Transmutation Wizard Build Guide – Master Change – 2024 Update

Learn the best build for the Transmutation Wizard with full leveling guides, full spell lists, and easy to navigate sections to read what you need!

Join the discussion on Reddit!

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 the purposes of this guide, it will be assumed that you would not be multiclassing. While multiclassing can be excellent for many of these, this is for those who want to play the build all the way through in the same class. Guides that use multiclassing will be separate from these.

For spellcasters, you may notice substantial overlap between the spell lists of builds with the same base class. This is due to each guide utilizing a generically good spell list and not considering extenuating factors that will influence how you particularly sculpt your spell list. When creating your own spell list, you should take into account the campaign setting, what spells any other party members are capable of casting, potential overlap (ritual spells tend to overlap so it’s rare you need multiple people capable of casting them), or potential shortcomings in the parties total spell list. While this guide can definitely help point you in the right direction for crafting a spell list, you should use your judgement and preferences to figure out what spells make the most sense for your character.

To that end, please refer to the Spell List and Spell Tier list for any substitutions you’d want to make to the build.



Why Transmutation Wizard?

School of Transmutation is unique as you have access to effects that no other Wizard subclass has access to from Alchemy to spells like Raise Dead or a juiced up Heal! Since the subclass abilities don’t force you down a particular path, you can more or less pick the spells that you believe are the strongest without worrying if you’re missing out on using your ability to the fullest which is a very big plus!

While the general downside to this type of subclass is that the subclass features aren’t that strong as specific tends to mean strong, you do get some solid abilities starting level 6 (sorry Minor Alchemy) that ramp up with each milestone!


Transmutation Wizard Abilities Ranked

Transmutation Savant (Level 3)B Tier – This ability lets you learn a lot of free spells which is always nice and frees up the spells you can grab from your level ups.

Minor Alchemy (Level 3)D- Tier – Unless you plan on scamming (or at least attempting to) scam some poor merchants, this ability doesn’t really do much.

Transmuter’s Stone (Level 6)B Tier – This ability is really versatile as it gives you so many choices and the opportunity to change the stone’s effect with each transmutation spell cast. While none of the abilities are that strong, the utility makes it good.

Shapechanger (Level 10)C- Tier – Learning Polymorph for free and getting a functional Wild Shape out of it is interesting, but this really only frees up one prepared spell slot which isn’t great, especially as you feel compelled to wait to grab this three levels after you’d want it.

Master Transmuter (Level 14)C- Tier – Blowing up a stone produces some solid effects, but nothing amazing.


Quick Level Up Guide

LevelClass Features/FeatSpell Change Log
1Spellcasting, Ritual Adept, Arcane Recovery+ Fire Bolt + Light (Aasimar)
+ Minor Illusion + Prestidigitation + Detect Magic
+ Feather Fall + Find Familiar + Magic Missile
+ Shield + Silvery Barbs
2Scholar+ Absorb Elements + Comprehend Languages
3Transmutation Savant, Minor Alchemy+ Enhance Ability (Transmutation)
+ Knock (Transmutation)
+ Misty Step
+ Web
4Feat: War Caster (INT)+ Mage Hand
+ Augury + Suggestion
5Memorize Spell+ Counterspell + Fly (Transmutation)
+ Hypnotic Pattern
6Transmuter’s Stone+ Dispel Magic + Tiny Hut
7+ Haste (Transmutation)
+ Dimension Door
+ Wall of Fire
8Feat: Resilient (CON)+ Arcane Eye
+ Conjure Minor Elementals
9+ Telekinesis (Transmutation)
+ Telepathic Bond
+ Wall of Force
10Shapechanger+ Toll the Dead
+ Scorching Ray
+ Greater Invisibility
+ Polymorph (Shapechanger)
11+ Transmute Rock
+ Contingency
+ Mass Suggestion
12Feat: Intelligence to 20+ Bubbling Cauldron
+ Scatter
13+ Crown of Stars
+ Reverse Gravity (Transmutation)
+ Teleport
14Master Transmuter+ Simulacrum
+ Soul Cage
15+ Etherealness (Transmutation)
+ Dominate Monster + Maze
16Feat: Constitution to 18+ Antimagic Field
+ Antipathy/Sympathy
17+ Irresistible Dance
+ True Polymorph (Transmutation)
+ Wish
18Spell Mastery (Detect Magic/Suggestion)+ Meteor Swarm
+ Shapechange
19Epic Boon: Boon of Fate+ Plane Shift
+ Gate
20Signature Spells (Counterspell/Dispel Magic)+ Forcecage
+ Demiplane

The Ultimate One D&D Wizard Guide

Not finding the build you want in this article? Check out this article instead!


Level One Build


Species: Aasimar

Attributes:

POINT BUY
STRENGTH8
DEXTERITY15 (+1 background) = 16
CONSTITUTION15
INTELLIGENCE15 (+2 background) = 17
WISDOM8
CHARISMA8

Class: Wizard

Class Features: Spellcasting, Ritual Adept, Arcane Recovery

Skill Proficiencies: Arcana and Investigation

Background: Criminal (Alert)

Starting Equipment: 2 Daggers, Arcane Focus, Robe, Spellbook, Scholar’s Pack, and 5 gp + 50 gp from background

Starting Spellbook:

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile*
1st Level SpellShield*
1st Level SpellSilvery Barbs*
* = Prepared Spell

Species: Aasimar

The best species for your average build. Human is a consideration as well to grab Alert on top of Musician, but Aasimar just give a lot of value, and since you have a background you’re happy with, Aasimar is the next best choice.


Attributes

POINT BUY
STRENGTH8
DEXTERITY15 (+1 background) = 16
CONSTITUTION15
INTELLIGENCE15 (+2 background) = 17
WISDOM8
CHARISMA8

For any Wizard your most important stat is Intelligence, and then Dexterity and Constitution. I would always go up to 17 Intelligence and keep Constitution at 15 so you can take two feats and two ability score improvements over the course of the build.


Proficiencies: Arcana and Investigation

Just two good Intelligence skills, nothing special here.


Background – Criminal

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


Starting Equipment – 2 Daggers, Arcane Focus, Robe, Spellbook, Scholar’s Pack, and 5 gp + 50 gp from background

Standard fare, you don’t get much so no need to overthink it.


Starting Spellbook

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile*
1st Level SpellShield*
1st Level SpellSilvery Barbs*
* = Prepared Spell

This is your standard spell list for a level 1 Wizard. You have your two excellent Ritual spells (Detect Magic and Find Familiar) which you won’t need prepared, good defensive options (Feather Fall as needed, but mostly Shield), Magic Missile for unblockable damage, and the very broken Silvery Barbs. If your table doesn’t allow Silvery Barbs, I would probably grab Sleep instead as that’s a spell that’s close to good enough for the average Wizard, just not one I normally take.

For your prepared spells, you can start off by preparing every non-ritual spell which makes it a pretty easy choice what to prepare!

Before I dive into the next levels, I’ll quickly explain how the spellbook in this guide will work. Unlike all the other casters, you can’t just prepare any leveled spell from the Wizard Spell List you want, but instead you are limited by your spellbook. To that end, each level I will have the entire spellbook for each level, but for prepared spells, I’m going to put an asterisk (*) next to that spell. Obviously the spells you prepare should change depending on the situation, but I’ll prepare generally good spells if you have no strong opinions one way or another. Keep in mind that any spell with the (R) tag is a ritual spell and one you will probably never prepare as Wizards get to still use those when they aren’t prepared.


The Build Level 2 Onward


Level 2-5


Level 2

Class Features: Scholar (Investigation)

Spell Change Log: + Absorb Elements + Comprehend Languages

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile*
1st Level SpellShield*
1st Level SpellSilvery Barbs*
* = Prepared Spell

Level 2 brings a new class ability – Scholar. You now get Expertise in one of your Wizard skills, and I like picking Investigation. You would not believe the amount of times you’re probably going to use Investigation over the course of an average campaign.

For your spell pickups, you get Absorb Elements and Comprehend Languages.

Absorb Elements is not necessarily good at this level, but once you start climbing up in the levels, large chunks of elemental damage will become more common and Absorb Elements will become better and better. I recommend taking this now as you won’t have a great chance otherwise, but you probably won’t be preparing this again until level 10 or so.

Your second spell pickup is the solid ritual – Comprehend Languages. There may not be language barriers in every campaign, but having the means to mitigate that for functionally free is very invaluable in campaigns where languages are relevant.


Level 3

Arcane Tradition: Necromancy

Class Feature: Transmutation Savant, Minor Alchemy

Spell Change Log: + Enhance Ability (Transmutation) + Knock (Transmutation) + Misty Step + Web

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellAbsorb Elements
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile*
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellWeb*
* = Prepared Spell

Level 3 brings your subclass, two new subclass abilities, and second level spells!

Your first subclass ability is the same across all the school discipline subclasses – Transmutation Savant. This time you get two Transmutation 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. Your first choices for your free spells are Enhance Ability and Knock.

Enhance Ability does as it says and helps you enhance your abilities if you have an important skill check. If you know one is coming up, you can use this to make it much easier on you.

Knock is a nice utility spell if there’s a lock you simply can’t get into through normal means. This isn’t something you want often, but it’s nice to have on hand!

The second subclass ability you get is Minor Alchemy, which as the name states, is a pretty minor effect. There aren’t many scenarios where you need to temporarily change wood into stone or silver unless you’re trying to scam shopkeepers with a block of silver. There are definitely creative uses for this, but they’ll be pretty few and far between.

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

Misty Step is a staple on any caster that can afford it as getting out of danger for a second level spell slot is more than worth it.

Web is an excellent battlefield control spell that can tangle up enemies, or at worst, make a good amount of difficult terrain. You could take Suggestion instead as that’s also an excellent spell, but I’m picking that up next level anyway and I find Web to be slightly more effective at lower levels.


Level 4

Feat: War Caster (INT)

Spell Change Log: + Mage Hand + Augury + Suggestion

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellAbsorb Elements
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile*
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability*
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
* = Prepared Spell

Level 4 brings your first feat, and you absolutely have to pick up War Caster. Buffing your intelligence to 18, getting advantage on concentration checks, and being able to spellcast when you don’t have two free hands is excellent.

For your cantrip choice this level, I like picking up Mage Hand. It’s one of the better utility cantrips so it’s always good to have.

For your spells, this is a good time to grab Augury and Suggestion.

Your first spell is Augury, and this is a nice spell to have in the book to get a little bit of divination once per day. Unsure how your plan may turn out? Cast Augury and find out! It’s not foolproof as your actions may change the outcome of the plan, but information gathering is much more powerful than many players give it credit for.

Your second option is the excellent Suggestion. Being able to charm an enemy and make them do anything you want them to is obviously extremely powerful for a second level spell slot. Facing a few tough enemies? Convince one to just up and leave! While that’s my favorite application of Suggestion, the use cases are pretty much limitless making this an invaluable spell.


Level 5

Class Feature: Memorize Spell

Spell Change Log: + Counterspell + Fly (Transmutation) + Hypnotic Pattern

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellAbsorb Elements
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile*
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
3rd Level SpellCounterspell*
3rd Level SpellFly (Transmutation)
3rd Level SpellHypnotic Pattern*
* = Prepared Spell

Level 5 brings your next class feature and third level spells, which means a round of Transmutation Savant! For your free spell, you may as grab Fly now.

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.

Fly is a great buff spell to have on hand whether you’re in a combat with creatures that exclusively attack on the ground or for when you’re exploring places with sheer cliffs. Either way, having this in your spellbook is really nice.

For your spell choices this level, I like grabbing Counterspell and Hypnotic Pattern.

Counterspell is simply the best third level spell in the game, even when nerfed, so there’s no consideration here.

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.


Level 6-10


Level 6

Class Feature: Transmuter’s Stone

Spell Change Log: + Dispel Magic + Tiny Hut

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellAbsorb Elements
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile*
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFly (Transmutation)
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
* = Prepared Spell

Your third subclass feature is Transmuter’s Stone which is a super unique feature compared to the other Wizard subclasses. You get a fancy pet rock that can give you one of four benefits! Darkvision can be an interesting one if most of your party has it and one member doesn’t, but that’s not the greatest use for it. A walking speed buff is definitely pretty nice, but less impactful if you’re keeping the stone to yourself which you probably should. That leaves you with the Constitution saving throw buff and elemental resistances which is likely where you want to be. Since you didn’t pick up Resilient (Constitution), having that on a rock is pretty nice as it’s functionally a free feat, and when you need elemental resistance, all you need to do is cast a transmutation spell to switch it to the type that’s necessary.

With your spell choices this level, you can pick up Dispel Magic and Tiny Hut.

Counterspell isn’t always going to save you from a magical effect, so having Dispel Magic to help you with the rest of the things that might snag you up is excellent.

An excellent ritual and perfect for sleeping out or even sneak attacks, Tiny Hut is an incredible spell to pick up with next to no opportunity cost to have.


Level 7

Spell Change Log: + Haste (Transmutation) + Dimension Door + Wall of Fire

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellAbsorb Elements
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellHaste (Transmutation)
3rd Level SpellFly (Transmutation)
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellDimension Door*
4th Level SpellWall of Fire*
* = Prepared Spell

Level 7 brings fourth level spells and your next round of Transmutation Savant!

For Transmutation Savant, you can snag the excellent buff spell – Haste. If you have a martial ally, you can increase their speed, up their AC, and give them an extra attack. This is a really potent buff, but if you drop concentration, the target gets stunned so you have to be really careful.

For your spell choices, you get to pick up and prepare some excellent ones with Dimension Door and Wall of Fire.

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.

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 8

Feat: Resilient (CON)

Spell Change Log: + Arcane Eye + Conjure Minor Elementals

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellAbsorb Elements
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellHaste (Transmutation)
3rd Level SpellFly* (Transmutation)
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye*
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door*
4th Level SpellWall of Fire*
* = Prepared Spell

You get your next feat, and while you could push your Intelligence to 20, I recommend picking up Resilient (CON) instead. Proficiency in Constitution saving throws on top of getting the +3 modifier is extremely good for more health and substantially better concentration saves.

For what you’re adding to your spell list, you can grab Arcane Eye and Conjure Minor Elementals.

Arcane Eye is an excellent scouting spell as it has a long duration and it can go extremely far from where you cast it which is good for scouting out large buildings, dungeons, or just areas in general. Information is king so don’t sleep on this spell!

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.


Level 9

Spell Change Log: + Telekinesis (Transmutation) + Telepathic Bond + Wall of Force

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
1st Level SpellAbsorb Elements
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellHaste (Transmutation)
3rd Level SpellFly* (Transmutation)
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door*
4th Level SpellWall of Fire*
5th Level SpellTelekinesis* (Transmutation)
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
* = Prepared Spell

You now get fifth level spells and yet another round of Trnasmutation Savant, and another free spell with Telekinesis.

Telekinesis is a super versatile spell that helps you move stuff around, but is also pretty useful in combat to CC one enemy and take them out of the fight. With its utility and applications in combat, you have yourself a pretty solid spell.

For spell choices, you can pick up two excellent ones with Telepathic Bond and Wall of Force.

Telepathic Bond is a great option to talk covertly with your buds which is stronger than it may seem, and since it’s a ritual, it doesn’t eat into one of your precious fifth level spell slots nor your prepared spell list!

For your second spell, you have to grab Wall of Force. Splitting an encounter in half is unbelievable or even just trapping the main enemy of the encounter, taking out all of the minions, and then going after the boss is an incredible use of this. You do have to be careful how often you use this as your DM might start preparing more active countermeasures to not have their encounters hosed by this, but otherwise, this is going to be incredible.


Level 10

Class Feature: Shapechanger

Spell Change Log: + Toll the Dead + Scorching Ray + Greater Invisibility + Polymorph (Shapechanger)

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellHaste (Transmutation)
3rd Level SpellFly (Transmutation)
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph* (Shapechanger)
4th Level SpellWall of Fire*
5th Level SpellTelekinesis (Transmutation)
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
* = Prepared Spell

Level 10 means your penultimate subclass feature with Shapechanger. FINALLY, you get Polymorph! Hard to imagine what you’d do without it! Being able to get a free cast of it that’s functionally a Druid‘s Wild Shape is definitely interesting and will likely come up a lot more often than you’d expect it to (transforming into a Giant Eagle to fly around and potentially cart a friend, a Reef Shark to swim around, a Warhorse to be your own mount, a Spider for infiltration, a Lion so you can pretend you’re Aslan and use Telepathic Bond that you just picked up to scream “RIDE ME” at your friends, a lot of possibilities!)

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 Greater Invisibility.

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.

Greater Invisibility is not a spell you’re going to be preparing often, but is an option for your Contingency that you’ll pick up next level as this is one of the best buffs you can put underneath it.


Level 11-15


Level 11

Spell Change Log: + Transmute Rock (Transmutation) + Contingency + Mass Suggestion

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellHaste (Transmutation)
3rd Level SpellFly (Transmutation)
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph* (Shapechanger)
4th Level SpellWall of Fire*
5th Level SpellTelekinesis (Transmutation)
5th Level SpellTelepathic Bond (R)
5th Level SpellTransmute Rock (Transmutation)
5th Level SpellWall of Force*
6th Level SpellContingency
6th Level SpellMass Suggestion*
* = Prepared Spell

Sixth level spells time and more Transmutation Savant spells for free including Transmute Rock. Transmute Rock is a nice utility spell that can be useful in combat to sink enemies into freshly made mud which gives enemies double difficult terrain, but you can also use this to potentially bring down buildings if you mess with some important stone.

For your spell choices this level, you get to pick up Contingency and Mass Suggestion.

Contingency is a very weird spell and this current spell list doesn’t have too many targets for it, but assigning a codeword or condition to get a free Polymorph is more than good enough to make this spell excellent. I would never prepare this at the beginning of the day, but instead use Memorize Spell to swap around spells to prepare this and then use this before bed.

Mass Suggestion is an incredibly powerful AOE spell that has the potential to absolutely obliterate some encounters by convincing up to TWELVE enemies to stop fighting you. Suggestion is already great, how about 12 of them?


Level 12

Feat: Intelligence to 20

Spell Change Log: + Bubbling Cauldron + Scatter

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellHaste (Transmutation)
3rd Level SpellFly (Transmutation)
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph* (Shapechanger)
4th Level SpellWall of Fire*
5th Level SpellTelekinesis (Transmutation)
5th Level SpellTelepathic Bond (R)
5th Level SpellTransmute Rock (Transmutation)
5th Level SpellWall of Force*
6th Level SpellBubbling Cauldron
6th Level SpellContingency
6th Level SpellMass Suggestion*
6th Level SpellScatter*
* = Prepared Spell

Your third feat and now it’s time to max out your Intelligence. Having the most powerful spells possible is definitely in your best interest.

For your spell choices you get some nice ones with Bubbling Cauldron and Scatter.

Bubbling Cauldron is a cool utility spell in which you can grab any common or uncommon potion, and while none of them are going to be super powerful, having this level of utility is really powerful.

Scatter is a really unique spell as it allows you to reposition allies freely and potentially move enemies away from allies or into more dangerous terrain which is really nice. This is excellent in any fight that’s not going as planned as shuffling allies and enemies around can generally make a huge impact.


Level 13

Spell Change Log: + Crown of Stars + Reverse Gravity (Transmutation) + Teleport

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellHaste (Transmutation)
3rd Level SpellFly (Transmutation)
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph* (Shapechanger)
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Transmutation)
5th Level SpellTelepathic Bond (R)
5th Level SpellTransmute Rock (Transmutation)
5th Level SpellWall of Force*
6th Level SpellBubbling Cauldron
6th Level SpellContingency
6th Level SpellMass Suggestion*
6th Level SpellScatter*
7th Level SpellCrown of Stars*
7th Level SpellReverse Gravity (Transmutation)
7th Level SpellTeleport*
* = Prepared Spell

Seventh level spell time and another round of Transmutation Savant. For your free spell, you can pick up Reverse Gravity.

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.

For your spell choices, you get to pick up Crown of Stars and Teleport!

Crown of Stars is a good damage spell that can be set up ahead of time, requires no Concentration, and only takes future bonus actions. Nothing too showstopping, but very solid.

Teleport, on the other hand, is a really good utility spell to substantially cut down on travel time and can be a decent escape mechanism if you can get your party close enough to you when casting it.


Level 14

Class Feature: Master Transmuter

Spell Change Log: + Simulacrum + Soul Cage

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellHaste (Transmutation)
3rd Level SpellFly (Transmutation)
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph* (Shapechanger)
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Transmutation)
5th Level SpellTelepathic Bond (R)
5th Level SpellTransmute Rock (Transmutation)
5th Level SpellWall of Force*
6th Level SpellBubbling Cauldron
6th Level SpellContingency
6th Level SpellMass Suggestion*
6th Level SpellScatter*
6th Level SpellSoul Cage
7th Level SpellCrown of Stars*
7th Level SpellReverse Gravity* (Transmutation)
7th Level SpellSimulacrum
7th Level SpellTeleport*
* = Prepared Spell

You now get your final subclass ability – Master Transmuter. You get to now blow up your Transmuter’s Stone to get one of four effects: transmuting one object into another of similar size and value into another, a full heal, a free Raise Dead, or the ability to make some high octane botox (seriously). While options one and four are busts, the heal one is really powerful and wholly unique for Wizards and the Raise Dead can be useful in a pinch. Overall, this ability is relatively decent.

For your spell choices you can grab Simulacrum and Soul Cage.

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.

Soul Cage is a really unique spell that you can only cast when something dies, but once it’s active, you can use it to heal, ask that soul questions, get advantage on a roll, or a functional scrying spell. This is a super versatile spell, and while none of the modes are that potent, having the option to do any is what makes this spell so interesting.


Level 15

Spell Change Log: + Etherealness (Transmutation) + Dominate Monster + Maze

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellHaste (Transmutation)
3rd Level SpellFly (Transmutation)
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph* (Shapechanger)
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Transmutation)
5th Level SpellTelepathic Bond (R)
5th Level SpellTransmute Rock (Transmutation)
5th Level SpellWall of Force*
6th Level SpellBubbling Cauldron
6th Level SpellContingency
6th Level SpellMass Suggestion*
6th Level SpellScatter*
6th Level SpellSoul Cage
7th Level SpellCrown of Stars*
7th Level SpellEtherealness (Transmutation)
7th Level SpellReverse Gravity* (Transmutation)
7th Level SpellSimulacrum
7th Level SpellTeleport*
8th Level SpellDominate Monster
8th Level SpellMaze*
* = Prepared Spell

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

For your free spell, I like picking up Etherealness. Taking a dip into the Etheral Plane is good for infiltrations and escapes as most things won’t be able to perceieve you, much less hurt you while this is active.

For your spell choices, you can grab Dominate Monster and Maze.

While really swingy, Dominate Monster is one of the highest impact (and swingiest) spells in the game that can instantly end an encounter if the target fails their save. While that may be hard when more and more enemies have legendary resistances, when this works, it is unbelievable.

Maze is always a fun one as Intelligence saving throws are pretty hard to pass for most characters, and if you’re facing an enemy with a negative bonus to Intelligence, they literally can’t escape (barring your DM doesn’t rule nat 20s as auto-successes no matter the DC like Baldur’s Gate 3 does), making this excellent.


Level 16-20


Level 16

Feat: Constitution to 18

Spell Change Log: + Antimagic Field + Antipathy/Sympathy

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellHaste (Transmutation)
3rd Level SpellFly (Transmutation)
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph* (Shapechanger)
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Transmutation)
5th Level SpellTelepathic Bond (R)
5th Level SpellTransmute Rock (Transmutation)
5th Level SpellWall of Force*
6th Level SpellBubbling Cauldron
6th Level SpellContingency
6th Level SpellMass Suggestion*
6th Level SpellScatter*
6th Level SpellSoul Cage
7th Level SpellCrown of Stars*
7th Level SpellEtherealness (Transmutation)
7th Level SpellReverse Gravity* (Transmutation)
7th Level SpellSimulacrum
7th Level SpellTeleport*
8th Level SpellAntimagic Field
8th Level SpellAntipathy/Sympathy
8th Level SpellDominate Monster*
8th Level SpellMaze*
* = Prepared Spell

You get your final feat, and while not super exciting, getting 18 Constitution for the most health and best saves possible is where you want to be.

This is kind of a gap level where you don’t need anything in particular, but you still get some solid options with Antimagic Field and Antipathy/Sympathy.

This is yet another spell you won’t need often, but Antimagic Field can be really potent in the right scenarios. Need to make magic worthless? Here’s your solution.

Antipathy/Sympathy is a super weird spell that you really have to prepare ahead of time, but if you have a grand plan of luring an enemy into a known location, this is a spell you’ll probably have interest in.


Level 17

Spell Change Log: + Irresistible Dance + True Polymorph (Transmutation) + Wish

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellHaste (Transmutation)
3rd Level SpellFly (Transmutation)
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph* (Shapechanger)
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Transmutation)
5th Level SpellTelepathic Bond (R)
5th Level SpellTransmute Rock (Transmutation)
5th Level SpellWall of Force*
6th Level SpellBubbling Cauldron
6th Level SpellContingency
6th Level SpellIrresistible Dance
6th Level SpellMass Suggestion*
6th Level SpellScatter*
6th Level SpellSoul Cage
7th Level SpellCrown of Stars*
7th Level SpellEtherealness (Transmutation)
7th Level SpellReverse Gravity (Transmutation)
7th Level SpellSimulacrum
7th Level SpellTeleport*
8th Level SpellAntimagic Field
8th Level SpellAntipathy/Sympathy
8th Level SpellDominate Monster*
8th Level SpellMaze*
9th Level SpellTrue Polymorph* (Transmutation)
9th 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 Enchantment Savant spell.

For your Transmutation Savant spell, you may as well pick up True Polymorph.

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!

For your actual spell choices, you get to pick up Irresistible Dance and Wish.

It may feel weird to pick up Irresistible Dance at this point, but this is relatively potent CC against enemies that have Legendary Resistances as this will at least work on turn one. If you need the enemy to take a turn off, this is how you make sure it happens.

Wish is the best spell in the game, but can come with some real drawbacks depending on what you wish for, one of them being the potential to lose the ability to cast Wish. You can safely replicate eighth level spell effects or lower, but it’s just pure chaos from that point. Know who wouldn’t mind casting Wish though? Your Simulacrum! Make them cast the Wish for you and then True Polymorph them into something better. What a combo!


Level 18

Class Feature: Spell Mastery (Detect Magic/Suggestion)

Spell Change Log: + Meteor Swarm + Shapechange

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellHaste (Transmutation)
3rd Level SpellFly (Transmutation)
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph* (Shapechanger)
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Transmutation)
5th Level SpellTelepathic Bond (R)
5th Level SpellTransmute Rock (Transmutation)
5th Level SpellWall of Force*
6th Level SpellBubbling Cauldron
6th Level SpellContingency
6th Level SpellIrresistible Dance
6th Level SpellMass Suggestion*
6th Level SpellScatter*
6th Level SpellSoul Cage
7th Level SpellCrown of Stars*
7th Level SpellEtherealness (Transmutation)
7th Level SpellReverse Gravity (Transmutation)
7th Level SpellSimulacrum
7th Level SpellTeleport*
8th Level SpellAntimagic Field
8th Level SpellAntipathy/Sympathy
8th Level SpellDominate Monster*
8th Level SpellMaze*
9th Level SpellMeteor Swarm
9th Level SpellShapechange*
9th Level SpellTrue Polymorph* (Transmutation)
9th Level SpellWish*
* = Prepared Spell

With level 18 you get an innocuously powerful ability in Spell Mastery. Unfortunately this ability got nerfed so you have to pick spells that have a cast timing of one action, so you have to pick up Detect Magic and Suggestion. Unfortunately, none of your first level spell choices are really applicable so Detect Magic is really your only choice. For your second level spell, I like Suggestion. Suggestion is going to be a solid spell no matter the level, so may as well get it for free!

In terms of spells, you get two more excellent ninth level options with Meteor Swarm and Shapechange.

Meteor Swarm is the best damage spell in the game, hands down. With a massive AOE and incredible damage, this can flatten enemies in an instant, but can be dangerous to use when your allies are also on the battlefield. Powerful, yet a bit unwieldy.

Shapechange does a very similar thing as True Polymorph, but instead of being able to make the transformation permanent, you can change forms in order to reset health and any other abilities the new form you’re switching to will have. Excellent for tough fights, just a bit less versatile than True Polymorph.


Level 19

Epic Boon: Boon of Fate

Spell Change Log: + Plane Shift + Gate

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellHaste (Transmutation)
3rd Level SpellFly (Transmutation)
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph* (Shapechanger)
4th Level SpellWall of Fire
5th Level SpellTelekinesis (Transmutation)
5th Level SpellTelepathic Bond (R)
5th Level SpellTransmute Rock (Transmutation)
5th Level SpellWall of Force*
6th Level SpellBubbling Cauldron
6th Level SpellContingency
6th Level SpellIrresistible Dance*
6th Level SpellMass Suggestion*
6th Level SpellScatter*
6th Level SpellSoul Cage
7th Level SpellCrown of Stars*
7th Level SpellEtherealness (Transmutation)
7th Level SpellPlane Shift
7th Level SpellReverse Gravity (Transmutation)
7th Level SpellSimulacrum
7th Level SpellTeleport*
8th Level SpellAntimagic Field
8th Level SpellAntipathy/Sympathy
8th Level SpellDominate Monster*
8th Level SpellMaze*
9th Level SpellGate
9th Level SpellMeteor Swarm
9th Level SpellShapechange*
9th Level SpellTrue Polymorph* (Transmutation)
9th Level SpellWish*
* = 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 your spell choices, I like picking up Plane Shift and Gate.

Plane Shift is not a spell you’ll need often, but if you need to get onto a different plane, this is how you’d do it.

Similarly, Gate is super weird and you’ll only want it for niche scenarios, but being able to use it for extraplanar transport or to forcibly bring an extraplanar entity to you is really nice. Not many use cases, but really helpful when you need it.


Level 20

Class Feature: Signature Spells (Counterspell/Dispel Magic)

Spell Change Log: + Forcecage + Demiplane

SPELL LEVELSPELL NAME
CantripFire Bolt
CantripLight (Aasimar)
CantripMage Hand
CantripMinor Illusion
CantripPrestidigitation
CantripToll the Dead
1st Level SpellAbsorb Elements*
1st Level SpellComprehend Languages (R)
1st Level SpellDetect Magic (R)
1st Level SpellFeather Fall*
1st Level SpellFind Familiar (R)
1st Level SpellMagic Missile
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellEnhance Ability
2nd Level SpellKnock
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellHaste (Transmutation)
3rd Level SpellFly (Transmutation)
3rd Level SpellHypnotic Pattern*
3rd Level SpellTiny Hut (R)
4th Level SpellArcane Eye
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellGreater Invisibility
4th Level SpellPolymorph* (Shapechanger)
4th Level SpellWall of Fire
5th Level SpellTelekinesis* (Transmutation)
5th Level SpellTelepathic Bond (R)
5th Level SpellTransmute Rock (Transmutation)
5th Level SpellWall of Force*
6th Level SpellBubbling Cauldron
6th Level SpellContingency
6th Level SpellIrresistible Dance*
6th Level SpellMass Suggestion*
6th Level SpellScatter*
6th Level SpellSoul Cage*
7th Level SpellCrown of Stars*
7th Level SpellEtherealness (Transmutation)
7th Level SpellForcecage*
7th Level SpellPlane Shift
7th Level SpellReverse Gravity (Transmutation)
7th Level SpellSimulacrum
7th Level SpellTeleport*
8th Level SpellAntimagic Field
8th Level SpellAntipathy/Sympathy
8th Level SpellDemiplane
8th Level SpellDominate Monster*
8th Level SpellMaze*
9th Level SpellGate
9th Level SpellMeteor Swarm
9th Level SpellShapechange*
9th Level SpellTrue Polymorph* (Transmutation)
9th Level SpellWish*
* = Prepared Spell

For your final level up, you get an alright ability and your last two spells.

Signature Spells is similar to Spell Mastery, but you only get one free cast of the chosen spells per day. Still, as you get some spells for free, you’ll likely just want two excellent ones with Counterspell and Dispel Magic. Having free castings of two really important spells is great, and while picking both Counterspell and Dispel Magic may be a bit overkill, I like having as many chances to get these to work as possible.

For your final spell choices, I like picking up Forcecage and Demiplane.

Forcecage was the best CC spell in 5e, but with the nerfs, it’s still a reasonable, but costly option. That said, the 1,500 gp material component should be no issue for level 20 adventurers, so I like having this as a solid CC option at this point.

Demiplane is not a spell you want prepared often, but it can helped when you need to hide out somewhere, access your portable storehouse, or whatever other reason you may need this for.


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!

Articles: 916