Has anyone given any thought to an approach for a build taking a single level in each class, as per the Jack-of-all-Trades achievement?

I'm planning a Durge, more evil playthrough next, but as I know I'll probably find that more of a struggle to keep at than the sort of chaotic do-gooder I prefer, I'm thinking of running a silly jack-of-all-trades character in parallel, so I can dip into that if I feel I need a bit of a break from the dark.

Obviously this would be a meta-game character, but I can't let go of roleplay entirely so I'm thinking of making her a halfling Knowledge cleric of Oghma, keen to learn multiple skills as she travels the world. And to only take a class once I can come up with a half-reasonable story of how she came to learn it. I also ideally want her to be able to actually make use of some element of each class, even if only situationally. And while I'm happy to use items to help her be more effective, I don't want the build to be reliant on them every day. I also don't want to respec my character via Withers at any point.

So, with all that in mind, this is what I'm thinking so far (in spoiler tags just so folk can skip it if they want):


Note that this is based on looking at what each possible multi-class gives at level 2, so I'm assuming it will be the same if I take them at higher levels.

And I still haven't really thought through exactly what order it would be best to take the classes or exactly how to play or equip her. I've just ordered the classes alphabetically for now. To get any benefit from some of the classes, particularly barbarian and monk, I feel she'll need to get into melee at least sometimes, so I'll need a strategy for getting her onto the front lines sometimes, whereas if hanging back I'm assuming she'll be better off relying on ranged spells/cantrips.

My starting positionis a Knowledge Domain Strongheart Halfling Cleric who gets 3 cantrips, Command and Sleep as domain spells, level 1 cleric spells, medium armour, shield, simple weapons, flails & morningstar proficiencies. Plus Luck, Brave and poison resistance from her race. I've dumped strength and focused on WIS as primary stat, DEX and CHA next, partly for roleplay and also partly (and perhaps incorrectly) that they might be the most useful to get value out of most classes.


For the rest:

  • Barbarian: Gets martial weapon proficiency and rage - only situationally useful given my low CON halfling won't really be very much up for melee, but am aiming to give it a go in some fights where she's likely to be annoyed, if I can work out how best to get her up close and personal! From roleplay perspective, I feel I could justify this any time after Karlach joins the party.
  • Bard: 2 more cantrips, four level 1 bard spells, spell slot, bardic inspiration, instrument, and a skill proficiency, so plenty of utility. Roleplay-wise can take at any time as she's a knowledge seeking devotee of Oghma, and I'm thinking level 2 just because of that.
  • Druid: 2 cantrips, including Shillelagh that would let me use my WIS for melee attack (not sure if I want to), 4 druid spells and a spell slot. Can justify any time after visiting the grove.
  • Fighter: Gets second wind and a fighting style, so probably helpful to get her into melee if I can work out the best way to do that. Also martial weapon proficiency, but not sure if that's helpful.
  • Monk: Dextrous Attacks mean my dumped strength doesn't matter when using, eg, clubs, staffs or any other weapon as can use DEX instead. But haven't worked out whether I'm still better using a club/staff with Shillelagh. I suppose it gives me some flexibility. Unarmoured Defence might be helpful as it uses my high WIS, but not sure it'll beat armour. The bonus action extra attacks might make a small difference on occasions she's up front, particularly if raging interferes with other potential uses of bonus actions though it's a pity rage doesn't seem to improve unarmed damage. Struggling to see where this would fit in from a roleplay perspective: possibly I could excuse it as my character is religious and knows monks, but then I feel I'd need to take this early. Alternatively, we do come across a gang of enemy monks around the start of Act 3 so she could observe and learn then.
  • Paladin: Feel this needs to be Oath of the Ancients for roleplay reasons, though I think I can justify this at any time given her religious background. No smiting at level 1, unfortunately, but a bit of extra healing that doesn't use spell slots from Lay on Hands and Healing Radiance might be handy, and Divine Sense giving advantage on attack rolls against some enemies could have situational benefit. Also gives martial weapon proficiency.
  • Ranger: Gets me a familiar, potentially, which is what I'm seeing as the most likely source of utility here along with the choice of another skill proficiency. Plus perhaps another one from the favoured enemy though only bounty hunter has one I don't already have and I think ensnaring strike disadvantage will be useless. Ranger Knight says it gives heavy armour proficiency but (a) it doesn't actually show up on the character summary to the right and (b) I'm not sure wearing heavy armour is going to be the best way to play my character. I'm currently thinking Sanctified Stalker as my cleric doesn't have but could make some use of Sacred Flame assuming it basically works like the cantrip, and thinking of this as an extension of her religious training is the only real way I can think of as justifying this class.
  • Rogue: Most useful for the extra skill proficiency and expertise in another couple of skills, though I guess a bit of extra sneak attack damage when my character is in melee isn't to be sniffed at.
  • Sorceror: 4 more cantrips, 4 level 1 spells and a spell slot. Wild Magic seems potentially the most thematically appropriate, though Storm Sorcery would perhaps be more useful with the bonus action fly/disengage. My biggest issue is how to roleplay this, as I feel that there should be some event that triggers the latent magic powers. Perhaps a bargain with a fey (if I go for Archyfey warlock) might unleash wild magic, or getting hit (killed?) by lightning damage might unleash the storm, though that might require some metagaming.
  • Warlock: 2 more cantrips, two warlock spells and level 1 warlock spell slots. The fact the spell slots will refresh on short rest might help given my character will only be a partial caster, and there's a bit more utility. Roleplay it might be a bit of a challenge. Great Old One is perhaps the best bet with a bit of headcanon around the illithid powers. Or if, say, I make a bargain with Auntie Ethel then perhaps Archfey, though given the rolls required to do that with a character not willing to give her everything she wants, that would probably require some metagaming.
  • Wizard: 3 cantrips, level 1 wizard spells, arcane recovery - plus ability to learn spells from scrolls though I'm not quite sure how this is implemented though I've heard it's not RAW. If I am able to learn and use higher level spells, then that might be a handy way to get some good utility spells, though with relatively low INT my halfling isn't going to be any great shakes as a war wizard. From roleplay perspective, can take this any time after meeting Gale.


In short, looks like my character will be a great skill monkey with tons of dialogue choices, and probably pretty much every cantrip going. She's probably going to focus most on support and control given I'm not sure she'll be up to doing much damage, though hopefully I can wangle it so she can occasionally lose her rag and rage into melee whacking folk around without getting wiped out immediately!

What about everyone else? Any thoughts about my Jack-of-all-Trades character? Or one of your own?


"You may call it 'nonsense' if you like, but I've heard nonsense, compared with which that would be as sensible as a dictionary!"