Cleric / Thief

Cleric / Thief is a multi-classing option available in the entire Baldur's Gate series.
Humans can dual-class this combination as well with the sufficient stats.
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==Introduction==
The Cleric / Thief operates as a versatile support character, able to scout, heal, buff, and deal damage with some setup.
As a cleric, the character has access to Turn Undead and divine spells. The progression is slower than that of a single-class cleric of course, but not prohibitively so. This multi-class inherits the weapon restrictions of the cleric, so it gains some weapons but loses others.
As a thief, the character has access to Thieving Abilities and backstabbing. This allows the character to act as an assassin for devastating damage, to detect and disarm traps, to hide in shadows in order to scout ahead of the group, to pick locks, and to pickpocket. The thief also requires the character to give up heavy armor in order to use its skills (with few exceptions). The player should also keep in mind that the backstab ability only works with weapons usable by a single-class thief and build their proficiencies accordingly.
==Gameplay==
The Cleric / Thief is generally not considered as synergistic as the Mage / Thief, although it still has unique interactions that make it stand out. Both cleric and thief provide support roles, providing buffs and opening locks respectively. Rather than dedicating two party slots for both roles, it may be beneficial to combine them to one. Both classes also level up fast making them well suited dual or multi class.
The weapon selection of the cleric means that quarterstaves and clubs are the only valid backstab weapons for a C/T. This isn't a major downside in either game, as the Staff of Striking (the best weapon for backstabs in Baldur's Gate and one of the best in Baldur's Gate 2) is available in both games: very early in BG2 and a bit later in BG, but the player can use the Staff Spear (the second best weapon for backstabs) early in that game until they get the other staff. Even better in BG2, however, is the Staff of the Ram obtained later. Also, Spiritual Hammer (and any other conjured weapon) can be used to backstab.
Some of the cleric's spells, such as Draw Upon Holy Might, can greatly increase the backstab accuracy and add some damage (though STR damage bonuses aren't affected by the backstab multiplier), while Dexterity bonuses improve the thieving abilities. Righteous Magic deserves special note as it maximizes the damage roll, which is very important to backstab damage, and spells/abilities that increase damage directly, such as Bless, Boon of Lathander and Divine Favor, all provide damage that's affected by the backstab multiplier.
They may also skip Detect Illusion thief ability since clerics can cast True Seeing.
Although Sanctuary has an effect very similar to Invisibility, it cannot be used to backstab (unless the character is also hidden in shadows). It can be used while unlocking objects or looting containers, which break normal stealth and invisibility, so can still be effective as a scouting tool. It can also be used to clear a room of traps without being noticed by the enemies.
The C/T may hide in shadows after using Blade Barrier or Globe of Blades, allowing them to deal major damage by walking near enemies without breaking stealth.
Finally, at very high levels, the C/T may select Use Any Item as an HLA, which will allow the class to equip any weapon.  This will give them more backstab-compatible options; however, they still cannot place proficiency points into any weapons besides those of the single-class cleric.  They may also cast mage spells from scrolls, allowing them limited access to some of the tactics of the Mage / Thief and Cleric / Mage, which can be quite powerful.
Since they have access to Use Any Item, this is the only class combination that can equip both a Holy Symbol and the Heartwood Ring, giving them two extra 6th and 7th level spell slots, giving them a lot of spell options in the late game.
===As a Dual-Class===
While the usual recommendation for dual-classing is to dual from the high HP class to the low HP class, the cleric benefits much more from uncapped progression than the thief. This makes the T>C generally more recommended, even though they lose Use Any Item.
Kit Comparison for Dual-Classing:
*Assassin: THAC0 and damage are improved by 1 point which stacks with the Poison Weapon ability. The combat bonuses and poison ability also apply to magically created weapons such as Sol's Searing Orb and Energy Blades, adding a chance to poison enemies with these projectiles. They also apply to cleric's touch spells like Harm. The saving throw penalties that could be obtained by a high level assassin can be replicated by casting Doom. Righteous Magic makes a weapon deal maximum damage, increasing backstab damage. With a 10 point thieving ability penalty and reliance on stealth, it is difficult to play the utility thief role.
*Swashbuckler: The AC, THAC0 and damage are improved based on level, and since thieves level up quickly, it is easy to obtain bonuses of 3 AC and 2 THAC0/damage bonus at level 10 without hampering cleric progression. The Thac0 and damage bonuses apply to magical projectiles like Energy Blades and touch spells like Harm. The AC bonus, ability to dual wield, and specialization in clubs and quarterstaves complement cleric's combat buffs like Draw Upon Holy Might. If you find backstabbing tedious, then this kit has no disadvantages compared to a plain thief.
*Bounty Hunter: While you may not obtain the higher level versions of special snares, it may be considered an advantage since those traps aren't necessarily better. The lower level special snares deal damage and have a higher chance of crippling the enemy with Slow or hold. The 5 points thieving ability penalty is minimal so this character can still serve as a utility thief with trapping abilities.
*Shadowdancer: This kit has many abilities to improve the cleric's survivability, like a +1 bonus to all saves. Hide in Shadows can be done in plain sight. Shadowstep can be used to avoid being cornered or to position oneself favorably for a backstab. Righteous Magic makes a weapon deal maximum damage, increasing backstab damage. With a 5 point thieving ability penalty and reliance on stealth, it is difficult to play the utility thief role. The dual class requirements are restrictive.
Common Level Ranges for Dual-Classing: 
*Level 6 is the latest that either starting class can dual and regain its skills within the experience cap of the original, unexpanded Baldur's Gate.
*Level 7 T>C: This is the highest thief level that can dual and still reach the maximum cleric level in Tales of the Sword Coast. This also applies to Baldur's Gate: Enhanced Edition, including the Siege of Dragonspear campaign.
*Level 9 T>C: At level 9, the thief gains a x4 backstab multiplier, if its kit is not swashbuckler or shadowdancer. Additionally, this is a breakpoint for the assassin's Poison Weapon ability, which is extended to a 3 round duration and improves its save penalty to -1.
*Level 10 T>C: At level 10, thieves receive their final Hit Die. Because the cleric class does not gain Hit Dice at level 10, this actually gives a T>C dual a few more hit points than if it had dualed at level 9. This level is a breakpoint for swashbuckler AC and attack bonuses. Also for bounty hunters, specifically, this is the highest level they can dual at to keep the slow trap as their Special Snare (which inflicts slow with a -4 saving throw penalty).
* Level 15 T>C: This is the highest thief level that can still get the maximum cleric spell slots. This level is a breakpoint for swashbuckler AC and attack bonuses, as well as having the highest backstab multiplier for the other kits besides assassin. This is the latest that either starting class can dual and regain its skills within the Shadows of Amn experience cap.
* Level 24 T>C: At level 24, the thief gains one HLA. If Use Any Item is picked, once they reactivate the thief class, they will regain proficiencies in non-Cleric weapons, making this combination potentially more powerful than a C/T multi-class. The downtime between reactivating the class is so large as to be completely impractical, however.
*Level 26 is the latest that either starting class can dual and regain its skills within the Throne of Bhaal experience cap. This is the highest level that is possible for any class combination.
==Companions==
===Baldur's Gate===
*Tiax is a chaotic evil gnome C/T.
*Branwen is a true neutral human Cleric of Tempus (unkitted cleric in the original Baldur's Gate). She has sufficient attributes to dual-class to thief if she uses a Manual of Quickness of Action to boost her Dexterity.
===Siege of Dragonspear=== 
*Glint Gardnersonson is a neutral good gnome C/T.
==Ability Scores Table==
Character Ability Score	Gnome	Half-Orc
Strength 	6-18 	4-19
Dexterity 	9-18 	9-18
Constitution 	8-18 	4-19
Intelligence 	7-19 	1-16
Wisdom 	9-17 	9-18
Charisma 	3-18 	3-18
During character creation, rolls below the minimum value for the class will be increased to that value.
==Special Abilities of the Cleric/Thief==
===Turn Undead===
Clerics have the ability to turn undead creatures. When this mode is activated and the undead creatures are in range of the character, there is a chance they will stop attacking their targets and run away from the character until the effect is worn off. As the character's level increases, this becomes increasingly powerful.  At very high level differences, alignment factors into this effect; good and neutral clerics can outright destroy undead, and evil clerics can permanently charm them.
===Holy Symbol===
When clerics reach level 25 (7,650,000 XP for the multi-class), they obtain a Holy Symbol in form of a ring, based on their patron deity or their alignment if not having chosen one. All Holy Symbols give the wearer +1 strength, +5% magic resistance and one extra 6th and 7th level spell slot (only if unlocked); these effects are cumulative with other sources. See the cleric page for details on the different symbols available.
===Thieving Abilities===
This class gains thieving abilities (including the backstab multiplier) identical to those of the unkitted thief. See their abilities for information on them. These skills will only improve when the thief class levels up.
==High-Level Class Abilities==
High level class abilities are added in the expansion Baldur's Gate II: Throne of Bhaal and are in Baldur's Gate II: Enhanced Edition. These abilities are available at level 14/17, reached at 3,080,000 XP.
This class gains all HLA's from the standard cleric and thief pools. Cleric / Thief gets the highest number of HLAs of any class-combination, together with Fighter / Thief. Note that any HLA may be selected regardless of the class which is leveling up.
*Aura of Flaming Death1
*Energy Blades1
*Globe of Blades1
*Implosion1
*Mass Raise Dead1
*Storm of Vengeance1
*Elemental Summoning1
*Summon Fallen Deva1 (Requires Neutral/Evil Alignment)
**Choosing this will prevent Summon Deva from being chosen.
*Summon Deva1 (Requires Good/Neutral Alignment)
**Choosing this will prevent Summon Fallen Deva from being chosen.
*Alchemy
*Assassination1
*Avoid Death
*Evasion
* Greater Evasion (Requires Evasion)
*Use Any Item1
*Scribe Scrolls (Requires Use Any Item)
*Set Spike Trap
*Set Exploding Trap
*Set Time Trap
1 - May only be selected once
==Spell Slots Progression==
The C/T gains spell slots identical to those of the unkitted cleric; however, because of their slightly slower progression, they will have less spell slots during the course of normal play.  Clerics also gain additional spell slots based on their Wisdom.
Spell lvl /
Cleric lvl	Spell lvl /
Cleric lvl	1	2	3	4	5	6^	7^^	Total # of
spell slots
1 		1	 	 	 	 	 	 	1
2 		2	 	 	 	 	 	 	2
3 		2	1	 	 	 	 	 	3
4 		3	2	 	 	 	 	 	5
5 		3	3	1	 	 	 	 	7
6 		3	3	2	 	 	 	 	8
7 		3	3	2	1	 	 	 	9
8 		3	3	3	2	 	 	 	11
9 		4	4	3	2	1	 	 	14
10 		4	4	3	3	2	 	 	16
11 		5	4	4	3	2	1 	 	19
12 		6	5	5	3	2	2 	 	23
13 		6	6	6	4	2	2 	 	26
14 		6	6	6	5	3	2 	1 	29
15 		6	6	6	6	4	2 	1 	31
16 		7	7	7	6	4	3 	1 	35
17 		7	7	7	7	5	3 	2 	38
18 		8	8	8	8	6	4 	2 	44
19 		9	9	8	8	6	4 	2 	46
20 		9	9	9	8	7	5 	2 	49
21 		9	9	9	9	8	6 	2 	52
22 		9	9	9	9	8	6 	3 	53
23-25	
 	9	9	9	9	9	7 	3 	55
^ - Usable by priests whose WIS is 17 or higher (original Baldur's Gate and Shadows of Amn only; Throne of Bhaal removed this requirement.
^^ - Usable by priests whose WIS is 18 or higher (original Baldur's Gate and Shadows of Amn only; Throne of Bhaal removed this requirement.
==Table for experience, weapon proficiency points and hitpoints==
Level (C/T)	Level Cap	Experience required	Hit Dice 	Weapon Prof.	Base THAC0	
Saving Throws (D/W/P/B/S)	BS Mult.	# ofHLAs
1/1 	 	0 	½×(1d8 + 1d6) 	2 	20 	10/14/12/16/15	×2 	
1/2 	 	2,500 	½×(1d8 + 2d6) 	 	20 	10/14/12/16/15	×2 	
2/2 	 	3,000 	½×(2d8 + 2d6) 	 	20 	10/14/12/16/15	×2 	
2/3 	 	5,000 	½×(2d8 + 3d6) 	 	19 	10/14/12/16/15	×2 	
3/3 	 	6,000 	½×(3d8 + 3d6) 	 	19 	10/14/12/16/15	×2 	
3/4 	 	10,000 	½×(3d8 + 4d6) 	 	19 	10/14/12/16/15	×2 	
4/4 	 	12,000 	½×(4d8 + 4d6) 	+1 	18 	9/13/12/15/14 	×2 	
4/5 	 	20,000 	½×(4d8 + 5d6) 	 	18 	9/12/11/15/13 	×3 	
5/5 	 	26,000 	½×(5d8 + 5d6) 	 	18 	9/12/11/15/13 	×3 	
5/6 	 	40,000 	½×(5d8 +6d6) 	 	18 	9/12/11/15/13 	×3 	
6/6 	 	55,000 	½×(6d8 +6d6) 	 	18 	9/12/11/15/13 	×3 	
6/7 	 	80,000 	½×(6d8 +7d6) 	 	17 	9/12/11/15/13 	×3 	
7/7 	 	110,000 	½×(7d8 +7d6) 	 	16 	7/11/10/13/12 	×3 	
7/8 	 	140,000 	½×(7d8 +8d6) 	 	16 	7/11/10/13/12 	×3 	
8/9 	 	220,000 	½×(8d8 +9d6) 	+1 	16 	7/10/10/13/11 	×4 	
8/10 	 	320,000 	½×(8d8 +10d6) 	 	16 	7/10/10/13/11 	×4 	
8/11 	 	440,000 	½×(8d8 +10d6) + 1 	 	15 	7/10/10/13/11 	×4 	
9/11 	 	450,000 	½×(9d8 +10d6) + 1 	 	15 	7/10/10/13/11 	×4 	
9/12 	 	880,000 	½×(9d8 +10d6) + 2 	 	15 	7/10/10/13/11 	×4 	
10/12 	 	900,000 	½×(9d8 +10d6) + 3 	 	14 	6/10/9/12/11 	×4 	
10/13 	 	1,320,000 	½×(9d8 +10d6) + 4 	 	14 	6/8/9/12/9 	×5 	
11/13 	 	1,350,000 	½×(9d8 +10d6) + 5 	 	14 	6/8/9/12/9 	×5 	
11/14 	 	1,760,000 	½×(9d8 +10d6) + 6 	 	14 	6/8/9/12/9 	×5 	
12/14 	 	1,800,000 	½×(9d8 +10d6) + 7 	+1 	14 	6/8/9/12/9 	×5 	
12/15 	 	2,200,000 	½×(9d8 +10d6) + 8 	 	13 	6/8/9/12/9 	×5 	
13/15 	 	2,250,000 	½×(9d8 +10d6) + 9 	 	12 	5/8/8/11/9 	×5 	
13/16 	 	2,640,000 	½×(9d8 +10d6) + 10	 	12 	5/8/8/11/9 	×5 	
14/16 	 	2,700,000 	½×(9d8 +10d6) + 11	 	12 	5/8/8/11/9 	×5 	
14/17 	 	3,080,000 	½×(9d8 +10d6) + 12	 	12 	5/6/8/11/7 	×5 	1
15/17 	 	3,150,000 	½×(9d8 +10d6) + 13	 	12 	5/6/8/11/7 	×5 	2
15/18 	 	3,520,000 	½×(9d8 +10d6) + 14	 	12 	5/6/8/11/7 	×5 	3
16/18 	 	3,600,000 	½×(9d8 +10d6) + 15	+1 	10 	4/6/7/10/7 	×5 	4
16/19 	 	3,960,000 	½×(9d8 +10d6) + 16	 	10 	4/6/7/10/7 	×5 	5
17/19 	 	4,050,000 	½×(9d8 +10d6) + 17	 	10 	4/6/7/10/7 	×5 	6
17/20 	 	4,400,000 	½×(9d8 +10d6) + 18	 	10 	4/6/7/10/7 	×5 	7
18/20 	 	4,500,000 	½×(9d8 +10d6) + 19	 	10 	4/6/7/10/7 	×5 	8
18/21 	 	4,840,000 	½×(9d8 +10d6) + 20	 	10 	4/4/7/10/5 	×5 	9
19/21 	 	4,950,000 	½×(9d8 +10d6) + 21	 	8 	2/4/5/8/5 	×5 	10
19/22 	 	5,280,000 	½×(9d8 +10d6) + 22	 	8 	2/4/5/8/5 	×5 	11
20/22 	 	5,400,000 	½×(9d8 +10d6) + 23	+1 	8 	2/4/5/8/5 	×5 	12
20/23 	 	5,720,000 	½×(9d8 +10d6) + 24	 	8 	2/4/5/8/5 	×5 	13
21/23 	 	5,850,000 	½×(9d8 +10d6) + 25	 	8 	2/4/5/8/5 	×5 	14
21/24 	 	6,160,000 	½×(9d8 +10d6) + 26	 	8 	2/4/5/8/5 	×5 	15
22/24 	 	6,300,000 	½×(9d8 +10d6) + 27	 	6 	2/4/5/8/5 	×5 	16
22/25 	 	6,600,000 	½×(9d8 +10d6) + 28	 	6 	2/4/5/8/5 	×5 	17
23/25 	 	6,750,000 	½×(9d8 +10d6) + 29	 	6 	2/4/5/8/5 	×5 	18
23/26 	 	7,040,000 	½×(9d8 +10d6) + 30	 	6 	2/4/5/8/5 	×5 	19
24/26 	 	7,200,000 	½×(9d8 +10d6) + 31	+1 	6 	2/4/5/8/5 	×5 	20
24/27 	 	7,480,000 	½×(9d8 +10d6) + 32	 	6 	2/4/5/8/5 	×5 	21
25/27 	 	7,650,000 	½×(9d8 +10d6) + 33	 	6 	2/4/5/8/5 	×5 	22
25/28 	 	7,920,000 	½×(9d8 +10d6) + 34	 	6 	2/4/5/8/5 	×5 	23
Total 	 	 	 	8 	 	 	 	23
==Stronghold==
In the Shadows of Amn campaign, C/T protagonists may choose between one of two strongholds.  Upon accepting one, they will be unable to accept another.
*Clerics are able to join one of Athktla's temples after completing the "Investigate and Destroy the Cult of the Eyeless" sidequest.
*Thieves are able to manage a Shadow Thief guildhall after completing the "Find Proof of Mae'Var's Treachery" sidequest.
Category:Multi-classes