Chronurgy Wizard Build Guide – Time Lord – 2024 Version
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For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.
Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.
For the purposes of this guide, it will be assumed that you would not be multiclassing. While multiclassing can be excellent for many of these, this is for those who want to play the build all the way through in the same class. Guides that use multiclassing will be separate from these.
For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.
To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.
Wizard Spell List and Spell Tier List
Why Chronurgy Wizard?
Chronurgy Wizard is a powerful and interesting subclass that has many really unique abilities that are all quite good. I would admit that this isn’t necessarily the most interesting subclass as it doesn’t have too strong of a mechanical identity, but if you just want to play a good subclass, this will definitely fit the bill.
Chronurgy Wizard Abilities Ranked
Chronal Shift (Level 3) – B- Tier – Giving advantage or disadvantage on a roll twice a day is fine, but nothing super special.
Temporal Awareness (Level 3) – B Tier – Flat bonuses to initiative are always great.
Momentary Stasis (Level 6) – A Tier – This is a super interesting ability that gives you functionally a free CC spell (Resilient Sphere is the closest comparison) multiple times per day as needed. This isn’t necessarily the best spell and it is limited by the creature’s size, but free interaction is definitely not bad.
Arcane Abeyance (Level 10) – A Tier – Being able to pass around spells is extremely good and can create some real wacky interactions if you get creative enough. You do only get one of these per short or long rest, but this is still quite good.
Convergent Future (Level 14) – B+ Tier – In desperate situations, this can be invaluable as this will force a pass on an important d20 roll. Getting too much exhaustion is brutal, especially since it can only be cleared by a long rest. Still, this is a solid a pretty powerful ability.
Quick Level Up Guide
Level | Class Features/Feat | Spell Change Log |
1 | Spellcasting, Ritual Adept, Arcane Recovery | + Fire Bolt + Light (Aasimar) + Minor Illusion + Prestidigitation + Detect Magic + Feather Fall + Find Familiar + Magic Missile + Shield + Silvery Barbs |
2 | Scholar | + Absorb Elements + Comprehend Languages |
3 | Chronal Shift, Temporal Awareness | + Misty Step + Web |
4 | Feat: War Caster (INT) | + Mage Hand + Augury + Suggestion |
5 | Memorize Spell | + Counterspell + Fireball |
6 | Momentary Stasis | + Dispel Magic + Tiny Hut |
7 | – | + Dimension Door + Polymorph |
8 | Feat: Resilient (CON) | + Conjure Minor Elementals + Wall of Fire |
9 | – | + Telepathic Bond + Wall of Force |
10 | Arcane Abeyance | + Toll the Dead + Scorching Ray + Fly |
11 | – | + Contingency + Mass Suggestion |
12 | Feat: Intelligence to 20 | + Bubbling Cauldron + Scatter |
13 | – | + Crown of Stars + Teleport |
14 | Convergent Future | + Reverse Gravity + Simulacrum |
15 | – | + Dominate Monster + Maze |
16 | Feat: Constitution to 18 | + Antimagic Field + Antipathy/Sympathy |
17 | – | + True Polymorph + Wish |
18 | Spell Mastery (Detect Magic/Suggestion) | + Meteor Swarm + Shapechange |
19 | Epic Boon: Boon of Fate | + Plane Shift + Gate |
20 | Signature Spells (Counterspell/Dispel Magic) | + Forcecage + Demiplane |
The Ultimate One D&D Wizard Guide
Not finding the build you want in this article? Check out this article instead!
Level One Build
Species: Aasimar
Attributes:
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+1 background) = 16 |
CONSTITUTION | 15 |
INTELLIGENCE | 15 (+2 background) = 17 |
WISDOM | 8 |
CHARISMA | 8 |
Class: Wizard
Class Features: Spellcasting, Ritual Adept, Arcane Recovery
Skill Proficiencies: Arcana and Investigation
Background: Criminal (Alert)
Starting Equipment: 2 Daggers, Arcane Focus, Robe, Spellbook, Scholar’s Pack, and 5 gp + 50 gp from background
Starting Spellbook:
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile* |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
Species: Aasimar
The best species for your average build. Human is a consideration as well to grab Alert on top of Musician, but Aasimar just give a lot of value, and since you have a background you’re happy with, Aasimar is the next best choice.
Attributes
POINT BUY | |
STRENGTH | 8 |
DEXTERITY | 15 (+1 background) = 16 |
CONSTITUTION | 15 |
INTELLIGENCE | 15 (+2 background) = 17 |
WISDOM | 8 |
CHARISMA | 8 |
For any Wizard your most important stat is Intelligence, and then Dexterity and Constitution. I would always go up to 17 Intelligence and keep Constitution at 15 so you can take two feats and two ability score improvements over the course of the build.
Proficiencies: Arcana and Investigation
Just two good Intelligence skills, nothing special here.
Background – Criminal
This increases the abilities you need increased and gives you the second best Origin feat with Alert. What’s not to like?
Starting Equipment – 2 Daggers, Arcane Focus, Robe, Spellbook, Scholar’s Pack, and 5 gp + 50 gp from background
Standard fare, you don’t get much so no need to overthink it.
Starting Spellbook
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile* |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
This is your standard spell list for a level 1 Wizard. You have your two excellent Ritual spells (Detect Magic and Find Familiar) which you won’t need prepared, good defensive options (Feather Fall as needed, but mostly Shield), Magic Missile for unblockable damage, and the very broken Silvery Barbs. If your table doesn’t allow Silvery Barbs, I would probably grab Sleep instead as that’s a spell that’s close to good enough for the average Wizard, just not one I normally take.
For your prepared spells, you can start off by preparing every non-ritual spell which makes it a pretty easy choice what to prepare!
Before I dive into the next levels, I’ll quickly explain how the spellbook in this guide will work. Unlike all the other casters, you can’t just prepare any leveled spell from the Wizard Spell List you want, but instead you are limited by your spellbook. To that end, each level I will have the entire spellbook for each level, but for prepared spells, I’m going to put an asterisk (*) next to that spell. Obviously the spells you prepare should change depending on the situation, but I’ll prepare generally good spells if you have no strong opinions one way or another. Keep in mind that any spell with the (R) tag is a ritual spell and one you will probably never prepare as Wizards get to still use those when they aren’t prepared.
The Build Level 2 Onward
Level 2-5
Level 2
Class Features: Scholar (Investigation)
Spell Change Log: + Absorb Elements + Comprehend Languages
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
1st Level Spell | Absorb Elements* |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile* |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
Level 2 brings a new class ability – Scholar. You now get Expertise in one of your Wizard skills, and I like picking Investigation. You would not believe the amount of times you’re probably going to use Investigation over the course of an average campaign.
For your spell pickups, you get Absorb Elements and Comprehend Languages.
Absorb Elements is not necessarily good at this level, but once you start climbing up in the levels, large chunks of elemental damage will become more common and Absorb Elements will become better and better. I recommend taking this now as you won’t have a great chance otherwise, but you probably won’t be preparing this again until level 10 or so.
Your second spell pickup is the solid ritual – Comprehend Languages. There may not be language barriers in every campaign, but having the means to mitigate that for functionally free is very invaluable in campaigns where languages are relevant.
Level 3
Arcane Tradition: Chronurgy
Class Feature: Chronal Shift, Temporal Awareness
Spell Change Log: + Misty Step + Web
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
1st Level Spell | Absorb Elements |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile* |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Misty Step* |
2nd Level Spell | Web* |
You get your first two subclass features and both are quite strong.
Your first ability is Chronal Shift which lets you use your reaction twice a day to force anyone to reroll a d20 test. Simple and pretty good, even if you don’t get to use this that much.
The second subclass feature is simply a bonus to Initiative which is always excellent. Being able to go earlier means you may be able to take out an enemy before they act, whether that’s through CC or straight damage!
For your spell choices this level, you’re picking up and preparing Misty Step and Web.
Misty Step is a staple on any caster that can afford it as getting out of danger for a second level spell slot is more than worth it.
Web is an excellent battlefield control spell that can tangle up enemies, or at worst, make a good amount of difficult terrain. You could take Suggestion instead as that’s also an excellent spell, but I’m picking that up next level anyway and I find Web to be slightly more effective at lower levels.
Level 4
Feat: War Caster (INT)
Spell Change Log: + Mage Hand + Augury + Suggestion
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
1st Level Spell | Absorb Elements* |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile* |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web* |
Level 4 brings your first feat, and you absolutely have to pick up War Caster. Buffing your intelligence to 18, getting advantage on concentration checks, and being able to spellcast when you don’t have two free hands is excellent.
For your cantrip choice this level, I like picking up Mage Hand. It’s one of the better utility cantrips so it’s always good to have.
For your spells, this is a good time to grab Augury and Suggestion.
Your first spell is Augury, and this is a nice spell to have in the book to get a little bit of divination once per day. Unsure how your plan may turn out? Cast Augury and find out! It’s not foolproof as your actions may change the outcome of the plan, but information gathering is much more powerful than many players give it credit for.
Your second option is the excellent Suggestion. Being able to charm an enemy and make them do anything you want them to is obviously extremely powerful for a second level spell slot. Facing a few tough enemies? Convince one to just up and leave! While that’s my favorite application of Suggestion, the use cases are pretty much limitless making this an invaluable spell.
Level 5
Class Feature: Memorize Spell
Spell Change Log: + Counterspell + Fireball
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
1st Level Spell | Absorb Elements |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile* |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web* |
3rd Level Spell | Counterspell* |
3rd Level Spell | Fireball* |
Level 5 brings you next class feature with Memorize Spell. Now with each short rest you can swap around what spells you have prepared. This is a really powerful ability that’s wholly unique to Wizards as you never have to be stuck with what you originally picked.
For your spell choices this level, I like grabbing Counterspell and Hypnotic Pattern.
Counterspell is simply the best third level spell in the game, even when nerfed, so there’s no consideration here.
Fireball is a famous spell for a reason! Excellent range, great AOE, and great damage make for an awesome spell all around.
Level 6-10
Level 6
Class Feature: Momentary Stasis
Spell Change Log: + Dispel Magic + Tiny Hut
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
1st Level Spell | Absorb Elements |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile* |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web* |
3rd Level Spell | Counterspell* |
3rd Level Spell | Dispel Magic * |
3rd Level Spell | Fireball* |
3rd Level Spell | Tiny Hut |
You get your third subclass feature with Momentary Stasis which is an interesting one. So for a few times a day, you can functionally force a creature to make a save against a pseudo CC spell that can make them lose their next turn which is obviously really strong. If you’re running low on spells, you’ll have this as another tool.
With your spell choices this level, you can pick up Dispel Magic and Tiny Hut.
Counterspell isn’t always going to save you from a magical effect, so having Dispel Magic to help you with the rest of the things that might snag you up is excellent.
An excellent ritual and perfect for sleeping out or even sneak attacks, Tiny Hut is an incredible spell to pick up with next to no opportunity cost to have.
Level 7
Spell Change Log: + Dimension Door + Polymorph
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
1st Level Spell | Absorb Elements |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web* |
3rd Level Spell | Counterspell* |
3rd Level Spell | Dispel Magic * |
3rd Level Spell | Fireball* |
3rd Level Spell | Tiny Hut |
4th Level Spell | Dimension Door* |
4th Level Spell | Polymorph* |
Level 7 brings fourth level spells!
For your spell choices, you get to pick up and prepare some excellent ones with Dimension Door and Polymorph.
Dimension Door is a great utility spell that you’re going to get a lot of mileage out of. Teleportation without seeing where you’re going is generally reserved for higher level spells and you even get to bring a friend along! Just an excellent spell all around.
For your second spell choice, you have to take one of the best – Polymorph. This is just an excellent spell to have in case you or an ally are nearly out of the fight, whether it’s because of low health, spell slots, or otherwise, to turn into a Giant Ape or Tyrannosaurus Rex, and get right back into the fight. This can even be used as CC on hostile targets in a pinch making it extremely reliable all around.
Level 8
Feat: Resilient (CON)
Spell Change Log: + Conjure Minor Elementals + Wall of Fire
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
1st Level Spell | Absorb Elements* |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web* |
3rd Level Spell | Counterspell* |
3rd Level Spell | Dispel Magic * |
3rd Level Spell | Fireball* |
3rd Level Spell | Tiny Hut |
4th Level Spell | Conjure Minor Elementals |
4th Level Spell | Dimension Door* |
4th Level Spell | Polymorph* |
4th Level Spell | Wall of Fire* |
You get your next feat, and while you could push your Intelligence to 20, I recommend picking up Resilient (CON) instead. Proficiency in Constitution saving throws on top of getting the +3 modifier is extremely good for more health and substantially better concentration saves.
For what you’re adding to your spell list, you can grab Conjure Minor Elementals and Wall of Fire.
To be frank, the new iteration of Conjure Minor Elementals is absolutely busted. While an additional 2d8 damage per attack roll is solid by itself, when upcast, all attacks you do deal an additional 2d8 damage per spell level. That can get out of control really quickly, especially as you start getting higher level spell slots as you can combine this with anything that has multiple attack rolls (so Scorching Ray in a few levels) to deal an obscene amount of damage.
Wall of Fire.is one of my favorite fourth level spells as it has good range, great AOE coverage, and good damage to absolutely incinerate enemies. Use this to bisect a battlefield and you’ll make tougher fights a lot easier, especially if you have allies that can force enemies to move around.
Level 9
Spell Change Log: + Telepathic Bond + Wall of Force
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
1st Level Spell | Absorb Elements* |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web* |
3rd Level Spell | Counterspell* |
3rd Level Spell | Dispel Magic * |
3rd Level Spell | Fireball* |
3rd Level Spell | Tiny Hut |
4th Level Spell | Conjure Minor Elementals |
4th Level Spell | Dimension Door* |
4th Level Spell | Polymorph* |
4th Level Spell | Wall of Fire* |
5th Level Spell | Telepathic Bond (R) |
5th Level Spell | Wall of Force* |
Fifth level spell time!
For spell choices, you can pick up two excellent ones with Telepathic Bond and Wall of Force.
Telepathic Bond is a great option to talk covertly with your buds which is stronger than it may seem, and since it’s a ritual, it doesn’t eat into one of your precious fifth level spell slots nor your prepared spell list!
For your second spell, you have to grab Wall of Force. Splitting an encounter in half is unbelievable or even just trapping the main enemy of the encounter, taking out all of the minions, and then going after the boss is an incredible use of this. You do have to be careful how often you use this as your DM might start preparing more active countermeasures to not have their encounters hosed by this, but otherwise, this is going to be incredible.
Level 10
Class Feature: Arcane Abeyance
Spell Change Log: + Toll the Dead + Scorching Ray + Fly
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Toll the Dead |
1st Level Spell | Absorb Elements* |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Scorching Ray* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web |
3rd Level Spell | Counterspell* |
3rd Level Spell | Dispel Magic * |
3rd Level Spell | Fireball* |
3rd Level Spell | Fly |
3rd Level Spell | Tiny Hut |
4th Level Spell | Conjure Minor Elementals* |
4th Level Spell | Dimension Door* |
4th Level Spell | Polymorph* |
4th Level Spell | Wall of Fire* |
5th Level Spell | Telepathic Bond (R) |
5th Level Spell | Wall of Force* |
Your second to last subclass feature is super cool and powerful with Arcane Abeyance! Now you can cast a spell fourth level or lower and turn it into a little mote that you or other players can carry around and break for their own purposes. Functionally, you’re making spell scrolls on the fly which is really powerful and can be extremely useful with a bit of creativity.
For your cantrip, I recommend taking Toll the Dead. You might encounter some enemies with fire resistance, so this is a good cantrip to have just in case you need it.
For your spell choices this level, you’re going to go back a few levels to grab and prepare Scorching Ray and Fly.
As mentioned before, Scorching Ray works phenomenally well with Conjure Minor Elementals as each ray counts as its own attack so the damage can stack up extremely quickly. For example, if you upcast Conjure Minor Elementals so each attack deals an additional 4d8 damage and use your other fifth level spell slot for Scorching Ray, each ray would deal 4d8+2d6 damage on hit (an average of 25 damage per hit). So if you hit with just three of them, that’s 75 damage and you still have Conjure Minor Elementals active! If you’re in a tough fight, it’s really easy to absolutely shred a tough enemy with this combination.
Fly is a great buff spell to have on hand whether you’re in a combat with creatures that exclusively attack on the ground or for when you’re exploring places with sheer cliffs. Either way, having this in your spellbook is really nice.
Level 11-15
Level 11
Spell Change Log: + Contingency + Mass Suggestion
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Toll the Dead |
1st Level Spell | Absorb Elements* |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Scorching Ray* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web |
3rd Level Spell | Counterspell* |
3rd Level Spell | Dispel Magic * |
3rd Level Spell | Fireball* |
3rd Level Spell | Fly |
3rd Level Spell | Tiny Hut |
4th Level Spell | Conjure Minor Elementals* |
4th Level Spell | Dimension Door* |
4th Level Spell | Polymorph* |
4th Level Spell | Wall of Fire* |
5th Level Spell | Telepathic Bond (R) |
5th Level Spell | Wall of Force* |
6th Level Spell | Contingency |
6th Level Spell | Mass Suggestion* |
Sixth level spells time.
For your spell choices this level, you get to pick up Contingency and Mass Suggestion.
Contingency is a very weird spell and this current spell list doesn’t have too many targets for it, but assigning a codeword or condition to get a free Polymorph is more than good enough to make this spell excellent. I would never prepare this at the beginning of the day, but instead use Memorize Spell to swap around spells to prepare this and then use this before bed.
Mass Suggestion is an incredibly powerful AOE spell that has the potential to absolutely obliterate some encounters by convincing up to TWELVE enemies to stop fighting you. Suggestion is already great, how about 12 of them?
Level 12
Feat: Intelligence to 20
Spell Change Log: + Bubbling Cauldron + Scatter
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Toll the Dead |
1st Level Spell | Absorb Elements* |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Scorching Ray* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web |
3rd Level Spell | Counterspell* |
3rd Level Spell | Dispel Magic * |
3rd Level Spell | Fireball* |
3rd Level Spell | Fly |
3rd Level Spell | Tiny Hut |
4th Level Spell | Conjure Minor Elementals* |
4th Level Spell | Dimension Door* |
4th Level Spell | Polymorph* |
4th Level Spell | Wall of Fire* |
5th Level Spell | Telepathic Bond (R) |
5th Level Spell | Wall of Force* |
6th Level Spell | Bubbling Cauldron |
6th Level Spell | Contingency |
6th Level Spell | Mass Suggestion* |
6th Level Spell | Scatter* |
Your third feat and now it’s time to max out your Intelligence. Having the most powerful spells possible is definitely in your best interest.
For your spell choices you get some nice ones with Bubbling Cauldron and Scatter.
Bubbling Cauldron is a cool utility spell in which you can grab any common or uncommon potion, and while none of them are going to be super powerful, having this level of utility is really powerful.
Scatter is a really unique spell as it allows you to reposition allies freely and potentially move enemies away from allies or into more dangerous terrain which is really nice. This is excellent in any fight that’s not going as planned as shuffling allies and enemies around can generally make a huge impact.
Level 13
Spell Change Log: + Crown of Stars + Teleport
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Toll the Dead |
1st Level Spell | Absorb Elements* |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Scorching Ray* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web |
3rd Level Spell | Counterspell* |
3rd Level Spell | Dispel Magic* |
3rd Level Spell | Fireball* |
3rd Level Spell | Fly |
3rd Level Spell | Tiny Hut |
4th Level Spell | Conjure Minor Elementals* |
4th Level Spell | Dimension Door* |
4th Level Spell | Polymorph* |
4th Level Spell | Wall of Fire |
5th Level Spell | Telepathic Bond (R) |
5th Level Spell | Wall of Force* |
6th Level Spell | Bubbling Cauldron |
6th Level Spell | Contingency |
6th Level Spell | Mass Suggestion* |
6th Level Spell | Scatter* |
7th Level Spell | Crown of Stars* |
7th Level Spell | Teleport* |
Seventh level spell time!
To be honest, you’re running out of good options at this point, but you can do worse than Finger of Death. Rather than constantly using this in battle, you’d be better off setting up a situation where you know you’re going to get a kill and use this to turn that target into a thrall. Since this is a permanent member of the squad, this is really powerful, but this is a high level spell slot so you have to be conservative about it.
For your spell choices, you get to pick up Crown of Stars and Teleport!
Crown of Stars is a good damage spell that can be set up ahead of time, requires no Concentration, and only takes future bonus actions. Nothing too showstopping, but very solid.
Teleport, on the other hand, is a really good utility spell to substantially cut down on travel time and can be a decent escape mechanism if you can get your party close enough to you when casting it.
Level 14
Class Feature: Convergent Future
Spell Change Log: + Reverse Gravity + Simulacrum
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Toll the Dead |
1st Level Spell | Absorb Elements* |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Scorching Ray* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web |
3rd Level Spell | Counterspell* |
3rd Level Spell | Dispel Magic* |
3rd Level Spell | Fireball* |
3rd Level Spell | Fly |
3rd Level Spell | Tiny Hut |
4th Level Spell | Conjure Minor Elementals* |
4th Level Spell | Dimension Door* |
4th Level Spell | Polymorph* |
4th Level Spell | Wall of Fire |
5th Level Spell | Telepathic Bond (R) |
5th Level Spell | Wall of Force* |
6th Level Spell | Bubbling Cauldron |
6th Level Spell | Contingency |
6th Level Spell | Mass Suggestion* |
6th Level Spell | Scatter* |
7th Level Spell | Crown of Stars* |
7th Level Spell | Reverse Gravity* |
7th Level Spell | Simulacrum |
7th Level Spell | Teleport* |
You get your final subclass feature which is Convergent Future. As a reaction, you can now force any d20 test to automatically pass at the cost of a level of exhaustion. You can’t do this often, but when it’s really important, having this can be invaluable.
For your spell choices you can grab Reverse Gravity and Simulacrum.
Reverse Gravity is a unique CC spell that, as the spell states, reverses gravity. The spell itself is a little ambiguous as what exactly happens when an enemy makes the save is unclear, but this spell is brutal for any enemy who primarily (or exclusively) attacks at melee range.
Simulacrum, while a spell you won’t prepare often, is very messed up. This will break easily and none of the spells nor abilities refresh, but having a mini-me can be invaluable if you know you’re heading into a really tough encounter. Look to prepare this only if you intend on spending a day to cast this rather than having it perpetually prepared. Furthermore, remember that any spells you have prepared on the day you cast this will be what it has access to, so be mindful of that.
Level 15
Spell Change Log: + Dominate Monster + Maze
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Toll the Dead |
1st Level Spell | Absorb Elements* |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Scorching Ray* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web |
3rd Level Spell | Counterspell* |
3rd Level Spell | Dispel Magic* |
3rd Level Spell | Fireball* |
3rd Level Spell | Fly |
3rd Level Spell | Tiny Hut |
4th Level Spell | Conjure Minor Elementals* |
4th Level Spell | Dimension Door* |
4th Level Spell | Polymorph* |
4th Level Spell | Wall of Fire |
5th Level Spell | Telepathic Bond (R) |
5th Level Spell | Wall of Force* |
6th Level Spell | Bubbling Cauldron |
6th Level Spell | Contingency |
6th Level Spell | Mass Suggestion* |
6th Level Spell | Scatter* |
7th Level Spell | Crown of Stars* |
7th Level Spell | Reverse Gravity* |
7th Level Spell | Simulacrum |
7th Level Spell | Teleport* |
8th Level Spell | Dominate Monster |
8th Level Spell | Maze* |
You’re almost at ninth level spells, but until then, you get eighth level spells!
For your spell choices, you can grab Dominate Monster and Maze.
While really swingy, Dominate Monster is one of the highest impact (and swingiest) spells in the game that can instantly end an encounter if the target fails their save. While that may be hard when more and more enemies have legendary resistances, when this works, it is unbelievable.
Maze is always a fun one as Intelligence saving throws are pretty hard to pass for most characters, and if you’re facing an enemy with a negative bonus to Intelligence, they literally can’t escape (barring your DM doesn’t rule nat 20s as auto-successes no matter the DC like Baldur’s Gate 3 does), making this excellent.
Level 16-20
Level 16
Feat: Constitution to 18
Spell Change Log: + Antimagic Field + Antipathy/Sympathy
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Toll the Dead |
1st Level Spell | Absorb Elements* |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Scorching Ray* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web |
3rd Level Spell | Counterspell* |
3rd Level Spell | Dispel Magic* |
3rd Level Spell | Fireball* |
3rd Level Spell | Fly |
3rd Level Spell | Tiny Hut |
4th Level Spell | Conjure Minor Elementals* |
4th Level Spell | Dimension Door* |
4th Level Spell | Polymorph* |
4th Level Spell | Wall of Fire |
5th Level Spell | Telepathic Bond (R) |
5th Level Spell | Wall of Force* |
6th Level Spell | Bubbling Cauldron |
6th Level Spell | Contingency |
6th Level Spell | Mass Suggestion* |
6th Level Spell | Scatter* |
7th Level Spell | Crown of Stars* |
7th Level Spell | Reverse Gravity* |
7th Level Spell | Simulacrum |
7th Level Spell | Teleport* |
8th Level Spell | Antimagic Field |
8th Level Spell | Antipathy/Sympathy |
8th Level Spell | Dominate Monster* |
8th Level Spell | Maze* |
You get your final feat, and while not super exciting, getting 18 Constitution for the most health and best saves possible is where you want to be.
This is kind of a gap level where you don’t need anything in particular, but you still get some solid options with Antimagic Field and Antipathy/Sympathy.
This is yet another spell you won’t need often, but Antimagic Field can be really potent in the right scenarios. Need to make magic worthless? Here’s your solution.
Antipathy/Sympathy is a super weird spell that you really have to prepare ahead of time, but if you have a grand plan of luring an enemy into a known location, this is a spell you’ll probably have interest in.
Level 17
Spell Change Log: + True Polymorph + Wish
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Toll the Dead |
1st Level Spell | Absorb Elements* |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Scorching Ray* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web |
3rd Level Spell | Counterspell* |
3rd Level Spell | Dispel Magic* |
3rd Level Spell | Fireball* |
3rd Level Spell | Fly |
3rd Level Spell | Tiny Hut |
4th Level Spell | Conjure Minor Elementals* |
4th Level Spell | Dimension Door* |
4th Level Spell | Polymorph* |
4th Level Spell | Wall of Fire |
5th Level Spell | Telepathic Bond (R) |
5th Level Spell | Wall of Force* |
6th Level Spell | Bubbling Cauldron |
6th Level Spell | Contingency |
6th Level Spell | Mass Suggestion* |
6th Level Spell | Scatter* |
7th Level Spell | Crown of Stars* |
7th Level Spell | Reverse Gravity |
7th Level Spell | Simulacrum |
7th Level Spell | Teleport* |
8th Level Spell | Antimagic Field |
8th Level Spell | Antipathy/Sympathy |
8th Level Spell | Dominate Monster* |
8th Level Spell | Maze* |
9th Level Spell | True Polymorph* |
9th Level Spell | Wish* |
If you’ve made it this far in your campaign, congratulations as stuff gets weird at this point with some ninth level spells.
For your actual spell choices, you have to pick up True Polymorph and Wish as they are two of the most game breaking spells out there.
True Polymorph has all the advantages of Polymorph, but you get to pick from any creature that’s your CR or lower, and if you hold Concentration for an hour, the change is permanent* (once you lose the temp HP pool, you revert, but this is still pretty good). While the old version of this spell was stronger, you can use the “permanent” transformation more liberally as you can always revert once you take enough damage. Better yet, once your Simulacrum has almost run its course, you can just permanently change it into a huge threat to get more use out of it!
Wish is the best spell in the game, but can come with some real drawbacks depending on what you wish for, one of them being the potential to lose the ability to cast Wish. You can safely replicate eighth level spell effects or lower, but it’s just pure chaos from that point. Know who wouldn’t mind casting Wish though? Your Simulacrum! Make them cast the Wish for you and then True Polymorph them into something better. What a combo!
Level 18
Class Feature: Spell Mastery (Detect Magic/Suggestion)
Spell Change Log: + Meteor Swarm + Shapechange
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Toll the Dead |
1st Level Spell | Absorb Elements* |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Scorching Ray* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web |
3rd Level Spell | Counterspell* |
3rd Level Spell | Dispel Magic* |
3rd Level Spell | Fireball* |
3rd Level Spell | Fly |
3rd Level Spell | Tiny Hut |
4th Level Spell | Conjure Minor Elementals* |
4th Level Spell | Dimension Door* |
4th Level Spell | Polymorph* |
4th Level Spell | Wall of Fire |
5th Level Spell | Telepathic Bond (R) |
5th Level Spell | Wall of Force* |
6th Level Spell | Bubbling Cauldron |
6th Level Spell | Contingency |
6th Level Spell | Mass Suggestion* |
6th Level Spell | Scatter* |
7th Level Spell | Crown of Stars* |
7th Level Spell | Reverse Gravity |
7th Level Spell | Simulacrum |
7th Level Spell | Teleport* |
8th Level Spell | Antimagic Field |
8th Level Spell | Antipathy/Sympathy |
8th Level Spell | Dominate Monster* |
8th Level Spell | Maze* |
9th Level Spell | Meteor Swarm |
9th Level Spell | Shapechange* |
9th Level Spell | True Polymorph* |
9th Level Spell | Wish* |
With level 18 you get an innocuously powerful ability in Spell Mastery. Unfortunately this ability got nerfed so you have to pick spells that have a cast timing of one action, so you have to pick up Detect Magic and Suggestion. Unfortunately, none of your first level spell choices are great, so you can just pick Detect Magic for the heck of it. For your second level spell, I like Suggestion. Suggestion is going to be a solid spell no matter the level, so may as well get it for free!
In terms of spells, you get two more excellent ninth level options with Meteor Swarm and Shapechange.
Meteor Swarm is the best damage spell in the game, hands down. With a massive AOE and incredible damage, this can flatten enemies in an instant, but can be dangerous to use when your allies are also on the battlefield. Powerful, yet a bit unwieldy.
Shapechange does a very similar thing as True Polymorph, but instead of being able to make the transformation permanent, you can change forms in order to reset health and any other abilities the new form you’re switching to will have. Excellent for tough fights, just a bit less versatile than True Polymorph.
Level 19
Epic Boon: Boon of Fate
Spell Change Log: + Plane Shift + Gate
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Toll the Dead |
1st Level Spell | Absorb Elements* |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Scorching Ray* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web |
3rd Level Spell | Counterspell* |
3rd Level Spell | Dispel Magic* |
3rd Level Spell | Fireball* |
3rd Level Spell | Fly |
3rd Level Spell | Tiny Hut |
4th Level Spell | Conjure Minor Elementals* |
4th Level Spell | Dimension Door* |
4th Level Spell | Polymorph* |
4th Level Spell | Wall of Fire |
5th Level Spell | Telepathic Bond (R) |
5th Level Spell | Wall of Force* |
6th Level Spell | Bubbling Cauldron |
6th Level Spell | Contingency |
6th Level Spell | Mass Suggestion* |
6th Level Spell | Scatter* |
7th Level Spell | Crown of Stars* |
7th Level Spell | Plane Shift |
7th Level Spell | Reverse Gravity* |
7th Level Spell | Simulacrum |
7th Level Spell | Teleport* |
8th Level Spell | Antimagic Field |
8th Level Spell | Antipathy/Sympathy |
8th Level Spell | Dominate Monster* |
8th Level Spell | Maze* |
9th Level Spell | Gate |
9th Level Spell | Meteor Swarm |
9th Level Spell | Shapechange* |
9th Level Spell | True Polymorph* |
9th Level Spell | Wish* |
Level 19 brings your Epic Boon, and it’s hard to go wrong with Boon of Fate. Being able to potentially turn a failure into a success and vice versa, even if it’s once per short or long rest, can be the difference between surviving an encounter and not.
For your spell choices, I like picking up Plane Shift and Gate.
Plane Shift is not a spell you’ll need often, but if you need to get onto a different plane, this is how you’d do it.
Similarly, Gate is super weird and you’ll only want it for niche scenarios, but being able to use it for extraplanar transport or to forcibly bring an extraplanar entity to you is really nice. Not many use cases, but really helpful when you need it.
Level 20
Class Feature: Signature Spells (Counterspell/Dispel Magic)
Spell Change Log: + Forcecage + Demiplane
SPELL LEVEL | SPELL NAME |
Cantrip | Fire Bolt |
Cantrip | Light (Aasimar) |
Cantrip | Mage Hand |
Cantrip | Minor Illusion |
Cantrip | Prestidigitation |
Cantrip | Toll the Dead |
1st Level Spell | Absorb Elements* |
1st Level Spell | Comprehend Languages (R) |
1st Level Spell | Detect Magic (R) |
1st Level Spell | Feather Fall* |
1st Level Spell | Find Familiar (R) |
1st Level Spell | Magic Missile |
1st Level Spell | Shield* |
1st Level Spell | Silvery Barbs* |
2nd Level Spell | Augury (R) |
2nd Level Spell | Misty Step* |
2nd Level Spell | Scorching Ray* |
2nd Level Spell | Suggestion* |
2nd Level Spell | Web |
3rd Level Spell | Counterspell* |
3rd Level Spell | Dispel Magic* |
3rd Level Spell | Fireball* |
3rd Level Spell | Fly* |
3rd Level Spell | Tiny Hut |
4th Level Spell | Conjure Minor Elementals* |
4th Level Spell | Dimension Door* |
4th Level Spell | Polymorph* |
4th Level Spell | Wall of Fire* |
5th Level Spell | Telepathic Bond (R) |
5th Level Spell | Wall of Force* |
6th Level Spell | Bubbling Cauldron |
6th Level Spell | Contingency |
6th Level Spell | Mass Suggestion* |
6th Level Spell | Scatter* |
7th Level Spell | Crown of Stars* |
7th Level Spell | Forcecage* |
7th Level Spell | Plane Shift |
7th Level Spell | Reverse Gravity* |
7th Level Spell | Simulacrum |
7th Level Spell | Teleport* |
8th Level Spell | Antimagic Field |
8th Level Spell | Antipathy/Sympathy |
8th Level Spell | Demiplane |
8th Level Spell | Dominate Monster* |
8th Level Spell | Maze* |
9th Level Spell | Gate |
9th Level Spell | Meteor Swarm |
9th Level Spell | Shapechange* |
9th Level Spell | True Polymorph* |
9th Level Spell | Wish* |
For your final level up, you get an alright ability and your last two spells.
Signature Spells is similar to Spell Mastery, but you only get one free cast of the chosen spells per day. Still, as you get some spells for free, you’ll likely just want two excellent ones with Counterspell and Dispel Magic. Having free castings of two really important spells is great, and while picking both Counterspell and Dispel Magic may be a bit overkill, I like having as many chances to get these to work as possible.
For your final spell choices, I like picking up Forcecage and Demiplane.
Forcecage was the best CC spell in 5e, but with the nerfs, it’s still a reasonable, but costly option. That said, the 1,500 gp material component should be no issue for level 20 adventurers, so I like having this as a solid CC option at this point.
Demiplane is not a spell you want prepared often, but it can helped when you need to hide out somewhere, access your portable storehouse, or whatever other reason you may need this for.