Best Feats for Wizards 5e

Published on December 13, 2024

Enhance your Wizard’s magical might with our comprehensive list of feats for Dungeons & Dragons 5th edition. Discover unique feats to help expand their knowledge of the arcane here!

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Customizing Your D&D Wizard With Feats

A Wizard’s versatility doesn’t stop with their spellbook; feats offer another layer of customization to amplify their arcane prowess.

In this guide, we’ll review all of the D&D 5e feats and their impact on different wizard builds. Whether you aim to dominate the battlefield with devastating spells, control the flow of combat with precision, or become an unassailable font of knowledge, the right feats can elevate your wizard to new heights of magical brilliance.

What is this guide?

This guide is meant as a deep dive into the best feats for the 5e wizard. For the full overview of the class, check out our wizard class guide.

To allow you to scan through the options quickly, we use the following color rating scheme:

  • Red : Isn’t going to contribute to the effectiveness of your character build at all
  • Orange : Situationally good, but a below-average option otherwise
  • Green : A good option
  • Blue : A great option, you should strongly consider this option for your character
  • Sky Blue: An amazing option. If you do not take this option your character would not be optimized

Wizard Feat Tier List

See below for quick overview of the ranking of feats for the Wizard class. Read on below the tier list or click on an option to discover the reasoning behind each feat's ranking.

Amazing Feats for Wizards

  • Fey Touched: An amazing half-feat that allows you to pump your INT and get a free cast of misty step once per long rest. This feat provides solid value, even for a caster as potent as the wizard. For the 1st-level spell, there are quite a few powerful spells to add to your already spell list. Among the best would be blesscommand, and dissonant whispers.
  • Metamagic Adept: The sorcerer is an extremely powerful class partially due to the flexibility Metamagic provides. Combined with the extensive spell list available to wizards this feat opens the door to some strong combos. Subtle Spell will be your wizard's best friend when fighting spellcasters, Twinned Spell is good value for low-level spell slots, and Quickened Spell is there when you need to really put the hurt on.
  • Shadow Touched: If you aren’t looking to be a pure damage beast, this feat is terrific for wizards. Of course, they want free spells, but being able to upcast them is a massive boon for any wizard. Almost all wizards should be picking up this or Fey Touched, especially if they have an odd INT score.

Great Feats for Wizards

  • Agent of Order: Great debuff that can be dealt at range and tacked onto your spells (including AoE spells). Plus, you can boost your Intelligence, which is always a bonus.
  • Eldritch Adept: Great option to pick up Armor of Shadows for free mage armor whenever you want it. This is especially good for the School of Abjuration wizard as they'll get a free recharge of their Arcane Ward. Kind of like a mini "Spell Mastery" with a limited spell list.
  • Fey Teleportation: INT is your main stat, and this feat/race combo adds +2 overall. However, the limitation of one cast per day is a bummer, especially when you can learn the spell from another source. Fey Touched still performs better since you can get more spells and cast them more often.
  • Magic Initiate: All around a good option if you want to maximize spells known. Most of the cantrips are stellar, and the free utility is fantastic. Even doubling down on wizard allows you to learn a free new spell that you can cast as a normal spell with spell slots for better scaling.
  • Tough: Wizards have a measly d6 hit dice, very little access to healing, and no armor proficiencies so Tough can do wonders to keep them alive when the going gets tough.
  • War Caster: Wizards are glass cannon spellcasters that don’t have any CON bonuses. War Caster will help when your squishy wizard inevitably gets attacked but isn’t a necessity. Bladesingers want to pick this up.

Good Feats for Wizards

  • Alert: Being up higher in the Initiative order can be very valuable for a Wizard as it allows them to drop a big spell before the enemy has a chance to react.
  • Baleful Scion: While wizards have access to wither and bloom, which produces a similar effect, being able to tack this extra damage and healing onto their other spells is a solid amount of value for a half-feat.
  • Divinely Favored: The inclusion of spells like guiding bolt or hex can augment a wizard's offensive capabilities, but Magic Initiate is going to provide more value.
  • Fade Away: The ASIs are nice, as you can boost your spellcasting ability. However, wizards are out of combat enough that they'd rather take Shadow Touched and get access to the invisibility spell, rather than Fade Away's reaction.
  • Gift of the Gem Dragon: Boost Intelligence and gain a nice reaction-based ability that can buy you space from enemies.
  • Gift of the Metallic Dragon: Some AC boosts and healing can go a long way to make your glass cannon wizard a bit more hardy. Plus, you'll save spell slots as you won't have to cast shield to dodge attacks coming your way. Overall, a solid defensive option.
  • Guile of the Cloud Giant: Unfortunately you can't boost Intelligence with this, but if you have an odd Constitution modifier after character creation it can help with hit points and concentration. Plus, if your wizard is getting attacked, this can allow you to get out of dodge while also reducing the damage you take from your attackers.
  • Keen Mind: 1 to INT helps this feat be a little less useless for wizards. Also, an argument can be made that you can use this feature to reduce your reliance on your spellbook, but that's up to the DM.
  • Keenness of the Stone Giant: If you have a high enough Constitution, this can be a decent way to stretch your damage and battlefield control abilities.
  • Lucky: Lucky is a feat that is useful to any character but is slightly less powerful on spellcasters because they won't be making as many attack rolls. It is certainly a good resource to have for defensive purposes though.
  • Observant: A +1 to INT and +5 bonuses to passive Perception and Investigation make this a good feat for wizards.
  • Outlands Envoy: While an ASI and a free casting of misty step and tongues isn't terrible for wizards, Fey Touched is going to provide more value.
  • Planar Wanderer: If you're playing a Planescape campaign with a heavy emphasis on interplanar travel, this can be a decent pickup for wizards with a proficiency in Arcana.
  • Spell Sniper: Increased range and ignoring cover on spell attacks can be helpful for those tricky battlefield situations. Go for chill touchfire bolt, or ray of frost depending on which spell you don't already have access to.
  • Strike of the Giants: Most wizards won't be making melee weapon attacks nor will be they be stacked into Strength or Constitution so they can skip this feat. Bladesingers might want to take Fire Strike to boost their weapon damage, which can lead into another good feat in Ember of the Fire Giant at 4th level.
  • Telekinetic: Some bonus INT, an extra/enhanced cantrip, and a really good use of your Bonus Action. Shoving a creature can save an ally or move an enemy into danger.

Situationally Useful Feats for Wizards

  • Elemental Adept: You can get away with this feat if you want to focus on a specific element. However, the damage boost isn’t that potent, so you’ll mainly want it to ignore resistances.
  • Elven Accuracy: Wizards have access to plenty of spell attacks but don't have any features to grant them advantage. I suggest picking some more relevant feats over this, like Magic Initiate.
  • Lightly Armored: Like sorcerers, wizards can easily bypass this feat by just casting mage armor. This is pretty much a skip unless your campaigns are incredibly combat-heavy.
  • Linguist: This is a somewhat flavorful feat for scholarly wizards who also want a boost to Intelligence.
  • Resilient: A wizard might consider using Resilient to gain proficiency in CON saving throws, but they will probably get more value out of War Caster.
  • Righteous Heritor: If your sorcerer is already stacked up with counterspell and silvery barbs, you likely already have a better use for your reaction than Soothe Pain. Otherwise, this is a decent way to support your party.
  • Rune Shaper: Wizards already get a ton of these spells, so something that offers more value with an ASI or higher-level spells, like Shadow Touched or Fey Touched, is probably going to suit them better.
  • Telepathic: While this isn't particularly strong, it does add versatility to your wizard. This feat is probably best with School of Enchantment or Illusion wizards, as it fits their MO the best.

Bad Feats for Wizards

  • Athlete: Nothing here for a wizard.
  • Chef: Nothing about this class screams "I'm also a chef”. The Con bonus is nice, but overall you're going to want to skip this. There's no flavor here for spellcasters.
  • Cohort of Chaos: Unfortunately, this is too unpredictable to be a efficient use of a feat.
  • Crafter: Nothing here that a Wizard can't achieve with their spells.
  • Crossbow Expert: Most wizards will skip this. School of Bladesinging can get away with this, though, if they want to get rid of the disadvantage on ranged attacks while in melee, but that’s about it.
  • Crusher: Absolutely not worth it, as they never want to be in melee range. This feat is for martial classes. Bladesingers can use bludgeoning weapons, which works well with booming blade, for some fun damage opportunities, but it isn’t an essential feat
  • Defensive Duelist: Like sorcerers, you have no reason to be in melee range, unless you are a Bladesinger. Shield is a much better spell than this feat.
  • Dual Wielder: Nothing here for a wizard.
  • Durable: With a d6 Hit Dice, wizards can skip this feat.
  • Ember of the Fire Giant: Wizards don’t usually want to be using the Attack action nor in melee combat, so this is a skip.
  • Fighting Initiate: Only Bladesingers can acquire this feat, but it isn’t worth it as there are some feats that drastically boost the power of the subclass.
  • Fury of the Frost Giant: Unhelpful ASIs, cold damage resistance is alright, but you'll likely want to hold on to your reaction for counterspell.
  • Gift of the Chromatic Dragon: The damage resistance is nice, but you might as well just stock absorb elements.
  • Grappler: Nothing here for a Wizard.
  • Great Weapon Master: Wizards can’t wield Martial weapons either and are far too squishy to be up close and personal.
  • Gunner: You don't need a gun, you’ve got magic.
  • Healer: Wizards are better off leaving healing to other party members while they focus on outputting damage. Plus, they're glass cannons that want to stay on the outside of combat, not run into it.
  • Heavily Armored: You need proficiency with medium armor to take this feat, which is a very resource-heavy endeavor for wizards.
  • Heavy Armor Master: Wizards don't get proficiency with heavy armor.
  • Inspiring Leader: Wizards don't normally stack into Charisma, so this is a skip.
  • Mage Slayer: Wizards are just too squishy for the frontlines. Bladesingers are a little beefier, but I would skip this feat in place of something with more flexibility.
  • Martial Adept: Nothing here for a wizard.
  • Medium Armor Master: Wizards don't get proficiency in medium armor.
  • Mobile: Most wizards shouldn’t even consider this. Bladesingers, however, will want to consider it for the combination with booming blade.
  • Mounted Combatant: Nothing here for a wizard.
  • Orcish Fury: Nothing here for a wizard.
  • Piercer: While you might gain access to the piercing spells, this feat is still a skip. The damage increase from this feat is minuscule when you can only cast one spell a turn.
  • Poisoner: Most wizards should skip this feat. They do get access to the most poison spells available, but none of the subclasses offer any synergy.
  • Polearm Master: Have no use for this feat. Even Bladesingers can’t use it.
  • Revanent Blade: Most wizards can ignore this feat, but Bladesingers will love the added AC, boost to Dexterity, and offensive capabilities
  • Ritual Caster: Wizards already have Ritual Casting and can already access find familiar and detect magic.
  • Savage Attacker: Skip this feat.
  • Second Chance: Wizards aren't interested in the ASIs this feat provides and they already have plenty of defensive, reaction-based spells.
  • Sentinel: Wizards don't want anything to do with melee combat so this feat provides no value. Even Bladesingers don't get a ton of value from this feat and would be better off with other feats that highlight their mobility.
  • Sharpshooter: Wizards gain nothing from this feat, as they don’t typically ever rely on ranged weapon damage.
  • Shield Master: Despite wanting more survivability, wizards don't get access to shield proficiencies making this feat unavailable.
  • Skill Expert: Like sorcerers, wizards don’t stand to benefit much from this feat and often use spells to overcome obstacles.
  • Skulker: Wizards won’t find anything useful out of this feat. They’re much better off spellcasting than wasting their turns hiding with ranged weapons.
  • Slasher: Wizards don’t want to be anywhere near this. Bladesingers might enjoy it, though, as it keeps them close to their enemies.
  • Soul of the Storm Giant: Typical wizards will want nothing to do with this feat. Though, it could work for Bladesingers who want a bit more survivability.
  • Squat Nimbleness: Nothing here for a wizard.
  • Tavern Brawler: Nothing here for a Wizard.
  • Vigor of the Hill Giant: This is a skip for wizards, even though it can provide hit points during short rest.
  • Weapon Master: Wizards have no need for weapon proficiencies.

Sources Used in This Guide

  • : 2014 Player's Handbook
  • 2024 PHB: 2024 Player's Handbook
  • BR: Basic Rules
  • GotG: Bigby Presents: Glory of the Giants
  • SotDQ: Dragonlance: Shadow of the Dragon Queen
  • ERLW: Eberron: Rising from the Last War
  • EEPC: Elemental Evil Player’s Companion
  • EGtW: Explorer’s Guide to Wildemount
  • FToD: Fizban's Treasury of Dragon
  • GGtR: Guildmasters' Guide to Ravnica
  • MotM: Monsters of the Multiverse
  • MToF: Mordenkainen’s Tome of Foes
  • MOoT: Mythic Odyessys of Theros
  • PAitM: Planescape: Adventures in the Multiverse
  • PHB: Player's Handbook
  • SAiS: Spelljammer: Adventures in Space
  • SCoC: Strixhaven: A Curriculum of Chaos
  • SCAG: Sword Coast Adventurer’s Guide
  • TCoE: Tasha’s Cauldron of Everything
  • TTP: The Tortle Package
  • WBtW: The Wild Beyond The Witchlight
  • : Unearthed Arcana
  • VRGtR: Van Richten's Guide to Ravenloft
  • VGtM: Volo's Guide to Monsters
  • XGtE: Xanathar’s Guide to Everything

Other Wizard Guides

Mike Bernier

Mike Bernier is the lead content writer and founder of Arcane Eye. He is a Adamantine best-selling author of Strixhaven: A Syllabus of Sorcery on DMs Guild and is a contributing author at D&D Beyond. Follow Mike on Twitter.

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