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The 15 Best Wizard Feats in D&D 5e [Ranked]

The 15 Best Wizard Feats in D&D 5e [Ranked]

Wizards are fantastic spellcasters and don’t struggle with a lot of the limitations other spellcasters like Sorcerers struggle from.

That said, with their spellcasting capabilities and out-of-combat utility documented, it’s safe to say that adding a Feat can prove exceptionally useful for a Wizard in the right situations.

You may want to use it to make up for your weaknesses or bolster your strengths even further.

Best Wizard Feats in 5e

15. Tough


When you gain this feat, your HP maximum will increase by an amount equal to twice your level. After that, your HP maximum will increase by an additional 2 HP whenever you gain a level.


If you’re deathly scared of having low HP, you can get Tough after hitting a high level.

Even though False Life is better than Tough, it can still be an alright Feat if you really think you need it.

14. Skilled


Gain Proficiency in any combination of three tools or skills you choose.


If you’re worried about the fact that you have very few skills, you can always take Skilled.

However, you can get the same out of choosing a different race if you really want to have more skills.

13. Telepathic


Mentally connect with others, gaining benefits:

  • Increase Intelligence, Wisdom, or Charisma by 1 (maximum of 20).
  • Speak telepathically to any visible creature within 60 feet. Telepathic communication is in a language you know, and the creature only understands you if it knows the language.

Communicating with the creature doesn’t allow it to respond to you telepathically.

  • You may cast the Detect Thoughts spell, requiring no components or spell slot. Casting the spell like this again means you have to first complete a long rest.

The spellcasting ability for the spell is the ability you chose to be increased. You can cast the spell with 2nd-level spell slots or higher if you have any.


If you become a more stealthy Wizard or need to communicate with targets without being noticed, then Telepathic can be helpful.

Another plus is the fact that you also get an ability increase, which decreases the cost of the Feat.

12. Lucky


Gain 3 luck points. When making an attack roll, ability check, or saving throw, you may spend one luck point to roll an additional d20. 

You may choose to spend one luck point after rolling the die but before the outcome is determined. You then choose which d20 will be used for the attack roll, ability check, or saving throw.

You may also spend one luck point when an attack roll is made against you, rolling a d20 to choose whether the attack uses your roll or the attacker’s.

More than one creature spending a luck point to influence the outcome of a roll will cancel each other out, and no additional dice will be rolled.

Expended luck points are regained when you’ve finished a long rest.


If you don’t know which Feat to take and aren’t in the mood to calculate just how good a Feat will be, take Lucky; you can’t really go wrong with it.

There are so many applications to Lucky that it works for almost any situation, regardless of class (not entirely true, but partly).

11. Elemental Adept


  • Gaining this feat allows you to choose from the following damage types: Thunder, Lightning, Fire, Cold, or Acid.
  • Your cast spells ignore resistance to the damage type you chose. When rolling damage for a spell you cast, dealing damage of the chosen type, and 1 on the damage die can be treated as a 2.
  • You may select this feat multiple times, each time you do so, choosing a different damage type.

Note: You must be able to cast at least one spell to take this Feat.


Wizards who want to deal more damage (Evokers) with elemental spells can get some value from Elemental Adept.

The only issue is that you can only choose one damage type, which limits your adaptability unless you decide to pick up this Feat again.

10. Gift of the Metallic Dragon


Manifest powers from metallic dragons, gaining benefits:

  • Draconic Healing – Learn Cure Wounds and be able to cast it without having to expend a spell slot. Casting the spell like this restricts you from casting it again until you’ve finished a long rest.

The spell may also be cast using spell slots you have. The spellcasting ability for it is Intelligence, Wisdom, or Charisma when cast with this feat (choose upon gaining the feat).

  • Protective Wings – Manifest protective wings capable of shielding others. If you or another visible creature within 5 feet is hit by an attack roll, use a reaction to manifest spectral wings from your back for a brief moment.

This grants a bonus to the target’s AC (equals your Proficiency bonus) against the attack roll, causing it to potentially miss. The reaction can be used a number of times equal to your Proficiency bonus.

All expended uses are regained when you finish a long rest.


Gaining some healing from Draconic Healing can be decent if you desperately need more healing in your party.

Protective Wings is decent, as it does give similar benefits as Shield.

Gift of the Metallic Dragon gives you abilities without having to expend spell slots, even though you have more than most spellcasters.

9. Ritual Caster


You’ve learned a few spells that you can cast as rituals. These spells are all written in a ritual book, which you must keep in hand while casting a spell.

Choosing this feat gives you a ritual book with two 1st-level spells you choose. Choose one of these classes: Wizard, Warlock, Sorcerer, Druid, Cleric, or Bard. The spells must be chosen from that class’s spell list, and the spell must have a ritual tag.

The class you chose determines the spellcasting ability modifier for your spells: Intelligence for a Wizard, Wisdom for Clerics and Druids, and Charisma for Bards, Sorcerers, and Warlocks.

Coming across a written spell, like a wizard’s spellbook or a magical spell scroll, might allow you to add it to your ritual book. However, the spell must be on your chosen class’s spell list, the spell’s level cannot be higher than half your character level (rounded up), and it must be a ritual spell.

Copying a spell takes 2 hours per level of that spell, costing 50 GP power level. The cost represents the Material component you’ll need to expend as you try to master the spell and the rare inks used to plot it down.


If your party needs certain rituals, then you can go with Ritual Caster.

The only problem is that it’s very situational but can become very useful when used to obtain spells you desperately need.

8. War Caster


Practicing casting spells in combat means you gain the following benefits:

  • Gain advantage on Constitution saving throws you make to maintain Concentration on a spell when taking damage
  • You may perform somatic components of spells when you have a shield or weapons in one or both hands.
  • A hostile creature’s movement, provoking an opportunity attack from you, lets you use your reaction to cast a spell at the creature. The spell must target only the creature and have a casting time of 1 action.

Note: You must have the ability to cast at least one spell to be able to take War Caster.


In general, War Caster is a great Feat, as it allows you to pick up a shield and hold a weapon without having to drop one of them to use a spell with a Somatic component.

The advantage on Constitution saves for Concentration is also pretty powerful, but Resilient is better if you’re focused on all Constitution saves.

7. Alert


As you are always on the lookout for danger, you gain certain benefits:

  • You cannot be surprised while conscious.
  • Gain +5 bonus to initiative.
  • Other creatures cannot gain advantage on attack rolls against you when being unseen by you.


Spellcasters get a lot of value out of starting before their enemies can get as much utility or damage out as possible before they can react.

However, the rest of the additions Alert gives aren’t helpful for a Wizard, so only take this if you NEED to get spells onto the field as quickly as possible.

6. Fey Touched


Gain the following benefits:

  • Increase Intelligence, Wisdom, or Charisma by 1 (maximum of 20)
  • Learn Misty Step and one 1st-level spell you choose. The 1st-level spell must be Divination or Enchantment, and both spells can be used without expending a spell slot.

Casting a spell this way means you cannot cast it like this again until you’ve finished a long rest. 

These spells can also be cast using spell slots of the appropriate level, and these spells use the spellcasting ability increased by the feat.


Spells like Misty Step, which Fey Touched makes available, can be very useful in certain situations.

Other spells like Bless or Heroism are also good choices.

5. Resilient


You gain the following benefits and choose one ability score:

  • Chosen ability score increased by 1 (maximum of 20).
  • Gain Proficiency in the chosen ability in saving throws.


If you want Proficiency in Constitution saves, then you need Resilient.

Not only does it help you keep Concentration up, but the fact that Constitution saves are so common gives the Feat a lot more value.

4. Observant


You’re quick to notice details of your environment, gaining benefits:

  • Increase Intelligence, or Wisdom, by 1 (maximum of 20).
  • Seeing a creature’s mouth while it’s speaking a language you understand lets you interpret what it’s saying by looking at its lips.
  • Gain a +5 bonus to passive Wisdom (Perception) and passive Intelligence (Investigation).


Wisdom saves (especially Perception) are extremely common, and getting a +5 bonus can be pretty impactful.

The Intelligence and Wisdom increase also decreases the cost of Observant.

3. Artificer Initiate


You have learned some of the Artificer’s inventiveness:

  • Learn one Cantrip you choose from the Artificer spell list and one 1st-level spell you choose from the same list.
  • The 1st-level spell can be cast without a spell slot, and a long rest must be finished before you can cast it again. The spell can also be cast using any spell slots you have.
  • Gain Proficiency with a single type of Artisan’s tools you choose, and that type of tool can be used as a spellcasting focus for any spell you cast using Intelligence as its spellcasting ability.


Artificers have a few good spells that Wizards could potentially pick up.

The Artificer also uses Intelligence, so you won’t have to worry about your spellcasting too much when picking up Artificer Initiate.

2. Telekinetic


You’ve learned to move things using your mind, gaining benefits:

  • Increase Intelligence, Wisdom, or Charisma by 1 (maximum of 20).
  • Learn the Mage Hand Cantrip and be able to cast it without Verbal or Somatic components, whilst the spectral hand can also be made invisible.

Already knowing Mage Hand lets you increase its range by 30 feet when cast, and its spellcasting ability is the ability increased by this feat.

  • Using a Bonus action lets you telekinetically shove a visible creature within 30 feet of you.

Doing so forces the target to succeed on a Strength save (DC 8 + your Proficiency bonus + ability modifier of the score increased by feat) or be moved 5 feet away or toward you.

Creatures may willingly fail this save.


Most Wizards don’t have a set use for their Bonus action each turn, and by taking Telekinetic, you gain a useful ability to use your Bonus action.

Being moved 5 feet is a lot, but it’s enough to break grapples or get an enemy off a struggling player. You can even push them off of places or into walls, which is better than having them continue to attack your party members.

1. Metamagic Adept


Exert your will on spells, altering how they function:

  • Learn two Metamagic options you choose from the Sorcerer class. Only one Metamagic option may be used when casting a spell unless it says otherwise.

Reaching a level granting the Ability Score Improvement feature lets you replace one Metamagic option with another from the Sorcerer class.

  • Gain 2 sorcery points for Metamagic (added to other sorcery points from other sources, but only works for Metamagic). 

All expended sorcery points can be regained when you finish a long rest.

Note: You must have the Spellcasting or Pact Magic feature to be able to use Metamagic Adept.


Metamagic Adept is one of the best Feats for a spellcaster who wants to increase the potency of their spells.

Wizards have a ton of uses for Metamagic Adept, as they can extend buffs, transmute spells, quicken spells, or even twin spells.

Final Thoughts

Wizards have a fantastic feature where they can put spells inside their spellbook, which means they won’t have a shortage of potentially useful spells.

Because of this, we can assume that, besides their high Intelligence stat, their spells bring the most value to their class, and Feats that supplement this will be some of the best.

That said, even Feats that focus on Intelligence or other lacking Ability scores can be a very viable option for Wizards to look at.

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