War Magic Wizard Build Guide – The Defensive Master – 2024 Update

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

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For all D&D guides on Nat1gaming, they only use the main sourcebooks (Player’s Handbook, Tasha’s Cauldron of Everything, Xanathar’s Guide to Everything) as well as Strixhaven: A Curriculum of Chaos (mostly for Silvery Barbs) as those tend to be the most commonly used books at tables. Always be sure that if you’re following a guide that you’re adhering to your tables rules about what sourcebooks you are allowed to follow.

Any spell, class, feature, or other game item that is linkable on this website is covered by the 5th edition Open Games License and will be in the Player’s Handbook, but not everything in the Player’s Handbook will be linked to. All other materials that aren’t linked to are from other sourcebooks or aren’t allowed to be linked to per the 5th Edition Open Games License, so please refer to the appropriate sourcebooks for that information.

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

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

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



Why War Magic Wizard?

War Magic is unique as instead of focusing solely on offense or defense, its specialty is being solid at both simultaneously. While you definitely don’t have the offensive power of an Evoker or the defense of an Abjurer, having access to offensive and defensive buffs make you very well rounded. The defensive measures you get, in particular, are quite excellent giving you better AC, better saving throws, and better initiative than nearly any other Wizard.

Since War Magic is focused so solely on combat, but not a specific route of combat, this build works in nearly any team composition making it consistently reliable all around.


War Magic Wizard Abilities Ranked

Arcane Deflection (Level 3)A Tier – Only being able to use cantrips after activating this sucks, but if it’s to get a bonus to your AC or to pass a saving throw, it can well be worth it.

Tactical Wit (Level 3)B Tier – Flat bonuses to initiative are always great.

Power Surge (Level 6)D Tier – Free damage is free damage, but this is not much free damage.

Durable Magic (Level 10)A- Tier – +2 to AC and saving throws is really good.

Deflecting Shroud (Level 14)C Tier – Free damage is free damage, even if it isn’t much per target, but 21 total damage at this level for free is definitely not bad.


Quick Level Up Guide

LevelClass Features/FeatSpell Change Log
1Spellcasting, 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
3Arcane Reflection, Tactical Wit+ Misty Step
+ Web
4Feat: War Caster (INT)+ Mage Hand
+ Augury + Suggestion
5Memorize Spell+ Counterspell + Fireball
6Power Surge+ Dispel Magic + Tiny Hut
7+ Dimension Door + Polymorph
8Feat: Resilient (CON)+ Conjure Minor Elementals + Wall of Fire
9+ Telepathic Bond
+ Wall of Force
10Durable Magic+ Toll the Dead
+ Scorching Ray
+ Fly
11+ Contingency
+ Mass Suggestion
12Feat: Intelligence to 20+ Bubbling Cauldron
+ Scatter
13+ Crown of Stars + Teleport
14Deflecting Shroud + Reverse Gravity
+ Simulacrum
15+ Dominate Monster + Maze
16Feat: Constitution to 18+ Antimagic Field
+ Antipathy/Sympathy
17+ True Polymorph
+ Wish
18Spell Mastery (Detect Magic/Suggestion)+ Meteor Swarm
+ Shapechange
19Epic Boon: Boon of Fate+ Plane Shift
+ Gate
20Signature Spells (Counterspell/Dispel Magic)+ Forcecage
+ Demiplane

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, 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: Scribes

Class Feature: Arcane Reflection, Tactical Wit

Spell Change Log: + 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 SpellMisty Step*
2nd Level SpellWeb*
* = Prepared Spell

You get your first two subclass features and both are very strong. The first is Arcane Reflection which is either a half Shield that doesn’t eat a spell slot, or much more importantly, being able to get a big bonus to saving throws! While both halves are great, obviously getting a bonus to saving throws is extremely powerful, even if it uses your reaction and stops you from casting proper spells until the end of the next turn.

The second subclass feature is simply a bonus to Initiative which is simply excellent. Being able to go earlier means you may be able to take out an enemy before they act, whether that’s through CC or straight damage!

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

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

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


Level 4

Feat: War Caster (INT)

Spell Change Log: + Mage Hand + Augury + Suggestion

SPELL 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 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 + Fireball

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 SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
3rd Level SpellCounterspell*
3rd Level SpellFireball*
* = Prepared Spell

Level 5 brings you next class feature with Memorize Spell. Now with each short rest you can swap around what spells you have prepared. This is a really powerful ability that’s wholly unique to Wizards as you never have to be stuck with what you originally picked.

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

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

Fireball is a famous spell for a reason! Excellent range, great AOE, and great damage make for an awesome spell all around.


Level 6-10


Level 6

Class Feature: Power Surge

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 SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic *
3rd Level SpellFireball*
3rd Level SpellTiny Hut
* = Prepared Spell

You get your third subclass feature with Power Surge which is a pretty wonky one. To make a long story short, your Counterspell and Dispel Magic fuel this ability that you can spend to get a little bit extra damage.

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

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

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


Level 7

Spell Change Log: + Dimension Door + Polymorph

SPELL 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 SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic *
3rd Level SpellFireball*
3rd Level SpellTiny Hut
4th Level SpellDimension Door*
4th Level SpellPolymorph*
* = Prepared Spell

Level 7 brings fourth level spells!

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

Dimension Door is a great utility spell that you’re going to get a lot of mileage out of. Teleportation without seeing where you’re going is generally reserved for higher level spells and you even get to bring a friend along! Just an excellent spell all around.

For your second spell choice, you have to take one of the best – Polymorph. This is just an excellent spell to have in case you or an ally are nearly out of the fight, whether it’s because of low health, spell slots, or otherwise, to turn into a Giant Ape or Tyrannosaurus Rex, and get right back into the fight. This can even be used as CC on hostile targets in a pinch making it extremely reliable all around.


Level 8

Feat: Resilient (CON)

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

SPELL 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 SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic *
3rd Level SpellFireball*
3rd Level SpellTiny Hut
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door*
4th Level SpellPolymorph*
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 Conjure Minor Elementals and Wall of Fire.

To be frank, the new iteration of Conjure Minor Elementals is absolutely busted. While an additional 2d8 damage per attack roll is solid by itself, when upcast, all attacks you do deal an additional 2d8 damage per spell level. That can get out of control really quickly, especially as you start getting higher level spell slots as you can combine this with anything that has multiple attack rolls (so Scorching Ray in a few levels) to deal an obscene amount of damage.

Wall of Fire.is one of my favorite fourth level spells as it has good range, great AOE coverage, and good damage to absolutely incinerate enemies. Use this to bisect a battlefield and you’ll make tougher fights a lot easier, especially if you have allies that can force enemies to move around.


Level 9

Spell Change Log: + Telepathic Bond + Wall of Force

SPELL 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 SpellMisty Step*
2nd Level SpellSuggestion*
2nd Level SpellWeb*
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic *
3rd Level SpellFireball*
3rd Level SpellTiny Hut
4th Level SpellConjure Minor Elementals
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire*
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
* = Prepared Spell

Fifth level spell time!

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

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

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


Level 10

Class Feature: Durable Magic

Spell Change Log: + Toll the Dead + Scorching Ray + Fly

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 SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic *
3rd Level SpellFireball*
3rd Level SpellFly
3rd Level SpellTiny Hut
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire*
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
* = Prepared Spell

Your second to last subclass feature is simple yet powerful with Durable Magic! Getting an AC and saving throw boost when you’re concentrating on a spell (so 90% of the time in a fight) is obviously strong, even if you don’t have a high AC to begin with.

For your cantrip, I recommend taking Toll the Dead. You might encounter some enemies with fire resistance, so this is a good cantrip to have just in case you need it.

For your spell choices this level, you’re going to go back a few levels to grab and prepare Scorching Ray and Fly.

As mentioned before, Scorching Ray works phenomenally well with Conjure Minor Elementals as each ray counts as its own attack so the damage can stack up extremely quickly. For example, if you upcast Conjure Minor Elementals so each attack deals an additional 4d8 damage and use your other fifth level spell slot for Scorching Ray, each ray would deal 4d8+2d6 damage on hit (an average of 25 damage per hit). So if you hit with just three of them, that’s 75 damage and you still have Conjure Minor Elementals active! If you’re in a tough fight, it’s really easy to absolutely shred a tough enemy with this combination.

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


Level 11-15


Level 11

Spell Change Log: + Contingency + Mass Suggestion

SPELL 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 SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic *
3rd Level SpellFireball*
3rd Level SpellFly
3rd Level SpellTiny Hut
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire*
5th Level SpellTelepathic Bond (R)
5th Level SpellWall of Force*
6th Level SpellContingency
6th Level SpellMass Suggestion*
* = Prepared Spell

Sixth level spells time.

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

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

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


Level 12

Feat: Intelligence to 20

Spell Change Log: + Bubbling Cauldron + Scatter

SPELL 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 SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic *
3rd Level SpellFireball*
3rd Level SpellFly
3rd Level SpellTiny Hut
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire*
5th Level SpellTelepathic Bond (R)
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 + 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 SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball*
3rd Level SpellFly
3rd Level SpellTiny Hut
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire
5th Level SpellTelepathic Bond (R)
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 SpellTeleport*
* = Prepared Spell

Seventh level spell time!

To be honest, you’re running out of good options at this point, but you can do worse than Finger of Death. Rather than constantly using this in battle, you’d be better off setting up a situation where you know you’re going to get a kill and use this to turn that target into a thrall. Since this is a permanent member of the squad, this is really powerful, but this is a high level spell slot so you have to be conservative about it.

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

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

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


Level 14

Class Feature: Deflecting Shroud

Spell Change Log: + Reverse Gravity + Simulacrum

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 SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball*
3rd Level SpellFly
3rd Level SpellTiny Hut
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire
5th Level SpellTelepathic Bond (R)
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*
7th Level SpellSimulacrum
7th Level SpellTeleport*
* = Prepared Spell

You get your final subclass feature which is simply a minor upgrade to your first subclass feature. Like Power Surge, the damage here is so small that it’s not that exciting, but small amounts of damage do add up over time making this a reasonable ability still.

For your spell choices you can grab Reverse Gravity and Simulacrum.

Reverse Gravity is a unique CC spell that, as the spell states, reverses gravity. The spell itself is a little ambiguous as what exactly happens when an enemy makes the save is unclear, but this spell is brutal for any enemy who primarily (or exclusively) attacks at melee range.

Simulacrum, while a spell you won’t prepare often, is very messed up. This will break easily and none of the spells nor abilities refresh, but having a mini-me can be invaluable if you know you’re heading into a really tough encounter. Look to prepare this only if you intend on spending a day to cast this rather than having it perpetually prepared. Furthermore, remember that any spells you have prepared on the day you cast this will be what it has access to, so be mindful of that.


Level 15

Spell Change Log: + Dominate Monster + Maze

SPELL 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 SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball*
3rd Level SpellFly
3rd Level SpellTiny Hut
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire
5th Level SpellTelepathic Bond (R)
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*
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!

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 Spell
1st Level SpellShield*
1st Level SpellSilvery Barbs*
2nd Level SpellAugury (R)
2nd Level SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball*
3rd Level SpellFly
3rd Level SpellTiny Hut
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire
5th Level SpellTelepathic Bond (R)
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*
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: + True Polymorph + 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 SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball*
3rd Level SpellFly
3rd Level SpellTiny Hut
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire
5th Level SpellTelepathic Bond (R)
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
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*
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.

For your actual spell choices, you have to pick up True Polymorph and Wish as they are two of the most game breaking spells out there.

True Polymorph has all the advantages of Polymorph, but you get to pick from any creature that’s your CR or lower, and if you hold Concentration for an hour, the change is permanent* (once you lose the temp HP pool, you revert, but this is still pretty good). While the old version of this spell was stronger, you can use the “permanent” transformation more liberally as you can always revert once you take enough damage. Better yet, once your Simulacrum has almost run its course, you can just permanently change it into a huge threat to get more use out of it!

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


Level 18

Class Feature: Spell Mastery (Detect Magic/Suggestion)

Spell Change Log: + Meteor Swarm + Shapechange

SPELL 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 SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball*
3rd Level SpellFly
3rd Level SpellTiny Hut
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire
5th Level SpellTelepathic Bond (R)
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
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*
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 great, so you can just pick Detect Magic for the heck of it. For your second level spell, I like Suggestion. Suggestion is going to be a solid spell no matter the level, so may as well get it for free!

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

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

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


Level 19

Epic Boon: Boon of Fate

Spell Change Log: + Plane Shift + Gate

SPELL 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 SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball*
3rd Level SpellFly
3rd Level SpellTiny Hut
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire
5th Level SpellTelepathic Bond (R)
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 SpellPlane Shift
7th Level SpellReverse Gravity*
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*
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 SpellMisty Step*
2nd Level SpellScorching Ray*
2nd Level SpellSuggestion*
2nd Level SpellWeb
3rd Level SpellCounterspell*
3rd Level SpellDispel Magic*
3rd Level SpellFireball*
3rd Level SpellFly*
3rd Level SpellTiny Hut
4th Level SpellConjure Minor Elementals*
4th Level SpellDimension Door*
4th Level SpellPolymorph*
4th Level SpellWall of Fire*
5th Level SpellTelepathic Bond (R)
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 SpellForcecage*
7th Level SpellPlane Shift
7th Level SpellReverse Gravity*
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*
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!

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