Variant Rule: Selecting Your Class Archetype at 1st Level Most characters do not receive any features from their archetype at 1st level. Usually this is not a problem. However, there are characters whose archetype is just as important to their concept as their class is. For a player of such a character, they may not feel quite right for the first couple of levels. Here, we present optional rules for swapping around the level at which certain features are learned for the classes and archetypes found in the Player's Handbook. Using These Rules For each of the archetypes presented below, there are instructions for how to modify the class features to gain archetype features at 1st level. This frequently will come in the form of fewer starting skills or equipment proficiencies. These generally refer to those received at 1st character level for a member of the class in question. Once a character using these rules reaches the level at which they would normally select their archetype, they will have all the same features as a character of the same level, class, and archetype that did not use them. To this end, some of the new features presented here lose some or all of their benefits when certain other class features are gained later on. For some archetypes, the default class features are the same as those for selecting the archetype at 1st level. Rules are not provided for any cleric, sorcerer, or warlock archetypes, as these are selected at 1st level by default. However in the case of the warlock, rules are provided for selecting your pact boon at 1st level. Designer's Note: Using 1st-Level Archetypes with Multiclassing The intent is that these variant features can only be taken by 1st-level characters. In other words, these rules are not meant to be used for the first level of a class taken by multiclassing. In addition, it is assumed that characters using these rules will advance in the class at least far enough that they receive the full initial features for their archetype before taking levels in any other class. While a DM is free to allow players to use these rules with multiclassing, they can make taking only a single level in a class even more enticing than it already is. For example, a player can get limited Wild Shapes or an animal companion with only one level of investment. Use caution when allowing such characters in your game. Barbarian Path of the Berserker If you wish to take the Path of the Berserker starting at 1st character level, follow the barbarian class features as presented in the Player's Handbook. Path of the Totem Warrior If you wish to take the Path of the Totem Warrior starting at 1st character level, choose only one skill from those listed under Proficiencies when you make your character. As you level up, you gain the following features at the levels indicated, which replace the Path of the Totem Warriors' Spirit Seeker feature: Spirit Seeker. Starting at 1st level when you adopt the Path of the Totem Warrior, you can gain the ability to cast the speak with animals spell, but only as a ritual. When you reach 3rd level in this class, you also gain the ability to cast the beast sense spell, but only as a ritual. Bonus Proficiency. At 3rd level, you become proficient in one of the following skills of your choice: Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. Bard College of Lore If you wish to take the College of Lore starting at 1st character level, follow the bard class features as presented in the Player's Handbook. College of Valor If you wish to take the College of Valor starting at 1st character level, choose only two skills instead of three when instructed to do so under Proficiencies when you make your character. You gain the following class feature, which replaces the College of Valor's Bonus Proficiencies feature: Bonus Proficiencies. When you join the College of Valor at 1st level, you gain proficiency with martial weapons. When you reach 3rd level in this class, you gain proficiency in one skill of your choice, as well as with medium armor and shields. Cleric The cleric's archetype, the Divine Domain, is selected at 1st level. Druid Circle of the Land If you wish to tale the Circle of the Land as your Druid Circle starting at 1st character level, you do not gain proficiency with medium armor, shields, javelins, quarterstaffs, scimitars, or spears. Instead you gain the following features at the levels indicated, which replace the Circle of the Land's Bonus Cantrip and Natural Recovery features: Bonus Cantrip. When you choose this circle at 1st level, you learn one additional druid cantrip of your choice. Natural Recovery. Starting at 1st level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. Bonus Proficiencies. At 2nd level, you gain proficiency with medium armor, shields, javelins, quarterstaffs, scimitars, and spears.

Circle of the Moon If you wish to take the Circle of the Moon starting at 1st character level, choose only one skill from those listed under Proficiencies when you make your character. In addition, you learn only one druid cantrip at 1st level. You gain the following three features at the levels indicated: Lesser Wild Shape. Once you choose this circle ar 1st level, you can use your action to magically assume the shape of a beast that you've seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. The beast must have a challenge rating of 1/8 or lower, and it can't have a flying or swimming speed. You can stay in a beast shape for 1 hour. You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. Except where noted here, this beast form follows all the rules outlined in the Wild Shape feature in the Player's Handbook. You lose this feature when you gain the Wild Shape feature at 2nd level. Bonus Cantrip. At 2nd level, you learn one additional druid cantrip of your choice. Bonus Proficiency. Also at 2nd level, you gain proficiency in one of the following skills of your choice: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival. Fighter Champion If you wish to take the Champion Martial Archetype starting at 1st character level, follow the fighter class features as presented in the Player's Handbook. Battle Master If you wish to take the Battle Master Martial Archetype starting at 1st character level, choose only one skill instead of 2 from those listed under Proficiencies when you make your character. You gain the following features at the levels indicated, which replace the fighter's Fighting Style feature and the Battle Master's Student of War feature: Student of War. When you select this archetype at 1st level, you gain proficiency with one type of artisan's tools of your choice. Novice Combat Superiority. Also at 1st level, you learn two Battle Master maneuvers of your choice, and you have two superiority dice, which are d6s. Except where noted here, your combat superiority follows all the rules outlined in the Battle Master's Combat Superiority feature. You lose this feature when you gain the Combat Superiority feature at 3rd level (you need not select the maneuvers you initially chose for this feature). Fighting Style. At 3rd level, you adopt a style of fighting as your specialty. Choose from the options available to a fighter at 1st level as described in the Player's Handbook. You can't take a Fighting Style option more than once, even if you later get to choose again. Bonus Proficiency. Also at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. Eldritch Knight If you wish to take the Eldritch Knight Martial Archetype starting at 1st character level, choose only one skill instead of 2 from those listed under Proficiencies when you make your character. You gain the following features at the levels indicated, which replace the fighter's Fighting Style feature: Novice Spellcasting. When you choose this martial archetype at 1st level, you learn one cantrip of your choice and one 1st-level spell of your choice from the wizard spell list. The 1st-level spell must be from either the abjuration or evocation school, and you can cast it once. You must finish a long rest before casting it again. Intelligence is your spellcasting ability for both spells, and they count towards the number of cantrips and spells you know when you gain the Spellcasting feature at 3rd level, after which point you must instead expend a spell slot to cast the 1st-level spell you learned from this feature. Fighting Style. At 3rd level, you adopt a style of fighting as your specialty. Choose from the options available to a fighter at 1st level as described in the Player's Handbook. You can't take a Fighting Style option more than once, even if you later get to choose again. Bonus Proficiency. Also at 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival. Monk Way of the Open Hand If you wish to take the Way of the Open Hand starting at 1st character level, follow the monk class features as presented in the Player's Handbook. Way of Shadow If you wish to take the Way of Shadow starting at 1st character level, choose only one skill instead of 2 from those listed under Proficiencies when you make your character. You gain the following features at the levels indicated: Bonus Cantrip. When you choose this monastic tradition at first level, you learn the Minor Illusion cantrip if you don't already know it. Bonus Proficiency. At 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, History, Insight, Religion, and Stealth. Way of the Four Elements If you wish to take the Way of the Four Elements starting at 1st character level, choose only one skill instead of 2 from those listed under Proficiencies when you make your character. You gain the following features at the levels indicated: Elemental Attunement. When you choose this monastic tradition at 1st level, you gain the Elemental Attunement elemental discipline. You lose this feature when you gain the Disciple of the Elements feature at 3rd level. Bonus Proficiency. At 3rd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Athletics, History, Insight, Religion, and Stealth.

Paladin Oath of Devotion If you wish to take the Oath of Devotion starting at 1st character level, you gain the following features at the levels indicated, which replace the paladin's Lay on Hands feature: Novice Spellcasting. When you take this oath at 1st level, you know the protection from evil and good and sanctuary spells. You can cast either one of these spells, but not both, once, and you must finish a long rest before doing so again. Charisma is your spellcasting ability for these spells. You can use a holy symbol as your spellcasting focus for these spells. When you gain the Spellcasting feature at 2nd level, you always have those spells prepapred and they don't count against the number of spells you have prepared. You lose all other benefits of this feature. Lay on Hands. Starting at 3rd level, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Oath of the Ancients If you wish to take the Oath of the Ancients starting at 1st character level, you gain the following features at the levels indicated, which replace the paladin's Lay on Hands feature: Novice Spellcasting. When you take this oath at 1st level, you know the ensnaring strike and speak with animals spells. You can cast either one of these spells, but not both, once, and you must finish a long rest before doing so again. Charisma is your spellcasting ability for these spells. You can use a holy symbol as your spellcasting focus for these spells. When you gain the Spellcasting feature at 2nd level, you always have those spells prepapred and they don't count against the number of spells you have prepared. You lose all other benefits of this feature. Lay on Hands. Starting at 3rd level, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Oath of Vengeance If you wish to take the Oath of Vengeance starting at 1st character level, you gain the following features at the levels indicated, which replace the paladin's Lay on Hands feature: Novice Spellcasting. When you take this oath at 1st level, you know the bane and hunter's mark spells. You can cast either one of these spells, but not both, once, and you must finish a long rest before doing so again. Charisma is your spellcasting ability for these spells. You can use a holy symbol as your spellcasting focus for these spells. When you gain the Spellcasting feature at 2nd level, you always have those spells prepapred and they don't count against the number of spells you have prepared. You lose all other benefits of this feature. Lay on Hands. Starting at 3rd level, your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Ranger Hunter If you wish to take the Hunter Ranger Archetype starting at 1st character level, follow the ranger class features as presented in the Player's Handbook. Beast Master If you wish to take the Beast Master Ranger Archetype starting at 1st character level, choose only two skills instead of 3 from those listed under Proficiencies when you make your character, and you do not gain proficiency with medium armor or martial melee weapons. You gain the following features at the levels indicated, which replace the Beast Master's Ranger's Companion feature: Ranger's Companion. When you choose this Ranger Archetype at 1st level, you gain a beast companion that accompanies you on adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Like any creature, it can spend Hit Dice during a short rest to regain hit points. The beast obeys your commands as best it can. It takes its turn on your initiative, though it doesn't take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, ir Help action. Once you have the Extra Attack feature, you can make one weapon attack yourself when you command the beast to take the Attack action.

Beast Master (Continued from previous page) If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. If you wish for your beast to take a reaction, you must use your reaction to verbally command it to do so. Starting at 3rd level, the beast no longer requires your command to use its reaction. While travelling through your favored terrain with only the beast, you can move stealthily at a normal pace. If the beast dies, you can obtain a new companion by spending 8 hours magically bonding with a beast that isn't hostile to you and that meets the requirements. Starting at 3rd level, add your proficiency bonus to the beast's AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in, and its hit point maximum equals the hit point number in its stats block or four times your ranger level, whichever is higher. Bonus Proficiencies. At 3rd level, you gain proficiency with medium armor and martial melee weapons, as well as with one of the following skills of your choice: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, and Survival. Rogue Thief If you wish to take the Thief Roguish Archetype starting at 1st character level, follow the rogue class features as presented in the Player's Handbook. Assassin If you wish to take the Assassin Roguish Archetype starting at 1st character level, choose only three skills instead of four when instructed to do so under Proficiencies when you make your character. You gain the following feature, which takes the place of the Assassin's Bonus Proficiencies feature: Bonus Proficiencies. When you select this archetype at 1st level, you gain proficiency with your choice of the disguise kit or the poisoner's kit. When you reach 3rd level, you gain proficiency with the option that you didn't select, as well as with one of the following skills of your choice: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth. Arcane Trickster If you wish to take the Arcane Trickster Roguish Archetype starting at 1st character level, choose only two skills instead of four when instructed to do so under Proficiencies when you make your character. You gain the following features at the levels indicated, which replace the Arcane Trickster's Mage Hand Legerdemain feature: Novice Spellcasting. When you choose this roguish archetype at 1st level, you learn the mage hand cantrip if you don't already know it, as well as one 1st-level spell of your choice from the wizard spell list. The 1st-level spell must be from either the enchantment or illusion school, and you can cast it once. You must finish a long rest before casting it again. Intelligence is your spellcasting ability for both spells, and they count towards the number of cantrips and spells you know when you gain the Spellcasting feature at 3rd level, after which point you must instead expend a spell slot to cast the 1st-level spell you learned from this feature. Mage Hand Legerdemain. Starting at 1st level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: You can stow one object the hand is holding in a container worn or carried by another creature.

You can retrieve an object in a container worn or carried by another creature.

You can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if that creature is unaware of your presence and you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. Starting at 3rd level, you can attempt this even if the creature is aware of your presence. When you gain the Cunning Action feature at 2nd level, you can use the bonus action granted by your Cunning Action to control the hand. Bonus Proficiencies. At 3rd level, you gain proficiency with two of the following skills of your choice: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth. Sorcerer The sorcerer's archetype, the Sorcerous Origin, is selected at 1st level. Warlock The warlock's archetype, the Otherworldly Patron, is selected at 1st level. Instead, we present rules for selecting a Pact Boon at 1st level. If you are selecting your pact boon at 1st character level, you learn only one cantrip at 1st level and only one invocation at 2nd level. You gain your second cantrip at 2nd level, and you gain your second invocation at 3rd level. In addition, you gain the following feature, which takes the place of the Pact Boon feature in the Player' Handbook. If an eldritch invocation lists a specific pact boon as a prerequisite, you nonetheless must be at least 3rd level in this class in order to select it. Pact Boon At 1st level, your otherworldly patron bestows a gift upon you to aid you in carrying out its wishes. That gift becomes more potent at 2nd and 3rd level in recognition of your loyal service. You gain one of the following features of your choice. Pact of the Chain. You learn the find familiar spell and can cast it as a ritual. It doesn't count against your number of spells known. Starting at 2nd level, when you take the attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own. When you reach 3rd level, the next time you cause your familiar to reappear from having been dismissed and each time thereafter that you cast find familiar, you can cause your familiar to take the form of one of the following instead of one of the normally-available forms (you can still have it take one of the normal forms if you wish): imp, pseudodragon, quasit, or sprite.