All Skills Are Mine (5e Optimized Character Build)
Concept[edit]
Gaining proficiency in all skills by level 8 is the goal with this setup across very common levels of play. We will achieve this through multi-classing, so keep in mind the multi-classing requirements when deciding on the distribution of your attributes.
Background[edit]
For our Background we're taking Urchin which grants us Two Skills: Sleight of Hand, Stealth
Race[edit]
For our Race, we'll be taking Half-Elf which will give us an additional Two Skills: Perception, Animal Handling
Leveling[edit]
Level 1 - We'll take Rogue as our Starting Class for Four more Skills: Athletics, Deception, Insight, Investigation - and Expertise with Perception and Investigation!
Level 2 - We're at Rogue 2, which gives us the levels to continue in the subclass required for correct progression.
Level 3 - Coming in strong with Rogue 3 we take the subclass Scout which lands us Two Skills: Nature, Survival - and free Expertise with Nature and Survival as well!
Level 4 - At Rogue 4 we will take the Skilled feat for our first ASI which nets us Three more Skills: Arcana, History, Medicine
Level 5 - For 5th level we will Multiclass, jumping over to Bard 1 to get One Skill: Intimidation
Level 6 - At 6th level overall we nab Bard 2, which gives us the levels to continue in the subclass required for correct progression.
Level 7 - Because at Bard 3 we're taking the subclass College of Lore for Three skills: Acrobatics, Performance, Persuasion - and taking Expertise with Acrobatics and Athletics.
Level 8 - Finally, with Bard 4, we gain another ASI and we'll take the Prodigy feat to grant us the One remaining Skill: Religion - and we'll take Expertise with Stealth to top it all off.
The Straightforward End Result[edit]
By Level 8 - Rogue 4/Bard 4 with two ASI's taken as feats, you will have Proficiency in all Skills, and a respectable Expertise in Seven skills - Perception, Investigation, Nature, Survival, Acrobatics, Athletics, and Stealth.
You can pick and choose which skills to take Expertise with as you level, following the rules as written for proficiencies. The skills taken for Expertise in this build setup as written (except Nature and Survival) were the most practical during the leveling process upon original design.
If you would like a boost to your Initiative as well, consider the Alert feat for a valuable boost of +5 to initiative after level 8.
Afterword[edit]
As always, your DM is the adjudicator of the game, and determines what is or is not allowed. I recommend at least mentioning the shenanigans you're attempting with this setup so as not to disrupt balance to the game, and outshining other players whom may enjoy having that one key skill no one else had until you came along.
There are also magic items which boost the potential of this build further, by adding plusses, expertise, advantage, attribute increases, or even a boost to your proficiency. Explore the options available to your campaign with your DM and the other players, and enjoy the multitude of variations this setup has to offer!
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