The Thorny Tank – Artificer/Warlock/Wizard Multiclass Build Guide

Learn how to play the Thorny Tank multiclass build with full leveling guides, full spell lists, and easy to navigate sections to 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 The Thorny Tank?

The Thorny Tank is more or less an average Wizard, but with some class dips to make it a stronger or more well rounded character. While delaying your spell progression does hurt a bit, what you get between armor proficiencies and Eldritch Invocations can definitely make up for it!


Quick Level Up Guide

LevelClass Features/FeatSpell Change Log
1 – 1 ArtificerMagical Tinkering, Spellcasting+ Fire Bolt + Guidance
+ Detect Magic (R) + Feather Fall
2 – 1 Artificer 1 WizardSpellcasting, Ritual Adept, Arcane Recovery+ Light + Mage Hand + Minor Illusion
+ Comprehend Languages (R) + Find Familiar (R) + Magic Missile + Shield + Silvery Barbs
+ Unseen Servant (R)
3 – 1 Artificer 2 WizardScholar+ Expeditious Retreat + Hideous Laughter
4 – 1 Artificer 3 Wizard (Abjuration)Abjuration Savant, Arcane Ward+ Absorb Elements (Abjuration)
+ Alarm (Abjuration) (R)
+ Suggestion + Web
5 – 1 Artificer 4 WizardFeat: Telekinetic (INT)+ Mage Hand
+ Augury (R) + Misty Step
6 – 1 Artificer 5 WizardMemorize Spell+ Counterspell (Abjuration)
+ Hypnotic Pattern + Tiny Hut (R)
7 – 1 Artificer 1 Warlock 5 WizardEldritch Invocations (Eldritch Mind), Pact Magic+ Magic Stone + Mind Sliver
+ Armor of Agathys
+ Expeditious Retreat
8 – 1 Artificer 2 Warlock 5 WizardMagical Cunning (Devil’s Sight/Fiendish Vigor)+ Protection from Evil and Good
9 – 1 Artificer 2 Warlock 6 WizardProjected Ward+ Fly + Sleet Storm
10 – 1 Artificer 2 Warlock 7 Wizard+ Dispel Magic (Abjuration)
+ Dimension Door + Polymorph
11 – 1 Artificer 2 Warlock 8 WizardFeat: Intelligence to 20+ Conjure Minor Elementals + Wall of Fire
12 – 1 Artificer 2 Warlock 9 Wizard+ Remove Curse (Abjuration)
+ Telepathic Bond (R)
+ Wall of Force
13 – 1 Artificer 2 Warlock 10 WizardSpellbreaker+ Toll the Dead
+ Scorching Ray
+ Arcane Hand
14 – 1 Artificer 2 Warlock 11 Wizard+ Contingency
+ Globe of Invulnerability (Abjuration)
+ Mass Suggestion
15 – 1 Artificer 2 Warlock 12 WizardFeat: Constitution to 16+ Arcane Eye
+ Scatter
16 – 1 Artificer 2 Warlock 13 Wizard+ Banishment (Abjuration)
+ Crown of Stars + Teleport
17 – 1 Artificer 2 Warlock 14 WizardSpell Resistance+ Reverse Gravity
+ Simulacrum
18 – 1 Artificer 2 Warlock 15 Wizard+ Antimagic Field (Abjuration)
+ Dominate Monster
+ Maze
19 – 1 Artificer 2 Warlock 16 WizardEpic Boon: Boon of Fate (INT)+ Antipathy/Sympathy
+ Illusory Dragon
20 – 1 Artificer 2 Warlock 17 Wizard+ Prismatic Wall (Abjuration)
+ True Polymorph
+ Wish

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 Thorny Tank?

The Thorny Tank is going to act as a pretty standard Abjuration Wizard by focusing on concentrating on important spells, staying in the back lines, and looking to avoid hits, but you get a bit of a punish mechanism with Armor of Agathys so enemies that do go after you get hurt in the process. My version of the Thorny Tank doesn’t look to go all in on this, but even providing a bit of extra damage can definitelyt make a difference in a tough fight!


Important Notes For The Build

  • Remember that this iteration of Armor of Agathys runs out once you lose all of your temporary health, so try to keep your temporary health pool high with your Arcane Ward.
  • Don’t forget to use the the False Life from your Fiendish Vigor to give you additional temporary health compared to the base 5 from Armor of Agathys on top of replenishing temporary health between fights.

Level One Build


Species: Human

Attributes:

POINT BUY
STRENGTH9
DEXTERITY13 (+1 background) = 14
CONSTITUTION14
INTELLIGENCE15 (+2 background) = 17
WISDOM8
CHARISMA13

Class: Artificer

Class Features: Spellcasting, Magical Tinkering

Skill Proficiencies: Arcana, Investigation, and Perception (Human)

Background: Criminal (Alert)

Human Feat: Musician

Starting Equipment: 3 Light Crossbows, 20 bolts, Scale Mail, Thieves’ Tools, Dungeoneer’s Pack and 5 gp + 50 gp from background

Starting Spells:

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripGuidance
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*

Species: Human

Human is just a generically good species with a free Heroic Inspiration once per day, an extra skill proficiency, and an extra origin feat making it a great choice for any build.

Human Feat: Musician

If you don’t have enough Musicians in your party (small parties should aim for one, large should aim for two), then this is an easy choice. If you already have a Musician, you really have your pick between Magic Inititiate: Cleric/Druid to grab Healing Word or Tough for some extra health.


Attributes

POINT BUY
STRENGTH9
DEXTERITY13 (+1 background) = 14
CONSTITUTION14
INTELLIGENCE15 (+2 background) = 17
WISDOM8
CHARISMA13

This build is a bit MAD, but you’re still able to get the main stats you want for the most part making this a solid stat distribution.


Proficiencies: Arcana, Investigation, and Perception (Human)

Just the two best Intelligence skills from Artificer and a generically good skill from being a Human.


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 – 3 Light Crossbows, 20 bolts, Scale Mail, Thieves’ Tools, Dungeoneer’s Pack + 50 gp from background

While it may seem silly, as you get two simple weapons to start with as an artificer, you may as well take the most expensive ones to sell!


Starting Spellbook

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripGuidance
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall
* = Prepared Spell

Artificers do not start with many spells compared to Wizard (your primary class), but you still get solid ones as you have Fire Bolt for offense and the rest of your options for utility (with Guidance being a particularly strong pick up).


The Build Level 2 Onward


Level 2-5


Level 2

Class: 1 Artificer 1 Wizard

Class Features: Spellcasting, Ritual Adept, Arcane Recovery

Spell Change Log: + Light + Mage Hand + Minor Illusion + Comprehend Languages + Find Familiar + Magic Missile + Shield + Silvery Barbs + Unseen Servant

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellMagic Missile*
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant* (R)
* = Prepared Spell

You can now switch into Wizard (with no spell slot progression penalty which is huge) which brings their version of spellcasting as well as Arcane Recovery!

Arcane Recovery gives you some spell slots back with each short rest which is obviously nice for any spellcaster.

For your spells, you get to pick up 3 cantrips and six new spells really filling out your options. Since you already have Fire Bolt, your cantrip options can just be purely utility and I just chose my favorite ones in that capacity.

For spells, you want to pick as many rituals as possible as you can still utilize them without preparing them because of the Wizard’s Ritual Adept ability so they are functionally free options. Beyond your rituals, you get some extremely potent options like Magic Missile for offense, Shield for defense, and Silvery Barbs to be a nuisance.


Level 3

Class: 1 Artificer 2 Wizard

Class Feature: Scholar (Investigation)

Spell Change Log: + Expeditious Retreat + Hideous Laughter

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat*
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
Wizard1st Level SpellMagic Missile*
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
* = Prepared Spell

This level 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 choices, I like picking up Expeditious Retreat and Hideous Laughter.

Expeditious Retreat is really good for chases, retreats, and for just generally kiting enemies around the battlefield if they only have a good melee option. Very versatile and generally stronger than it looks!

Hideous Laughter isn’t super exciting early on, but as you can upcast it more and more, being able to potentially rid multiple enemies of multiple actions can be really powerful in the right circumstances.


Level 4

Class: 1 Artificer 3 Wizard (Abjuration)

Class Features: Abjuration Savant, Arcane Ward

Spell Change Log: + Absorb Elements (Abjuration) + Alarm (Abjuration) + Suggestion + Web

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Wizard1st Level SpellAbsorb Elements (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
Wizard1st Level SpellMagic Missile*
Wizard1st Level SpellShield*
Wizard1st Level SpellSilvery Barbs*
Wizard1st Level SpellUnseen Servant (R)
Wizard2nd Level SpellSuggestion*
Wizard2nd Level SpellWeb*
* = Prepared Spell

3 levels in Wizard brings your subclass, two new subclass abilities, and second level spells!

Your first subclass ability is the same across all the school discipline subclasses – Abjuration Savant. This time you get two Abjuration spells (first or second level) for free in your spellbook, and whenever you hit a new spell level, you get another free one of that spell level or lower. Simple, sweet, and quite nice! To that end, this is a good time to grab Absorb Elements and Alarm.

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.

Alarm is a decent ritual spell that lets you set a perimeter that will alert you if it’s crossed. This is pretty nice when you’re camping out somewhere so you don’t get snuck up on!

Your second ability is the unique Arcane Ward! This is functionally a temporary HP buffer that you get daily and can recharge with Abjuration spells which is pretty nice. It’s not at its best on you right now since you shouldn’t be taking too many hits, but you should still be happy to have it.

For your spell choices this level, you’re picking up and preparing Suggestion and Web.

First, you can grab 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.

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 Artificer 4 Wizard

Feat: Telekinetic (INT)

Spell Change Log: + Prestidigitation + Augury + Misty Step

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Wizard1st Level SpellAbsorb Elements (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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 Spell

You finally get your first feat, and while you have a lot of great options, I like taking Telekinetic. You have surprisingly little to do with your bonus action so having a means to shove enemies around can be incredibly useful when you’re casting nasty spells or emanations.

For your cantrip choice, I like grabbing Prestidigitation as it’s a really solid utility cantrip, but anything could work here.

For your spell choices, you can grab Augury and Misty Step.

Augury 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.

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.


Level 6-10


Level 6

Class: 1 Artificer 5 Wizard

Class Feature: Memorize Spell

Spell Change Log: + Counterspell (Abjuration) + Hypnotic Pattern + Tiny Hut

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Wizard1st Level SpellAbsorb Elements (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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* (Abjuration)
Wizard3rd Level SpellHypnotic Pattern*
Wizard3rd Level SpellTiny Hut (R)
* = Prepared Spell

5 levels in Wizard brings your next class ability and third level spells, which means another round of Abjuration Savant! With your free spell choice, you have to pick up Counterspell! Counterspell is simply the best third level spell in the game, even when nerfed, so there’s no consideration here.

Your class feature this level is 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 Hypnotic Pattern and Tiny Hut.

Hypnotic Pattern is a fantastic bit of CC that can affect a bunch of enemies as the AOE on this is pretty large. Trade your spell slot and your action to deprive many actions from your enemies is a great trade.

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

Class: 1 Artificer 1 Warlock 5 Wizard

Class Features: Eldritch Invocations, Pact Magic

Spell Change Log: + Magic Stone + Mind Sliver + Armor of Agathys + Expeditious Retreat

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WarlockCantripMagic Stone
WarlockCantripMind Sliver
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Warlock1st Level SpellArmor of Agathys
Warlock1st Level SpellExpeditious Retreat
Wizard1st Level SpellAbsorb Elements (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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* (Abjuration)
Wizard3rd Level SpellHypnotic Pattern*
Wizard3rd Level SpellTiny Hut (R)
* = Prepared Spell

This level you’re going to be moving into your final multiclass – Warlock.

Your first level in Warlock gives you access to your first Eldritch Invocation and Pact Magic!

For your first Eldritch Invocation, I like taking Eldritch Mind as it’s pretty comparable to War Caster in terms of effect, but without using up your feat!

Pact Magic works differently from normal spellcasting in a lot of ways, but the most important is that it does not contribute to your spell slot progression so each level in Warlock does have an appreciable downside and is kept to an absolute minimum.

For your Warlock cantrips, I like picking up Magic Stone and Mind Sliver.

Magic Stone can be useful to give your Unseen Servant something to do as they make chuck rocks on their turn giving you more DPR per round.

Mind Sliver is another offensive cantrip that lacks punch, but makes up for it by giving the enemy a debuff on their saving throews which can be extremely potent in the right situations.

For your spell choices, you get Armor of Agathys (which this build is more or less built around) and Expeditious Retreat.

Armor of Agathys is a unique spell as it doesn’t require concentration, lasts an hour, but has the persistent effect of giving you a smidgen of health and dealing 5 damage to anyone who manages to hit you. The 5e version of Armor of Agathys always lasted the full hour, but this version only persists as long as you have temporary health. This is where your Arcane Ward comes in. Arcane Ward protects you after a hit so you can still deal the damage while not losing any temporary health in the process. This creates an interesting build in which any enemy who goes after you is punished for doing so and will have trouble actually hurting you. Of course the damage isn’t super high, but when you’re likely concentrating on a spell you care about, being able to tank hits and even punish enemies for attacking you is quite nice.

Now you’re probably confused on why you’re seeing Expeditious Retreat, maybe thinking that it was a typo, but this was no mistake at all! As mentioned, Warlock and Wizard spellcasting doesn’t overlap, so having the same spell on both spell lists gives you more opportunities to utilize it. While this wouldn’t have necessarily been my first choice, this build isn’t that exciting with Hex (at least until you get your Scorching Ray and Conjure Minor Elementals combination in which Hex could be a nice addition, but that doesn’t come until much later and you can’t switch out Warlock spells unless you gain another level in it so your choice is locked in now), and this is the best universally good option you can grab at this level for the same reasons mentioned at level 3.


Level 8

Class: 1 Artificer 2 Warlock 5 Wizard

Class Features: Magical Cunning, Additional Eldritch Invocations (Devil’s Sight/Fiendish Vigor)

Spell Change Log: + Protection from Evil and Good

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WarlockCantripMagic Stone
WarlockCantripMind Sliver
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Warlock1st Level SpellArmor of Agathys
Warlock1st Level SpellExpeditious Retreat
Warlock1st Level SpellProtection from Evil and Good
Wizard1st Level SpellAbsorb Elements (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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* (Abjuration)
Wizard3rd Level SpellHypnotic Pattern*
Wizard3rd Level SpellTiny Hut (R)
* = Prepared Spell

You take your second and final Warlock level to pick up Magical Cunning, two more Eldritch Invocations, and an additional spell!

Magical Cunning is extremely similar to the Wizard’s Arcane Recovery where you get to regain some spell slots, but for this build, you get one additional Warlock spell slot per day. Not amazing, but I’m not complaining.

For your Eldritch Invocations, I like picking up Devil’s Sight and Fiendish Vigor.

Devil’s Sight gives you 120 feet of Darkvision and the ability to see through regular or magical darkness which is really powerful. While this build isn’t reliant on depriving the enemies of sight, you can easily pick up Darkness at some point for your Wizard spellbook if you want to take advantage of this.

Fiendish Vigor gives you unlimited max roll False Life which is great just for having additional temporary health, but also helps keep your Armor of Agathys running as the new version of Armor of Agathys runs out when you run out of temporary health. Considering this build is somewhat built around keeping that spell active, having a free means to do that is great.

For your spell choice, I like picking up Protection from Evil and Good. This is a relatively niche option, but is excellent against extraplanar threats making it a nice spell to have when they comes up.


Level 9

Class: 1 Artificer 2 Warlock 6 Wizard

Class Features: Projected Ward

Spell Change Log: + Fly + Sleet Storm

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WarlockCantripMagic Stone
WarlockCantripMind Sliver
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Warlock1st Level SpellArmor of Agathys
Warlock1st Level SpellExpeditious Retreat
Warlock1st Level SpellProtection from Evil and Good
Wizard1st Level SpellAbsorb Elements* (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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* (Abjuration)
Wizard3rd Level SpellFly
Wizard3rd Level SpellHypnotic Pattern*
Wizard3rd Level SpellSleet Storm*
Wizard3rd Level SpellTiny Hut (R)
* = Prepared Spell

This level brings a major choice between taking another level in Warlock for second level spells, a stronger Armor of Agathys, and your subclass or going back to Wizard. While the former seems too good to pass up, it’s actually time to come back to Wizard. You don’t want to delay your spellcasting progression too much and a 10 damage Armor of Agathys, while good, is not extremely important to this build’s viability.

While Arcane Ward was the initial major draw to the subclass, Projected Ward is the upgrade that makes it shine. Being able to use the Ward to protect other people is really powerful, although it does eat up your Reaction which we already have a lot of use for. This is perfect for front and backline alike as you can tank some damage for those who are most often taking it or protect a friend who’s Concentrating on a spell and can’t afford to lose it. While you’ll be using this less than your average Abjuration Wizard as you want to preserve your Ward, having this in case of emergencies is really powerful.

With your spell choices this level, you can pick up some great buff spells with Fly and Sleet Storm.

Fly does as advertised and many enemies don’t have a good means of dealing with players who can fly. Slap this on someone who’s good at attacking from a distance and go to town!

Sleet Storm is an excellent area control spell as it has a massive AOE, makes difficult terrain, and makes it difficult for enemies to fly in it. Unless your enemies have excellent ranged attacks that don’t require line of sight, any enemy in here is going to have a really bad time.


Level 10

Class: 1 Artificer 2 Warlock 7 Wizard

Class Features: None

Spell Change Log: + Dispel Magic (Abjuration) + Dimension Door + Polymorph

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WarlockCantripMagic Stone
WarlockCantripMind Sliver
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Warlock1st Level SpellArmor of Agathys
Warlock1st Level SpellExpeditious Retreat
Warlock1st Level SpellProtection from Evil and Good
Wizard1st Level SpellAbsorb Elements* (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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* (Abjuration)
Wizard3rd Level SpellDispel Magic (Abjuration)
Wizard3rd Level SpellFly
Wizard3rd Level SpellHypnotic Pattern*
Wizard3rd Level SpellSleet Storm*
Wizard3rd Level SpellTiny Hut (R)
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph*
* = Prepared Spell

You finally get fourth level spells and your next round of Abjuration Savant!

For Abjuration Savant, it’s now high time to grab Dispel Magic. Counterspell isn’t always going to save you from a magical effect, so having Dispel Magic to help you with the rest is excellent.

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 11-15


Level 11

Class: 1 Artificer 2 Warlock 8 Wizard

Feat: Intelligence to 20

Class Features: None

Spell Change Log: + Conjure Minor Elementals + Wall of Fire

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WarlockCantripMagic Stone
WarlockCantripMind Sliver
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Warlock1st Level SpellArmor of Agathys
Warlock1st Level SpellExpeditious Retreat
Warlock1st Level SpellProtection from Evil and Good
Wizard1st Level SpellAbsorb Elements* (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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* (Abjuration)
Wizard3rd Level SpellDispel Magic (Abjuration)
Wizard3rd Level SpellFly
Wizard3rd Level SpellHypnotic Pattern*
Wizard3rd Level SpellSleet Storm*
Wizard3rd Level SpellTiny Hut (R)
Wizard4th Level SpellConjure Minor Elementals
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph*
Wizard4th Level Spell Wall of Fire*
* = Prepared Spell

You get your next feat and you should just push your Intelligence to 20. Having the strongest spells possible is never going to be a bad thing!

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. You aren’t going to be needing this yet, but it’s a good time to pick it up.

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 12

Class: 1 Artificer 2 Warlock 9 Wizard

Class Features: None

Spell Change Log: + Remove Curse (Abjuration) + Telepathic Bond + Wall of Force

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WarlockCantripMagic Stone
WarlockCantripMind Sliver
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Warlock1st Level SpellArmor of Agathys
Warlock1st Level SpellExpeditious Retreat
Warlock1st Level SpellProtection from Evil and Good
Wizard1st Level SpellAbsorb Elements* (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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* (Abjuration)
Wizard3rd Level SpellDispel Magic* (Abjuration)
Wizard3rd Level SpellFly
Wizard3rd Level SpellHypnotic Pattern*
Wizard3rd Level SpellRemove Curse (Abjuration)
Wizard3rd Level SpellSleet Storm*
Wizard3rd Level SpellTiny Hut (R)
Wizard4th Level SpellConjure Minor Elementals
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph*
Wizard4th Level Spell Wall of Fire*
Wizard5th Level SpellTelepathic Bond (R)
Wizard5th Level SpellWall of Force*
* = Prepared Spell

You now get fifth level spells and yet another round of Abjuration Savant.

Your fifth level Abjuration spell choice is limited to Planar Binding (which you can pick up if you want, but read the Wizard Spell Tier List to see why I would personally avoid this spell), so you’ll backstep instead to grab Remove Curse. It won’t work against every curse, but having it in your back pocket could be helpful.

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 prepared fifth level option, unless your DM is mean and everyone enemy can teleport, you can’t go wrong with 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: 1 Artificer 2 Warlock 10 Wizard

Class Features: Spellbreaker

Spell Change Log: + Toll the Dead + Scorching Ray + Arcane Hand

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WarlockCantripMagic Stone
WarlockCantripMind Sliver
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Warlock1st Level SpellArmor of Agathys
Warlock1st Level SpellExpeditious Retreat
Warlock1st Level SpellProtection from Evil and Good
Wizard1st Level SpellAbsorb Elements* (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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* (Abjuration)
Wizard3rd Level SpellDispel Magic* (Abjuration)
Wizard3rd Level SpellFly
Wizard3rd Level SpellHypnotic Pattern*
Wizard3rd Level SpellRemove Curse (Abjuration)
Wizard3rd Level SpellSleet Storm*
Wizard3rd Level SpellTiny Hut (R)
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph*
Wizard4th Level SpellWall of Fire
Wizard5th Level SpellArcane Hand
Wizard5th Level SpellTelepathic Bond (R)
Wizard5th Level SpellWall of Force*
* = Prepared Spell

You get your next subclass ability – Spellbreaker. This allows you to now have Counterspell and Dispel Magic permanently prepared, you can cast Dispel Magic as a bonus action, you get a bonus to your Dispel Magic roll, and if either Counterspell or Dispel Magic don’t work, you don’t lose that spell slot. That is a really powerful ability and incentivizes you to do what you arelady wanted to – use Counterspell and Dispel Magic extremely often!

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 Arcane Hand.

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 to fifth level so each attack deals an additional 4d8 damage and use your another 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 option, I like picking up the super versatile Arcane Hand. While the initial cast costs you an action, you only need your bonus action afterwards to command it which is super nice. This can attack, defend, CC, you name it, it can probably do it.


Level 14

Class: 1 Artificer 2 Warlock 11 Wizard

Class Feature: None

Spell Change Log: + Contingency + Globe of Invulnerability (Abjuration) + Mass Suggestion

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WarlockCantripMagic Stone
WarlockCantripMind Sliver
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Warlock1st Level SpellArmor of Agathys
Warlock1st Level SpellExpeditious Retreat
Warlock1st Level SpellProtection from Evil and Good
Wizard1st Level SpellAbsorb Elements* (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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* (Abjuration)
Wizard3rd Level SpellDispel Magic* (Abjuration)
Wizard3rd Level SpellFly
Wizard3rd Level SpellHypnotic Pattern*
Wizard3rd Level SpellRemove Curse (Abjuration)
Wizard3rd Level SpellSleet Storm*
Wizard3rd Level SpellTiny Hut (R)
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph*
Wizard4th Level SpellWall of Fire
Wizard5th Level SpellArcane Hand
Wizard5th Level SpellTelepathic Bond (R)
Wizard5th Level SpellWall of Force*
Wizard6th Level SpellContingency
Wizard6th Level SpellGlobe of Invulnerability (Abjuration)
Wizard6th Level SpellMass Suggestion*
* = Prepared Spell

Sixth level spells time and more Abjuration Savant spells!

It’s not a spell you’ll want often, but having Globe of Invulnerability kicking around is nice in a pinch. If you need to defend something for a little bit, it’s hard to do better than this.

For your spell choices, you have 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, on the other hand, 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: 1 Artificer 2 Warlock 12 Wizard

Feat: Constitution to 16

Class Features: None

Spell Change Log: + Arcane Eye + Scatter

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WarlockCantripMagic Stone
WarlockCantripMind Sliver
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Warlock1st Level SpellArmor of Agathys
Warlock1st Level SpellExpeditious Retreat
Warlock1st Level SpellProtection from Evil and Good
Wizard1st Level SpellAbsorb Elements* (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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* (Abjuration)
Wizard3rd Level SpellDispel Magic* (Abjuration)
Wizard3rd Level SpellFly
Wizard3rd Level SpellHypnotic Pattern*
Wizard3rd Level SpellRemove Curse (Abjuration)
Wizard3rd Level SpellSleet Storm*
Wizard3rd Level SpellTiny Hut (R)
Wizard4th Level SpellArcane Eye
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph
Wizard4th Level SpellWall of Fire
Wizard5th Level SpellArcane Hand
Wizard5th Level SpellTelepathic Bond (R)
Wizard5th Level SpellWall of Force*
Wizard6th Level SpellContingency
Wizard6th Level SpellGlobe of Invulnerability (Abjuration)
Wizard6th Level SpellMass Suggestion*
Wizard6th Level SpellScatter*
* = Prepared Spell

Your third feat and now it’s time to buff up your Constitution. Even with Eldritch Mind and proficiency in Constitution saving throws, it can always be better!

For your spell choices you get some nice ones with Arcane Eye and Scatter.

Arcane Eye is an excellent scouting spell as it has a long duration and can get a massive distance letting you scout out entire buildings, dungeons, areas, you name it. While I wouldn’t prepare this on a generic spell list, be sure to prepare this when you’re entering a new area.

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 16-20


Level 16

Class: 1 Artificer 2 Warlock 13 Wizard

Class Features: None

Spell Change Log: + Banishment (Abjuration) + Crown of Stars + Teleport

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WarlockCantripMagic Stone
WarlockCantripMind Sliver
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Warlock1st Level SpellArmor of Agathys
Warlock1st Level SpellExpeditious Retreat
Warlock1st Level SpellProtection from Evil and Good
Wizard1st Level SpellAbsorb Elements* (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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* (Abjuration)
Wizard3rd Level SpellDispel Magic* (Abjuration)
Wizard3rd Level SpellFly
Wizard3rd Level SpellHypnotic Pattern*
Wizard3rd Level SpellRemove Curse (Abjuration)
Wizard3rd Level SpellSleet Storm*
Wizard3rd Level SpellTiny Hut (R)
Wizard4th Level SpellArcane Eye
Wizard4th Level SpellBanishment (Abjuration)
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph
Wizard4th Level SpellWall of Fire
Wizard5th Level SpellArcane Hand
Wizard5th Level SpellTelepathic Bond (R)
Wizard5th Level SpellWall of Force*
Wizard6th Level SpellContingency
Wizard6th Level SpellGlobe of Invulnerability (Abjuration)
Wizard6th Level SpellMass Suggestion*
Wizard6th Level SpellScatter*
Wizard7th Level SpellCrown of Stars*
Wizard7th Level SpellTeleport
* = Prepared Spell

Seventh level spell time and another round of Abjuration Savant.

Since Symbol is horrendous, you have to backtrack to grab Banishment instead. Banishment is great CC if you need to take a single target out of the fight, and if you know you’re facing an extraplanar threat, this could potentially banish them back to their home plane which is very nice. Prepare this when you know you’re facing a demon or something of the like.

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: 1 Artificer 2 Warlock 14 Wizard

Class Features: Spell Resistance

Spell Change Log: + Reverse Gravity + Simulacrum

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WarlockCantripMagic Stone
WarlockCantripMind Sliver
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Warlock1st Level SpellArmor of Agathys
Warlock1st Level SpellExpeditious Retreat
Warlock1st Level SpellProtection from Evil and Good
Wizard1st Level SpellAbsorb Elements* (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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* (Abjuration)
Wizard3rd Level SpellDispel Magic* (Abjuration)
Wizard3rd Level SpellFly
Wizard3rd Level SpellHypnotic Pattern*
Wizard3rd Level SpellRemove Curse (Abjuration)
Wizard3rd Level SpellSleet Storm*
Wizard3rd Level SpellTiny Hut (R)
Wizard4th Level SpellArcane Eye
Wizard4th Level SpellBanishment (Abjuration)
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph
Wizard4th Level SpellWall of Fire
Wizard5th Level SpellArcane Hand
Wizard5th Level SpellTelepathic Bond (R)
Wizard5th Level SpellWall of Force*
Wizard6th Level SpellContingency
Wizard6th Level SpellGlobe of Invulnerability (Abjuration)
Wizard6th Level SpellMass Suggestion*
Wizard6th Level SpellScatter*
Wizard7th Level SpellCrown of Stars*
Wizard7th Level SpellReverse Gravity*
Wizard7th Level SpellSimulacrum
Wizard7th Level SpellTeleport
* = Prepared Spell

This level brings your final subclass feature – Spell Resistance. Simply, you now have advantage on all saving throws against spells and resistance to damage dealt by spells. Very simple and very strong!

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: 1 Artificer 2 Warlock 15 Wizard

Class Feature: None

Spell Change Log: + Antimagic Field (Abjuration) + Dominate Monster + Maze

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WarlockCantripMagic Stone
WarlockCantripMind Sliver
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Warlock1st Level SpellArmor of Agathys
Warlock1st Level SpellExpeditious Retreat
Warlock1st Level SpellProtection from Evil and Good
Wizard1st Level SpellAbsorb Elements* (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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* (Abjuration)
Wizard3rd Level SpellDispel Magic* (Abjuration)
Wizard3rd Level SpellFly
Wizard3rd Level SpellHypnotic Pattern*
Wizard3rd Level SpellRemove Curse (Abjuration)
Wizard3rd Level SpellSleet Storm*
Wizard3rd Level SpellTiny Hut (R)
Wizard4th Level SpellArcane Eye
Wizard4th Level SpellBanishment (Abjuration)
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph
Wizard4th Level SpellWall of Fire
Wizard5th Level SpellArcane Hand
Wizard5th Level SpellTelepathic Bond (R)
Wizard5th Level SpellWall of Force*
Wizard6th Level SpellContingency
Wizard6th Level SpellGlobe of Invulnerability (Abjuration)
Wizard6th Level SpellMass Suggestion*
Wizard6th Level SpellScatter*
Wizard7th Level SpellCrown of Stars*
Wizard7th Level SpellReverse Gravity*
Wizard7th Level SpellSimulacrum
Wizard7th Level SpellTeleport
Wizard8th Level SpellAntimagic Field (Abjuration)
Wizard8th Level SpellDominate Monster
Wizard8th Level SpellMaze*
* = Prepared Spell

You’re almost at ninth level spells, but until then, you get eighth level spells and another Abjuration Savant spell!

For Abjuration Savant, I like picking up Antimagic Field. While it’s not something you’re going to use or prepare often, Antimagic Field is such a unique spell that I don’t mind having it in case you have to go into an area heavily affected by magic.

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 19

Class: 1 Artificer 2 Warlock 16 Wizard

Epic Boon: Boon of Fate (INT)

Class Features: None

Spell Change Log: + Antipathy/Sympathy + Illusory Dragon

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WarlockCantripMagic Stone
WarlockCantripMind Sliver
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Warlock1st Level SpellArmor of Agathys
Warlock1st Level SpellExpeditious Retreat
Warlock1st Level SpellProtection from Evil and Good
Wizard1st Level SpellAbsorb Elements* (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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* (Abjuration)
Wizard3rd Level SpellDispel Magic* (Abjuration)
Wizard3rd Level SpellFly
Wizard3rd Level SpellHypnotic Pattern*
Wizard3rd Level SpellRemove Curse (Abjuration)
Wizard3rd Level SpellSleet Storm*
Wizard3rd Level SpellTiny Hut (R)
Wizard4th Level SpellArcane Eye
Wizard4th Level SpellBanishment (Abjuration)
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph
Wizard4th Level SpellWall of Fire
Wizard5th Level SpellArcane Hand
Wizard5th Level SpellTelepathic Bond (R)
Wizard5th Level SpellWall of Force*
Wizard6th Level SpellContingency
Wizard6th Level SpellGlobe of Invulnerability (Abjuration)
Wizard6th Level SpellMass Suggestion*
Wizard6th Level SpellScatter*
Wizard7th Level SpellCrown of Stars*
Wizard7th Level SpellReverse Gravity*
Wizard7th Level SpellSimulacrum*
Wizard7th Level SpellTeleport
Wizard8th Level SpellAntimagic Field (Abjuration)
Wizard8th Level SpellAntipathy/Sympathy
Wizard8th Level SpellDominate Monster
Wizard8th Level SpellIllusory Dragon*
Wizard8th Level SpellMaze*
* = Prepared Spell

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 spellcasting, this is kind of a gap level where you don’t need anything in particular, but you still get some solid options with Antipathy/Sympathy and preparing Illusory Dragon.

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.

Illusory Dragon, on the other hand, is a really unique combat spell that gives you a pretty formidable ally that enemies can potentially waste a lot of actions on trying to discern if it’s real or not or attacking it while they’re taking damage from it all the while.


Level 20

Class: 1 Artificer 2 Warlock 17 Wizard

Class Feature: None

Spell Change Log: + Prismatic Wall (Abjuration) + True Polymorph + Wish

CLASSSPELL LEVELSPELL NAME
ArtificerCantripFire Bolt
ArtificerCantripGuidance
WarlockCantripMagic Stone
WarlockCantripMind Sliver
WizardCantripLight
WizardCantripMage Hand
WizardCantripMinor Illusion
WizardCantripPrestidigitation
WizardCantripToll the Dead
Artificer1st Level SpellDetect Magic (R)
Artificer1st Level SpellFeather Fall*
Warlock1st Level SpellArmor of Agathys
Warlock1st Level SpellExpeditious Retreat
Warlock1st Level SpellProtection from Evil and Good
Wizard1st Level SpellAbsorb Elements* (Abjuration)
Wizard1st Level SpellAlarm (Abjuration)
Wizard1st Level SpellComprehend Languages (R)
Wizard1st Level SpellExpeditious Retreat
Wizard1st Level SpellFind Familiar (R)
Wizard1st Level SpellHideous Laughter
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* (Abjuration)
Wizard3rd Level SpellDispel Magic* (Abjuration)
Wizard3rd Level SpellFly
Wizard3rd Level SpellHypnotic Pattern*
Wizard3rd Level SpellRemove Curse (Abjuration)
Wizard3rd Level SpellSleet Storm*
Wizard3rd Level SpellTiny Hut (R)
Wizard4th Level SpellArcane Eye
Wizard4th Level SpellBanishment (Abjuration)
Wizard4th Level SpellConjure Minor Elementals*
Wizard4th Level SpellDimension Door*
Wizard4th Level SpellPolymorph
Wizard4th Level SpellWall of Fire
Wizard5th Level SpellArcane Hand
Wizard5th Level SpellTelepathic Bond (R)
Wizard5th Level SpellWall of Force*
Wizard6th Level SpellContingency
Wizard6th Level SpellGlobe of Invulnerability (Abjuration)
Wizard6th Level SpellMass Suggestion*
Wizard6th Level SpellScatter*
Wizard7th Level SpellCrown of Stars*
Wizard7th Level SpellReverse Gravity*
Wizard7th Level SpellSimulacrum
Wizard7th Level SpellTeleport
Wizard8th Level SpellAntimagic Field (Abjuration)
Wizard8th Level SpellAntipathy/Sympathy
Wizard8th Level SpellDominate Monster
Wizard8th Level SpellIllusory Dragon*
Wizard8th Level SpellMaze*
Wizard9th Level SpellPrismatic Wall* (Abjuration)
Wizard9th Level SpellTrue Polymorph
Wizard9th Level SpellWish*
* = Prepared Spell

If you’ve made it this far in your campaign, congratulations as stuff gets weird at this point with some ninth level spells and your final Abjuration Savant spell.

Prismatic Wall is the obvious choice for your free spell as it’s the ultimate CC spell, and while it can be teleported through, it will functionally never be destroyed in any conventional way which makes it supremely effective at walling enemies off.

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* (in the book it says that once you lose the temp HP pool, you revert, but on D&D Beyond this was removed so ask your DM how this works). 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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