The following is what I came up with. Focused on getting a choice of all 9 classes with their own spell lists. Added Rogue for the Thieves' Can't. Level 1 starts as a Paladin to maximize proficities. Maximum the assistance that can be gotten. And went 1 down from maximum languages since the spell list of the Mark of Scribing Gnome seems perfect when you need 1 of many languages in a pinch that you don't know.
Note: Those after the character classes will added after pdegan2814's first post in this thread.
Not sure, what you want to achieve, except having access to all spell lists.
That there would be a level 19 character with no ASI or feats, and a couple of level 1 and 2 spells known. You also cast with WIS, INT, CHA and you need at least 13 STR and DEX... that is heavily MAD and highly inefficient.
This build is greatly inhibited by the fact that you can only prepare or learn spells based on your levels in a particular class. A 2nd level wizard still can only learn 1st level wizard spells. You've only given yourself enough levels in one class to get to 2nd level spells, so you can only know 2.
I think you may have missed some details in the multiclassing rules.
"Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells."
"Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table."
In your example, if you have one level in each class for a total of ten levels, you are then a 6th level spellcaster (ranger and paladin contribute no slots since they do not have the spellcasting feature at level 1 - artificer counts as 1 level because they round up) with one 1st level pact magic slot. However, you only have access to and can only prepare 1st level spells from each of the wizard, warlock, bard, cleric, druid, artificer and sorcerer classes. You don't have access to any higher level spells because spells are known and prepared as if you were a single classed member of that class - so although you have higher level spell slots you have no higher level spells.
I'm not sure what benefit there is to having access to all the spell lists by itself might be except the possibility of being able to cast higher level spells from scrolls.
You're sacrificing a whole lot of depth for that much breadth, I think you'll be disappointed with how they actually play. The whole point of adventuring in a party rather than solo is it means no one character has to try and be good at everything, allowing each character to get REALLY good at the things they do. If you get to high-level encounters and you only have access to low-level abilities, you're gonna get smashed.
And then of course there's the narrative aspect. Who IS that guy?
There's also the wrinkle that I believe in order to take levels in all those classes, you'd need at least a 13 in every ability score except Constitution. And if you're going to be spread that thin with no more than a +2 modifier in Con, good luck to you...
Not sure what your goal is, but I am certain there is a more likely way to achieve it.
I wasn't sure how to answer that question until recently.
The goal is to be the ideal version of an adventurer without over focusing in any 1 area. In much the same way Fey Wardens are meant to be the ideal version of Corellon Larethian's followings.
1 level of Hexblade Warlock, 2 levels of Paladin, then the rest as a College of Swords Bard would be a significantly more versatile character than your multiclass combo. This one only requires Charisma to be as high as possible, and a minimum of 13 Strength. The character has good spellcasting (3 levels behind a full caster, but still gets access to L9 spells at L20), great melee attack rolls and damage.
4 levels Swashbuckler Rogue, 4 levels Lore Bard, then the rest continuing Swashbuckler Rogue is another extremely versatile and effective build, with tons of proficiencies, several Expertises, lots of mobility and damage. It really does almost everything well. It has minimal spellcasting, but at least knows L2 spells, where the 9-class multiclass only has L1 spells.
But you aren't going to be the ideal adventurer in all areas. Someone will always be better than you if you spread yourself too thin. Your spellcasting is going to be negligible as you've only got level 1-2 spells despite having every spell list, your drake and your steel defender both compete with your bardic inspiration on bonus action. It's just a jumbled mess of a character that at Lv20 literally ANY other character will be better than you at more than one thing. You also don't get a single ASI in your build, so no stats above 18 if you're lucky and more likely nothing above 16.
The following is what I came up with. Focused on getting a choice of all 9 classes with their own spell lists. Added Rogue for the Thieves' Can't. Level 1 starts as a Paladin to maximize proficities. Maximum the assistance that can be gotten. And went 1 down from maximum languages since the spell list of the Mark of Scribing Gnome seems perfect when you need 1 of many languages in a pinch that you don't know.
Note: Those after the character classes will added after pdegan2814's first post in this thread.
Race: Mark of Scribing Gnome
Background: Orzhov Representative
Classes: Battle Smith Artificer
College of Swords Bard
Knowledge Domain Cleric
Circle of Wildfire Druid
Oathbreaker Paladin
Drakewarden Ranger
Storm Sorcery Sorcerer
Great Old One Warlock
Order of Scribes Wizard
A level of Rogue
Character Secrets: Doppelganger
Littlest Yeti
Supernatural Gift: Oracle
Dark Gift: Echoing Soul
Not sure, what you want to achieve, except having access to all spell lists.
That there would be a level 19 character with no ASI or feats, and a couple of level 1 and 2 spells known. You also cast with WIS, INT, CHA and you need at least 13 STR and DEX... that is heavily MAD and highly inefficient.
This build is greatly inhibited by the fact that you can only prepare or learn spells based on your levels in a particular class. A 2nd level wizard still can only learn 1st level wizard spells. You've only given yourself enough levels in one class to get to 2nd level spells, so you can only know 2.
I think you may have missed some details in the multiclassing rules.
"Spells Known and Prepared. You determine what spells you know and can prepare for each class individually, as if you were a single-classed member of that class. If you are a ranger 4/wizard 3, for example, you know three 1st-level ranger spells based on your levels in the ranger class. As 3rd-level wizard, you know three wizard cantrips, and your spellbook contains ten wizard spells, two of which (the two you gained when you reached 3rd level as a wizard) can be 2nd-level spells."
"Spell Slots. You determine your available spell slots by adding together all your levels in the bard, cleric, druid, sorcerer, and wizard classes, half your levels (rounded down) in the paladin and ranger classes, and a third of your fighter or rogue levels (rounded down) if you have the Eldritch Knight or the Arcane Trickster feature. Use this total to determine your spell slots by consulting the Multiclass Spellcaster table."
In your example, if you have one level in each class for a total of ten levels, you are then a 6th level spellcaster (ranger and paladin contribute no slots since they do not have the spellcasting feature at level 1 - artificer counts as 1 level because they round up) with one 1st level pact magic slot. However, you only have access to and can only prepare 1st level spells from each of the wizard, warlock, bard, cleric, druid, artificer and sorcerer classes. You don't have access to any higher level spells because spells are known and prepared as if you were a single classed member of that class - so although you have higher level spell slots you have no higher level spells.
I'm not sure what benefit there is to having access to all the spell lists by itself might be except the possibility of being able to cast higher level spells from scrolls.
You're sacrificing a whole lot of depth for that much breadth, I think you'll be disappointed with how they actually play. The whole point of adventuring in a party rather than solo is it means no one character has to try and be good at everything, allowing each character to get REALLY good at the things they do. If you get to high-level encounters and you only have access to low-level abilities, you're gonna get smashed.
And then of course there's the narrative aspect. Who IS that guy?
Not sure what your goal is, but I am certain there is a more likely way to achieve it.
There's also the wrinkle that I believe in order to take levels in all those classes, you'd need at least a 13 in every ability score except Constitution. And if you're going to be spread that thin with no more than a +2 modifier in Con, good luck to you...
I wasn't sure how to answer that question until recently.
The goal is to be the ideal version of an adventurer without over focusing in any 1 area. In much the same way Fey Wardens are meant to be the ideal version of Corellon Larethian's followings.
1 level of Hexblade Warlock, 2 levels of Paladin, then the rest as a College of Swords Bard would be a significantly more versatile character than your multiclass combo. This one only requires Charisma to be as high as possible, and a minimum of 13 Strength. The character has good spellcasting (3 levels behind a full caster, but still gets access to L9 spells at L20), great melee attack rolls and damage.
4 levels Swashbuckler Rogue, 4 levels Lore Bard, then the rest continuing Swashbuckler Rogue is another extremely versatile and effective build, with tons of proficiencies, several Expertises, lots of mobility and damage. It really does almost everything well. It has minimal spellcasting, but at least knows L2 spells, where the 9-class multiclass only has L1 spells.
https://youtu.be/4ZCIh_3b5K8
But you aren't going to be the ideal adventurer in all areas. Someone will always be better than you if you spread yourself too thin. Your spellcasting is going to be negligible as you've only got level 1-2 spells despite having every spell list, your drake and your steel defender both compete with your bardic inspiration on bonus action. It's just a jumbled mess of a character that at Lv20 literally ANY other character will be better than you at more than one thing. You also don't get a single ASI in your build, so no stats above 18 if you're lucky and more likely nothing above 16.
I don't believe I've ever seen a character who exemplified the phrase "jack of all trades, master of none" nearly as strongly as this one before.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.