So far I'm level 4 Inquisitive Rogue, and I just took a dip into Knowledge Domain Cleric at 5th level (our healers / support quit the game so I had to dip for the party). How would you continue this build? The party comp at the moment is an Aarakocra Swashbuckler Rogue, Elf Samurai, Tiefling Undying Warlock, and a Half Orc Profane Bloodhunter.
So far the Aarakocra has maintained range attacks, and the Samurai is usually left alone at the front lines. Out of combat I've been the skill monkey.
Should I lean more on the rogue side (R 14 / C 6 split) or more cleric for the spells?
I'd personally say going at least 3-5 more levels into rogue just to get some more goodies out of it, since expertise/evasion/steady eye are pretty good. Going cleric after that and just trying to spend your spell slots on healing the party since you're casting will be behind a decent bit by comparison.
If you want to heal can you ask your DM if you could reroll since it's due to people dropping out? It almost sounds like you were the only one to give in and try to help the party by adjusting your build or character concept. Maybe I'm projecting... Who knows. And if you want to still feel roguish and heal have you considered bard?
My opinion is this: Your build is how YOU want to play.
Just because the healer quit doesn't mean you need to be the de facto healer. D&D isn't set up like MMORPGs where you need a tank, a healer, a debuffer and DPS balance. I've been in parties of all wizards in dungeon of the mad mage and it was incredibly fun. I've also been in a Storm King's thunder game where we were each a different kind of cleric that was equally fun.
I also don't think that healing in D&D is any single player's primary job. If you're spending every single turn casting healing spells then either:
1) Your party members are built poorly and getting hit every single attack against them, in which case your DM is also a sadist and probably fudging his rolls to do so. Or he doesn't know how to balance his encounters based on your levels and everything is a lethal++ encounter. Or maybe he does and he's a sadist again. I don't know.
2) Your party members are getting themselves into dumb situations and need some tough love. There's a bard in my game that our cleric refuses to heal until he drops to 0 because 99% of the time he gets himself and the party into dumb situations. Letting your players be yo-yos is a good way to teach them strategy.
3) If you're healing every turn then you're not playing either class right. Rogues are incredibly versatile characters who can be amongst the very best in any of the 3 pillars of the game. (Combat, social and exploration) Clerics are very versatile spellcasters. Just because they can heal, doesn't mean they should only heal.
Anectodal story: In one game I was playing my grave cleric our party's fighter was begging for a heal (still alive), but the BBEG was next on the initiative after me. The big bad also happened to be a plant monster, and blight is on the grave cleric's domain spell list. So I cast blight, BBEG fails his save and it does max damage. BBEG plant monster withers and turns to dust. Mission over, everybody survived. Fighter gave me crap and wanted to know why I was casting offensive spells instead of spending the battle healing him, to which I said, "I'm not that kind of cleric."
Knowledge cleric's level 2 ability paired with your rogue proficiencies will make you the king of the exploration pillar. If you're stuck with healing, you have healing word as your bonus action to cast on a yo-yo samurai or bloodhunter. You've got rogue stuff to do like shoot the hidden bad guys with arrows, disarm the traps and sneak off with the treasure before the bbeg notices. Play how you want. Don't let your party tell you how to.
How would you work the split if you were making this character? Right now he's 4 Inquisitive Rogue and 1 knowledge cleric. He's a researcher, and knowledge junkie so the build either way works with the character. He has the archeologist as his background and worked into his backstory.
How would you work the split if you were making this character? Right now he's 4 Inquisitive Rogue and 1 knowledge cleric. He's a researcher, and knowledge junkie so the build either way works with the character. He has the archeologist as his background and worked into his backstory.
If I were playing the character? If I were playing him as a rogue I would do 7 rogue, 3 cleric. You get 2nd level spells, your channel divinity, knowledge of the ages, and more proficiencies. You also get uncanny dodge, evasion, 4D6 sneak attack dice, and 2 more double proficiencies. You could still be the party's skill monkey. You would also still have a lot of damage. I'd lower INT by 2 and increase CON by 2 to improve your survivability.
Spells: Healing word, prayer of healing, aid, bless, shield of faith. I'd also prepare some ritual spells such as detect magic, etc for utility purposes. Don't bother with damage spells because anything you do with a shortbow/crossbow/rapier will ultimately be better damage.
You give up your level 8 ASI but the 2nd level spells and the utility gained in its place can be just as useful to you and to the party.
Also, with your arcana proficiency you have a better chance of rolling on spell scrolls of a higher level than you can normally cast. Stock up on 3rd, 4th and 5th level spell scrolls whenever you hit the town. Take the chance that your arcana check will be high enough to cast them.
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So far I'm level 4 Inquisitive Rogue, and I just took a dip into Knowledge Domain Cleric at 5th level (our healers / support quit the game so I had to dip for the party). How would you continue this build? The party comp at the moment is an Aarakocra Swashbuckler Rogue, Elf Samurai, Tiefling Undying Warlock, and a Half Orc Profane Bloodhunter.
So far the Aarakocra has maintained range attacks, and the Samurai is usually left alone at the front lines. Out of combat I've been the skill monkey.
Should I lean more on the rogue side (R 14 / C 6 split) or more cleric for the spells?
I'd personally say going at least 3-5 more levels into rogue just to get some more goodies out of it, since expertise/evasion/steady eye are pretty good. Going cleric after that and just trying to spend your spell slots on healing the party since you're casting will be behind a decent bit by comparison.
your group has little healing. If your campaign goes higher thats to be a major issue
If you want to heal can you ask your DM if you could reroll since it's due to people dropping out? It almost sounds like you were the only one to give in and try to help the party by adjusting your build or character concept. Maybe I'm projecting... Who knows. And if you want to still feel roguish and heal have you considered bard?
My opinion is this: Your build is how YOU want to play.
Just because the healer quit doesn't mean you need to be the de facto healer. D&D isn't set up like MMORPGs where you need a tank, a healer, a debuffer and DPS balance. I've been in parties of all wizards in dungeon of the mad mage and it was incredibly fun. I've also been in a Storm King's thunder game where we were each a different kind of cleric that was equally fun.
I also don't think that healing in D&D is any single player's primary job. If you're spending every single turn casting healing spells then either:
1) Your party members are built poorly and getting hit every single attack against them, in which case your DM is also a sadist and probably fudging his rolls to do so. Or he doesn't know how to balance his encounters based on your levels and everything is a lethal++ encounter. Or maybe he does and he's a sadist again. I don't know.
2) Your party members are getting themselves into dumb situations and need some tough love. There's a bard in my game that our cleric refuses to heal until he drops to 0 because 99% of the time he gets himself and the party into dumb situations. Letting your players be yo-yos is a good way to teach them strategy.
3) If you're healing every turn then you're not playing either class right. Rogues are incredibly versatile characters who can be amongst the very best in any of the 3 pillars of the game. (Combat, social and exploration) Clerics are very versatile spellcasters. Just because they can heal, doesn't mean they should only heal.
Anectodal story: In one game I was playing my grave cleric our party's fighter was begging for a heal (still alive), but the BBEG was next on the initiative after me. The big bad also happened to be a plant monster, and blight is on the grave cleric's domain spell list. So I cast blight, BBEG fails his save and it does max damage. BBEG plant monster withers and turns to dust. Mission over, everybody survived. Fighter gave me crap and wanted to know why I was casting offensive spells instead of spending the battle healing him, to which I said, "I'm not that kind of cleric."
Knowledge cleric's level 2 ability paired with your rogue proficiencies will make you the king of the exploration pillar. If you're stuck with healing, you have healing word as your bonus action to cast on a yo-yo samurai or bloodhunter. You've got rogue stuff to do like shoot the hidden bad guys with arrows, disarm the traps and sneak off with the treasure before the bbeg notices. Play how you want. Don't let your party tell you how to.
How would you work the split if you were making this character? Right now he's 4 Inquisitive Rogue and 1 knowledge cleric. He's a researcher, and knowledge junkie so the build either way works with the character. He has the archeologist as his background and worked into his backstory.
If I were playing the character? If I were playing him as a rogue I would do 7 rogue, 3 cleric. You get 2nd level spells, your channel divinity, knowledge of the ages, and more proficiencies. You also get uncanny dodge, evasion, 4D6 sneak attack dice, and 2 more double proficiencies. You could still be the party's skill monkey. You would also still have a lot of damage. I'd lower INT by 2 and increase CON by 2 to improve your survivability.
Spells: Healing word, prayer of healing, aid, bless, shield of faith. I'd also prepare some ritual spells such as detect magic, etc for utility purposes. Don't bother with damage spells because anything you do with a shortbow/crossbow/rapier will ultimately be better damage.
You give up your level 8 ASI but the 2nd level spells and the utility gained in its place can be just as useful to you and to the party.
Also, with your arcana proficiency you have a better chance of rolling on spell scrolls of a higher level than you can normally cast. Stock up on 3rd, 4th and 5th level spell scrolls whenever you hit the town. Take the chance that your arcana check will be high enough to cast them.