To Play to or Skip to Subclass

The 2024 rules version of 5e changed it so that ALL classes wait to get a subclass until third level. In 2014 it depended on your class and you could get it at first or second. With the standard wait for everyone, the first two levels may seem boring, for players they do not get to specialize in what really separates their character from others. In some campaigns, the group plays through the early levels, but many jump straight to third. So which is better? Its up to you and your group. This is something good to talk about in a ‘Session Zero’.
We will go over both options by looking at how Jorgmur Bestbeard got to third level to officially become a war cleric of Eosta.

Depending on your class, and what you eventually will select as the character’s subclass, it can seem odd to not have the definition early in the character’s career. Especially if you played earlier versions where you might have gotten it earlier. Why does your Warlock make a pact with another being, but not get the benefits until two levels later? Why does a cleric not start out with their domain? In the rules, this is mainly for balance: in the 2014 rules some classes did get these traits but others didn’t. So why not give everyone their Subclass at 1st level? Well, its fairly easy to see that even the least impactful subclass features would make 1st and 2nd level characters more powerful, and then those levels wouldn’t mean much. Why not just start campaigns at 3rd level? Some people like the experience of playing those early levels as very low powered people who have to go through things to rise in power.

One way to look at it and decide is how the characters’ backgrounds are created, think of it like a novel—you are telling a story after all. Do you want to tell the story of their first encounters? Or are the characters all starting the story with individual or shared experiences that gave them the level of power they are at at 3rd level (or even later levels)?

Based on the types of creatures that are a challenge to 1st and 2nd level characters, whether using milestones or experience points, it doesn’t take much to leap through those levels - played or not. They could have simply fought against bandits, apprehended thieves, been a thief who did a job or two. As a wizard or cleric, their education and initiation may have been enough of a trial to get them to third level in power. For each character, the DM could just let them say that happened and use their individual histories as back story to use later - flavor for each character that isn’t necessarily shared with the others.

Perhaps the best decision here is based on whether the party wants to have had their own early experiences, or if they want to start green together and level up together.

Jorgmur’s Early Experiences

Jorgmu was born in the Gwyventooth Mountains to the east of Gaithewaite. When he was still a child, orcs and goblins invaded, destroying everything. The Gwyventooth dwarves' Hardvein Hold fell, and his father Voldmur Bestbeard died in the last stand to seal the mines. The dwarves fled west to Gaithewaite, eventually allying with humans and elves to defeat the invaders. They settled there permanently, abandoning their homeland.

His mother, Ylke Ironbraids, had difficulty raising him alone and enrolled him at the Underfall Lodge of runeforgers. There he would both learn an honorable craft and how to be a warrior, as well as dwarf history and folklore. His uncle Ansmur Bestbeard ensured he was also educated in alpine dwarf tradition as the lodge was predominantly highland dwarves. Ansmur arranged for Jorgmur to be an acolyte under an alpine dwarf priest of Eosta: Aug. Gerwin Gravelspeak.

To maintain their fighting prowess and make money, dwarves from all walks of life volunteer or are hired to protect merchants from bandits and pirates. Jorgmur joined his uncle in this pursuit, eventually growing into his own as a guardian. This is how he gained practical battle experience, moving beyond the practice forms and maneuvers of the runeforgers.

Skipping to 3rd

Jorgmur will start his story at 3rd level, having had some fighting experience. Depending on the campaign, he might have played through his adventures that gave him the experience, but in this case they will be back story for him. He had a few battles fighting off bandits, possibly even some goblins. 1st level milestones usually come quick, maybe just a few battles. To get past 2nd level and get to the more milestone 3rd level, he hunted down a bandit captain - defeating a tougher opponent and stopping raids by his entire gang.

At 3rd level, he now gains his subclass - which for Clerics is the domain they pursue. This still relates to their deity, but can be one of their varies spheres of influence. In Jorgmur’s case, he assumes the mantle of a war cleric. This may not initially seem to be a focus of Eosta, goddess of earth, but she is also goddess of the mountains and hills where the dwarves live and is a guardian of them. Many of her clerics, including Jorgmur, swear to defend their homes deep within the earth that is Eosta’s domain. With his experience guarding caravans, and supporting his fellow guards, his experiences in life—all the way back to being chased from his home as a child—are related to battle.

He gets 2nd level spells, gains some additional War Domain spells, and gets his Channel Divinity feature of Guided Strike which allows him to to grant a +10 bonus to a missed attack by himself or an ally. Finally, he gets the War Priest feature which allows him to use a Bonus Action to make one attack with a weapon or an Unarmed Strike a number of times equal to hi Wisdom modifier (4). He essentially has the Extra Attack that martial classes get at 5th level at 3rd. All of these make him an asset to any group of warriors and adventurers, and make him nearly equal to martial characters in combat while adding his healing and support.

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Adding Flavor: Cleric Deities vs. Domains