The Wizard is a seeker of arcane knowledge and a spell caster with the potential for immense, raw power and versatility. For those that love to throw fireballs, it can be a tremendously fun class to play in Dungeons & Dragons. The Wizard class is best defined by the selection of spells placed into their spellbook, which are chosen from an extensive list that every Wizard personally chooses. It's difficult to find two identical Wizards in terms of their selections. Like all classes, there are also Feats that can be taken, and some can make a big impact on how you play and survive a campaign.
Feats are chosen near the end of the character creation process as a way to round out details like talents, personality traits, and backstory. A Feat can be taken in place of an ability score increase when a character reaches certain levels within their class. When exactly you decide to take a Feat over an ability score increase will be up to you, and will depend on the guidance of your Dungeon Master as well as the specific adventure you happen to be enjoying.
Updated on August 5th, 2021, by Kristy Ambrose: The Wizard class continues to evolve, the one spellcasting holdout that uses Intelligence as opposed to Wisdom or Charisma when it comes to their magical prowess. Feats are chosen according to the Wizard's role in the party, which barely deviates from spellcasting and damage, but there are plenty of builds and subclasses for what's known as a "battlemage" that starts with a strong spellcaster.
The list of Arcane Traditions for Wizards also has some new additions, so whether you're building a Wizard who likes to throw fireballs from a distance or a multi-class Wizard-Fighter, it's another detail to keep in mind as choosing your Feats. The best options allow your Wizard to perform as they are expected, which is to cast spells, maintain concentration, and make Constitution saving throws so as not to be a party liability.
Feats For Every Wizard
Wizards need rest in order to recharge spells and want to make every cast count for as much damage as possible. Taking these Feats will make you a valuable addition to any party, one that's an asset in any encounter.
War Caster
- Source: D&D Player's Handbook
- Main Benefit: Movement is not required to cast a spell, grants Advantage for Constitution saving throws when making a Concentration check caused by damage. If a creature applies an OA on you, a spell may be used against them instead of an attack.
- Ideal Subclasses: Bladesinging, War Magic
- Prerequisites: The ability to cast at least one spell.
Tough
- Source: D&D Player's Handbook
- Main Benefit: Grants a total of +2 hit points per level, which can stack up over the course of your journey to level 20, handy for a class with few hit points.
- Ideal Subclasses: War Magic, School of Abjuration
- Prerequisites: None
Alert
- Source: D&D Player's Handbook
- Main Benefit: +5 to Initiative so you cannot be surprised, which ensures their party is never ill-prepared for an encounter.
- Ideal Subclasses: School of Evocation, War Magic
- Prerequisites: None
Metamagic Adept
- Source: Tasha's Cauldron of Everything
- Main Benefit: Learn two Metamagic options and gain 2 Sorcery points.
- Ideal Subclasses: Bladesinging, War Magic
- Prerequisites: Spellcasting or Pact Magic feature
Situational Feats
Every class has some feats that are largely circumstantial in their benefit and may not warrant being taken over an ability score increase. With that in mind, we would take the following only when the situation calls for it.
Resilient
- Source: D&D Player's Handbook
- Main Benefit: Assists on every Constitution saving throw, meaning that it provides good value, but at the lower levels is not necessary if we have taken Warcaster.
- Ideal Subclasses: Bladesinging, School of Illusion
- Prerequisites: None
Telepathic
- Source: Tasha's Cauldron of Everything
- Main Benefit: +1 in Intelligence, Wisdom, or Charisma, cast detect thoughts, speak telepathically to any creature within 60 ft.
- Ideal Subclasses: School of Evocation, School of Illusion
- Prerequisites: None
Wood Elf Magic
- Source: Xanathar's Guide to Everything
- Main Benefit: A free cantrip, some spells, and the ability to cast one of them for free, once per day, granting additional spell slots.
- Ideal Subclasses: School of Abjuration, School of Necromancy
- Prerequisites: Wood Elf race
Elemental Adept
- Source: D&D Player's Handbook
- Main Benefit: Allows resistances to the chosen element to be ignored, and for any rolls of a 1 to become a 2.
- Ideal Subclasses: War Magic, Bladesinging
- Prerequisites: The ability to cast at least one spell.