The Stormcaller – Cleric/Wizard Multiclass Build Guide

Learn the best build for the Stormcaller with step by step leveling guides, full spell lists, and easy to navigate sections so you only read what you need!

Article Disclaimers

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 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.



Why Stormcaller?

One of my favorite Wizard subclasses is Evocation Wizard, not because of its strength, but how satisfying it is to fry your enemies with spells. The Stormcaller has a very similar play style with a heavy emphasis on offensive spellcasting, but goes about it a very unique way. The Tempest Cleric‘s Channel Divinity lets you deal maximum damage on any lightning or thunder spell which was balanced by them having very few spells to use this for, but when combined with the Scribes Wizard who can change the damage type on spells, you can do some wacky combinations! You can be casting full damage lightning Fireballs, huge thunder Cone of Colds, or just obliterating enemies with Chain Lightning when you get it making this a really unique play experience!


Quick Level Up Guide

LevelClass Features/FeatSpell Change Log
1 – 1 ClericSpellcasting, Arcane Recovery
Spellcasting, Divine Order (Protection)
+ Guidance + Light + Sacred Flame + Toll the Dead
+ Bless + Detect Magic (R)
+ Guiding Bolt + Healing Word
2 – 1 Cleric 1 WizardSpellcasting, Ritual Adept, Arcane Recovery+ Fire Bolt + Minor Illusion + Prestidigitation
+ Feather Fall + Find Familiar (R) + Magic Missile
+ Shield + Silvery Barbs + Unseen Servant (R)
3 – 1 Cleric 2 WizardScholar (Investigation)+ Absorb Elements + Comprehend Languages
4 – 1 Cleric 3 Wizard (Scribes)Wizardly Quill, Awakened Spellbook+ Misty Step
+ Web
5 – 1 Cleric 4 WizardFeat: War Caster (INT)+ Mage Hand
+ Augury + Suggestion
6 – 1 Cleric 5 WizardMemorize Spell+ Fireball + Lightning Bolt
7 – 2 Cleric 5 WizardChannel Divinity (x2)+ Command
8 – 3 Cleric (Tempest) 5 WizardBonus Proficiencies, Wrath of the Storm, Channel Divinity: Destructive Wrath+ Fog Cloud (Tempest)
+ Thunderwave (Tempest)
+ Aid
+ Gust of Wind (Tempest )
+ Shatter (Tempest)
9 – 3 Cleric 6 WizardManifest Mind+ Counterspell + Dispel Magic
10 – 3 Cleric 7 Wizard+ Dimension Door + Polymorph
11 – 3 Cleric 8 WizardFeat: Intelligence to 20+ Conjure Minor Elementals + Summon Greater Demon
12 – 3 Cleric 9 Wizard+ Storm of Radiance
+ Wall of Force
13 – 3 Cleric 10 WizardMaster Scrivener+ Toll the Dead
+ Scorching Ray
+ Cone of Cold
14 – 3 Cleric 11 Wizard+ Chain Lightning
+ Mass Suggestion
15 – 3 Cleric 12 WizardFeat: Resilient (CON)+ Scatter
+ Soul Cage
16 – 3 Cleric 13 Wizard+ Crown of Stars + Teleport
17 – 3 Cleric 14 WizardOne with the Word+ Reverse Gravity
+ Simulacrum
18 – 3 Cleric 15 Wizard+ Forcecage + Maze
19 – 3 Cleric 16 WizardEpic Boon: Boon of Fate+ Antimagic Field
+ Antipathy/Sympathy
20 – 4 Cleric 16 WizardEpic Boon: Boon of Dimensional Travel+ Thaumaturgy + Silence

Questions About Multiclassing?

Not every inherent interaction here is going to be mentioned in the guide, so check out the multiclassing guide to help answer any additional questions you may have!


What’s The Game Plan Of The Stormcaller?

This is a straightforward game plan – use your spell slots on blast spells to blow enemies up! This is a damage centric build where you are looking to end fights quickly rather than constantly maintaining concentration on a spell over a longer fight.


Important Notes For The Build

  • If you upcast a spell, that changes its functional spell level for Awakened Spellbook so you need to make sure you have a lightning spell of that level before you go for the upcast.
  • Try to conserve your 3rd and 5th level spell slots when possible for max damage spells with Destructive Wrath.
  • Destructive Wrath only works on once per spell, so don’t put it on something like a Storm of Radiance expecting it to deal max damage every turn.

Level One Build


Species: Human

Attributes:

POINT BUY
STRENGTH8
DEXTERITY10
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE15 (+2 background) = 17
WISDOM14
CHARISMA8

Class: Cleric

Class Features: Spellcasting, Arcane Recovery

Skill Proficiencies: History and Insight

Background: Criminal (Alert)

Human Feat: Musician (or Magic Initiate: Druid)

Starting Equipment: Mace, Scale Mail, Explorer’s Pack, a Shield, Holy Symbol, and 30gp + 50gp from background

Starting Spells:

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
1st Level SpellBless
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word

Species: Human

Humans are simple – you get an extra Origin feat, Heroic Inspiration each long rest, and an extra skill. This is a great species for those who didn’t get their origin feat of choice with their background.

Human Feat: Musician (or Magic Initiate: Druid)

Musician is an excellent feat that at least one party member should have, if not two. However, if your team doesn’t need a Musician, Magic Initiate: Druid is an excellent backup to get either Entangle or Goodberry.


Attributes

POINT BUY
STRENGTH8
DEXTERITY10
CONSTITUTION15 (+1 background) = 16
INTELLIGENCE15 (+2 background) = 17
WISDOM14
CHARISMA8

This class is a Wizard first so you need good Constitution and Intelligence, but with a Cleric multiclass, you need decent Wisdom as well.


Proficiencies: History and Insight

History is good for your high intelligence where Insight is good for your solid Wisdom score.


Background – Criminal

This increases the abilities you need increased and gives you the second best Origin feat with Alert. What’s not to like?


Class – Cleric

Starting out, Clerics get two abilities – Spellcasting and Divine Order (Protection).

Spellcasting is pretty much the same as the other full casters and will be expounded on in other sections.

Divine Order lets you choose between Protector and Thaumaturge. Protection gives you heavy armor and martial weapon proficiency and Thamaturge gives you an additional cantrip and the ability to add your WIS modifier to Arcana and Religion checks. Obviously, you’re picking Protection here to get Heavy Armor and Shield proficiency for an excellent AC right off the bat.


Starting Equipment – Starting Equipment – Mace, Chain Mail, Explorer’s Pack, a Shield, Holy Symbol, and 5gp + 50gp from background

Classic heavy armor Cleric start, nothing novel here.


Starting Spells

SPELL LEVELSPELL NAME
CantripGuidance
CantripLight
CantripSacred Flame
CantripToll the Dead
1st Level SpellBless
1st Level SpellDetect Magic (R)
1st Level SpellGuiding Bolt
1st Level SpellHealing Word

This is going to be an extremely standard spell list for a level one Cleric. You have good cantrips and versatile level one spells with varying effects with buffs, damage, and healing. Simple and effective.


The Build Level 2 Onward


Level 2-5


Level 2

Class: 1 Cleric 1 Wizard

Class Features: Spellcasting, Ritual Adept, Arcane Recovery

Spell Change Log: + Fire Bolt + Minor Illusion + Prestidigitation + Feather Fall + Find Familiar (R) + Magic Missile + Shield + Silvery Barbs + Unseen Servant

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Cleric1st Level SpellBless
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile*
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
* = Prepared Wizard Spells

This is your standard spell list for a level 1 Wizard. You have your an excellent Ritual spells (Find Familiar and Unseen Servant) 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 (since Ritual Adept lets you use those Ritual spells without preparing them which is incredible)!

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.


Level 3

Class: 1 Cleric 2 Wizard

Class Features: Scholar (Investigation)

Spell Change Log: + Absorb Elements + Comprehend Languages

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Cleric1st Level SpellBless
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile*
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
* = Prepared Wizard Spells

2 levels in Wizard brings a new class ability – Scholar. You now get Expertise in one of your Wizard skills, and you actually have to pick History, so that’s your choice!

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 4

Class: 1 Cleric 3 Wizard (Scribes)

Class Features: Wizardly Quill, Awakened Spellbook

Spell Change Log: + Misty Step + Web

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Cleric1st Level SpellBless
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Wizard1st Level SpellAbsorb Elements
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile*
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellWeb*
* = Prepared Wizard Spells

Subclass time and you get two subclass features, and unfortunately, neither are terribly impactful. The first ability is Wizardly Quill which just feels like a flavor ability and has functionally no impact on the game itself. Not a great start.

The second ability is Awakened Spellbook which also has a abilities that are really just flair, but not much substance. The one ability here that is very relevant, though, is the swapping of damage types. The way it works is that you can swap the damage type of one spell for another as long as they are of the same spell level which is a bit specific, but useful for the average Wizard. That said, this is extremely relevant to our build! Once you get your Cleric subclass and pick up Destructive Wrath, you can maximize the damage of any lightning or thunder spell. Generally this is limited to the extremely few lightning or thunder spells Clerics get, but with Scribes Wizard, you can utilize this with spells it was never intended to work with! This ability would obviously be good with Lightning Bolt, but with a damage switched Fireball? That can be really powerful! Storm of Radiance is ok with this ability, but what about a damage switched Cone of Cold? That’s a really brutal combination! This is an awesome ability for this build and one you’re going to get a lot of mileage out of.

As a note though, what’s a little unintuitive about this ability is that it cares about the spell level of the spell you are casting. So if you are damage switching a third level spell with another third level spell, you’re all good. However, if you’re upcasting a third level spell to the fourth level, you can no longer damage switch with that third level spell. Keep that in mind when constructing your spell list or picking up new spells to learn for this purpose.

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 5

Class: 1 Cleric 4 Wizard

Feat: War Caster (INT)

Class Features: None

Spell Change Log: + Mage Hand + Augury + Suggestion

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Cleric1st Level SpellBless
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Wizard1st Level SpellAbsorb Elements
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile*
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellSuggestion*
Wizard2nd Level SpellWeb*
* = Prepared Wizard Spells

You can now pick up your first feat, and I like picking 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 (even if this isn’t a problem that often).

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 6-10


Level 6

Class: 1 Cleric 5 Wizard

Class Features: Memorize Spell

Spell Change Log: + Fireball + Lightning Bolt

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Cleric1st Level SpellBless
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile*
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellSuggestion*
Wizard2nd Level SpellWeb*
Wizard3rd Level SpellFireball*
Wizard3rd Level SpellLightning Bolt
* = Prepared Wizard Spells

5 levels in Wizard 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, you can pick up Fireball and Lightning Bolt!

Lightning Bolt is a great spell, but you didn’t grab it because you’re going to be using it, rather, it’s so you can damage switch your Fireball! Having a lightning damage Fireball is awesome as it can get around fire resistance (which is very common), but it can also be maximized with your Destructive Wrath in a few levels for a ton of damage! Do be mindful though that you won’t be able to upcast Fireball and still damage switch until we get higher level spells which is awkward, but it is what it is.


Level 7

Class: 2 Cleric 5 Wizard

Class Features: Channel Divinity (x2)

Spell Change Log: + Command

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Cleric1st Level SpellBless
Cleric1st Level SpellCommand
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile*
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellSuggestion*
Wizard2nd Level SpellWeb*
Wizard3rd Level SpellFireball*
Wizard3rd Level SpellLightning Bolt
* = Prepared Wizard Spells

Now that we have third level spells, we can take a break on Wizard to get the Cleric subclass!

2 levels in Cleric doesn’t bring too much, but you do get Channel Divinity and another spell!

Your Channel Divinity has two charges per day and two features to the table with Turn Undead and Divine Spark. Turn Undead potentially makes undead run in fear if they fail a WIS save which is a unique feature, but not always the most useful as this obviously only works against undead. Divine Spark lets you use your action to either deal or heal a little bit of damage. Definitely not great, but the healing can be helpful in a pinch.

For your spell choice, you can pick up Command. It’s not always going to be super helpful, but upcasting it to potentially rid multiple enemies of their action for the turn can be useful in the right circumstances!


Level 8

Class: 3 Cleric (Tempest) 5 Wizard

Class Features: Bonus Proficiencies, Wrath of the Storm, Channel Divinity: Destructive Wrath

Spell Change Log: + Fog Cloud (Tempest) + Thunderwave (Tempest) + Aid + Gust of Wind (Tempest ) + Shatter (Tempest)

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Cleric1st Level SpellBless
Cleric1st Level SpellCommand
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellFog Cloud (Tempest)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellThunderwave (Tempest)
Cleric2nd Level SpellAid
Cleric2nd Level SpellGust of Wind (Tempest )
Cleric2nd Level SpellShatter (Tempest)
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile*
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellSuggestion*
Wizard2nd Level SpellWeb*
Wizard3rd Level SpellFireball*
Wizard3rd Level SpellLightning Bolt
* = Prepared Wizard Spells

Finally you get your Cleric subclass and it comes with an avalanche of abilities.

Your first ability is both Heavy Armor and Martial Weapon proficiency which would’ve been nice if you didn’t already pick up Protector level one. What can you do?

Your next ability is Wrath of the Storm which lets you use your reaction (something Clerics very rarely get to use) to hurt enemies that hurt you. Decent in earlier levels, but since it doesn’t scale, it does get worse as you progress. it is pretty free regardless making it a decent ability.

Your third ability is Tempest Domain Spells and you get Fog Cloud, Thunderwave, Gust of Wind, and Shatter.

Fog Cloud is decent if you need a large area of heavy obscurement which can be useful in some fights, escapes, etc.

Thunderwave is another solid spell. Decent damage over a decent area and can reposition enemies is good, especially for a class that can functionally never do that. The first level spells do leave a bit to be desired, but over all aren’t too bad.

Gust of Wind is, unfortunately, an extremely specific and difficult spell to use. It only really works if you’re trying to lock down a corridor or another narrow space, and even then, this isn’t particularly good. Not terrible, but not great.

Lastly, you get Shatter which is an alright spell. Clerics generally don’t get AOE spells so having access to one is nice, even if it isn’t the strongest out there. Still, this is acceptable in early levels and is quite solid with your Channel Divinity.

Your final ability is the Tempest Domain Channel Divinity – Destructive Wrath. This is the ability we were looking for as this lets you maximize the damage of any lightning or thunder spell, so in conjunction with Awakened Spellbook, this can maximize the damage on spells that never should’ve been able to be maximized. This is a really fun ability to use and is very similar to the Evoker’s Overchannel, but is an ability you get way earlier and can use substantially more often.

For this level, you can pick up a new spell with Aid.

Aid is an excellent temporary health buffer for your team as 15 total points for a second level slot is quite nice, and better yet, this scales quite well with higher spell slots put into it.


Level 9

Class: 3 Cleric 6 Wizard

Class Features: Manifest Mind

Spell Change Log: + Counterspell + Dispel Magic

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Cleric1st Level SpellBless
Cleric1st Level SpellCommand
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellFog Cloud (Tempest)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellThunderwave (Tempest)
Cleric2nd Level SpellAid
Cleric2nd Level SpellGust of Wind (Tempest )
Cleric2nd Level SpellShatter (Tempest)
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellSuggestion*
Wizard2nd Level SpellWeb*
Wizard3rd Level SpellCounterspell*
Wizard3rd Level SpellDispel Magic*
Wizard3rd Level SpellFireball*
Wizard3rd Level SpellLightning Bolt
* = Prepared Wizard Spells

You get your third subclass feature this level with Manifest Mind. This feature is quite weird as it’s a pretty good surveillance tool, but since the manifested mind is still visible, it obviously has a lot of inherent risk there. The more interesting feature is being able to spellcast using its space rather than your own which would make spells with low ranges more versatile, however since those spells tend not to be great anyway, this build doesn’t make the best use of it. It is nice to have, but not particularly impactful.

For your spells, I like picking up both Counterspell and Dispel Magic to try and prevent getting got by a spell as often as possible.


Level 10

Class: 3 Cleric 7 Wizard

Class Features: None

Spell Change Log: + Dimension Door + Polymorph

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Cleric1st Level SpellBless
Cleric1st Level SpellCommand
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellFog Cloud (Tempest)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellThunderwave (Tempest)
Cleric2nd Level SpellAid
Cleric2nd Level SpellGust of Wind (Tempest )
Cleric2nd Level SpellShatter (Tempest)
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellSuggestion
Wizard2nd Level SpellWeb*
Wizard3rd Level SpellCounterspell*
Wizard3rd Level SpellDispel Magic*
Wizard3rd Level SpellFireball*
Wizard3rd Level SpellLightning Bolt
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph*
* = Prepared Wizard Spells

You finally get 4th level spells and you can pick up For 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 11-15


Level 11

Class: 3 Cleric 8 Wizard

Feat: Intelligence to 20

Class Features: None

Spell Change Log: + Conjure Minor Elementals + Summon Greater Demon

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Cleric1st Level SpellBless
Cleric1st Level SpellCommand
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellFog Cloud (Tempest)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellThunderwave (Tempest)
Cleric2nd Level SpellAid
Cleric2nd Level SpellGust of Wind (Tempest )
Cleric2nd Level SpellShatter (Tempest)
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellSuggestion
Wizard2nd Level SpellWeb*
Wizard3rd Level SpellCounterspell*
Wizard3rd Level SpellDispel Magic*
Wizard3rd Level SpellFireball*
Wizard3rd Level SpellLightning Bolt
Wizard4th Level SpellConjure Minor Elementals
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph*
Wizard4th Level SpellSummon Greater Demon*
* = Prepared Wizard Spells

While late, you can now pick up your second feat and you obviously have to just boost Intelligence to 20. Maximizing your spells is important and this came later than you would have normally wanted it!

For your spells, I like picking up Conjure Minor Elementals and Summon Greater Demon.

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.

Summon Greater Demon is definitely an interesting choice, but it can be really effective in a lot of scenarios. While this would definitely be more useful back at level 7 when you could normally pick this up, you can still get a lot of use out of this by summoning this behind your enemy and dropping concentration your next turn. You lose control of whatever you summoned, but it will disappear in a few turns and will start attacking your enemies as it’s the closest target. Throwing an additional body at an enemy is never bad, especially when it’s a CR 5 demon!


Level 12

Class: 3 Cleric 9 Wizard

Class Features: None

Spell Change Log: + Storm of Radiance + Wall of Force

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Cleric1st Level SpellBless
Cleric1st Level SpellCommand
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellFog Cloud (Tempest)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellThunderwave (Tempest)
Cleric2nd Level SpellAid
Cleric2nd Level SpellGust of Wind (Tempest )
Cleric2nd Level SpellShatter (Tempest)
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellSuggestion
Wizard2nd Level SpellWeb*
Wizard3rd Level SpellCounterspell*
Wizard3rd Level SpellDispel Magic*
Wizard3rd Level SpellFireball*
Wizard3rd Level SpellLightning Bolt
Wizard4th Level SpellConjure Minor Elementals
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph*
Wizard4th Level SpellSummon Greater Demon*
Wizard5th Level SpellStorm of Radiance*
Wizard5th Level SpellWall of Force*
* = Prepared Wizard Spells

You finally get access to 5th level spells which is extremely important as you can pick up Storm of Radiance and Wall of Force.

Storm of Radiance is a great persistent AOE spell that can really stifle your enemies while dealing them a bunch of damage in the process, so this is an easy inclusion. However, you also get the added benefit that some of the damage here is Thunder meaning you can damage switch with other 5th level options (mainly an upcasted Fireball right now) to work with your Destructive Wrath!

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 13

Class: 3 Cleric 10 Wizard

Class Features: Master Scrivener

Spell Change Log: + Toll the Dead + Scorching Ray + Cone of Cold

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Cleric1st Level SpellBless
Cleric1st Level SpellCommand
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellFog Cloud (Tempest)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellThunderwave (Tempest)
Cleric2nd Level SpellAid
Cleric2nd Level SpellGust of Wind (Tempest )
Cleric2nd Level SpellShatter (Tempest)
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellScorching Ray*
Wizard2nd Level SpellSuggestion
Wizard2nd Level SpellWeb
Wizard3rd Level SpellCounterspell*
Wizard3rd Level SpellDispel Magic*
Wizard3rd Level SpellFireball*
Wizard3rd Level SpellLightning Bolt
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph*
Wizard4th Level SpellSummon Greater Demon*
Wizard5th Level SpellCone of Cold*
Wizard5th Level SpellStorm of Radiance*
Wizard5th Level SpellWall of Force*
* = Prepared Wizard Spells

10 levels in Wizard brings your penultimate subclass feature – Master Scrivener. Being able to craft level one and two special scrolls that are a bit juiced up every long rest is nice to help preserve spell slots, even if it’s just low level slots. Unfortunately, the spell list doesn’t support the upcasted nature of these spells, but it’s still like having an additional first or second level spell slot every day, even if allies can’t use it. Furthermore, being able to make scrolls for half the time and cost can be useful for both allies and for a traveling business if your campaign is geared towards that!

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 Cone of Cold.

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.

For your second spell, I like nabbing Cone of Cold. This is a massive AOE damage spell that is just alright normally, but when you damage switch to Thunder and use Destructive Wrath, you can hit an extremely wide area with 64 thunder damage which can be awesome for clearing out less hardy, but plentiful enemies.


Level 14

Class: 3 Cleric 11 Wizard

Class Features: None

Spell Change Log: + Chain Lightning + Mass Suggestion

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Cleric1st Level SpellBless
Cleric1st Level SpellCommand
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellFog Cloud (Tempest)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellThunderwave (Tempest)
Cleric2nd Level SpellAid
Cleric2nd Level SpellGust of Wind (Tempest )
Cleric2nd Level SpellShatter (Tempest)
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellScorching Ray*
Wizard2nd Level SpellSuggestion
Wizard2nd Level SpellWeb
Wizard3rd Level SpellCounterspell*
Wizard3rd Level SpellDispel Magic*
Wizard3rd Level SpellFireball*
Wizard3rd Level SpellLightning Bolt
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph
Wizard4th Level SpellSummon Greater Demon
Wizard5th Level SpellCone of Cold*
Wizard5th Level SpellStorm of Radiance*
Wizard5th Level SpellWall of Force*
Wizard6th Level SpellChain Lightning*
Wizard6th Level SpellMass Suggestion*
* = Prepared Wizard Spells

You get sixth level spells and you get two really nice ones with Chain Lightning and Mass Suggestion.

With Destructive Wrath, Chain Lightning can deal 80 damage to up to four different targets, so no brainer on why this is here.

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 15

Class: 3 Cleric 12 Wizard

Class Features: None

Feat: Resilient (CON)

Spell Change Log: + Scatter + Soul Cage

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Cleric1st Level SpellBless
Cleric1st Level SpellCommand
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellFog Cloud (Tempest)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellThunderwave (Tempest)
Cleric2nd Level SpellAid
Cleric2nd Level SpellGust of Wind (Tempest )
Cleric2nd Level SpellShatter (Tempest)
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellScorching Ray*
Wizard2nd Level SpellSuggestion
Wizard2nd Level SpellWeb
Wizard3rd Level SpellCounterspell*
Wizard3rd Level SpellDispel Magic*
Wizard3rd Level SpellFireball*
Wizard3rd Level SpellLightning Bolt
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph
Wizard4th Level SpellSummon Greater Demon
Wizard5th Level SpellCone of Cold*
Wizard5th Level SpellStorm of Radiance*
Wizard5th Level SpellWall of Force*
Wizard6th Level SpellChain Lightning*
Wizard6th Level SpellMass Suggestion*
Wizard6th Level SpellScatter*
Wizard6th Level SpellSoul Cage
* = Prepared Wizard Spells

You get another feat here, and while it puts your Constitution score to an odd value, I like picking up Resilient (CON). While you could boost your Constitution to 18 for more health and slightly better saving throws, losing some health to have substantially better saving throws is a better deal in my opinion.

For your spell choices, I like grabbing Scatter and Soul Cage.

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.

Soul Cage is also an extremely unique spell which is really four lower leveled spells in a trench coat. If you find yourself not using all your spell slots often (which would be surprising for this build), this can be really nice to have.


Level 16-20


Level 16

Class: 3 Cleric 13 Wizard

Class Features: None

Spell Change Log: + Crown of Stars + Teleport

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Cleric1st Level SpellBless
Cleric1st Level SpellCommand
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellFog Cloud (Tempest)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellThunderwave (Tempest)
Cleric2nd Level SpellAid
Cleric2nd Level SpellGust of Wind (Tempest )
Cleric2nd Level SpellShatter (Tempest)
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellScorching Ray*
Wizard2nd Level SpellSuggestion
Wizard2nd Level SpellWeb
Wizard3rd Level SpellCounterspell*
Wizard3rd Level SpellDispel Magic*
Wizard3rd Level SpellFireball*
Wizard3rd Level SpellLightning Bolt
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph
Wizard4th Level SpellSummon Greater Demon
Wizard5th Level SpellCone of Cold*
Wizard5th Level SpellStorm of Radiance*
Wizard5th Level SpellWall of Force*
Wizard6th Level SpellChain Lightning*
Wizard6th Level SpellMass Suggestion*
Wizard6th Level SpellScatter*
Wizard6th Level SpellSoul Cage
Wizard7th Level SpellCrown of Stars
Wizard7th Level SpellTeleport*
* = Prepared Wizard Spells

Seventh level spell time!

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 17

Class: 3 Cleric 14 Wizard

Class Features: One with the Word

Spell Change Log: + Reverse Gravity + Simulacrum

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Cleric1st Level SpellBless
Cleric1st Level SpellCommand
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellFog Cloud (Tempest)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellThunderwave (Tempest)
Cleric2nd Level SpellAid
Cleric2nd Level SpellGust of Wind (Tempest )
Cleric2nd Level SpellShatter (Tempest)
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellScorching Ray*
Wizard2nd Level SpellSuggestion
Wizard2nd Level SpellWeb
Wizard3rd Level SpellCounterspell*
Wizard3rd Level SpellDispel Magic*
Wizard3rd Level SpellFireball*
Wizard3rd Level SpellLightning Bolt
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph
Wizard4th Level SpellSummon Greater Demon
Wizard5th Level SpellCone of Cold*
Wizard5th Level SpellStorm of Radiance*
Wizard5th Level SpellWall of Force*
Wizard6th Level SpellChain Lightning*
Wizard6th Level SpellMass Suggestion*
Wizard6th Level SpellScatter*
Wizard6th Level SpellSoul Cage
Wizard7th Level SpellCrown of Stars
Wizard7th Level SpellReverse Gravity*
Wizard7th Level SpellSimulacrum
Wizard7th Level SpellTeleport*
* = Prepared Wizard Spells

You get your final subclass feature – One with the Word. In short, you can dismiss your spectral book as a reaction to not take damage at the cost of losing some amount of spells for a few days. While this feature is potent as the amount of damage prevented doesn’t matter, losing spells is definitely painful, especially if it’s for the maximum 6 days. To that end, you should make it a priority (if you haven’t been already) to learn new spells from scrolls and books so you have a backlog of things you can give up in case you are forced to use this ability.

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 18

Class: 3 Cleric 15 Wizard

Class Features: None

Spell Change Log: + Forcecage + Maze

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Cleric1st Level SpellBless
Cleric1st Level SpellCommand
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellFog Cloud (Tempest)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellThunderwave (Tempest)
Cleric2nd Level SpellAid
Cleric2nd Level SpellGust of Wind (Tempest )
Cleric2nd Level SpellShatter (Tempest)
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellScorching Ray*
Wizard2nd Level SpellSuggestion
Wizard2nd Level SpellWeb
Wizard3rd Level SpellCounterspell*
Wizard3rd Level SpellDispel Magic*
Wizard3rd Level SpellFireball*
Wizard3rd Level SpellLightning Bolt
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph
Wizard4th Level SpellSummon Greater Demon
Wizard5th Level SpellCone of Cold*
Wizard5th Level SpellStorm of Radiance*
Wizard5th Level SpellWall of Force*
Wizard6th Level SpellChain Lightning*
Wizard6th Level SpellMass Suggestion*
Wizard6th Level SpellScatter*
Wizard6th Level SpellSoul Cage
Wizard7th Level SpellCrown of Stars
Wizard7th Level SpellForcecage
Wizard7th Level SpellReverse Gravity*
Wizard7th Level SpellSimulacrum
Wizard7th Level SpellTeleport*
Wizard8th Level SpellMaze*
* = Prepared Wizard Spells

You finally get access to 8th level spells and you’re going to pick up the best one in Maze and the last potent 7th level option with Forcecage.

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.

Maze is always a fun one as Intelligence saving throws are pretty hard to pass for most characters (it’s technically Investigation, but what monster has proficiency in Investigation), 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 19

Class: 3 Cleric 16 Wizard

Epic Boon: Boon of Fate (INT)

Spell Change Log: + Antimagic Field + Antipathy/Sympathy

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Cleric1st Level SpellBless
Cleric1st Level SpellCommand
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellFog Cloud (Tempest)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellThunderwave (Tempest)
Cleric2nd Level SpellAid
Cleric2nd Level SpellGust of Wind (Tempest )
Cleric2nd Level SpellShatter (Tempest)
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellScorching Ray*
Wizard2nd Level SpellSuggestion
Wizard2nd Level SpellWeb
Wizard3rd Level SpellCounterspell*
Wizard3rd Level SpellDispel Magic*
Wizard3rd Level SpellFireball*
Wizard3rd Level SpellLightning Bolt
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph
Wizard4th Level SpellSummon Greater Demon
Wizard5th Level SpellCone of Cold*
Wizard5th Level SpellStorm of Radiance*
Wizard5th Level SpellWall of Force*
Wizard6th Level SpellChain Lightning*
Wizard6th Level SpellMass Suggestion*
Wizard6th Level SpellScatter*
Wizard6th Level SpellSoul Cage*
Wizard7th Level SpellCrown of Stars
Wizard7th Level SpellForcecage*
Wizard7th Level SpellReverse Gravity*
Wizard7th Level SpellSimulacrum
Wizard7th Level SpellTeleport*
Wizard8th Level SpellAntimagic Field
Wizard8th Level SpellAntipathy/Sympathy
Wizard8th Level SpellMaze*
* = Prepared Wizard Spells

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.

This level is awkward for spells as 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 20

Class: 3 Cleric 17 Wizard

Class Features: None

Spell Change Log: + True Polymorph + Wish

CLASSSPELL LEVELSPELL NAME
ClericCantripGuidance
ClericCantripLight
ClericCantripSacred Flame
ClericCantripToll the Dead
WizardCantripFire Bolt
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Cleric1st Level SpellBless
Cleric1st Level SpellCommand
Cleric1st Level SpellDetect Magic (R)
Cleric1st Level SpellFog Cloud (Tempest)
Cleric1st Level SpellGuiding Bolt
Cleric1st Level SpellHealing Word
Cleric1st Level SpellThunderwave (Tempest)
Cleric2nd Level SpellAid
Cleric2nd Level SpellGust of Wind (Tempest )
Cleric2nd Level SpellShatter (Tempest)
Wizard1st Level SpellAbsorb Elements*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFeather Fall*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellAugury (R)
Wizard2nd Level SpellMisty Step*
Wizard2nd Level SpellScorching Ray*
Wizard2nd Level SpellSuggestion
Wizard2nd Level SpellWeb
Wizard3rd Level SpellCounterspell*
Wizard3rd Level SpellDispel Magic*
Wizard3rd Level SpellFireball*
Wizard3rd Level SpellLightning Bolt
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph
Wizard4th Level SpellSummon Greater Demon
Wizard5th Level SpellCone of Cold*
Wizard5th Level SpellStorm of Radiance*
Wizard5th Level SpellWall of Force*
Wizard6th Level SpellChain Lightning*
Wizard6th Level SpellMass Suggestion*
Wizard6th Level SpellScatter*
Wizard6th Level SpellSoul Cage*
Wizard7th Level SpellCrown of Stars*
Wizard7th Level SpellReverse Gravity*
Wizard7th Level SpellSimulacrum
Wizard7th Level SpellTeleport*
Wizard8th Level SpellAntimagic Field
Wizard8th Level SpellAntipathy/Sympathy
Wizard8th Level SpellDominate Monster
Wizard8th Level SpellMaze*
* = Prepared Wizard Spells

Finally, after 20 long levels, you get your ninth level spells!

For your 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!


DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

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