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D&D 5e Alternative Character Options (Archetypes)

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Are you frustrated with key aspects of some of the 2 or 3 choices of character options (archetypes) in the core rules? None of your player ever consider playing the Eldritch Knight, Arcane Trickster, or Path of the Berserker? Do you dread when a player chooses Wild Magic for a sorcerer? Are you and your players tired of the murderous Assassin as the only choice for combat-oriented rogues? Do you and your players wish that the druid could have an animal companion again like in previous editions?

Then this booklet is for you! It offers six variant class options (archetypes) designed to address the above frustrations. Feel free to download this document for free if otherwise you would hesitate to check out the material, though I'm grateful to anyone who can chip in a couple quarters to support my writing and revision efforts.

Constructive feedback is always welcome in the Discussion below!

If you enjoy this booklet, you may also like my other products (linked below):

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D&D-5e-Monster-Expansion

D&D-5e-NPC-Foe-Expansion

D&D-5e-Epic-Monster-Expansion

D&D-5e-Magic-Item-Expansion

D&D-5e-Mass-Combat-System

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Discussions (2)
Customer avatar
Scott M March 14, 2017 1:23 am UTC
CREATOR
I appreciate the comment. In my experience, the problem is that the original archetypes simply aren't being played. I play in three campaigns with 13 other players--and none of them will consider playing the berserker barbarian. As written, the Frenzy feature is considered unplayable by my players, and even when we "house ruled" Frenzy to be usable once before inflicting exhaustion still nobody wanted to play it. The Totem Warrior simply is much more interesting (particularly thanks to the Sword Coast Adventurer's Guide expansion).

The goal of my document was to provide more interesting and playable variant archetypes that specifically do NOT require altering core rules or inventing new rules/mechanics. Everything here basically "borrows" from features/mechanics that exist elsewhere (in other class features, archetypes, or occasionally elements of feats). The concern that I would have with some of your suggestions is that they actually change the core rules in some way. Exhaustion...See more
Customer avatar
Luc C March 13, 2017 6:59 pm UTC
After reading the preview, i can already see where you are going, and while i agree on some point... i also wouldn't consider using this as it makes the classes too strong to begin with. exemple is the barbarian, right of the bat.

Frenzy now only uses the lethargy haste rules of 1 turn. something every single barbarian will just ignore because... what's one round to lose after a fight right ? the problem arises fromt he fact that most combat wouldn'T even last 10 rounds. there is also no way for a barb to lose his rage at higher end levels. while there is the possibility that the barb will not attack every rounds and that monsters will end up shooting someone else. its strickly better most of the time to just hit the barb anyway when it comes to monsters. so basically this feature alone, just added Extra Attack to the barbarian Rage. There is no way a barbarian would ever do regular rage ever again. not to mention they can, to these add advantage on all attacks.

what i would of done,...See more
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File Last Updated:
February 18, 2017
This title was added to our catalog on February 18, 2017.