All Skill Proficiency (5e Optimized Character Build)
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Most people say that you should specialize in dnd, that you should focus on providing something the rest of the party can't. But those people are wrong. Why rely on others to do something when you can just do it yourself? This build is going to guide you in how to do exactly that: gain proficiency in all skills. There are actually a few ways to do this. The main build will go over how to do this whilst remaining effective. Variants listed will show alternative routes that will either be faster or grant more than just skill proficiencies. Now, lets begin:
Nearly all versions of this build rely on the half-elf. This is for a few reasons:
- Skill Versatility gives you two skills of your choice, an absolutely amazing feature for this build.
- +2 Charisma, +1 to two other scores: your able to increase all your ability scores to be at least decent, letting your proficiency in everything be that much better.
While these can be changed to fit your needs, the following stats are to allow all the multiclassing you need
- Standard Array: Str 8, Dex 15, Con 13, Int 10, Wis 12, Cha 14
- Point Buy Str 8, Dex 15, Con 13, Int 8, Wis 13, Cha 14 (Enables cleric multiclass wihout investing a racial bonus)
This is another situation where you can choose a lot of different things, but this guide will recommend the Urchin Background.
There is a more effective way to do this, but using only the Player Handbook this is a pretty solid way. The skills in the brackets are only the recommended skills at those levels, you can take them in a different order if you wish.
- Pre-Game: Your race and backstory give you 4 skills (Acrobatics, Insight, Sleight of hand, Stealth)
- Level 1 Rogue: Your getting 4 skills at level 1 a pretty great start. (Deception, Investigation, Perception, Persuasion)
- Level 2 Cleric: Take the Knowledge Domain for 2 more skills. (History, Nature)
- Level 3-6 Bard: The multiclass gives you one skill, The College of Lore 3 more, and the "Skilled" feat gives another 3. (Intimidation, Medicine, Survival, Animal Handling, Arcana, and Religion)
- Level 7 Ranger: You get one skill for taking this multiclass. Your now at 18 skill proficiencies, all of them in the game. (Athletics)
While your a little weak in combat, you are proficient in all skills and have expertise in a large number of them.
These builds are either faster or cover things other than skills such as Tools or Weapons.
Simplest Build (WotC Rules)
Don't want to multiclass into a bunch of classes? This build only makes you do it once, a nice simple change.
- Level 1-4 Rogue (Scout): You get a total of 6 proficiencies from the first 3 levels. Then at level 4 take the Skilled Feat. Your already have 13 skills of 18
- Level 5-8 Bard (Lore): The multiclass gives you 1 skill, The college of lore gives you 3 more, and then your final skill proficiency will come from choosing the Prodigy feat. That gives you a total of 18 skill proficiencies, all the skills available in the game.
- Levels 9+: this build doesn't really acount for these levels since it has already gotten you its main objective. Most likely you want to increase your rogue level, Using your bardic features to offer some mild utility for your team. You'll eventually get reliable tallent, meaning you can never roll less than 10 on ANY ability check since your proficient in them all!
One thing to note is that you have expertise in 7 skills, almost half. You are an absolute monster when it comes to skill checks! If you really want to get excessive get the Guidance cantrip somehow and add a d4 to all of those checks.
All Tools, Weapons, Armor, Skills, and Common Race Languages
Build in progress.
Jack-of-all-Trades, Master of (almost) All
Uses WotC rules
I reckon many players have tried making characters that have proficiencies in most or every skill. However, what about getting expertise? Can you do THAT at a low level? Well, no, but that doesn't mean you still can't get a ton of skill expertise as you grow in levels. Here's how:
Put 6 levels into Rogue instead of just 1. This will allow you to get Expertise twice (meaning 4 Expertise skills) and choose the Scout archetype. Doing so automatically gives you expertise in Nature and Survival. Put 1 level into Cleric, but choose Arcana (or Religion) instead of Nature. Put 12 levels into Bard. This will allow you to get Expertise twice (again, meaning 4 Expertise skills).
Like the aforementioned guide says, go for Skilled to get any remaining skills you need. Since you're a Half-elf, you can take Prodigy which, among other things, allows you to gain 1 Expertise. Once more, thanks to being a Half-elf, you can take Everybody's Friend and get Expertise in both Persuasion and Deception.
You should have 1 ASI to spare, meaning you can take another feat to gain expertise in something you don't already, meaning, by level 19, you'll have Expertise in all but 2 skills.
An alternative is you could sacrifice 5 levels of Bard (meaning sacrificing getting Expertise in at least 2 other skills) and pour them into Rogue, allowing you to take advantage of the Rogue's Reliable Talent feature. Rolling anything lower than a 10 on a skill you have expertise in automatically becomes (at level 17-20, at least) a 22.
Another alternative is going half-elf background 1 rogue 1 knowledge cleric 4 bard 2 loremaster wizard make sure you hsve proficiency in nature by now then put 10 more levels in rogue since you already have double proficiency in nature you can swap it get prodigy twice and everyone's friend . That's reliable talent 2+2+4+2+1+3+1x2+2=18 skills 2+2+2+4+2+2+1x2+2=18 expertise Congratulations, you are now both a Jack AND An Ace Of (almost) All Trades!