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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 Warrior's Spirit Seeker
 feature:
Spirit Seeker. Starting at 1st level when you adopt the Path
Most characters do not receive any features from their of the Totem Warrior, you can gain the ability to cast the speak
archetype at 1st level. Usually this is not a problem. However, with animals spell, but only as a ritual. When you reach 3rd
there are characters whose archetype is just as important to level in this class, you also gain the ability to cast the beast
their concept as their class is. For a player of such a character, sense spell, but only as a ritual.
they may not feel quite right for the first couple of levels. Here, Bonus Proficiency. At 3rd level, you become proficient in
we present optional rules for swapping around the level at one of the following skills of your choice: Animal Handling,
which certain features are learned for the classes and Athletics, Intimidation, Nature, Perception, and Survival.
archetypes found in the Player's Handbook and Xanathar's
Guide to Everything. They are listed in the order they appear 
in those books. If you wish to take the Path of the Ancestral Guardian starting
at 1st character level, the value on the Rage Damage column
 of the Barbarian table is +0 for you until 3rd level. Instead, you
For each of the archetypes presented below, there are gain the following feature at the level indicated, which
instructions for how to modify the class features to gain replaces the Path of the Anccestral Guardian's Ancsetral
archetype features at 1st level. This frequently will come in the Protectors feature:
form of fewer starting skills or equipment proficiencies. These Ancestral Protectors. Starting when you choose this path
generally refer to those received at 1st character level for a at 1st level, spectral warriors appear when you enter your
member of the class in question. rage. While you're raging, the first creature you hit with an
Once a character using these rules reaches the level at attack on your turn becomes the target of the warriors, which
which they would normally select their archetype, they will hinder its attacks. Until the start of your next turn, that target
have all the same features as a character of the same level, has disadvantage on any attack roll that isn't against you. The
class, and archetype that did not use them. To this end, some effect on the target ends early if your rage ends.
of the new features presented here lose some or all of their Starting at 3rd level, when the target of the warriors hits a
benefits when certain other class features are gained later on. creature other than you with an attack, that creature has
For some archetypes, the default class features are the same resistance to the damage dealt by the attack.
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. If you wish to take the Path of the Storm Herald starting at 1st
However in the case of the warlock, rules are provided for character level, the value on the Rage Damage column of the
selecting your pact boon at 1st level. Barbarian table is +0 for you until 3rd level. Instead, you gain
the following feature at the level indicated, which replaces the
Path of the Storm Herald's Storm Aura feature:
Designer's Note: Using 1st-Level Storm Aura. Starting at 1st level, you emanate a stormy,
Archetypes with Multiclassing magical aura while you rage. The aura extends 5 feet from you
The intent is that these variant features can only be in every direction, but not through total cover. Starting at 3rd
taken by 1st-level characters. In other words, these level, it extends an additional 5 feet.
rules are not meant to be used for the first level of a Your aura has an effect that activates when you enter your
class taken by multiclassing. In addition, it is rage, and you can activate the effect again on each of your
assumed that characters using these rules will turns as a bonus action. Choose desert, sea, or tundra. Your
advance in the class at least far enough that they aura's effect depends on that chosen enviroment, as detailed
receive the full initial features for their archetype
before taking levels in any other class. For some of
on page 10 of Xanathar's Guide to Everything. You can change
these variant archetypes, taking only a single level your environment choice whenever you gain a level in this
can grant a lot of power for the amount of class.
investment required. While we've done our best to If your aura's effects require a saving throw, the DC equals 8
keep these archetypes mechanically balanced, these + your proficiency bonus + your Constitution modifier.
rules are meant to facilitate player immersion and
were not designed with multiclassing in mind. 
If you wish to take the Path of the Zealot starting at 1st
character level, the value on the Rage Damage column of the
 Barbarian table is +0 for you until 3rd level. Instead you gain
the following feature at the level indicated, which replaces the
 Path of the Zealot's Divine Fury feature:
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.

Variant rules developed by Itsafez 1
 If you wish to take the College of Swords starting at 1st
(Continued from previous page) character level, choose only two skills instead of three when
Divine Fury. Starting when you choose this path at 1st instructed to do so under Proficiencies when you make your
level, you can channel divine fury into your weapon strikes. character. You gain the following features at the levels
While you're raging, the first creature you hit on each of your indicated, which replace the bard's Jack of All Trades feature
turns with a weapon attack takes 1d6 extra damage. The extra and the College of Swords' Bonus Proficiencies and Fighting
damage is necrotic or radiant; you choose the type of damage Style features:
when you gain this feature. This damage increases at 3rd level Bonus Proficiencies. When you join the College of Swords
to 1d6 + half of your barbarian level. ar 1st level, you gain proficiency with the scimitar. If you're
proficient with a simple or martial melee weapon, you can use
 it as a spellcasting focus for your bard spells.
When you reach 3rd level in this class, you become
 proficient with one skill of your choice, as well as medium
If you wish to take the College of Lore starting at 1st character armor.
level, you gain the following features, which replace the bard's Fighting Style. At 2nd level, you adopt a style of fighting as
Bardic Inspiration feature and the College of Valor's Cutting your specialty. Choose one of the options available to a bard of
Words feature: the College of Swords in Xanathar's Guide to Everything. You
Cutting Words. At 1st level, you learn how to use your wit can't take a Fighting Style option more than once, even if
to distract, confuse, and otherwise sap the confidence and something in the game lets you choose again.
competence of others. When a creature that you can see Jack of All Trades. Starting at 3rd level, you can add half
within 60 feet of you makes an attack roll, an ability check, or your proficiency bonus, rounded down, to any ability check
a damage roll, you can use your reaction to roll a d6 and you make that doesn't already include your proficiency bonus.
subtract the number rolled from the creature's roll. You can
choose to use this feature after the creature makes its roll, but 
before the DM determines whether the attack roll or ability If you wish to take the College of Whispers starting at 1st
check succeeds or fails, or before the creature deals its character level, you learn only 1 bard cantrip at 1st level. You
damage. The creature is immune if it can't hear you or if it's gain the following features at the levels indicated, which
immune to being charmed. replace the College of Whisper's Words of Terror feature:
You can use this feature a number of times equal to your Words of Terror. At 1st level, you learn to infuse innocent-
Charisma modifier (a minimum of once). You regain any seeming words with an insidious magic that can inspire terror.
expended uses when you finish a long rest. Once you gain the If you speak to a humanoid alone for at least 1 minute, you
Bardic Inspiration feature, you lose your uses of this feature can attempt to seed paranoia in its mind. At the end of the
and instead use it by expending a use of Bardic Inspiration. conversation, the target must succeed on a Wisdom saving
Bardic Inspiration. Starting at 3rd level, you can inspire throw against your spell save DC or be frightened of you or
others through stirring words or music. To do so, you use a another creature of your choice. The target is frightened in
bonus action on your turn to choose one creature other than this way for 1 hour, until it is attacked or damaged, or until it
yourself within 60 feet of you who can hear you. Except where witnesses its allies being attacked or damaged.
noted here, this feature functions exactly like the bard class If the target succeeds on its saving throw, the target has no
feature of the same name outlined in the Player's Handbook. hint that you tried to frighten it.
Once you use this feature, you can't use it again until you
 finish a short or long rest.
If you wish to take the College of Valor starting at 1st Bonus Cantrip. At 3rd level, you learn an additional bard
character level, choose only two skills instead of three when cantrip of your choice.
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: The cleric's archetype, the Divine Domain, is selected at 1st
Bonus Proficiencies. When you join the College of Valor at level.
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. 

If you wish to take the Circle of the Land as your Druid Circle
starting at 1st character level, you do not gain proficiency with
If you wish to take the College of Glamour starting at 1st medium armor, shields, javelins, quarterstaffs, scimitars, or
character level, follow the bard class features as presented in spears. Instead you gain the following features at the levels
the Player's Handbook. 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.

2 Variant rules developed by Itsafez


 Bonus Proficiency. At 2nd level, you become proficient in
(Continued from previous page) one of the following skills of your choice: Arcana, Animal
Natural Recovery. Starting at 1st level, you can regain Handling, Insight, Medicine, Nature, Perception, Religion, and
some of your magical energy by sitting in meditation and Survival.
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 If you wish to take the Champion Martial Archetype starting at
higher. You can't use this feature again until you finish a long 1st character level, follow the fighter class features as
rest. presented in the Player's Handbook.
Bonus Proficiencies. At 2nd level, you gain proficiency
with medium armor, shields, javelins, quarterstaffs, scimitars, 
and spears. 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
If you wish to take the Circle of the Moon starting at 1st character. You gain the following features at the levels
character level, choose only one skill from those listed under indicated, which replace the fighter's Fighting Style feature
Proficiencies when you make your character. In addition, you and the Battle Master's Student of War feature:
learn only one druid cantrip at 1st level. You gain the following Student of War. When you select this archetype at 1st level,
three features at the levels indicated: you gain proficiency with one type of artisan's tools of your
Lesser Wild Shape. Once you choose this circle ar 1st choice.
level, you can use your action to magically assume the shape Novice Combat Superiority. Also at 1st level, you learn two
of a beast that you've seen before. You can use this feature Battle Master maneuvers of your choice, and you have two
twice. You regain expended uses when you finish a short or superiority dice, which are d6s.
long rest. The beast must have a challenge rating of 1/8 or Except where noted here, your combat superiority follows
lower, and it can't have a flying or swimming speed. all the rules outlined in the Battle Master's Combat
You can stay in a beast shape for 1 hour. You then revert to Superiority feature. You lose this feature when you gain the
your normal form unless you expend another use of this Combat Superiority feature at 3rd level (you need not select
feature. You can revert to your normal form earlier by using a the maneuvers you initially chose for this feature).
bonus action on your turn. You automatically revert if you fall Fighting Style. At 3rd level, you adopt a style of fighting as
unconscious, drop to 0 hit points, or die. your specialty. Choose from the options available to a fighter
Except where noted here, this beast form follows all the at 1st level as described in the Player's Handbook. You can't
rules outlined in the Wild Shape feature in the Player's take a Fighting Style option more than once, even if you later
Handbook. You lose this feature when you gain the Wild get to choose again.
Shape feature at 2nd level. Bonus Proficiency. Also at 3rd level, you gain proficiency in
Bonus Cantrip. At 2nd level, you learn one additional druid one of the following skills of your choice: Acrobatics, Animal
cantrip of your choice. Handling, Athletics, History, Insight, Intimidation, Perception,
Bonus Proficiency. Also at 2nd level, you gain proficiency and Survival.
in one of the following skills of your choice: Arcana, Animal
Handling, Insight, Medicine, Nature, Perception, Religion, and 
Survival. 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
If you wish to take the Circle of Dreams starting at 1st character. You gain the following features at the levels
character level, follow the druid class features as presented in indicated, which replace the fighter's Fighting Style feature:
the Player's Handbook. 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.
If you wish to take the Circle of the Shepherd starting at 1st The 1st-level spell must be from either the abjuration or
character level, choose only one skill from those listed under evocation school, and you can cast it once. You must finish a
Proficiencies when you make your character. You gain the long rest before casting it again. Intelligence is your
following features at the levels indicated, which replace the spellcasting ability for both spells, and they count towards the
Circle of the Shepherd's Speech of the Woods feature: number of cantrips and spells you know when you gain the
Speech of the Woods. At 1st level, you gain the ability to Spellcasting feature at 3rd level, after which point you must
converse with beasts and many fey. instead expend a spell slot to cast the 1st-level spell you
You learn to speak, read, and write Sylvan. In addition, learned from this feature.
beasts can understand your speech, and you gain the ability to Fighting Style. At 3rd level, you adopt a style of fighting as
decipher their noises and motions. Most beasts lack the your specialty. Choose from the options available to a fighter
intelligence to convey or understand sophisticated concepts, at 1st level as described in the Player's Handbook. You can't
but a friendly beast could relay what it has seen or heard in take a Fighting Style option more than once, even if you later
the recent past. This ability doesn't grant you friendship with get to choose again.
beasts, though you can combine this ability with gifts to curry
favor with them as you would with any nonplayer character.
Variant rules developed by Itsafez 3
 
(Continued from previous page) If you wish to take the Oath of Devotion starting at 1st
Bonus Proficiency. Also at 3rd level, you gain proficiency in character level, you gain the following features at the levels
one of the following skills of your choice: Acrobatics, Animal indicated, which replace the paladin's Lay on Hands feature:
Handling, Athletics, History, Insight, Intimidation, Perception, Novice Spellcasting. When you take this oath at 1st level,
and Survival. 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.
[To be added later] 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
[To be added later] -1 skill, delay fighting style, Bonus always have those spells prepapred and they don't count
Proficiency Lv1, Born to the Saddle Lv1, modified starting against the number of spells you have prepared. You lose all
equipment 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
[To be added later] -1 skill, Bonus Proficiency Lv1 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
If you wish to take the Way of the Open Hand starting at 1st to the maximum amount remaining in your pool.
character level, follow the monk class features as presented in Alternatively, you can expend 5 hit points from your pool of
the Player's Handbook. 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,
If you wish to take the Way of Shadow starting at 1st expending hit points separately for each one.
character level, choose only one skill instead of 2 from those This feature has no effect on undead and constructs.
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 If you wish to take the Oath of the Ancients starting at 1st
first level, you learn the Minor Illusion cantrip if you don't character level, you gain the following features at the levels
already know it. indicated, which replace the paladin's Lay on Hands feature:
Bonus Proficiency. At 3rd level, you gain proficiency in one Novice Spellcasting. When you take this oath at 1st level,
of the following skills of your choice: Acrobatics, Athletics, you know the ensnaring strike and speak with animals spells.
History, Insight, Religion, and Stealth. 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
If you wish to take the Way of the Four Elements starting at your spellcasting ability for these spells. You can use a holy
1st character level, choose only one skill instead of 2 from symbol as your spellcasting focus for these spells.
those listed under Proficiencies when you make your When you gain the Spellcasting feature at 2nd level, you
character. You gain the following features at the levels always have those spells prepapred and they don't count
indicated: against the number of spells you have prepared. You lose all
Elemental Attunement. When you choose this monastic other benefits of this feature.
tradition at 1st level, you gain the Elemental Attunement Lay on Hands. Starting at 3rd level, your blessed touch can
elemental discipline. You lose this feature when you gain the heal wounds. You have a pool of healing power that
Disciple of the Elements feature at 3rd level. replenishes when you take a long rest. With that pool, you can
Bonus Proficiency. At 3rd level, you gain proficiency in one restore a total number of hit points equal to your paladin level
of the following skills of your choice: Acrobatics, Athletics, × 5.
History, Insight, Religion, and Stealth. 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.
[To be added later] -1 skill, -1 tool/instr, Lv1 Bonus Alternatively, you can expend 5 hit points from your pool of
proficiencies 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,
[To be added later] -1 skill, -1 tool/instr, Lv1 Path of the expending hit points separately for each one.
Kensei (kensei weapons and way of the brush only) This feature has no effect on undead and constructs.

[To be added later] Lv1 no weapon prof, Lv1 radiant sun bolt
(no flurry of "bolts" until Lv2)

4 Variant rules developed by Itsafez
 Novice Spellcasting. When you take this oath at 1st level,
If you wish to take the Oath of Vengeance starting at 1st you know the sanctuary and sleep spells. You can cast either
character level, you gain the following features at the levels one of these spells, but not both, once, and you must finish a
indicated, which replace the paladin's Lay on Hands feature: long rest before doing so again. Charisma is your spellcasting
Novice Spellcasting. When you take this oath at 1st level, ability for these spells. You can use a holy symbol as your
you know the bane and hunter's mark spells. You can cast spellcasting focus for these spells.
either one of these spells, but not both, once, and you must When you gain the Spellcasting feature at 2nd level, you
finish a long rest before doing so again. Charisma is your always have those spells prepapred and they don't count
spellcasting ability for these spells. You can use a holy symbol against the number of spells you have prepared. You lose all
as your spellcasting focus for these spells. other benefits of this feature.
When you gain the Spellcasting feature at 2nd level, you Lay on Hands. Starting at 3rd level, your blessed touch can
always have those spells prepapred and they don't count heal wounds. You have a pool of healing power that
against the number of spells you have prepared. You lose all replenishes when you take a long rest. With that pool, you can
other benefits of this feature. restore a total number of hit points equal to your paladin level
Lay on Hands. Starting at 3rd level, your blessed touch can × 5.
heal wounds. You have a pool of healing power that As an action, you can touch a creature and draw power from
replenishes when you take a long rest. With that pool, you can the pool to restore a number of hit points to that creature, up
restore a total number of hit points equal to your paladin level to the maximum amount remaining in your pool.
× 5. Alternatively, you can expend 5 hit points from your pool of
As an action, you can touch a creature and draw power from healing to cure the target of one disease or neutralize one
the pool to restore a number of hit points to that creature, up poison affecting it. You can cure multiple diseases and
to the maximum amount remaining in your pool. neutralize multiple poisons with a single use of Lay on Hands,
Alternatively, you can expend 5 hit points from your pool of expending hit points separately for each one.
healing to cure the target of one disease or neutralize one This feature has no effect on undead and constructs.
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. 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.
If you wish to take the Oath of Conquest starting at 1st
character level, you gain the following features at the levels 
indicated, which replace the paladin's Lay on Hands feature: If you wish to take the Beast Master Ranger Archetype
Novice Spellcasting. When you take this oath at 1st level, starting at 1st character level, choose only two skills instead of
you know the armor of Agathys and command spells. You can 3 from those listed under Proficiencies when you make your
cast either one of these spells, but not both, once, and you character, and you do not gain proficiency with medium armor
must finish a long rest before doing so again. Charisma is or martial melee weapons. You gain the following features at
your spellcasting ability for these spells. You can use a holy the levels indicated, which replace the Beast Master's
symbol as your spellcasting focus for these spells. Ranger's Companion feature:
When you gain the Spellcasting feature at 2nd level, you Ranger's Companion. When you choose this Ranger
always have those spells prepapred and they don't count Archetype at 1st level, you gain a beast companion that
against the number of spells you have prepared. You lose all accompanies you on adventures and is trained to fight
other benefits of this feature. alongside you. Choose a beast that is no larger than Medium
Lay on Hands. Starting at 3rd level, your blessed touch can and that has a challenge rating of 1/4 or lower. Like any
heal wounds. You have a pool of healing power that creature, it can spend Hit Dice during a short rest to regain hit
replenishes when you take a long rest. With that pool, you can points.
restore a total number of hit points equal to your paladin level The beast obeys your commands as best it can. It takes its
× 5. turn on your initiative, though it doesn't take an action unless
As an action, you can touch a creature and draw power from you command it to. On your turn, you can verbally command
the pool to restore a number of hit points to that creature, up the beast where to move (no action required by you). You can
to the maximum amount remaining in your pool. use your action to verbally command it to take the Attack,
Alternatively, you can expend 5 hit points from your pool of Dash, Disengage, Dodge, or Help action. Once you have the
healing to cure the target of one disease or neutralize one Extra Attack feature, you can make one weapon attack
poison affecting it. You can cure multiple diseases and yourself when you command the beast to take the Attack
neutralize multiple poisons with a single use of Lay on Hands, action.
expending hit points separately for each one.
This feature has no effect on undead and constructs.

If you wish to take the Oath of Redemption starting at 1st
character level, you gain the following features at the levels
indicated, which replace the paladin's Lay on Hands feature:

Variant rules developed by Itsafez 5


 If you wish to take the Arcane Trickster Roguish Archetype
(Continued from previous page) starting at 1st character level, choose only two skills instead of
If you are incapacitated or absent, the beast acts on its own, four when instructed to do so under Proficiencies when you
focusing on protecting you and itself. If you wish for your make your character. You gain the following features at the
beast to take a reaction, you must use your reaction to verbally levels indicated, which replace the Arcane Trickster's Mage
command it to do so. Starting at 3rd level, the beast no longer Hand Legerdemain feature:
requires your command to use its reaction. Novice Spellcasting. When you choose this roguish
While travelling through your favored terrain with only the archetype at 1st level, you learn the mage hand cantrip if you
beast, you can move stealthily at a normal pace. don't already know it, as well as one 1st-level spell of your
If the beast dies, you can obtain a new companion by choice from the wizard spell list. The 1st-level spell must be
spending 8 hours magically bonding with a beast that isn't from either the enchantment or illusion school, and you can
hostile to you and that meets the requirements. cast it once. You must finish a long rest before casting it again.
Intelligence is your spellcasting ability for both spells, and
Starting at 3rd level, add your proficiency bonus to the they count towards the number of cantrips and spells you
beast's AC, attack rolls, and damage rolls, as well as to any know when you gain the Spellcasting feature at 3rd level, after
saving throws and skills it is proficient in, and its hit point which point you must instead expend a spell slot to cast the
maximum equals the hit point number in its stats block or 1st-level spell you learned from this feature.
four times your ranger level, whichever is higher. Mage Hand Legerdemain. Starting at 1st level, when you
Bonus Proficiencies. At 3rd level, you gain proficiency with cast mage hand, you can make the spectral hand invisible, and
medium armor and martial melee weapons, as well as with you can perform the following additional tasks with it:
one of the following skills of your choice: Animal Handling,
Athletics, Insight, Investigation, Nature, Perception, Stealth, You can stow one object the hand is holding in a container
and Survival. worn or carried by another creature.
You can retrieve an object in a container worn or carried by
 another creature.
[To be added later] -1 skill, Lv Dread Ambusher (Init boost You can use thieves' tools to pick locks and disarm traps at
only), Lv2 no fighting style, Lv2 Umbral Sight, Lv2 -1 spell, Lv2 range.
Gloom Stalker magic
You can perform one of these tasks without being noticed by
 a creature if that creature is unaware of your presence and
[To be added later] -1 skill, Lv1 detect portal, Lv2 -1 spell, Lv2 you succeed on a Dexterity (Sleight of Hand) check contested
Horizon Walker Magic by the creature's Wisdom (Perception) check. Starting at 3rd
level, you can attempt this even if the creature is aware of your
 presence.
[To be added later] Lv1 no favored enemy, Lv1 Hunter's When you gain the Cunning Action feature at 2nd level, you
sense, Lv2 -1 spell, Lv2 Monster Slayer Magic 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,
If you wish to take the Thief Roguish Archetype starting at 1st Performance, Persuasion, Sleight of Hand, and Stealth.
character level, follow the rogue class features as presented in
the Player's Handbook. 
[To be added later]

If you wish to take the Assassin Roguish Archetype starting at 
1st character level, choose only three skills instead of four [To be added later] Lv1 no thieves tools prof, Lv1 no
when instructed to do so under Proficiencies when you make expertise, Lv1 Master of Intrigue (only prof), Lv2 Master of
your character. You gain the following feature, which takes the Tactics, Lv2 no cunning action
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 [To be added later] -2 skills, expertise delayed, Survivalist at
or the poisoner's kit. When you reach 3rd level, you gain Lv1
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, [To be added later] -1 skill, Rakish audacity at Lv1, can't
Perception, Performance, Persuasion, Sleight of Hand, and sneak at range or if an ally is adjacent (yet)
Stealth.

 The sorcerer's archetype, the Sorcerous Origin, is selected at
1st level.

6 Variant rules developed by Itsafez


 If you lose your Book of Shadows, you can perform a 1-hour
ceremony to receive a replacement from your patron. This
The warlock's archetype, the Otherworldly Patron, is selected ceremony can be performed during a short or long rest, and it
at 1st level. Instead, we present rules for selecting a Pact Boon destroys the previous book. The book turns to ash when you
at 1st level. die.
If you are selecting your pact boon at 1st character level, you When you reach 2nd and 3rd level, you add an additional
learn only one cantrip at 1st level and only one invocation at cantrip from any class's spell list to your Book of Shadows.
2nd level. You gain your second cantrip at 2nd level, and you These cantrips need not be on the same spell list as the first
gain your second invocation at 3rd level. In addition, you gain cantrip or each other. They don't count against your number of
the following feature, which takes the place of the Pact Boon cantrips known, and they count as warlock spells for you.
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. [To be added later] swap arcane recovery

At 1st level, your otherworldly patron bestows a gift upon you 
to aid you in carrying out its wishes. That gift becomes more [To be added later] swap cantrip
potent at 2nd and 3rd level in recognition of your loyal service. 
You gain one of the following features of your choice. [To be added later] swap skill, half effect
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. [To be added later] swap cantrip
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. [To be added later] swap arcane recovery
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 [To be added later] swap arcane recovery
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, [To be added later] swap arcane recovery
or sprite.
Pact of the Blade. You can use your action to create a pact 
weapon in your empty hand. You can choose the form that this If you wish to take the School of Transmutation Arcane
melee weapon takes each time you create it. Your pact Tradition starting at 1st character level, you learn only two
weapon disappears if it is more than 5 feet away from you for wizard cantrips at first level. You gain the following features at
1 minute or more. It also disappears if you use this feature the levels indicated, which replace the School of
again, if you dismiss the weapon (no action required), or if you Transmutation's Minor Alchemy feature:
die. Minor Alchemy. Starting at 1st level when you select this
Starting at 2nd level, you are proficient with your pact school, you can temporarily alter the physical properties of
weapon while you wield it. one nonmagical object, changing it from one substance into
When you reach 3rd level, your pact weapon counts as another. You perform a special alchemical procedure on one
magical for the purpose of overcoming resistance and object composed entirely of wood, stone (but not gemstone),
immunity to nonmagical attacks and damage. iron, copper, or silver, transforming it into a different one of
Also at 3rd level, you can transform one magic weapon into those materials. For each 10 minutes you spend performing
your pact weapon by performing a special ritual while holding the procedure, you can transform up to 1 cubic foot of
the weapon. You perform the ritual over the course of 1 hour, material. After 1 hour, or until you lose your concentration (as
which can be done during a short rest. You can then dismiss if you were concentrating on a spell), the material reverts to its
the weapon, shunting it into an extradimensional space, and it original substance.
appears whenever you create your pact weapon thereafter. Bonus Cantrip. At 2nd level, you learn an additional wizard
You can't affect an artifact or a sentient weapon in this way. cantrip of your choice.
The weapon ceases being your pact weapon if you die, if you
perform the 1-hour ritual on a different weapon, or if you use a
1-hour ritual to break your bond to it. The weapon appears at
your feet if it is in the extradimensional space when the bond
breaks.
Pact of the Tome. Your patron gives you a grimoire called a
Book of Shadows. When you gain this feature, choose one
cantrip from any class's spell list. While the book is on your
person, you can cast this and any other cantrip contained
within it at will. It doesn't count against your number of
cantrips known. If it doesn't appear on the warlock spell list, it
is nonetheless a warlock spell for you.
Variant rules developed by Itsafez 7

If you wish to take the War Magic Arcane Tradition starting at
1st character level, choose only one skill instead of two when
instructed to do so under Proficiencies when you make your
character. You gain the following features at the levels
indicated, which replace War Magic's Tactical Wit feature:
Tactical Wit. Starting at 1st level, your keen ability to
assess tactical situations allows you to act quickly in battle.
You can give yourself a bonus to your initiative rolls equal to
your Intelligence modifier.
Bonus Proficiency. At 2nd level, you gain proficiency in one
of the following skills of your choice: Arcana, History, Insight,
Investigation, Medicine, and Religion.

Alternate Starting Equipment


When using these rules for certain subclasses, a
player might find their character lacking certain gear
that their class features seem to assume they own.
Consider allowing the following options for starting
gear to players who use the 1st-level archetype
rules for the corresponding subclass.
College of Swords [To be added later]
Cavalier [To be added later]
Kensei [To be added later]
Assassin [To be added later]
Mastermind [To be added later]

8 Variant rules developed by Itsafez


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