Wizards are known as the bread and butter magic class for Dungeons & Dragons. They gain their magic through meticulous studies to learn how to cast spells, rather than gaining it through ancestry like Sorcerers or by making a deal with a powerful entity as Warlocks do.
Wizards are thought to be glass canons. They have impressive damage output, but the constitution of a dandelion on a particularly breezy day. As such, players must take care into how they create their Wizard character to ensure their longevity. However, there are Feats that Wizard players can take that are sure to give them that edge they need.
Updated February 18, 2024, by Mara Cowley: Feats are one of the most important aspects of Dungeons and Dragons. They can provide some pretty useful buffs to players to help them navigate and survive the dangers of Faerun or wherever their adventure takes them. Upon reaching certain levels, players can either choose to put more points in their skills, or look through the feat list for one that might benefit their character. Supplement books have added even more feats to the game, which can make deciding on feats a tough choice. This article for the best Wizard feats in D&D 5e has been given an update, so that Wizard players can make an informed choice of which are the right ones for their character.
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17 Elemental Adept
Deal More Elemental Damage
A lot of magic revolves around the elements in some way, such as fire spells to burn enemies, ice spells to freeze them to death, or acid to eat through their armor and skin. But, not every enemy players encounter will be suspectible to the elements, allowing them to shrug off the dame type of certain spells.
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This is where Elemental Adept feat comes in handy. The player chooses one damage type, such as cold, acid, fire, lightning, or thunder. Whenever they cast a spell that does damage of that type, they will completely bypass any enemy resistances to that damage type. Additionally, players cannot deal any less than 2 damage of their chosen type. If they roll a 1 for damage, it should be treated as a two, making this a useful feat for wizards who value damage output.
16 Lucky
Gain a Second Chance on Any Dice Roll
Dungeons and Dragons at its heart is a game about luck. Everything is determined by the roll of dice, from trying to attack, sneaking past enemies, or trying to befriend or beguile NPCs. And sometimes, lady luck abandons the table.
But, players can make their own luck with the feat called Lucky. With this feat, players can choose to roll an additional die after rolling already to try and increase the odds of success. Players can do this a total of three times per long rest to help balance out the power of this feat. Just one of these points can completely change the outcome of a situation to the party's favor.
15 Ritual Caster
Save Precious Spell Slots with More Ritual Spells
Ritual spells are the most useful spells for casters, as it means they can spend more time to cast the spell without using up a spell slot. This allows players to save those slots for more pressing situations where time is not on their side.
With the Ritual Caster feat, Wizards gain access to a ritual book with two 1st level ritual spells from the spells from the Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard spell list, granting them no shortage of options. Players can also copy spells from scrolls or wizard books to their ritual book as long as they can be cast as a ritual. This gives Wizards plenty more spells they can cast without extending a spell slot.
14 Observant
Boosts Player's Perception
Observant is a feat that the savvy Wizard should take when looking for something that could help them outside of combat, as it doesn't offer anything in the combat side of D&D. This feat may be situational, but players will be grateful to have it when the situation arises.
As the name suggests, the Observant feats sharpens a Wizard's senses, giving them a boost to their passive Perception and Investigation scores. It also allows them to increase either their Wisdom or Intelligence score. They can even read the lips of another creature to understand what they are saying.
13 Fey Touched
Gain the Misty Step Spell to Escape Danger
The Feywild is a land of whimsy and mischief, home to inhabitants such as pixies, satyrs, and dryads, as well as magic. Those who find themselves in this land witness its awe-inspiring beauty, and may gain some benefits.
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This is what the Fey Touched feat does. It grants the character a bonus to their Wisdom or Charisma, as well as giving them a 1st level spell from the school of Divination or Enchantment. Finally, players with this Feat gain access to the Misty Step spell, allowing them to get in range of creatures or make a quick getaway.
12 Shadow Touched
Learn Magic That Might Have Otherwise Been Out of Reach
The Shadowfell is quite literally one of the darkest places in D&D. It's ome to everything dark and shadowy including the Shadar-kai, and a menagerie of menacing monsters. With the Shadow Touched feat, players can tap into the dark magics of this place, gaining its benefits.
Wizards touched by Shadowfell gain a +1 bonus to either their Wisdom or Charisma. They also gain use of the Invisibility spell, and one additional first level spell of their choice from the Illusion or Necromancy spell list. This Feat thus allows them to gain access to magic that may have initially been out of their reach.
11 Artificer Initiate
Learn Artificer Spells
Tasha's Cauldron of Everything brought a whole host of new goodies for seasoned veterans to experiment with, including the Artificer class. Those who wish to dip their toes into the Artificer class but don't want to take the plunge should look into the Artificer Initiate feat.
Wizards who take this feat will gain Proficiency with a type of tools of their choice, which can double as a spellcasting focus. They can learn some additional spells from the Artificer cantrip and first level spell lists.
10 War Caster
Use Spells for Attacks of Opportunity
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One of the most useful reactions a player can take is Attacks of Opportunity, which arise when a creature leaves a square five feet away from a hostile creature. They can do choose to take an Attack of Opportunity, normally with a melee weapon.
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However, the War Caster feat offers a bit more versatility to this rule. It will allow the player to cast a spell against the creature rather than use a weapon. As Wizards are mostly unpracticed in the school of weaponry, allowing them to use their spells is hugely beneficial in combat.
8 Initiate of High Sorcery
Access More Spells
For Wizards that are looking to further expand their repertoire of spells, they need look no further than the Initiate of High Sorcery feat. It allows them access to an expanded spell list by offering the choice of an additional Wizard cantrip for free, as well as two first-level spells that are divided between three different types of moons. These can be cast without expending a spell slot.
This makes the feat extremely powerful, as anything that allows Wizards to cast more spells makes them a force to be reckoned with. Not only that, this feat comes free with the Mage of High Sorcery background, and stands out as one of the more powerful background features. It also allows players access to more magic-bolstering feats; the Order of the Robes.