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Wizard Feats

Feat Level ASI Prereqs Description
Arcane Fortitude 1 If you make your save against a spell or magical effect, gain temp hp = level + Con mod for 1 minute. Usable PB/LR.
Arcane Savant 5 Choose a spell of at most 1 level less than your highest. You can upcast it by 1 level for free. Changeable on level up.
Collegiate Wizard 1 only at 1st level Spellbook starts with 2 extra 1st-level spells. Gain +1 spell to your spellbook each time you level up.
Disruptive Presence 5 When a foe begins casting a spell, speak a word of power to disrupt the spell (reaction). They must make an Int save or lose the spell. Usable 1/SR.
Improved Familiar 3 Wizard or able to cast the spell find familiar Gain a more powerful familiar when you cast find familiar.
Potent Cantrips 1 Add your Cha mod to cantrip damage rolls.
Recover the Spark 1 When you cast a spell that completely fails to affect anyone, use bonus action to recover the spells slot (slot level max 5th). Usable 1/LR.
Spell Focus: Abjuration 1 Con or Int one abjuration spell in spellbook, no other Spell Focus feat While concentrating on abjuration spell, gain adv. on one saving throw. Usable 1/SR.
Spell Focus: Conjuration 1 Dex or Int one conjuration spell in spellbook, no other Spell Focus feat After casting a conjuration spell of ≥1st level, use a bonus action to teleport distance = 5 ft. + level × 5 ft. Usable PB/LR.
Spell Focus: Divination 1 Int or Wis one divination spell in spellbook, no other Spell Focus feat When you cast a divination spell with 1 action, you can cast without verbal or somatic components. Usable PB/LR.
Spell Focus: Enchantment 1 Int or Cha one enchantment spell in spellbook, no other Spell Focus feat When you cast an enchantment spell of ≥1st level, the foe's next save vs. an enchantment spell or opposed roll vs. a Cha-based ability check is made with disadv. Usable PB/LR.
Spell Focus: Evocation 1 Con or Int one evocation spell in spellbook, no other Spell Focus feat Choose one damage of acid, cold, fire, lightning or thunder. You add your prof.bonus to 1 such damage roll per round.
Spell Focus: Illusion 1 Int or Cha one illusion spell in spellbook, no other Spell Focus feat When you can an illusion spell, you can take the Dodge action as a bonus action. Usable PB/LR.
Spell Focus: Necromancy 1 Con or Int one necromancy spell in spellbook, no other Spell Focus feat When you cast a necromancy spell of ≥1st level that's damaging, you heal hp = 1/2 your level + your Con mod. Usable 1/SR.
Spell Focus: Transmutation 1 Str or Int one transmutation spell in spellbook, no other Spell Focus feat When you cast a transmutation spell of ≥1st level targeting one creature, you can grant temp hp = your level + your Int mod, lasting 10 minutes. Usable 1/SR.
Warcaster's Instincts 3 Int, Wis, or Cha After making Str/Dex/Con save against spell, retaliate against caster, deal force dmg = level + spell mod. Usable 1/SR.
Arcane Fortitude

Your will is not just resistant to magic— it feeds on it.

Prerequisites: Sorcerer, Warlock, or Wizard

Benefits: When you succeed on a saving throw against a spell or magical effect, you gain temporary hit points equal to your Sorcerer, Warlock, or Wizard level + your Constitution modifier (minimum 1). These temporary hit points last for up to 1 minute.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Arcane Savant

You are deeply familiar with a particular spell, allowing you to cast it more effectively.

Prerequisites: Level 5+; Sorcerer or Wizard

Benefits: Choose one spell you know or can prepare that has an At Higher Levels feature. When you cast that spell, it is treated as if it were cast using a slot one level higher.

The spell's level can be at most one level lower than the highest-level spell you can cast with spell slots. Whenever you gain a new level, you can select a new spell to use with this feat.

Collegiate Wizard

You received formal instruction in an elite arcane academy, giving you a head start in magical theory and practice.

Prerequisites: Wizard, can only be taken at 1st level

Benefits: When you choose this feat at 1st level, your spellbook begins with two additional 1st-level wizard spells of your choice. Each time you gain a level in the wizard class, you add one additional wizard spell to your spellbook.

Disruptive Presence

Your force of personality rattles both minds and magic, allowing you to manipulate, disrupt, and control the battlefield.

Prerequisites: Level 5+; Sorcerer, Warlock, or Wizard

Benefits:

  • You gain proficiency in Arcana. If you are already proficient, you gain Expertise instead.

  • Once per short rest, when a creature you can see and that can hear you begins casting a spell, you can use your reaction to speak a disrupting word of power. That creature must succeed on an Intelligence saving throw against your spell save DC or the spell fails and is lost.

Improved Familiar

You have delved deeper into arcane pacts and mystical research, allowing you to summon a more powerful and unusual creature as a familiar.

Prerequisites: Level 3+; Wizard or able to cast the spell find familiar

Benefits: When you cast find familiar, you may choose from an expanded list of familiars, detailed below. You must meet the minimum level required for the familiar you choose.

These familiars follow all normal familiar rules: they act independently, cannot attack, and vanish if reduced to 0 HP. You may communicate telepathically with your familiar within 100 ft., and you can use your action to perceive through its senses.

The familiar's Intelligence is raised to 6 if it was lower. It cannot attack. Any ability it has that requires an attack roll, saving throw, or deals damage cannot be used.

Familiar Type Minimum Level Notes
Baboon Beast 3rd Pack Tactics
Badger Beast 3rd Keen Smell
Blood Hawk Beast 3rd Keen Sight
Eagle Beast 3rd Keen Sight; Fly 80 ft.
Flying Fox Bat Beast 3rd Echolocation; Fly 30 ft.; blindsight 60 ft.
Giant Rat Beast 3rd Darkvision
Jackal Beast 3rd Keen Hearing and Smell
Lynx Beast 3rd Keen Smell and Sight; Stealthy
Python Beast 3rd Constrict; climb and swim speeds
Air Elemental Elemental 5th Fly 90 ft.
Earth Elemental Elemental 5th Earth Glide
Fire Elemental Elemental 5th Fire form
Ice Elemental Elemental 5th Cold immunity; ice glide
Water Elemental Elemental 5th Water form; swim 90 ft.
Homunculus Construct 5th Construct
Pseudodragon Dragon 5th Magic resistance, telepathy
Sprite Fey 5th Invisibility, Heart Sight
Tressym Monstrosity 5th Keen Smell; Poison Sense; Detect Invisibility
Imp Fiend 7th Shapechanger, invisibility
Mephit (any) Elemental 7th Elemental resistances
Quasit Fiend 7th Shapechanger, fear, invisibility
Potent Cantrips

Your innate magic flows through your most basic spells with exceptional force.

Prerequisites: Sorcerer, Warlock, or Wizard

Benefits: When you cast a cantrip that deals damage, you can add your Charisma modifier to each damage roll of the cantrip.

Recover the Spark

You've learned to harness collapsing spell structures, pulling the residual arcane energy back into yourself when magic fails.

Prerequisites: Artificer, Sorcerer, or Wizard

Benefits: When you cast a spell between 1st and 5th level and it fails completely— meaning it misses all targets, is saved against for no effect by all targets, or is countered— you can use your bonus action on the same turn to regain the spell slot expended to cast it.

You can use this feat once per long rest. This feat cannot be used for spells of 6th level or higher.

Spell Focus: Abjuration

You have studied the protective arcana of abjuration magic so thoroughly that your concentration on such magic grants you a moment of reinforced resilience.

Prerequisites: Wizard, have scribed 1 spell of the abjuration school in your spellbook, must not have any other Spell Focus feat

Benefits:

  • Increase your Constitution or Intelligence score by 1, to a maximum of 20.

  • While you are concentrating on an abjuration spell, you can choose to gain advantage on one saving throw you make. You must decide before rolling. You can use this feature once, and regain the ability to do so when you finish a short or long rest.

Spell Focus: Conjuration

Your mastery of conjuration magic allows you to briefly bend space around yourself as you shape the battlefield.

Prerequisites: Wizard, have scribed 1 spell of the conjuration school in your spellbook, must not have any other Spell Focus feat

Benefits:

  • Increase your Dexterity or Intelligence score by 1, to a maximum of 20.

  • When you cast a conjuration spell of 1st level or higher, you can use a bonus action to teleport up to a distance of 5 ft. + the spell's level × 5 ft. to an unoccupied space you can see. This movement does not provoke opportunity attacks. The bonus action must immediately follow casting the spell. You can use this ability a number of times equal to your proficiency bonus per long rest.

Spell Focus: Divination

You've honed your divinatory magic to work in absolute silence, glimpsing truth without a word or gesture.

Prerequisites: Wizard, have scribed 1 spell of the divination school in your spellbook, must not have any other Spell Focus feat

Benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

  • When you cast a divination spell with a casting time of 1 action, you can cast the spell without verbal or somatic components. You can use this ability a number of times equal to your proficiency bonus per long rest.

Spell Focus: Enchantment

Your enchantment magic flows into your every word and gesture. Whether your spells succeed or fail, others feel the weight of your will.

Prerequisites: Wizard, have scribed 1 spell of the enchantment school in your spellbook, must not have any other Spell Focus feat

Benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.

  • When you cast an enchantment spell of 1st level or higher that targets only one creature, and the creature fails their save, you take advantage of that weakness of will. The next time within 1 minute that they need to make a save against an enchantment spell, or make an opposed roll versus a Charisma-based ability check, they roll with disadvantage.<p>You can use this ability a number of times equal to your proficiency bonus per long rest.

Spell Focus: Evocation

You channel elemental power with such control that your magic briefly shields you from the energy you unleash.

Prerequisites: Wizard, have scribed 1 spell of the evocation school in your spellbook, must not have any other Spell Focus feat

Benefits:

  • Increase your Constitution or Intelligence score by 1, to a maximum of 20.

  • When you take this feat, choose one damage type: acid, cold, fire, lightning, or thunder. Once per turn, when you deal damage of the chosen type with a spell, you can add your proficiency bonus to one damage roll of that spell.

Spell Focus: Illusion

When you cast an illusion spell, you can briefly shroud yourself in a blur of shifting afterimages, making it harder for enemies to land a blow.

Prerequisites: Wizard, have scribed 1 spell of the illusion school in your spellbook, must not have any other Spell Focus feat

Benefits:

  • Increase your Intelligence or Charisma score by 1, to a maximum of 20.

  • When you cast an illusion spell of 1st level or higher, you can take the Dodge action as a bonus action on the same turn. You can use this ability a number of times equal to your proficiency bonus per long rest.

Spell Focus: Necromancy

Your necromantic magic draws strength from the life energy it withers, briefly restoring your own vitality.

Prerequisites: Wizard, have scribed 1 spell of the necromancy school in your spellbook, must not have any other Spell Focus feat

Benefits:

  • Increase your Constitution or Intelligence score by 1, to a maximum of 20.

  • Once per short rest, when you cast a necromancy spell of 1st level or higher that deals damage, you regain hit points equal to half your level (rounded down) + your Constitution modifier.

Spell Focus: Transmutation

Your transmutation spells fortify the body as they reshape it, infusing your magic with temporary resilience.

Prerequisites: Wizard, have scribed 1 spell of the transmutation school in your spellbook, must not have any other Spell Focus feat

Benefits:

  • Increase your Strength or Intelligence score by 1, to a maximum of 20.

  • Once per short rest, when you cast a transmutation spell of 1st level or higher that targets only one creature (which can include you), you may grant that creature temporary hit points equal to your Wizard level + your Intelligence modifier. These temporary hit points last for 10 minutes or until expended.

Warcaster's Instincts

You've been burned, frozen, and disintegrated— but you're still standing. You've learned not just to endure magic, but to turn it against your enemies.

Prerequisites: Level 3+; Cleric, Druid, Sorcerer, Bard, Paladin, or Wizard

Benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • Once per short rest, when you succeed on a Strength, Dexterity, or Constitution saving throw against a spell of 1st level or higher, you can use your reaction to retaliate with disruptive force. The caster must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your spellcasting ability modifier) or take force damage equal to your level + your spellcasting ability modifier. They take no damage on a successful save.