Jul 22, 2021 6:58 am
In D&D 5th edition when you gain level 3, most classes can choose a subclass. These subclasses often change the mechanic of the primary class in a radical way.
Examples
Artificer - Battle Smith:
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
You gain proficiency with martial weapons.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.Bard - Lore
When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.Bard - Valor
When you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.Fighters - Eldritch knight
Access to Spellcasting
Rouge - Arcane Trixter
Access to Spellcasting
Monk - Kensei
now trained in non-monk weapons
Ranger
adds Companions that were not available at lower levels.
My point is that some classes make a major shift in tone/feel when they gain the 3rd level. Many of the shifts point to you have trained long and hard and now you can do X, but your current story with your character does not reflect this training.
I know of some GM's who try and soften this shift by making some house rules, like the fighter who can cast a cantrip a few times per day, until he fully becomes an Eldritch knight.
So if you are playing a newly trained adventure I think the starting level should be 3. Unless you are playing the teenager who picks up a sword to fight the goblin invasion, then a level 1 character seems more appropriate.
Examples
Artificer - Battle Smith:
Quote:
Battle ReadyWhen you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
You gain proficiency with martial weapons.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Quote:
Bonus ProficienciesWhen you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.
Quote:
Bonus ProficienciesWhen you join the College of Valor at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.
Access to Spellcasting
Rouge - Arcane Trixter
Access to Spellcasting
Monk - Kensei
now trained in non-monk weapons
Ranger
adds Companions that were not available at lower levels.
My point is that some classes make a major shift in tone/feel when they gain the 3rd level. Many of the shifts point to you have trained long and hard and now you can do X, but your current story with your character does not reflect this training.
I know of some GM's who try and soften this shift by making some house rules, like the fighter who can cast a cantrip a few times per day, until he fully becomes an Eldritch knight.
So if you are playing a newly trained adventure I think the starting level should be 3. Unless you are playing the teenager who picks up a sword to fight the goblin invasion, then a level 1 character seems more appropriate.