DnD 5E Clockwork Soul Clockwork Magic Guide
- 1st Level Spells
- Absorb elements (โ โ โ โ โ )
- Alarm (default) (โ โโโโ)
- Armor of Agathys (โ โ โโโ)
- Expeditious retreat (โ โ โ โโ)
- Feather fall (โ โ โโโ)
- Longstrider (โ โ โ โ โ)
- Protection from evil and good (default) (โ โ โ โโ)
- Mage armor (โ โ โ โโ)
- Shield (โ โ โ โ โ )
- 2nd Level Spells
- 3rd Level Spells
- 4th Level Spells
- 5th Level Spells
Author: Haen the Heretic
The Clockwork Soul Sorcerer subclass was released in Tashaโs Cauldron of Everything, and gets access to an expanded spell list, much like the Aberrant Mind Sorcerer. At Tabletop Builds, we view the Clockwork Soul Sorcerer as the strongest Sorcerer subclass, edging out the Aberrant Mind largely due to the array of powerful spells afforded by its expanded spell list.
A Clockwork Soul Sorcerer gets to learn 10 additional spells than the base Sorcererโat level 10, that means 21 spells known compared to 11 for a Sorcerer without an expanded spell list, nearly doubling the typical number of spells known.
Clockwork Magic, the feature that gives Clockwork Soul Sorcerers their extra spells consist of some solid default options, with the choice to swap them out for abjuration or transmutation spells from the Sorcerer, Warlock, or Wizard spell list.
In this article, we will point out and rate the best spells you can choose via this subclass. Spells that are given by default will be marked.
1st Level Spells
There are 10 spells available for us to swap into:
- Absorb elements
- Alarm
- Armor of Agathys
- Catapult
- Expeditious retreat
- Feather fall
- Jump
- Longstrider
- Mage armor
- Shield
- Snare
Absorb elements (โ โ โ โ โ )
An excellent defensive spell, and one of the staple elements of the defensive capabilities of an optimized caster. This is a Sorcerer spell, but picking it through Clockwork Magic frees up an additional learned spell, which is always welcome.
Alarm (default) (โ โโโโ)
We do not have the Ritual Casting feature, and with the very finite number of spells we know this simply is not affordable. You could scribe a scroll of this to let your Wizard take over the task of putting this down before you sleep.
Armor of Agathys (โ โ โโโ)
In general, this spell doesnโt do enough to be worth the spell slot and especially isnโt worth using your action on in combat. However, the spell doesnโt take concentration and has a decent duration, making it potentially worthwhile to cast before combat if you know youโll be heading into a big fight soon.
Expeditious retreat (โ โ โ โโ)
Kiting wins plenty of encounters, and the ability to Dash as a bonus action instead of an action certainly assists with that job.
Feather fall (โ โ โโโ)
This spell shouldnโt be useful often, but it can be a lifesaver when needed. This is on the Sorcerer spell list, but Sorcerers often donโt have the space to learn this spell. Clockwork magic makes this much more affordable however.
Longstrider (โ โ โ โ โ)
Similar to expeditious retreat, having greater movement speed is a great way to increase your durability in a game where nearly all the monsters are stronger in melee than at range. Becomes more useful as your sorcery points and slots become more plentiful.
Protection from evil and good (default) (โ โ โ โโ)
Charm effects from the likes of vampires and aboleths can be rather painful, and giving these enemies disadvantage on attacks is also a solid buff. Worth Twinning when applicable.
Mage armor (โ โ โ โโ)
Optimally, you have obtained medium armor proficiency from some source, but if you havenโt then this spell provides an AC boost for the entire adventuring day. This is well worth the single 1st level spell slot it costs if the spell can benefit you.
Shield (โ โ โ โ โ )
The primary defensive spell in the game. Like absorb elements, another spell that is already in the list of options for Sorcerer, but being able to take two staple spells via Clockwork Magic essentially means two additional spells known for the class that is the most starved for known spells.
2nd Level Spells
There are a whopping 16 spells available for us to swap into at this level.
- Alter self
- Arcane lock
- Darkvision
- Earthbind
- Enhance ability
- Enlarge/reduce
- Kinetic jaunt
- Knock
- Levitate
- Magic weapon
- Maximilianโs earthen grasp
- Pyrotechnics
- Rope trick
- Skywrite
- Spider climb
Aid (default) (โ โ โ โ โ )
This is one of the best options to rest cast, and an excellent way to make sure your partyโs familiars and other summons take a good bit longer to kill. Can be worthwhile even without rest casting if you need to revive several unconscious allies at once, or as a high-level pre-fight casting if you donโt anticipate spells to be effective against your upcoming opponent. Itโs never bad to have a ranged healing option, even if it is more slot-and-action-intensive than healing word.
Levitate (โ โ โ โ โ)
A melee enemy up in the air is a โsittingโ duck, and levitating yourself puts you out of reach for the multitude of ground-based melee enemies.
Lesser restoration (default) (โ โ โ โโ)
Curing your friends of some nasty conditions like paralyzed is sometimes a really good thing to have, especially if no one else has the capability to do so. Still, itโs significantly preferable for a Cleric or Druid to prepare this spell instead of using one of your precious spells learned on this.
Rope trick (โ โ โ โ โ )
This is for those awkward moments when you donโt want the enemy to stand a chance. Seal yourself in a bunker for 1 hour and peek out to shoot spells and cantrips. This spell also helps if you donโt have a place to short rest.
3rd Level Spells
There are 17 spells available for us to swap into.
- Ashardalonโs stride
- Blink
- Counterspell
- Dispel magic
- Erupting earth
- Flame arrows
- Fly
- Gaseous form
- Glyph of warding
- Haste
- Intellect fortress
- Magic circle
- Nondetection
- Remove curse
- Slow
- Tiny servant
- Water breathing
- Water walk
Counterspell (โ โ โ โ โ )
Enemies with spells are often the most deadly, due to the power of magic in D&D. Some enemies have deadly spell-like effects that are not counterable, but this spell allows you to negate potential TPKs. Certain adjustments to monsters or table considerations such as a lack of spellcaster enemies might make this spell redundant, but when it matters, it matters.
Dispel Magic (default) (โ โ โ โ โ)
Another great tool for negating magical effects. This is used after they are cast, instead of proactively, which makes it a bit worse, but it does have a larger range.
Fly (โ โ โ โโ)
This is another spell that sorcerers can learn normally, but it remains a useful spell. The fast fly speed this provides can trivialize many monsters, solve problems out of combat, and the spell can be upcast to hit more of the party.
Glyph of warding (โ โ โ โโ)
If you have a bag of holding or similar item, you can store buff spells inside it so as to trigger them without requiring an action or concentration. How much you will get out of this spell otherwise depends somewhat on the table youโre playing at.
Haste (โ โโโโ)
Haste is a popular spell, but an overrated one. It provides a lot of effects, but itโs rare that all of them are relevant at once. Additionally, the spell has a harsh downside for the target once the spell ends. For a 3rd level slot and concentration, it simply isnโt worth it. See our article on Haste for a deeper dive.
Protection from energy (default) (โ โโโโ)
Your concentration and a 3rd-level slot are both too valuable to be providing resistance to one damage type to a single ally. Even in situations where you have significant foreknowledge of an upcoming damage type, this spell is much better on prepared casters who have the flexibility to adjust their spell choices.
Slow (โ โ โ โโ)
Slow by itself is an okay spell, but it faces stiff competition from hypnotic pattern and fear. Both of these other spells have better effects and will generally last longer than slow since the target gets to repeat the Wisdom save every turn. Slow does have its niche however: It can exclude allies, hits a larger cube than hypnotic pattern (though it can only affect a limited number of creatures), and isnโt affected by immunity to the charmed or frightened condition.
Tiny servant (โ โ โ โ โ )
This spell allows you to weaponize magic stone, as well as a few items. They have a +3 Dexterity modifier so giving them regular weapons is also a wise idea, even though they lack proficiency. Use them to make a free attack with +3 to hit and 1d8+3 damage (light crossbow) to deal a bit of damage, throw nets, and spray caltrops at choke points without using up your own actions. You can also use them to operate siege weapons like cannons and ballistae. There might be some DM variability on the type of standing orders the tiny servant can take and so on, so be sure to clear any potential uses with your DM first.
4th Level Spells
There are 8 spells available for us to swap into.
- Banishment
- Control water
- Elemental bane
- Fabricate
- Mordenkainenโs private sanctum
- Polymorph
- Stone shape
- Stoneskin
Banishment (โ โ โ โ โ)
This spell only targets a single creature without upcasting and does nothing if the target succeeds their saving throw, but many monsters have poor Charisma saving throws and it completely eliminates the target for the duration (or longer, if theyโre not native to the plane) if successful. This spell is also quite good to upcast.
Fabricate (โ โ โ โ โ)
Do you like money? If so, mass-producing linen and selling it may be just the thing for you. Make your dreams of ignoring price tags on your favorite spells come true! Check out our complete guide to tools in DnD for more tips. This spell is only used out of combat, and as such is subject to significant table variance.
Freedom of movement (default) (โ โ โ โโ)
4th level abjuration, action cast, range of touch, 1 hour duration. Target can move freely.
Not a bad get-out-of-jail-free card against specific encounters, and becomes almost a necessity for underwater combats. Per Jeremy Crawfordโs Twitter account, you can spend 5 ft of movement to escape a grapple even though your speed is 0 while grappled, though there is no such codified ruling in the SAC. Another spell that preferably would be on a prepared spellcasterโs list, but useful enough that learning it isnโt too painful.
Polymorph (โ โ โ โ โ )
Turn an enemy into a harmless critter, or an ally into a strong beast like a giant ape with a lot of extra hit points. Options like giant ape and tyrannosaurus rex are more impactful early on, so consider swapping this spell for something else as you reach higher levels.
Stone shape (โ โ โ โโ)
Stone shape is an interesting spell that is, similarly to some illusion spells, both highly situational and subject to DM fiat. In dungeons, caves, or areas where you are otherwise surrounded by stone, you might be able to tunnel through walls or block off hallways, doorways, or entrances. Touch a stone wall next to an enemy and you might be able to create stone restraints that stop them from moving, or a cage that prevents Small creatures from escaping. There are Object Statistics rules in the game that provide AC and hit points for several materials and sizes, including stone. You could also later learn wall of stone and slowly build up a fortress or something along those lines during downtime. As with any “creative” use of a spell, talking with your DM beforehand as opposed to springing new uses of this spell unsuspecting onto them mid-session is advised.
Summon construct (default) (โ โ โโโ)
A summon spell introduced in Tashaโs Cauldron of Everything, this construct just isnโt that great. It has an unimpressive hit point total, just okay defenses, and it offers little to no utility. Stone is your best option, as it can reduce enemy speed and take away their ability to use their reaction.
5th Level Spells
There are 7 spells available for us to swap into.
- Animate objects
- Control winds
- Passwall
- Planar binding
- Skill empowerment
- Telekinesis
- Transmute rock
Animate objects (โ โ โ โ โ)
When you want damage, this spell will provide a good amount of it. Tiny objects deal a respectable amount of damage for a spell of this level. Itโs hampered against creatures with resistance to nonmagical bludgeoning, piercing, or slashing damage, but in some situations or party compositions where Legendary Resistance reduces your effectiveness, this can be a good spell to utilize. Hold on to your silver coins for those rare situations where silvered weapon damage comes in handy.
Greater restoration (default) (โ โ โ โ โ)
Like with most spells that are โreactiveโ casts as opposed to proactive ones, itโs preferable for a prepared caster to have this spell than for you. Still, greater restoration is a great spell for someone in your party to have.
Planar binding (โ โ โ โ โ )
Use this spell to bind summons from other players, or monsters the party has knocked unconscious or captured instead of killing. This spell can quite frankly break the game, as you can bind an army of summons to do your bidding and accomplish tasks for you. Talk to your DM about how far you want to, can, or should take this spell for the sake of the enjoyment of everyone at your table.
Telekinesis (โ โ โ โ โ)
Throwing objects around is decent utility, and more importantly it requires an ability check, not a saving throw, and therefore doesnโt have to deal with Legendary Resistance. Wall of force does most of its job better at the same level, but itโs still a good spell.
Transmute rock (โ โ โ โ โ)
A great non-concentration area of effect control spell. Similar to plant growth, but with the potential to restrain creatures in the area on a failed Strength save, a bit like entangle or web. Creatures can end the restrained condition with an action, but that cost means they have basically no way of leaving the affected area aside from flight or a teleport such as misty step. Since you never want to use this spell on flying creatures, teleports are one of the only reliable ways for creatures to escape. Pair this with web or any other crowd control spells to create a zone of death. Additionally, you can push enemies that do manage to escape back in with eldritch blast.
Wall of force (default) (โ โ โ โ โ )
In practice, probably the best 5th level spell available to you from this feature. Cutting encounters in half, or just erasing part of the encounter by pairing it with a persistent damage area of effect spell is an excellent way to save the whole partyโs resources.
RE: Slow.
I think you’re missing one of the major components of Slow’s power: it has no sight requirements whatsoever.
Consequently, unlike its competitors Fear and Hypnotic Pattern, it synergises with Heavy Obscurement, making it an increasingly valuable option as spellcasting monsters (and monsters with other devastating sight-based options) become more frequent at higher levels, despite the repeated saves.
Also, the 50% chance to double an Action spell’s casting time may be more useful than it at first appears:
“When you cast a spell with a casting time longer than a single action or reaction, you must spend your action each turn casting the spell, and you must maintain your concentration while you do so (see “Concentration” below).” (PHB pg. 202)
This rule would seem to apply to the case where the casting of a spell by an affected creature is prolonged beyond the initial action, thus making it also into a flat 50% chance to automatically break the creature’s concentration whenever it attempts to cast an Action spell. This would make most good escape options (Dimension Door, Plane Shift, Teleport, etc.) a very, very bad idea.
In my estimation, these two factors combined with the points mentioned in the article make Slow a 4-5 Star.
Haste at 1 star is clearly biased. We get it, you’re trying to make a point. The spell isn’t that bad though.
counterpoint: yes it is
To be fair, there are definitely cases in which Haste is a decent spell. If you have a druid (or Daolock, or whatever) in your party who likes to cast Spike Growth (particularly one with a Hexblade dip) and maybe a Rune Knight who likes to grapple (preferably a Centaur or Tabaxi, but that’s optional), x2 speed effects have a compounding effect, and each of them doubles the damage dealt to a grappled target being moved back and forth through the Spike Growth. If you have Boots of Speed, for example, or any other speed increase ability, casting Haste as well will have a compounding effect – an effect that is increased by the fact that you can you the additional action to dash as well, which repeats all the speed increases again. This is an extremely efficient means to deal a frankly ridiculous amount of single-target damage, and it can be useful to melt bosses and the like. Is it worth taking Haste as a spell learned? No, but if you’re a wizard, it might be worth the time and gold to transcribe it.
Counterpoint: a riding horse gives you 60 ft. speed (120 w/ Dash) and only costs 75 gp.
Haste at 1 star is hilarious. I don’t even agree with it being THAT bad, but I support it cause it’s hilarious. Really no reason to ever take it over Counterspell/Dispel Magic/Fly/etc regardless so go for broke lmao
I think you undervalued Armor Of Agathys. Cast from a 2nd level spell slot it usually amounts to 20 damage dealt to enemies and 10 damage to oneself negated. Combine it with Bastion Of Law and it might even be worth a 3rd level spell slot.
Spending a 2nd Level spell slot means you lose out on a casting of Web, Aid, or Rope Trick.
Spending a 3rd Level spell slot means you lose out on a casting of Hypnotic Pattern, Fireball, or Sleet Storm.
Spending Sorcery Points on Bastion of Law means you lose out on more spell slots, spells immune to Counterspell, Twinned or Quickened, spells, etc.
Armor of Agathys isn’t a terrible spell, but it is just completely outclassed by other options.
Hey there, just want to note, isnโt wall of force evocation? Itโs currently labeled as abjuration I think for some reason
Thanks, fixed!
You guys forgot to talk about Mordenkainenโs private sanctum even tho it was listed! How would you guys rate this spell?
We went ahead and wrote a whole blurb, and then realized we intentionally didn’t mention the available spells that we believe aren’t worth picking at all. Here you go though!
> This spell can be useful in the right set up, but that right set up is rare. It works extremely well as extra security when layering it with forcecage or some other kind of control spell in that it prevents enemies with teleport abilities from teleporting out of the area. However, it’s quite limited by its cast time of 10 minutes. You’d need advance notice of a dangerous encounter with an enemy who has the ability to escape wall of force or other kind of crowd control, and you’d need access to the area where the encounter will occur beforehand; that just does not happen very often. If it were an action to cast then it would be more useful as it could be layered with another party member’s crowd control immediately, but as it stands its use case scenario just does not come up frequently enough to justify taking. See our Flagship Wizard Build where we talk about using it with wall of force via the Arcane Abeyance ability, where choosing is more justified.
2/5 stars