer feat, you could specialize in shutting down ranged spellcasters that don't expect someone up in their face right away.
One interesting combo (that probably requires the DM's ok) is to Sneak Attack with a Spiritual Weapon. Debatable if its RAW but it's not game-breaking or anything and is a cool image.
Guidance is a great cantrip and further emphasizes a rogue's focus on skills.
Glyph of Warding lets you make magical traps, which could be a lot of fun.
Thank you really much on the recommendations 😄, i really liked all the creative ideas that you mentioned, thanks for your time . I'll probably be using at least one or two of them😁
I’d go with arcane trickster rogue, it’ll help give you more spell slots to play with.
It's an option, although I'd rather not, the reason i think of this is because the spellcasting mod is int, which means I'd have to get a higher int as well as a higher wisdom, if you meant without multiclassing anyways i need wisdom for perception rolls and etc. But I'll hear any response about that
I tried building the Assassin of the grave in the aforementioned guide, but when I add the Grave Cleric it isn't giving me the Channel Divinity for it, is this something that I did wrong?
If it still not showing up try posting a link of the character shee to the bugs and support bit of the forum and see if one of the mods can see whats happened.
Rollback Post to RevisionRollBack
* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
My character is using the ua ranger second level druid cantrips switch out for mold earth. He is a grave robber thief and this makes looting plots a lot easier and hellish funny in RP.
There is a VERY golden opportunity to combine the new Unearthed Arcana "Revived" Rogue with the Grave Cleric...after all, what defines a Grave Cleric is the balance between life & death.
Who's more qualified than a Rogue who has come back from the dead?
It would be a curious support class...with the Grave Cleric's ability to "Spare the Dying" as a bonus action, and the Revived Rogue's ability to gain advantage on death saves themselves, you have a character & party who is particularly hard to kill.
Keeping with your basic requirements, however...a Grave Cleric / Thief Rogue seems like a grave robber...sort of a mentality based around "Well, that's it...they're dead. They've moved on. They don't need these trinkets & bobbles anymore."
Good roleplaying.
So having your "Expertise" based around "Thieves Tools" for plundering tombs and dungeons is a solid idea..."Investigation" could be good for inspecting curious objects or traps. "Religion" is good for the more cleric-y aspects of your character.
Your strengths as a Thief Rogue is your Fast Movement and Fast Hands...you are the class who can navigate the battlefield quickly as well as quietly, and you can interact with objects as a bonus action while still using your action to Attack, Dash, or whatever needs to get done on your turn.
Thought a cleric/rogue combo would be fun to play as sort of an inquisitorial spy and/or assassin. Any domain you want, plus either assassin, inquisitor, or phantom (which could be really cool... taking the souls of heretics).
I have had marvelous moments with an Assassin/Twilight cleric build, but yours would be a good build too with Path to the Grave.
If you are melee oriented and want some good synchro and decide to go Assassin popping off a critical Inflict Wounds on a target at the start of battle is wonderful. The fact that you could make them vulnerable to it on top of that is even better.
As for level builds I don't know what level your campaign is going up to so I can't really speak to endgame builds but you're basically leveraging spells against sneak attack. Find the balance of where you'd like to get to between those and it'll be a good base start. My personal suggestion would be if you're going into a high level campaign and want to get a decent amount of spells from cleric to shoot for the Blessed Strikes optional class feature at Lv8 to buff up your sneak attack a bit to make up for the levels in it you miss out on.
If you are more concerned with Sneak attacks or other rogue skills pick a cleric level you want to get to and just go the rest rogue.
Thought a cleric/rogue combo would be fun to play as sort of an inquisitorial spy and/or assassin. Any domain you want, plus either assassin, inquisitor, or phantom (which could be really cool... taking the souls of heretics).
I've tried this archetype with rogue X/paladin 2. Smite + Sneak Attack is fun, and the spells cover bases that the typical Arcane Trickster can't cover. It's not the best synergy in the world, but it can work and is certainly an interesting combo. I ended up going with a more conventional build though, as you don't actually need to be a divine class to be an agent of the divine.
At any rate, clerics are very front-loaded and give you a lot for even just a one-level dip. But I wouldn't go much further. You need to keep up your Sneak Attack progression if you intend to play like a rogue in combat. And if you don't intend to play like a rogue, bard is probably a better combo.
Hi there dear living creatures, im posting this thread because i wanted some general opinions on a build. Im quite interested on making a Thief rogue / Grave domain Cleric. Thats kinda the basic requirements for the build. Currently im a forest gnome because i got interest in the fade away feat as an option, and also minor illusion can be quite interesting at times. My DM is gonna let us change most of our characters before we get deeper into the story, so i wanted some recomendations that you may have about ideas on this build. If its of any help we are soon going to be lvl 5, currently i have got lvl 3 rogue and 1 in cleric so basically its a main rogue class but if there is any recomendations i may change it in the future. Also, the other player we have are a rogue/fighter, a barbarian, a druid, a monk, and probably a ranger is joining. So, any suggestions are well apreciated and thanks for your time. My DM is also very flexible with rules and accepts variants and stuff.
It not quite what you are after but this article might give you some insights:
https://www.flutesloot.com/assassin-of-grave-multiclass-combination/
It would help to know what you are looking to accomplish with this character. Are you looking to fully leverage a particular mechanic like Path to the Grave? Are you just trying to add some spooky darkness flavor to your rogue? What made you pick this combo in the first place?
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
kinda a lots of things actually, i started as a rogue because it was easier for begining but then i had the need to give it a bit more of and give it a bit more of flavor instead of just the hide, sneak attack, repeat pattern. I got it pretty well on the story being a cleric because my dm helped me build a backstory as why he got into being a cleric so pretty good in that sense, i felt grave path had a really good balance with my party as well. So mainly i came here for a way to optimize that idea and make it more than a role character but also a good combat resource.
thanks, for the tip, quite interesting build guide
Im kinda searching for: strategies, feat, stats, races, spells and other stuff that can be used as that multiclass
Well that assassin looks pretty great for raw damage. Personally, I'd be interested in how you can leverage your spells to enhance your roguery.
You want DEX and WIS. One cool race that offers both is the Pallid Elf from the new Wildemount book. You also get Sleep and Invisibility once a day by level 5. This race is a pretty good setup for an Inquisitive Rogue that excels in seeking out the truth.
One thing rogues are excellent at is mobility, especially if you go Thief or Scout. Combined with spells like Silence and Dispel Magic and the Mage Slayer feat, you could specialize in shutting down ranged spellcasters that don't expect someone up in their face right away.
One interesting combo (that probably requires the DM's ok) is to Sneak Attack with a Spiritual Weapon. Debatable if its RAW but it's not game-breaking or anything and is a cool image.
Guidance is a great cantrip and further emphasizes a rogue's focus on skills.
Glyph of Warding lets you make magical traps, which could be a lot of fun.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Thank you really much on the recommendations 😄, i really liked all the creative ideas that you mentioned, thanks for your time . I'll probably be using at least one or two of them😁
I’d go with arcane trickster rogue, it’ll help give you more spell slots to play with.
Glad to help. Sounds like it will be a fun character!
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
It's an option, although I'd rather not, the reason i think of this is because the spellcasting mod is int, which means I'd have to get a higher int as well as a higher wisdom, if you meant without multiclassing anyways i need wisdom for perception rolls and etc. But I'll hear any response about that
I tried building the Assassin of the grave in the aforementioned guide, but when I add the Grave Cleric it isn't giving me the Channel Divinity for it, is this something that I did wrong?
i mean i guess it could work. there is a trickery domain cleric as well. you can kind of flavor that however you want.
If it still not showing up try posting a link of the character shee to the bugs and support bit of the forum and see if one of the mods can see whats happened.
My character is using the ua ranger second level druid cantrips switch out for mold earth. He is a grave robber thief and this makes looting plots a lot easier and hellish funny in RP.
It's not Magic its Science
There is a VERY golden opportunity to combine the new Unearthed Arcana "Revived" Rogue with the Grave Cleric...after all, what defines a Grave Cleric is the balance between life & death.
Who's more qualified than a Rogue who has come back from the dead?
It would be a curious support class...with the Grave Cleric's ability to "Spare the Dying" as a bonus action, and the Revived Rogue's ability to gain advantage on death saves themselves, you have a character & party who is particularly hard to kill.
Keeping with your basic requirements, however...a Grave Cleric / Thief Rogue seems like a grave robber...sort of a mentality based around "Well, that's it...they're dead. They've moved on. They don't need these trinkets & bobbles anymore."
Good roleplaying.
So having your "Expertise" based around "Thieves Tools" for plundering tombs and dungeons is a solid idea..."Investigation" could be good for inspecting curious objects or traps. "Religion" is good for the more cleric-y aspects of your character.
Your strengths as a Thief Rogue is your Fast Movement and Fast Hands...you are the class who can navigate the battlefield quickly as well as quietly, and you can interact with objects as a bonus action while still using your action to Attack, Dash, or whatever needs to get done on your turn.
Use that environment to your advantage.
Thought a cleric/rogue combo would be fun to play as sort of an inquisitorial spy and/or assassin. Any domain you want, plus either assassin, inquisitor, or phantom (which could be really cool... taking the souls of heretics).
I have had marvelous moments with an Assassin/Twilight cleric build, but yours would be a good build too with Path to the Grave.
If you are melee oriented and want some good synchro and decide to go Assassin popping off a critical Inflict Wounds on a target at the start of battle is wonderful. The fact that you could make them vulnerable to it on top of that is even better.
As for level builds I don't know what level your campaign is going up to so I can't really speak to endgame builds but you're basically leveraging spells against sneak attack. Find the balance of where you'd like to get to between those and it'll be a good base start. My personal suggestion would be if you're going into a high level campaign and want to get a decent amount of spells from cleric to shoot for the Blessed Strikes optional class feature at Lv8 to buff up your sneak attack a bit to make up for the levels in it you miss out on.
If you are more concerned with Sneak attacks or other rogue skills pick a cleric level you want to get to and just go the rest rogue.
I've tried this archetype with rogue X/paladin 2. Smite + Sneak Attack is fun, and the spells cover bases that the typical Arcane Trickster can't cover. It's not the best synergy in the world, but it can work and is certainly an interesting combo. I ended up going with a more conventional build though, as you don't actually need to be a divine class to be an agent of the divine.
At any rate, clerics are very front-loaded and give you a lot for even just a one-level dip. But I wouldn't go much further. You need to keep up your Sneak Attack progression if you intend to play like a rogue in combat. And if you don't intend to play like a rogue, bard is probably a better combo.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm