God Wizard is Dead2


God Wizard Is Dead

Moving from primary control to encounter solving 

If God wizard is defined as being the primary controller of a party this build isn't that. This build's role is to simply win encounters automatically in any situation.

I’ve read this before! What’s new?

Telekinetic  
Arcane Aybence Storage 

Greater Summon Demon Spell Pathways

A few questions and a few answers

Double Cat Nap Abeyance

Wait the Infusion dupe????

Spell Wrought Tattoo doesn't work with Familiars 🙁

??????????

This Build is Too OP

Here is a weaker version of the guide 100% more suited for normal table play.

(Not updated for Tashas)

Race and Stat Selection

Custom Lineage

18INT

14CON

14DEX

12WIS

8STR

8CHA

Feat: Telekinetic (INT) 

Telekinetic is amazing. There's a few key use cases, also remember to have a mage hand to get the buff.

Bonus Action Disengage: 

by simply moving yourself or even you teammate backwards, you are moved out of the range of your opponent(assuming like have 5t range) allowing our already defensive wizard to be more defensive, and providing more support for our teammates

Retriggering: 

By simply pushing people into AOEs and the like we can control the battlefield even more. Also, if you are above them in the air Towards can mean upwards allowing you to Retrigger effects such as Create Bonfire or Wall of Fire

Additional Set Up

Artificer Cantrips: Guidance, Magic Stone

Key Artificer level 1 Spells: Cure Wounds, Sanctuary, Faerie Fire, Detect magic, Feather fall, Identify, Absorb Elements

Because of Tasha we can use the reaction spells such as Feather Fall and Absorb Elements

Artificer Infusions: Replicate magic item: Bag of holding, Replicate magic item: Bag of holding

Rituals to pickup: Find Familiar, Wrist Pocket, Phantom Steed

Spells you want to cast, however, you don't need to prepare: Contingency, Simulacrum, Glyph of Warding, Planar Binding, Nystul's Magic Aura, Enlarge/Reduce

Spells Per level calculation

We are assuming we get the maximum amount of spells from arcane recovery

 Level 1 spells will be excluded from the calculation for Tier Dos and beyond as well Level 2 spells will excluded from Tier Thres and beyond, due to these Spells Levels becoming mostly relegated to defensive use

Tier Uno

Spells per level

Level 1: 2 Spell Maximum

Level 2: 4 Spell Maximum

Level 3: 8 Spell Maximum

Level 4: 9 Spell Maximum

Level 5: 11 Spell Maximum

1: 1 Artificer. Feat Telekinetic 

At this level we will use a combination of Faire Fire & crossbows in order to deal damage

Artificer Cantrips:Guidance, Magic Stone

Artificer level 1 Spells: Cure Wounds, Sanctuary, Absorb Elements

2: 1 Artificer/1 Wizard. 

You're a wizard now. We can use firebolt to break items/weapons our opponent holds, also the Sleep spell works wonders for creatures at this CR level, allowing you to instantly knock out a few foes without requiring a save. Additionally we can attack their items while they sleep to weaken them in case they are woken.

Spell Level 1: Sleep, Shield

3: 1 Artificer/2 Wizard. 

You're a Chronurgist now. We pick up Gift of Alacrity to boost our initiative. Upcasting Sleep allows us to cover an average of 31.5 hp which will allow us to keep up with the growing HP pools of our opponents.

Spell Level 1:Gift of Alacrity, Shield, Sleep

4: 1 Artificer/3 Wizard. 

Power spike you get your level 2 spells.. You also get Rope Trick to automatically win encounters. If forced to go the control route we opt for Web as Sleep has become extremely weak at this level.

Spell Level 1:  Shield, Sleep, Gift of Alacrity

Spell Level 2: Web, Rope Trick

Tier Dos

Spells per level

Level 6: 7 Spell Maximum

Level 7: 8 Spell Maximum

Level 8: 8 Spell Maximum (Boh level)

Level 9: 10 Spell Maximum 

Level 10: 12 Spell Maximum

5: 1 Artificer/ 4 Wizard. Feat Lucky

 No level 3 spell yet, however, we finally can pickup the Lucky Feat, improving our defense across the board. Also we pick up Immovable Object which we can alternate between this spell and rope trick to win various encounters depending on the situation. We also pick up Nystul's magic aura for later.

Spell Level 1:  Gift of Alacrity, Shield, Magnify Gravity

Spell Level 2: Rope Trick, Web, Immovable Object,

6: 1 Artificer / 5 Wizard. 

You have your level three spells now. Hypnotic pattern is one of the best spells in the game allowing you to incapacitate groups of monsters in a single blow winning the encounter. In addition we can also attack thier items while they are incapacitated making them weakening them even if they are woken up. We also pick up Counterspell for more defense.

Spell Level 1: Gift of Alacrity, Shield

Spell Level 2: Rope Trick, Web, Immovable Object

Spell Level 3: Hypnotic Pattern, Counterspell

7: 1 Artificer / 6 Wizard. 

We can pick up Tiny servants for free damage and now for 25 gold we can achieve prema-flight with immovable objects for us and potentially our party members. We also pick up enlarge/reduce for later.

Spell Level 1:  Gift of Alacrity, Shield

Spell Level 2:  Rope Trick, Web, Immovable Object, 

Spell Level 3: Counterspell, Hypnotic Pattern, Tiny servant

8: 2 Artificer/6 Wizard

It's here where we finally choose to start making the bag of holding bombs since we have a good amount of spell slots to sustain us as our spell progression will be delayed by two

Levels. Now one encounter is trivialized per day regardless of what it is.

Spell Level 1:  Gift of Alacrity, Shield

Spell Level 2: Rope Trick, Web, Immovable Object, 

Spell Level 3: Counterspell, Hypnotic Pattern, Tiny servant

9: 2 Artificer / 7 Wizard.

We have Level 4 spells now. 

We pickup Summon Greater Demon to summon demons and to access new spells , Also By using Nystul's Magic Aura with Summon Greater Demon we can summon a "type of anyone" including ourselves allowing us to do the Demonic Infinite Simulacrum and we also pick-up Polymorph.

Spell Level 1: Gift of Alacrity, Shield

Spell Level 2: Rope Trick, Web, Immovable Object

Spell Level 3: Counterspell, Hypnotic Pattern, Tiny servant, 

Spell Level 4: Polymorph, Summon Greater Demon

Tier Tres

Spells per level

Level 11: 9 Spell Maximum

Level 12: 10 Spell Maximum

Level 13: 11 Spell Maximum

Level 14: 12 Spell Maximum

10: 2 Artificer / 8 Wizard. ASI

The last intelligence 2+ ASI Improving our initiative, Spell preparation, and Spell DC. We pickup Sickening Radiance and the spell Thunder Step allowing us to Steal objects form our opponent (or any object at any distance)

Spell Level 1: Gift of Alacrity, Shield

Spell Level 2: Rope Trick, Web, Immovable Object

Spell Level 3: Counterspell, Hypnotic Pattern, Tiny servant, Thunder step

Spell Level 4: Sickening Radiance, Summon Greater Demon, Polymorph

11: 2 Artificer / 9 Wizard.

Finally, Wall of Force, a powerful spell that allows you to trap an opponent with no save required. This can be readied in combination with other spell casters in your party to trap an opponent in an AOE spell or using Faithful Hound to do it yourself, a spell which we pick up as well. 

Spell Level 1: Gift of Alacrity, Shield

Spell Level 2: Rope Trick, Web, Immovable Object

Spell Level 3: Counterspell, Hypnotic Pattern, Tiny servant,  Thunder Step

Spell Level 4: Sickening Radiance, Polymorph, Summon Greater Demon, Faithful hound

Spell Level 5: Wall of Force

12: 2 Artificer / 10 Wizard. 

You receive your biggest power in the game Arcane Abeyance much like the Bag of Holding Bomb, Arcane Abeyance combos allow you to simply remove opponents from the game with little counter-play, or simply win using the infinite as we pick up wrist pocket this level. Also, we can store our Arcane Abeyances allowing us to extend the usefulness of our Wrist Pocket infinite and/or regular Arcane Abeyance beads for the cost of a level 3 spell slot. Also we pickup Cat nap, giving us insane Nova potential for very little preparation 

Spell Level 1: Gift of Alacrity, Shield

Spell Level 2: Rope Trick, Web, Immovable Object

Spell Level 3: Counterspell, Hypnotic Pattern, Tiny servant, Cat Nap, Thunder Step

Spell Level 4: Sickening Radiance, Polymorph, Summon Greater Demon, Faithful hound

Spell Level 5: Wall of Force

13: 2 Artificer / 11 Wizard. 

You get your level 6 spells. Mass Suggestion is an amazing auto win and Magic Jar is one of the best spells in the game  allowing us to obtain anybody with Nystul's Magic Aura Also at this spell level Immovable Object's flight becomes permanent.

Spell Level 1: Gift of Alacrity, Shield

Spell Level 2: Rope Trick, Web, Immovable Object

Spell Level 3: Counterspell, Hypnotic Pattern, Tiny servant, , Cat Nap, Thunder Step

Spell Level 4: Sickening Radiance, Polymorph, Summon Greater Demon, Faithful hound, 

Spell Level 5: Wall of Force

Spell Level 6: Mass Suggestion, Magic Jar 

14: 2 Artificer / 12 Wizard. Feat

Feel free to get any feat you want.

We pick up the spell Contingency providing you with more layers of defense. We also get Planar Binding or Glyph of warding at this level.

Spell Level 1: Gift of Alacrity, Shield

Spell Level 2: Rope Trick, Web, Immovable Object

Spell Level 3: Counterspell, Hypnotic Pattern, Tiny servant, , Cat Nap, Thunder Step

Spell Level 4: Sickening Radiance, Polymorph, Summon Greater Demon, Faithful hound

Spell Level 5: Wall of Force

Spell Level 6:  Mass Suggestion, Magic Jar

Tier Quatro

Spells per level

Level 15: 12/21 Spell Maximum(Simulacra level)

Level 16: 13/23 Spell Maximum

Level 17: 13/23 Spell Maximum

Level 18: 14/25 Spell Maximum

Level 19: 15/29 Spell Maximum (Wish Simulacra)

Level 20: 15/29 Spell Maximum

15: 2 Artificer / 13 Wizard. 

Starting tier four with a bang. You gain access to 7 level spells which means you can use Simulacrum & Force Cage. Simulacrum is amazing, allowing you to double your action economy, spell slots, Arcane abeyance uses, and Bag of Holding bomb uses after a long rest. With Nystul's magic aura we can make a Simulacrum of anything we can get our hands on.

Spell Level 1: Gift of Alacrity, Shield

Spell Level 2: Rope Trick, Web, Immovable Object

Spell Level 3: Counterspell, Hypnotic Pattern, Tiny servant, , Cat Nap, Thunder Step

Spell Level 4: Sickening Radiance, Polymorph, Summon Greater Demon, Faithful hound, Private Sanctum

Spell Level 5: Wall of Force

Spell Level 6:  Mass Suggestion, Magic Jar

Spell Level 7: Forcecage

16: 2 Artificer / 14 Wizard.

We get Convergent Future to better improve us and our Magic Jar bodies.  Here we pick Private Sanctum to combo with Arcane aybence

Spell Level 1: Gift of Alacrity, Shield

Spell Level 2: Rope Trick, Web, Immovable Object

Spell Level 3: Counterspell, Hypnotic Pattern, Tiny servant, , Cat Nap, Thunder Step

Spell Level 4: Sickening Radiance, Polymorph, Summon Greater Demon, Faithful hound, Private Sanctum

Spell Level 5: Wall of Force

Spell Level 6:  Mass Suggestion, Magic Jar

Spell Level 7: Forcecage, Teleport

17: 2 Artificer / 15 Wizard.

Huge Power Spike you gain the ability to cast the spell Maze and Dark Star. Maze is amazing in its ability to banish monsters with an ability check, not a saving throw, bypassing legendary resistance; this spell is further pushed even higher levels with the combination with Private Sanctum allowing us to remove opponents from the game at will.

Spell Level 1: Gift of Alacrity, Shield

Spell Level 2: Rope Trick, Web, Immovable Object

Spell Level 3: Counterspell, Hypnotic Pattern, Tiny servant, , Cat Nap, Thunder Step

Spell Level 4: Sickening Radiance, Polymorph, Summon Greater Demon, Faithful hound, Private Sanctum

Spell Level 5: Wall of Force

Spell Level 6:  Mass Suggestion, Magic Jar

Spell Level 7: Forcecage, Teleport

Spell Level 8: Maze, Dark Star

18: 2 Artificer / 16 Wizard. Feat 

Here we pick up Sequester for later and we pick up Mirage Arcane to shape the world into what we want.

Again feel free to pick up any feat you want.

Spell Level 1: Gift of Alacrity, Shield

Spell Level 2: Rope Trick, Web, Immovable Object

Spell Level 3: Counterspell, Hypnotic Pattern, Tiny servant, , Cat Nap, Thunder Step

Spell Level 4: Sickening Radiance, Polymorph, Summon Greater Demon, Faithful hound, Private Sanctum

Spell Level 5: Wall of Force

Spell Level 6:  Mass Suggestion, Magic Jar

Spell Level 7: Forcecage, Teleport, Mirage Arcane 

Spell Level 8: Maze, Dark Star

19: 2 Artificer / 17 Wizard.

 We finally get the strongest spell in the game Wish. We can do anything we want with this spell, using it as another casting of Maze, force cage, or some story related ability.


Another way you can use Wish is to have your simulacrum cast Wish to make a simulacrum of you, and then have that simulacrum cast Wish to again make another Simulcam of you, looping on for forever. This called the “Infinite Simulacrum Loop”

We also get everything everything True Polymorph brings

Spell Level 1: Gift of Alacrity, Shield

Spell Level 2: Rope Trick, Web, Immovable Object

Spell Level 3: Counterspell, Hypnotic Pattern, Tiny servant, , Cat Nap, Thunder Step

Spell Level 4: Sickening Radiance, Polymorph, Summon Greater Demon, Faithful hound, Private Sanctum

Spell Level 5: Wall of Force

Spell Level 6:  Mass Suggestion, Magic Jar

Spell Level 7: Forcecage, Teleport, 

Spell Level 8: Maze, Dark Star, Mirage Arcane 

Spell Level 9: Wish, True polymorph 

20: 2 Artificer / 18 Wizard.

We finally hit max level congrats. we get Spell Mastery and we pick up Time Ravage

Spell Level 1: Gift of Alacrity, Shield

Spell Level 2: Rope Trick, Web, Immovable Object

Spell Level 3: Counterspell, Hypnotic Pattern, Tiny servant, , Cat Nap, Thunder Step

Spell Level 4: Sickening Radiance, Polymorph, Summon Greater Demon, Faithful hound, Private Sanctum

Spell Level 5: Wall of Force

Spell Level 6:  Mass Suggestion, Magic Jar

Spell Level 7: Forcecage, Teleport, Mirage Arcane 

Spell Level 8: Maze, Dark Star

Spell Level 9: Wish, True polymorph, Time Ravage 

 Artificer strategies

The Bag of Holding Bomb

  the infusion Replicate Magic Item allows you to pick itself as an infusion multiple times; here's the text

"Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table’s title tells you the level you must be in the class to choose an item from the table."

The text in Tasha is different however has not changed this ability

So your infusion list looks like this when you reach level 2 

1. Replicate magic item: Bag of Holding

2. Replicate magic item: Bag of Holding

3. Enhanced Arcane Focus

4. Enhanced Defense

How to use the Bomb

There're many ways to take advantage of The Bag of Holding's effect without being within the blast radius yourself.

1. Simply toss one Bag of Holding your holding(as a free object interaction) and have your familiar with the other bag fly over and use its free object interaction to stuff the bag of holding into the other.

2. Have the owl familiar fly over and drop one Bag of Holding off, fly to you, use its object interaction to fly over and then its action stuff the second and final bag into the first bag of holding or just have a Hawk familiar carry both bags and can bomb them using its 120 foot dash.

Remember dropping things does not cost an interaction

3. Use the spell Unseen Servant, simply hand it the bag of holdings and allow your servant to do the work.

Arcane Abeyance Combos

This game breaking ability allows you to trivialize any encounter for the cost of 2 spells max. Keep in mind, Arcane Abeyance is strong, however, it has limitations, the first being it consumes the spell slot required to cast the spell you wish to turn into a Mote, second the created Mote only has an hour duration meaning you need to make sure within that hour combat is going to happen or you've wasted a spell slot and your ability.

How to best use the Bead:

The best person to use the Bead most cases is not yourself. Fortunately for you, your Familiar can activate the Bead, fly away, or as an action be summoned away into its pocket dimension, keeping all the while keeping its concentration

Good spells with Arcane Abeyance

Basic Doubling Of Concentration:

Take your regular good spells that take up your concentration, put them into a Bead and have your familiar or party member use them.

Leomund's Tiny Hut:

Normally this spell is just a great utility ritual spell creating a barrier impervious to magic and physical attacks which allows you and your party to take a good long rest, however, thanks to Arcane abeyance we can drop this mid battle creating an impervious barrier we can simply pop-out and attack out of with little counterplay to stop it. Breath attacks apparently bypass this spell's defenses so watch out for dragons.

Mondonkiden's Faithful Hound:

Faithful Hound isn't a really good spell, However, we can take advantage of faithful Hound's sustained DPR by casting Wall of Force one-inch off the ground, and then casting Faithful Hound through the Gap, allowing the Hound to attack the target endlessly. Because Faithful Hound is non-concentration you can also do this combo without Arcane Abeyance as a 2 round combo instead of one.

Warning: this enables your opponent to sneak in spell castings too, make sure your opponent doesn't have countermeasures first.

Sickening Radiance:

Combo this with Sleet Storm, Wall of Force, and Force Cage, and watch opponents die with little chances for escape. Remember you have to cast this spell first before you can cast those spells on your opponent.

Mondonkiden's Private Sanctum

An extremely useful spell to lockdown any teleport counter-play against You. The three-piece combo of Wall of force/Force Cage + this Spell Combo is inescapable for anyone trapped and works with the Spell Maze as well.

Arcane Abeyance Storing

We can also store our Arcane Aybence's indefinitely through the use of transforming the bead into a Tiny Servant, this works because the Arcence Abeyance Bead is not a magic object thus is a valid target for Tiny Servant

Thanks to Tiny Servants ability for 8 hours we can transform our bead into a creature instead of object prolonging it's duration virtually indefinitely for the price of a level 3 slot.

The Wrist Pocket Infinite 

This setup allows you to spam any one spell from Level 1-4 as much as you want for the whole hour, including summoning spells such as Tiny servants. Since the wrist pocket is a concentration ritual if you want to spam concentration spells you need to hand the mote to someone else.

This works because of the ambiguity of the term "Disappear" within Arcane Aybance's text that doesn't actually designate it's destruction.

"Beginning at 10th level, when you cast a spell using a spell slot of 4th level or lower, you can condense the spell's magic into a mote. The spell is frozen in time at the moment of casting and held within a gray bead for 1 hour. This bead is a Tiny object with AC 15 and 1 hit point, and it is immune to poison and psychic damage. When the duration ends, or if the bead is destroyed, it vanishes in a flash of light, and the spell is lost.

A creature holding the bead can use its action to release the spell within, whereupon the bead disappears. The spell uses your spell attack bonus and save DC, and the spell treats the creature who released it as the caster for all other purposes.

Once you create a bead with this feature, you can't do so again until you finish a short or long rest."

Because of this we can mark the bead with wrist-pocket and bring it back from disappearance

"You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet."

So once we "mark" the bead by an initial teleportation to the extradimensional space, we can recall it to our free hand as much as we want even when the bead "disappears" until Arcane Aybence's hour is up and only then the bead vanishes in a flash of light and the spell is lost.

 This infinite can be explained simply in a number of steps.

1. Use Arcane Abeyance containing spell you want

2. Use wrist pocket on Arcane Abeyance

3. Use Arcane Abeyance causing the bead to disappear

4. Use wrist pocket to resummon the bead from it's disappearance and into your hand

5. Cast the spell within the bead again

6. Repeat as much as you want 

7. An hour passes and the bead "vanishes in a flash of light, and the spell is lost."

Double Cat Nap Abeyance

Use Arcane Abeyance, cast the spell Catnip for a short rest, and then cast abeyance again. This allows you to completely solve whatever counter you may be facing, through the most fancy of spell combinations. Watch your spell slot usage!

Spell Combinations

Rope trick

one the most powerful barriers/spells in the game, allowing you to completely avoid damage from all attacks and making you extremely hard to reach for an attack.

How this works is simply a cast rope trick 10-15 feet in the air, you and your party climb into it and have the last person in the rope trick remove the rope behind them, disallowing your opponent to climb up the rope to chase your party down; if your opponent cannot fly, is not a medium-sized monster or lower, or doesn't have the spell Dispel Magic they're completely unable to affect you for an entire hour. Furthermore, you can simply pop out and cast a cantrip at them, battering them down until they eventually die.

If popping in and out is not allowed we can also replicate this tactic by dropping/pulling the rope back up/down via the help of our familiar.

Glyph of Warding

Spell Glyph Guide:

Glyph of warding is extremely powerful. First let's take a look at the spell.

"You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph"

"Spell Glyph. You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration"

What this means is you can with the right spell commands you can trigger the glyph to activate at any time or situation you wish and at any range too, all for the grand cost of 300 gold. Now if you don't expect to be receiving 300 gold this early in the campaign it would be ideal to pick something else.

Ideal spell list: Hypnotic pattern, Wall of force, Polymorph, Sickening radiance

Tiny Servant

Also, you can also use the upcasted Tiny servant + Magic Stone.

1. Cast Tiny servant out-of-combat using a 4th level spell slot to summon 3 servants

2. Out of combat you assign your orders(you can assign your command just once, and they will follow those commands for the duration without needing you to reorder)

3. During combat use Magic stone as a bonus action for 3 Magic Stones, drop the 3 stones(dropping things in dnd is free, doesn't even cost an object interaction)

4. Have the 3 servants on their turns throw the magic stones at the opponent for around 20-25 average damage per round.

So what commands should you give them?

Here's some standing order scripts that allow you to set up your tiny servants to use magic stones easily.

For Attack of Opportunities(no total cover)

"Stand in front of me and throw the rocks I drop at a single enemy in range"

Leaving out in the open can risk them being killed so choose wisely if you want to take that risk.

For Total Cover

"Throw the rocks I drop at a single enemy in range; Jump into my coat afterwards"

This works because tiny creatures are allowed to share space with medium to large creatures and being in your coat meets the conditions for total cover.

With a simple bonus action you can alternate between these two options as much as you want. Plus these standing orders will enable the tiny servants to throw regular stones too; so you can do some chip damage(3-6 damage) even when you can't cast Magic Stone. Another keynote is Tiny servants' spell duration 8 hours which makes it a candidate for long rest manipulation. This is one of the most powerful tactics in the game and you will be using this throughout your adventure.

Greater Summon Demon Spell Pathways

Through the Demon we summon We are able to not only get spells that aren't on our spell list, but an attacking body as well, this allows us to cast multiple spells for the cost of one spell slot, or simply cast one Spell then drop the spell as soon as they cast the spell before they need to roll a charisma saving throw, also concentration isn't dropped meaning these spells last the full duration.   

Furthermore the Demons Cannot attack you when you're in a RopeTrick, Since being in a RopeTrick puts you at an infinitely far Distance than the monster, Since they are forced to attack the nearest monster available to them, that will never be you. 

Babu 

HP 82 1+CHA, DC 11, DPR 15

At will: darkness, dispel magic, fear, heat metal, levitate

Weakening Gaze. The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

*Note* This Creature allows you cast spells not on the wizard spell list 

Dybbuk

HP 37 2+CHA(MR), DC 12, DPR 13

At will: Dimension door

3/day each: fear, phantasmal force

Violate Corpse. The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened of the dybbuk for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours.

Barlgura (summoner variant)

HP 68 -1CHA, DC13, DPR 31

1/day each: entangle, phantasmal force

2/day each: disguise self, invisibility (self only)

Reckless: At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.

Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning. A barlgura has a 30 percent chance of summoning one barlgura.

A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can’t summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.

*Note* This Creature allows you cast spells not on the wizard spell list 

Reduced-threat Glabrezu(D&D Beyond Stat block, CR 6)

HP 78, 6+Cha(MR), DC 14, DPR 46, Non-magical Resistance

At will: darkness, detect magic, dispel magic

1/day each: confusion, fly, power word stun

Reduced Threat: This creature has -2 penalty on all ability checks and saving throws.

*Note* this Creature allows you to cast an 8th level spell for the cost of an 5 level spell slot

Planar Binding 

Another tactic in this game is controlling demons.

Summon greater Demon Planar binding(dybbuk pet):

Planar binding is hard. Being able to get creatures to spend time being blinded and finding a good creature seems very much up to the DM, however, not anymore thanks to summoning a greater demon. Unlike other summon spells, Summon Greater Demon Allows you to pick the type of Demon you want, this allows you to select from the mass list of demons in DnD and pick what you want, the problem it not only requires a one round competition between you and the demon for duration it also is too short for planar binding, however, there is a way around this.

Magic Circle +  Summon Greater Demon + Private Sanctum + Planar Binding 

1. Cast magic circle inverted so it contains the Demon 

2. Cast private Sanctum blocking Teleportian & planar travel 

3. Cast Summon Greater demon summoning the Demon

4. Have the Demon unwillingly walk into the circle 

5. Drop the concentration for summon greater Demon

6. Cast Planar binding on the Demon

This works because private Sanctum's effect stops the summon Greater Demon send back mechanism from working. Allowing the Demon to be stuck in this plane.

Private sanctum can be replaced with glyph of warding(Summon Greater Demon) depending on your definition of "Disappear"

What's the best Demon to bind?

The best demon to bind is a Dybbuk not only does it have magic resistance, good spells, and flight, it also has an at-will-Dimension door meaning if binded you can teleport anywhere, anytime you want. 

Magic Jar

Magic Jar works with Nystul's Magic Aura

Because of this we can skip most of the tech needed to get the body we want.

Exhaustion immune bodies 

By Magic Jaring into an exhaustion immune body we can use convergent futures for just a reaction never getting exhausted from it. 

True polymorph

Hollyphant 

Hollyphant has one of the best auras in the game, and we can take it. Simply True Polymorph an object into a Hollyphant and then sequester with Wish and store it on your person, allowing you to keep the Aura for yourself.

Time Ravage

By using time ravage you're able to age up true polymorph beasts increasing their power. 

Best True Polymorph Bodies 

Here's a list of suggested bodies people have found, you can also Magic Jar into them easily 

Gold Dragon: amazing damage, amazing health

Duergar Despot: Best Immune exhaustion body for free Convergent Future, good attacking body

Atropal: Infinite Wraith Summoning with no time limit

Dunamancy

A Chronurgist RAW is able to Learn All Dumanacy Spells. 

"Dunamancy spells are readily available to the Chonurgy and Graviturgy subclasses and should not be simply added to the full spell lists of other spellcasting classes. However, the Dungeon Master can consider allowing other spellcasting classes opportunities to learn a handful of dunamancy-themed spells as rewards" 

Immovable Object

Here's the text:

"You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

At Higher Levels. If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.'

For 25 gold you can touch your opponent's clothing, armor, or weapons and completely remove their ability to move via an extremely hard to beat ability check, also there's no save meaning any melee weapon attacker you face will automatically lose to this spell. Going even further you can use Immovable Object as a flight spell.

1. Cast Immovable objects on your boots(or a object like a coat)

2. Walk upwards or jump

3. Since the object is fixed in place you never go down unless you choose to

4. You have obtained flight

For the most part it's you jumping in a direction, unsuppressing the effect and before you fall, suppressing it one more, and repeating the process. Mechanically there is no difference between jumping in this manner and moving normally, so it can be abstracted to just walking, because regardless of the multi-step unsuppression/suppression tactics to keep you in the air, moving in this manner consumes just the same amount of movement as regular movement does. Remember the suppression/unsuppression technique is backed by the fact that you can choose when the spell is acting normally or not, here's the quote from the text.

"You and the creatures you designate when you cast this spell can move the object normally."

One More Thing 

The spell gets better when upcasted to spell level 4, granting it a 24 hour duration, meaning we can keep this going as long as we have the gold. At spell level 6 it becomes permanent!

Dark Star 

Dark Star's effect of disabling spells with V components' when combined with Force Cage you can create a unescable microwave that can't be dispelled or teleported out from within, this spell is great to make sure something is Dead forever.

Nystul's Magic Aura

With this spell reality is whatever want

This spells allows you go beyond spell limits and do things no other spell can do here's the effect

"You place an illusion on a creature or an object you touch so that the divination spells reveal false information about it. The target can be a willing creature  or an object that isn't being carried or worn by another creature. 

When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.

False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a non magical object appear magical, a magical object appear non magical, or change the object's magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.

Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin's Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment. "

DOES ANY OF THIS ACTUALLY WORK?

So what are we trying to justify here

We are trying to say Nystul allows us to change spell targeting

Akin to what the developer has said here! 

Detection what is detection?

Based on what hollow does and also a confirm Here we can apply the same logic to other spells that specify a creature type

Since mechanically that's the closest approximation we have to what the spell does.

This further exemplified by how Symbol detects creatures

"You can further refine the trigger so the spell is activated only under certain circumstances or according to a creature's physical characteristics (such as height or weight), or physical kind (for example, the ward could be set to affect hags or shapechangers). You can also specify creatures that don't trigger the glyph, such as those who say a certain password"

There's no mention of sense or detection here, just a triggers on specific creatures which is what we're trying to do

Furthermore the wording between the different "Detect spells" are not similar. It's far easy to go with the Spells specifying creature types then try to justify the mechanical sameness between Detect good and Evil versus Detect thoughts 

It has "Detect" in the name!

Name of spells have no weight, the only ruling where a spell name matters in 5e is spell stacking rules

What is a magic aura? 

Other than Detect Magic which actually places a Magic aura around magic effect, there's no mention of it in other spells or abilities. Because of this it would be reasonable to say that the magic aura statement applies only to Detect Magic

Remember the end of the spell!

 "…You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment"

How to use this spell

Tiny Servant Magic Items.

by using Magic Aura's ability to appear to turn non-magical items into mundane you can use tiny servants on magical items. Some items such as flame tongues might do extra damage.

Use enlarge/reduce to shrink the item for use if too large.

Infusion Duplication***

Taking the tiny servant magic item trick to the next level with artificer 2 we can use this to duplicate items.

1.Infuse a item

2.Magic aura non magical 

3.Turn the object into a Tiny servant

4.End the infusion

5.Tiny servant transforms back 

6.You Keep the item.

Use an enlarge/reduce for medium items. This works because a Tiny Servant you're not considered as the object anymore thus no longer an infusion, however, reverting when the tiny servant ends, allowing you to keep the item with the infusion still installed. Check out the Nystul stuff here for more questions

Note: I've been talking to a lot of people about this one in particular and there may be some problems in this one. I think it's a bit too much of a stretch, or straight non-functional.  Will work on it (I think the idea can be salvaged) and improve on how to do it, sorry about that!

If you're interested in this part of the talk stay tuned! I'll definitely review and definitely do some re-working

Planar Bind Anything

By changing the creature type to celestial, an elemental, a fey, or a fiend you're able to use the spell Planar Binding on anything you want.

Magic Jar Anything

By changing the creature type to humanoid you are able to magic jar into any creature you want.

Simulacrum anything

By changing the creature type to humanoid for the Target object component you can simulacrum anything.

Polymorph into Anything

By changing the creature type to beast you're able to transform it via polymorph rules. 

Demonic Infinite Simulacrum

This one is pretty tricky. First we have to create an instance of ourselves where we fulfill the conditions of Summon Greater Demon, of which there are two, being a demon and having a CR 5 or lower.

We can achieve the first part by simply changing our creature type to Demon thanks to nystul’s and by skirting on the edges of what’s RAW….We can achieve the second part by using polymorph and transforming ourselves into to a monster yhat’s CR 5 or lower, we gain a CR since CR a part of a creatures Stack block. 

Doing this creates an instance of “us” which has the conditions needed to be summoned by Summon Greater Demon.  

Now when we cast the spell We are able to summon a “type of us” from the abyss.

That “type of us” has all our abilities and Spells, additionally with our charisma we're quite easy to control. In order to start the infinite, merely command our demonic self to summon another Demonic self and then have that demonic self tell the other Demonic self to summon another Demonic self. 

The End! 

Thank you so much for reading! This is my favorite build in the game and I hope it will be yours too!

A few questions and a few answers!

This is Raw and unedited I will come back and make this more clear too.

Have I played this build in real life:

No I haven't. My group consists of mostly role players and I play a basic Artichron and a crossbow sharpshooter fighter named Sharp. I am quite new to tabletop, this build was my attempt to really get into the mechanics.

Would you play this build:

Yeah sure, if I get the chance, it would be awesome!

However, my group wouldn't allow powerful builds like this at all.

Should you play a build like this:

Yeah if you get the chance that would be awesome!

But you know and you got to look at your build relative to the other party members. This blud can clearly win things by itself, may not be for the group you want to play in.

The rules don't state that I can't do this thus I can?:

Yea should be able to argue that you can do it! 

There's always situations in D&D we're going to deal with ambiguity! 5e is a very abstract system and it's quite hard to play a game without validating your actions with the DM, sometimes that even applies to spells and their interactions. Nothing is wrong with this. If it works in the players favor or not, that's up to the game the DM wants to play.

There might be a few things that are used in this build that are ambiguous text wise, and there's a few things that are also super powerful which aren't ambiguous. Although, I reason some of the ambiguities posted here are more likely how the spell can be used than not, however, if you disagree, then please reason against my reasoning.

The opposite of "The rules don't state that I can't do this thus I can?" Is "If it feels ambiguous then no!" the latter I don't think it's fair, and is as absurd as the initial statement above.

TO/PO?

I think those are silly terms, it just breaks down too strong and or allowable. I haven't played 3.5e and I don't care much for nostalgia, you shouldn't apply weird old internet mindsets to a new system in flux.

All binaries get blurry especially in the middle, just slightly "practically" optimizing your monk might be too much for a table where no one knows how to play the game, in reality the boundaries of what you should use and what you shouldn't use is relative to your table. 

Trying to reduce this fact to some strict rule set doesn't make sense because the various techs all function off a different mechanical understanding, and different standards for play for each table.

I think the DM should avoid rules lawyering and in good faith just tell the player "Hey this is just too strong man" . It's far easier conversation and more honest to the reality of the problems between you and the player in that situation.

If you have any questions ask me at 

https://twitter.com/rahmeljackson

Watch me at!

https://www.twitch.tv/jinofcoolnes

Need all the Help I can get here, so please drop a follow or a like if  you can

Special Shoutouts to Third-Eye the character I made that inspired this build more black inspired dnd characters 

And my first DnD character

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