Wizard Feats
Feat | Level | Prerequisites | Ability Score Increase |
Benefits |
---|---|---|---|---|
Collegiate Wizard | 1 | 1st level only | Spellbook starts with 2 extra 1st-levle spells; gain +1 spell to your spellbook each time you level up | |
Disruptive Presence | 5 | When a foe begins casting a spell, as a reaction speak a word of power to disrupt the spell; they must make an Int save or lose the spell; usable 1/SR | ||
Improved Familiar | 3 | Gain a more powerful familiar when you cast find familiar | ||
Spell Focus: Abjuration | 1 | spellbook has 1 abjuration spell | Con or Int | While concentrating on abjuration spell, gain adv. on one saving throw; usable 1/SR |
Spell Focus: Conjuration | 1 | spellbook has 1 conjuration spell | Con or Int | 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 | spellbook has 1 divination spell | Con or Int | When you cast a divination spell with 1 action, you can cast without verbal or somatic components; usable PB/LR |
Spell Focus: Enchantment | 1 | spellbook has 1 enchantment spell | Con or Int | 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 | spellbook has 1 evocation spell | Con or Int | 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 | spellbook has 1 illusion spell | Con or Int | When you can an illusion spell, you can take the Dodge action as a bonus action; usable PB/LR |
Spell Focus: Necromancy | 1 | spellbook has 1 necromancy spell | Con or Int | 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 | spellbook has 1 transmutation spell | Con or Int | 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 |
Legend | |
---|---|
1/SR | Usable once per short rest |
adv. | advantage |
disadv. | disadvantage |
hp | hit points |
PB/LR | Usable a number of times equal to your proficiency bonus per long rest |
Collegiate Wizard
You received formal instruction in an elite arcane academy, giving you a head start in magical theory and practice.
Prerequisites: Wizard level 1, 1st level only
Benefits: When you choose this feat at 1st level, your spellbook begins with 2 additional 1st-level wizard spells of your choice. Each time you gain a level in the wizard class, you add 1 additional wizard spell to your spellbook.
Special: You can take this feat only as a 1st-level character.
Disruptive Presence
Your force of personality rattles both minds and magic, allowing you to manipulate, disrupt, and control the battlefield.
Prerequisite: Sorcerer level 5 OR Wizard level 5 OR Warlock level 5
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: Wizard level 3, OR level 3 and ability to cast find familiar
Benefit: 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 feet, 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 | Echo-location; 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/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, invisibity |
Mephit (any) | Elemental | 7th | Elemental resistances |
Quasit | Fiend | 7th | Shapechanger, fear, invisibility |
Spell Focus: Abjuration
You have studied the protective arcana of abjuration so thoroughly that your concentration on such magic grants you a moment of reinforced resilience.
Prerequisites: Wizard level 1, have scribed at least 1 abjuration spell in your spellbook
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 level 1, have scribed at least 1 conjuration spell into your spellbook
Benefits:
-
Increase your Constitution 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. You regain all expended uses when you finish a 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 level 1, have scribed at least 1 divination into your spellbook
Benefits:
-
Increase your Constitution or Intelligence score by 1, to a maximum of 20.
-
When you cast a divination spell with a casting time of 1 action, you can cast without verbal or somatic components. You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a 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 level 1, have scribed at least 1 enchantment spell in your spellbook
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, you impose on that persistent weakness of will. The next time within 1 minute they need to make a save against an enchantment spell, or make an opposed roll vs. a Charisma-based ability check, they roll with disadvantage.
You can use this ability a number of times equal to your proficiency bonus. You regain all expended uses when you finish a 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 level 1, have scribed at least 1 evocation spell in your spellbook
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 level 1, have scribed at least 1 illusion spell in your spellbook
Benefits:
-
Increase your Constitution or Intelligence 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. You regain all expended uses when you finish a long rest.
Spell Focus: Necromancy
Your necromantic magic draws strength from the life energy it withers, briefly restoring your own vitality.
Prerequisites: Wizard level 1, have scribed at least 1 necromancy spell in your spellbook
Benefits:
-
Increase your or 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 level 1, have scribed at least 1 transmutation spell in your spellbook
Benefits:
-
Increase your Constitution 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.