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I'll try doing that on my main character first :)
Rogue is nice for Expertise in Persuasion-related skills (particularly Intimidation, which you should always have Advantage on from the Cleric cantrip Thaumaturgy). However, it contributes nothing to combat, since you can't Sneak Attack with spells.
Warlock has the best cantrip, Eldritch Blast, and Cantrips scale based on total character rather than class level, but they have a separate spell slot counter to the others caster classes, meaning you're delaying your progress to 3rd level spells.
As half-casters, Ranger and Paladin combined will give you one extra spell slot. That being said, going Oathbreaker Paladin counts as respeccing, which disables your ability to get the achievement on that character, so I left it for last on my successful run.
Martial classes are completely useless, as you never get an extra attack, meaning best case, you're stuck with the melee damage output of a 1 Barbarian/1 Monk. Fine for the early game technically, but you're delaying your 3rd level spell slots, as well as conversation abilities. Moreover, they don't even provide Heavy Armor like a War Cleric or Ranger Knight.
Glad to have confirmation that martial classes are completely useless - I guess I could skip out on monk then and just go Bard > Rogue for my first two levels lol
And yeah, I really like that persuasion expertise :)
Not to mention lock-picking and trap-disabling.
From there, my favorite JOAT classes include cleric (light domain gives you a good amount of wizard capability) coupled with monk (some melee capability) or rogue (dual wield offhand attacks, give up the shield?), or if not that, bard dipped into warlock pact of the blade. Ranger is a solid starter as well, coupled with rogue or something else? Paladin can base with sorc, warlock, or bard very nicely.
I believe you can do everything the game needs with 2 classes. D&D only has 4 classes, really: warrior flavors, buff/healing caster, damage caster, and rogue. Rogue was eliminated from the game with slight of hand backgrounds or other ways to deal with locks & traps. Their only other trick is backstabbing and double offhand attacks, not required if you are already good at combat in some other way. Assuming gith trick or slight of hand from background or something and no rogue, you now have to cover healing/buffing/damage magic/combat. The light domain cleric does all that except combat (only 1 attack problem) so doubling up the LDC with anything to get more attacks (monk works excellent here, or DW rogue, or PAM fighter type maybe?) as do the other suggestions. The odd one out is picking up damage casting with enough oomph to matter (no one cares at level 20 if you can cast a 10 point of damage fireball). If you want big endgame magic booms, you need to focus a lot of levels in a class that has it, and pick up ALL other capacity in < 6 levels, and even that is rough until mid act-2.
It is nice for achievement and all but it is also the best way to be weak at everything.
Jack of all trades, master of none.
Can you read what the topic about?