Two Thirds (2/3) Casters D&D5e

by Larry2233

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Two Thirds Casters D&D5e

Originally this was meant to be Subclasses that gave one use of a 6th-Level Spell, but that concept can actually fit any Subclass, and it was really weird to give a 6th-Level Spell to someone that cannot cast 5th-Level Spells yet (Artificer/Ranger), so instead is now an Optional Class Feature. It increases the Spellcasting progression in exchange for one early Level weak Feature and the 15th and 20th-Level Features of the Class (for the improved progression of Spellcasting and the 6th to 7th Level Spell Slots). This way, any Subclass can enjoy the new Spells, not to the extend of a Full Spellcaster, but can access some of the fun of a high Level Spell.

Optional Class Features

You gain Class Features in the Player's Handbook when you reach certain Levels in your Class. This document offers additional Features that you can gain as an Artificer, Paladin or Ranger. Unlike the Features in the Player's Handbook, you don't gain the Features here automatically. Consulting with your GM, it decides whether you gain a Feature in this section if you meet the Level requirement noted in the Feature's description. These Features can be selected separately from one another; you can use some, all, or none of them.

Multiclassing Two Thirds Casters

When determining your total Spellcaster Level, add two thirds of all the Focused Artificer, Devoted Paladin and Mystic Ranger Levels you have (rounded down, minimum 1).

For help to determine the two thirds Caster Level, see the 2/3 Spellcaster Table in the Appendix of this document.

Art Credits:

Page 0: Wizard Study Backdrop - Manthos Lappas


Page 1: The tinkerer - Elizabeth Peiró


Page 3: Rise of Kozilek - lius lasahido


Page 4: Aragorn the Ranger - Adam J. Middleton


Page 5: Retribution - Dmitry Prozorov

By Larry2233

Discord: @Larry2233#8327

Reddit: /u/Little-Mist-Walker

Artificer

Focused Artificer

1st-Level Artificer Feature, which replaces the 1st-Level Magical Tinkering Feature, all 15th-Level Features from your Artificer Specialist Feature, and the 20th-Level Soul of Artifice Feature
Your studies are different from other Artificers, choosing to focus more on your Spellcasting to better expand your knowledge of the world. You gain the following benefits:

Improved Spellcasting

Your Magical talents are deepened. Now you use the Focused Artificer table for your Spellcasting progression, gaining Spell Slots faster and allowing you to, eventually, get access to 6th and 7th Level Spells.

Artificer Expanded Spell List

As you are now capable of having access to 6th and 7th Level Spell Slots, the following Spells are added to your Artificer Spell list:

6th Level

Arcane Gate

Chain Lightning

Contingency

Create Homunculus

Fizban's Platinum Shield

Forbiddance

Globe of Invulnerability

Programmed Illusion

True Seeing

7th Level

Etherealness

Forcecage

Magnificent Mansion

Plane Shift

Project Image

Sequester

Teleport

Improved Prepared Spells

The amount of Spells you can prepare from the Artificer Spell list is now equal to your Intelligence Modifier + two thirds of your Artificer Level, rounded down (minimum 1).

For example, if you are a 7th-Level Artificer, you have four 1st-Level, three 2nd-Level and two 3rd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include seven Spells of 1st, 2nd or 3rd Level, in any combination.

Improved Specialist Spells

The Spells you gain access from your Artificer Specialist Feature remain the same, but are learned sooner thanks to your focus on Spellcasting. You now gain those Spells at the Levels shown on the Improved Specialist Spells table.

Improved Specialist Spells
Artificer Level Spells
3rd-Level 1st-Level Spells
4th-Level 2nd-Level Spells
7th-Level 3rd-Level Spells
10th-Level 4th-Level Spells
13th-Level 5th-Level Spells
Focused Artificer
Level 1st 2nd 3rd 4th 5th 6th 7th
1st 2
2nd 3
3rd 3
4th 4 2
5th 4 3
6th 4 3
7th 4 3 2
8th 4 3 3
9th 4 3 3
10th 4 3 3 1
11th 4 3 3 2
12th 4 3 3 2
13th 4 3 3 3 1
14th 4 3 3 3 2
15th 4 3 3 3 2
16th 4 3 3 3 2 1
17th 4 3 3 3 2 1
18th 4 3 3 3 2 1
19th 4 3 3 3 2 1 1
20th 4 3 3 3 2 1 1

Paladin

Revised Fighting Style Options

2nd-Level Paladin Feature, which improves the original Blessed Warrior Fighting Style Feature

Blessed Warrior

You learn two Cantrips of your choice from the Cleric Spell list. They count as Paladin Spells for you, and Charisma is your Spellcasting Ability for them. Whenever you gain a Paladin Level, you can replace one of these Cantrips with another Cantrip from the Cleric Spell list.

In addition, you gain one additional Cantrip from this Fighting Style when you reach 10th and 14th Level in the Paladin Class.

Devoted Paladin

1st-Level Paladin Feature, which replaces the 3rd-Level Divine Health and all 15th and 20th-Level Features of your Sacred Oath Feature
Your devotion is different from other Paladins, choosing to focus more on your Spellcasting to better accomplish your oath. You gain the following benefits:

Improved Spellcasting

Your Magical talents are deepened. Now you gain the Spellcasting Feature of the Paladin at 1st-Level, and use the Devoted Paladin table for your Spellcasting progression, gaining Spell Slots faster and allowing you to, eventually, get access to 6th and 7th Level Spells.

Paladin Expanded Spell List

As you are now capable of having access to 6th and 7th Level Spell Slots, the following Spells are added to your Paladin Spell list:

6th Level

Find the Path

Forbiddance

Heal

Heroes' Feast

Stunning Smite

Sunbeam

True Seeing

Word of Recall

7th Level

Divine Word

Etherealness

Plane Shift

Regenerate

Righteous Smite

Resurrection

Temple of the Gods

Improved Prepared Spells

The amount of Spells you can prepare from the Paladin Spell list is now equal to your Charisma Modifier + two thirds of your Paladin Level, rounded down (minimum 1).

For example, if you are a 7th-level paladin, you have four 1st-Level, three 2nd-Level and two 3rd-evel Spell Slots. With a Charisma of 16, your list of prepared Spells can include seven Spells of 1st, 2nd or 3rd Level, in any combination.

Devoted Paladin
Level 1st 2nd 3rd 4th 5th 6th 7th
1st 2
2nd 3
3rd 3
4th 4 2
5th 4 3
6th 4 3
7th 4 3 2
8th 4 3 3
9th 4 3 3
10th 4 3 3 1
11th 4 3 3 2
12th 4 3 3 2
13th 4 3 3 3 1
14th 4 3 3 3 2
15th 4 3 3 3 2
16th 4 3 3 3 2 1
17th 4 3 3 3 2 1
18th 4 3 3 3 2 1
19th 4 3 3 3 2 1 1
20th 4 3 3 3 2 1 1

Improved Oath Spells

The Spells you gain access from your Sacred Oath Feature remain the same, but are learned sooner thanks to your focus on Spellcasting. You now gain your Oath Spell at the Levels shown on the Improved Oath Spells table.

Improved Oath Spells
Paladin Level Spells
3rd-Level 1st-Level Spells
4th-Level 2nd-Level Spells
7th-Level 3rd-Level Spells
10th-Level 4th-Level Spells
13th-Level 5th-Level Spells

Ranger

Marked Prey

2nd-Level Ranger Feature, which replaces the 1st-Level Favored Enemy, removes the Hunter's Mark Spell from your list, and works with the 20th-Level Foe Slayer Feature


When you Hit a Creature with an Attack roll, you can expend a 1st-Level Spell Slot or higher to call on the mystical bond between prey and predator to mark the Target as your Marked Prey, granting you the following benefits for 1 Hour, until the Creature is slain, or you mark another Creature:

  • Each time you Hit the Creature with a Weapon Attack, including when you marked it, you deal 1d4 extra Damage. This extra Damage increases when you reach certain Ranger Level: 1d6 at 6th-Level, 1d8 at 10th-Level, 1d10 at 14th-Level, and 1d12 at 18th-Level.

  • You have Advantage on Perception (WIS) and Survival (WIS) Checks you make to locate or track the Creature.

The Duration of this Feature increases when you reach certain Levels in this Class: 8 Hours at 6th-Level, 24 Hours at 10th-Level, 1 Week at 14th-Level, and indefinite at 18th-Level.

Revised Fighting Style Options

2nd-Level Ranger Feature, which improves the original Druidic Warrior Fighting Style Feature

Druidic Warrior

You learn two Cantrips of your choice from the Druid Spell list. They count as Ranger Spells for you, and Wisdom is your Spellcasting Ability for them. Whenever you gain a Ranger Level, you can replace one of these Cantrips with another Cantrip from the Druid Spell list.

In addition, you gain one additional Cantrip from this Fighting Style when you reach 10th and 14th Level in the Ranger Class.

Prepared Spellcasting

2nd-Level Ranger Feature, which replaces the Spells Known of 1st Level and Higher part of the 2nd-Level Spellcasting Feature
Instead of knowing a set amount of Spells, now you prepare them from the list of Ranger Spells that are available for you to Cast, as a Druid would, choosing from the Ranger Spell list. When you do so, choose a number of Ranger Spells equal to your Wisdom Modifier + half your Ranger Level, rounded down (minimum 1 spell). The Spells must be of a Level for which you have Spell Slots.

For example, if you are a 5th-Level Ranger, you have four 1st-Level and two 2nd-Level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-Level Spell Goodberry, you can Cast it using a 1st-Level or a 2nd-Level Slot. Casting the Spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Ranger Spells requires time spent in prayer and meditation: at least 1 Minute per Spell Level for each Spell on your list.

Mystic Ranger

1st-Level Ranger Feature, which replaces the 8th-Level Land's Stride Feature, all 15th-Level Features you gain from your Ranger Archetype Feature and your 20th-Level Foe Slayer Feature

Prerequisite: choosing the Prepared Spellcasting Optional Class Feature
Your teachings are different from other Rangers, choosing to focus more on your Spellcasting to better follow the mysticism of the primal world. You gain the following benefits:

Improved Spellcasting

Your Magical talents are deepened. Now you gain the Spellcasting Feature of the Ranger at 1st-Level, and use the Mystic Ranger table for your Spellcasting progression, gaining Spell Slots faster and allowing you to, eventually, get access to 6th and 7th Level Spells.

Ranger Expanded Spell List

As you are now capable of having access to 6th and 7th Level Spell Slots, he following Spells are added to your Ranger Spell list:

6th Level

Druid Grove

Find the Path

Heal

Heroes' Feast

Investiture of Wind

Primordial Ward

Transport via Plants

Wall of Thorns

7th Level

Etherealness

Fire Storm

Mirage Arcane

Plane Shift

Regenerate

Reverse Gravity

Whirlwind

Improved Prepared Spells

The amount of Spells you can prepare from the Ranger Spell list is now equal to your Wisdom Modifier + two thirds of your Ranger Level, rounded down (minimum 1).

For example, if you are a 7th-Level Ranger, you have four 1st-Level, three 2nd-Level and two 3rd-Level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include seven Spells of 1st, 2nd or 3rd Level, in any combination.

Improved Archerype Spells

The Spells you gain access from your Ranger Archetype Feature and the Primal Awareness Optional Class Feature remain the same, but are learned sooner thanks to your focus on Spellcasting. You now gain those Spells at the Levels shown on the Improved Archetype Spells table.

Improved Archetype Spells
Ranger Level Spells
3rd-Level 1st-Level Spells
4th-Level 2nd-Level Spells
7th-Level 3rd-Level Spells
10th-Level 4th-Level Spells
13th-Level 5th-Level Spells
Mystic Ranger
Level 1st 2nd 3rd 4th 5th 6th 7th
1st 2
2nd 3
3rd 3
4th 4 2
5th 4 3
6th 4 3
7th 4 3 2
8th 4 3 3
9th 4 3 3
10th 4 3 3 1
11th 4 3 3 2
12th 4 3 3 2
13th 4 3 3 3 1
14th 4 3 3 3 2
15th 4 3 3 3 2
16th 4 3 3 3 2 1
17th 4 3 3 3 2 1
18th 4 3 3 3 2 1
19th 4 3 3 3 2 1 1
20th 4 3 3 3 2 1 1

Appendix

New Spells

Stunning Smite

6th-Level Enchantment


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 Minute

The next time you Hit a Creature with a Melee Weapon Attack during this Spell’s Duration, your Weapon pierces both body and mind, and the Attack deals an extra 6d10 Thunder or Psychic Damage (your choice) to the Target. The Target must make a Constitution Saving Throw. On a failed Save, it is Stunned until the Spell ends. The Target can repeat the Saving Throw at the end of each of its Turns, ending the Spell on a success.

Righteous Smite

7th-Level Evocation


  • Casting Time: 1 Bonus Action
  • Range: Self
  • Components: V
  • Duration: Concentration, up to 1 Minute

The next time you Hit a Creature with a Melee Weapon Attack during this Spell’s Duration, your Weapon cuts the body, but heals the soul, the Attack deals an extra 7d12 Radiant or Necrotic Damage (your choice) to the Target. You or a Creature of your choice within 30ft of you regains a number of Hit Points equal the roll of the additional Damage. This Spell also ends Blindness, Deafness, and any Diseases affecting the Target that regains Hit Points. This Spell cannot heal Constructs or Undead.

2/3 Spellcaster Table

To quickly know your Spellcaster Level for both Multiclassing, and determining the amount of "two thirds of your Level" of Spells you can prepare, see the following table:

Class Level Two Thirds Level
1 1
2 2
3 2
4 3
5 4
6 4
7 5
8 6
9 6
10 7
11 8
12 8
13 9
14 10
15 10
16 11
17 12
18 12
19 13
20 14
 

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