Wizard Feat Guide for D&D 2024 (5.5e)

Evaluating every feat for a wizard and finding the best and worst options.

Wizards are the ultimate utility casters. More than any other spellcaster, they attempt to have a spell for every situation possible. Largely, this means they want feats that complement their spellcasting tendencies.

However, there is one exception here. The bladesinger breaks with the wizard’s typical avoidance of melee combat to attack with sword and spellcraft. This means that in recommending feats for a wizard, I’ll need to consider both types of builds.

In this article, I’ve gone through every single feat released for D&D 2024 and evaluated them to help you know which are best and worst for a wizard. I’ve also tried to consider different subclasses and builds in my evaluation which you’ll see in some of my commentary on each feat.

I’ve evaluated every feat based on how well I think it fits the wizard class, scoring each feat out of 5. I’ve also provided some explanation for why I’ve given this score. All builds are different though, so use this as a guide, but not an absolute authority on what feats you should take and which you shouldn’t.

For example, defensive duelist is a poor feat for most wizards (as they dive into melee too little for it to be of use). But if you’re playing a bladesinger, it can work great for some extra protection. I’ve based my assumptions around the idea that you have a build that fits the feat (as long as that build is sensible for a wizard). My commentary on each feat should give more explanation here when necessary so you know which feats work only for certain builds.

Because bladesingers are so different from all other wizard subclasses, I’ve highlighted in red the feats that have received a score boost just for a bladesinger.

As D&D 2024 expands, so will the feat options. I’ll try to keep updating this guide as this happens. When a feat comes from a source outside of the Player’s Handbook, I’ve also used abbreviations to indicate which source it’s from. These abbreviations stand for:

  • HoF: Forgotten Realms: Heroes of Faerun
  • ABoH: Astarion’s Book of Hungers
  • LFL: Lorwyn First Light

If you just want an at a glance view of how well I’ve scored each feat for a wizard, then I’ve included them all in the tables below for each feat type.

Origin feats by score

ScoreFeats
5/5Lucky, magic initiate, musician, spellfire spark
4/5Alert, tireless reveler, tough, vampire’s plaything
3/5Purple dragon rook, Shadowmoor hexer, vampire’s plaything
2/5Child of the sun, crafter, Lords Alliance agent, savage attacker, skilled, vampire hunter, Zhentarim ruffian
1/5Cult of the Dragon initiate, Emerald Enclave fledgling, Harper agent, healer, tavern brawler, tyro of the gauntlet

General feats by score

ScoreFeats
5/5Fey touched, mage slayer, polearm master, shadow touched, war caster
4/5Defensive duelist, genie magic, lightly armoured, resilient, skulker
3/5Bloodlust, bomber, charger, chef, crusher, fairy trickster, love bites, mounted combatant, mythal touched, poisoner, polearm master, purple dragon commandant, putrefy, rebuke, ritual caster, sentinel, speedy, spell sniper, telekinetic, weapon master, vampire touched
2/5Athlete, cloying mists, cold caster, delicious pain, dual wielder, durable, elemental adept, inspiring leader, keen mind, light bringer, lordly resolve, observant, piercer, skill expert, slasher, spellfire adept, street justice, telepathic, Zhentarim tactics
1/5Actor, crossbow expert, dragonscarred, enclave magic, grappler, great weapon master, Harper teamwork, heavily armored, heavy armor master, martial weapon training, medium armor master, moderately armored, order’s resilience, sharpshooter, shield master, street justice, treacherous allure

Epic boon feats by score

ScoreFeats
5/5Boon of desperate resilience, boon of dimensional travel, boon of fate, boon of fluid forms, boon of the bright sun, boon of the night spirit
4/5Boon of fortune’s favour, boon of looming shadows, boon of poison mastery, boon of recovery, boon of speed, boon of the soul drinker, boon of truesight
3/5Boon of exquisite radiance, boon of fortitude, boon of the furious storm
2/5Boon of blazing dawn, boon of bloodshed, boon of bountiful health, boon of combat prowess, boon of communication, boon of energy resistance, boon of skill, boon of spell recall, boon of terror
1/5Boon of irresistible offense, boon of misty escape, boon of revelry
Bladesinger wizard: Wizards of the Coast
Bladesinger wizard: Wizards of the Coast
  • Alert (4/5) – Always useful to go earlier in combat and being able to swap initiative with an ally makes for something quite tactical. If you want to be casting AoE spells early in combat, you may want to be doing so before all the martials get in the way. Wizards should be investing in dexterity anyway so should be aiming for a higher initiative score.
  • Child of the sun (2/5) – LFL – Advantage against blinded for you and nearby allies is situationally decent. Faerie fire is decent at low levels, but hard to justify at higher levels. Faerie fire just doesn’t scale that well. It is a free spell casting though, but maybe only consider it if you’ll be sticking to lower levels.
  • Crafter (2/5) – Maybe decent if you want to do a lot of crafting, or to buy cheaper gear, but considering the cheaper gear is non-magical, I just don’t feel you get enough from this and crafting isn’t of much value unless you’re making magical things (scrolls and items).
  • Cult of the dragon initiate (1/5) – HoF – Causing frightened for a single turn to a single enemy isn’t that great for the whole action it requires, even with the bonus heroic inspiration. Wizards don’t even have a good wisdom to make this reliable.
  • Emerald enclave fledgling (1/5) – HoF – Speak with animals is OK if your DM’s willing to do something useful with your animal conversation. It does tend to be better on charismatic characters though, which wizards are not. There are much better ways to use your action in combat than using the help action though, even with the movement.
  • Harper agent (1/5) – HoF – Ranged help actions are OK, but your action is much better used with spells. Everything else is a ribbon feature. Just not a good feat. It’s maybe decent if you’re playing a hobgoblin with their bonus action help.
  • Healer (1/5) – An action to do worse healing than a potion of healing. This also only require a bonus action rather than the action needed here.
  • Lords alliance agent (2/5) – HoF – Heroic inspiration on a critical hit is alright, but wizards neither make enough attacks rolls to make this worthwhile, or stay close enough to melee allies to benefit from the advantage gained. Bladesingers may do a bit better here, but they still tend to combine spellcasting with weapon attacks, which generally means less attacks and prefer hit and run tactics over standing by allies in melee.
  • Lucky (5/5) – Giving yourself advantage and others disadvantage is powerful and really useful for anyone.
  • Magic initiate (5/5) – Wizards are obviously very competent with spells so can wield these new spells capably. They have a wide breadth of spells already, but more does help them have a spell for every need. This also allows them to grab spells from other class lists like healing word, entangle or bless.
  • Musician (5/5) – Heroic inspiration for most or all allies is really useful and can be granted each short or long rest. That’s a lot of rerolls! This works great on any class.
  • Purple dragon rook (3/5) – HoF – The skills aren’t great for a wizard. The heroic inspiration you grant is also much less than the musician feat so I’d just take that. Technically this is an alright feat though, even just with the heroic inspiration boost, but musician does a similar thing so much better.
  • Savage attacker (2/5) – Most wizards shouldn’t be making weapon attacks making this pointless. It has use for a bladesinger, but will be of no use on turns when you choose to cast spells rather than use the attack action. Even then, if you miss on one attack and use a cantrip on another, you’ll still get no use from this.
  • Shadowmoor hexer (3/5) – LFL – An improved hex you can repeat cast is decent. Most wizards don’t tend to make enough attacks rolls to really make this count unless you plan to spam scorching ray (which isn’t good enough to use exclusively). But bladesingers can often make a couple of attacks per turn making this more worthwhile. Plus it only uses your bonus action and can be repeat cast.
  • Skilled (2/5) – Skills aren’t hugely important for wizards. Normally you can get what you need from your class and background, which is generally knowledge skills with other skills being a lot more optional for wizards (like perception or stealth).
  • Spellfire spark (5/5) – HoF – A bit less damage from magic is good for anyone. Sacred flame is a decent cantrip, but being able to cast it as a bonus action is a really useful way to up your damage output in a turn without spending sorcery points on quickened spell. Cantrips scale in damage with your level so this will get better as you level up. Casting cantrips also won’t get in the way of using levelled spells on the same turn either.
  • Tavern brawler (1/5) – Wizards should never build for unarmed combat. They should be casting spells.
  • Tireless reveler (4/5) – ABoH – Lots of heroic inspiration to bounce off one another. Especially good if you have easy ways of replenishing heroic inspiration, like the musician feat or someone else with tireless reveler. A bit more situational if you don’t have that.
  • Tough (4/5) – Some decent extra resilience that’s good for everyone. Your best bet is to stay away from danger, but it can’t be avoided entirely, and with some of the worst defence in the game, tough can at least partially make up for that. Bladesingers might especially appreciate the extra resilience as they often get close to the frontline.
  • Tyro of the gauntlet (1/5) – HoF – Both really situational effects that I just don’t see you getting the benefit of very often.
  • Vampire hunter (2/5) – ABoH – Technically 2 situational options, but being grappled or in restraints is reasonably common. Vitality ward is great against necrotic damage, but that’s really situational.
  • Vampire’s plaything (4/5) – ABoH – A free healing potion each long rest is really nice and dash and disengage as a bonus action are handy for getting out of melee combat when you do get caught in it. Bladesingers might enjoy using this for hit and run tactics.
  • Zhentarim ruffian (2/5) – HoF – The initiative boost is quite nice, especially if you have easy access to heroic inspiration (say if an ally has the musician feat). Exploit opening is going to be a challenge for a wizard. Opportunity attacks will rarely happen and when they do, you’ll be a bit rubbish at them. Even bladesingers don’t normally hold their ground against enemies, preparing to be the ones ducking in and out of close combat.
Circle magic: Wizards of the Coast
Wizards cast a spell: Wizards of the Coast
  • Actor (1/5) â€“ Wizards are usually pretty hopeless at face skills, and actor requires strong face skills to be any good.
  • Athlete (2/5) â€“ The climb speed is the only thing that’s particularly useful here and you have spells that can easily overcome this by the time you hit level 3 (like spider climb and levitate).
  • Bloodlust (3/5) – ABoH – Your hit dice are small so you’ll not only roll more 1s and 2s (thus getting the powerful recovery benefit more often) but will also benefit less from sanguine feast due to lower potential healing. Only bladesingers among the wizard subclasses make regular attack rolls. For them, this is alright, for other wizard subclasses, this probably isn’t worth it.
  • Bomber (3/5) – ABoH – Thrown weapon fighting can be a decent option for a bladesinger as they can stay within safer areas while dealing higher damage than most wizards when not using a levelled spells. This gives them more range for these kinds of tactics (especially as bows and crossbows aren’t options for them). This is pointless on any other wizard subclass though.
  • Charger (3/5) â€“ You likely won’t dash often, but the extra speed is slightly helpful for when you do. Being able to rush into melee and push will allow for hit and run tactics and when you do want to stay in melee range of an enemy (say against a spellcaster), you’ve got some extra damage to deal. Other wizard subclasses shouldn’t bother with this feat though.
  • Chef (3/5) – A bit of extra healing on a short rest for the whole party and treats that grant a few temporary hit points. How good this is depends on the length of your adventuring days. I suspect this will feel more impactful at lower levels and less so at higher levels.
  • Cloying mists (2/5) – ABoH – Not great for anyone (a single level 1 spell you can’t choose is significantly worse than similar feats like magic initiate, fey touched and shadow touched). At least fog cloud can be useful, but I would rather take magic initiate which is an origin feat.
  • Cold caster (2/5) – HoF – Wizards have a decent number of cold spells. This does require a spell attack, not just a saving throw which removes the likes of dragons breath and cone of cold from the affected spells. Still, even with ray of frost and chromatic orb and a handful of other spells, if you can make cold cantrips your go to, you can be casting a fair few of these, though I might argue that grabbing mind sliver is probably better if you want this kind of effect.
  • Crossbow expert (1/5) – Wizards generally shouldn’t be making weapon attacks and even bladesingers shouldn’t be using crossbows. Even if you use true strike, the benefits from this are practically non-existant.
  • Crusher (3/5) – This will help bladesingers with hit and run tactics if they’re using a bludgeoning weapon by pushing enemies away. Other wizards shouldn’t bother with this though.
  • Defensive duelist (4/5) – A bladesinger could benefit a lot from this. Once they hit level 10 though, they get their own reaction defence which works against any kind of damage (not just melee attacks) but costs a spell slot and only helps against a single attack so there could still be space for defensive duelist. Other wizards will struggle to get much use out of this.
  • Delicious pain (2/5) – ABoH – A round of resistance to common damage types in bludgeoning, piercing and slashing can be quite decent, but it doesn’t work on the triggering damage. With wizards generally being quite evasive and this having limited uses, I’m not sure it does enough.
  • Dragonscarred (1/5) – HoF – A resistance is good and attempting to frighten with a bonus action can be handy, but this requires 2 feats to make work and you need a decent wisdom, which wizards don’t have so not worth it.
  • Dual wielder (2/5) – Dual wielder, even for bladesingers, is a bit of a challenge. To make the most of it, you’ll need nick weapon mastery too which requires a multiclass dip or the weapon master feat. It’ll get you an additional attack, but there’s also conflict between bonus action spells and the fact that some turns, you’ll be casting a levelled spell anyway. It’s a lot of investment for perhaps too little reward. Other wizard subclasses shouldn’t even consider this.
  • Durable (2/5) – The self healing is mainly what you want from this. Decent if you’re after a bit more resilience but your hit dice are small so the benefit is diminished.
  • Elemental adept (2/5) – Only good if you plan to focus on only certain elemental damage types. If you aren’t doing this, you won’t get the benefit often enough and you can always just adjust the spell damage you use with different spells to bypass resistances. The extra damage is OK but not huge.
  • Enclave magic (1/5) – HoF – Only useful if you’ve taken find familiar, but you need to take 2 subpar feats to accomplish what 1 should be able to do.
  • Fairy trickster (3/5) – HoF – Flustering strike is quite good and because it lasts until the end of your next turn, you can cast a saving throw spell then to benefit from the disadvantage. Bladesingers will make a decent number of attacks and can weave saving throw spells between these and other wizards can sometimes work this way too with spells. Disengaging into difficult terrain is likely quite rare so not worth bothering with.
  • Fey touched (5/5) – Misty step is a really handy spells to have available and there’s a free casting of it. Spells like silvery barbs, sleep and Tasha’s hideous laughter all make good 1st level options.
  • Genie magic (4/5) – HoF – There’s a lot of flexibility here as you don’t have to pick a spell. The sorcerer list isn’t huge and you already have access to most of these spells. You’ve got some AoE damage dealers like burning hands or thunderwave. Sleep is a pretty good control spell at this level too. There’s also chromatic orb which is especially good when cast at a higher level.
  • Grappler (1/5) – Wizards are no good at grappling and shouldn’t be making unarmed strikes.
  • Great weapon master (1/5) – Most wizards shouldn’t be using weapons and won’t be proficient with these weapons anyway. Even bladesingers shouldn’t be using heavy weapons.
  • Harper teamwork (1/5) – HoF – There’s rarely a good reason to use help in combat rather than casting a spell or attacking, even with the extra benefit here. Frightened and paralyzed saving throw successes are unlikely to be common enough to benefit much from either when it needs to affect multiple party members, plus you have to pick up a bad origin feat to grab this too. The exception here is maybe if you happen to be playing a hobgoblin, who can use the help action as a bonus action.
  • Heavily armored (1/5) – You have no armor proficiency so can’t even take this unless you multiclass, but wouldn’t have the strength necessary anyway.
  • Heavy armor master (1/5) – You don’t have heavy armor proficiency so can’t use this.
  • Inspiring leader (2/5) – The ability is great but relies on investing in charisma or wisdom which is no good for a wizard. Leave it for other classes.
  • Keen mind (2/5) – Study is rarely useful in the heat of combat so little point in having it as a bonus action. Expertise in a knowledge skill can be good for a wizard, but knowledge skills are rarely the most important or even urgent skills to use well.
  • Light bringer (2/5) – ABoH – The healing is OK, but bloodlust is better, light is only OK and you don’t have big hit dice to gain a big benefit here.
  • Lightly armored (4/5) – Grabbing shield proficiency and light armor proficiency can not only save you some spell slots from mage armor, but combining both can get you a higher AC too. Bladesingers shouldn’t bother with this though. They’re better off unarmored.
  • Lordly resolve (2/5) – HoF – An option for decent resilience/recovery against 3 types of conditions and possession is good but you’ll need to use your bonus action to activate it and that can be tricky to anticipate.
  • Love bites (3/5) – ABoH – Decent for a bladesinger to keep creatures from following up with an attack against them. It works automatically too so great against really tough enemies. It requires melee weapon or unarmed attacks so is no good for other subclasses.
  • Mage slayer (5/5) â€“ Great for breaking concentration on spellcasters and having basically a use of legendary resistance every rest.
  • Martial weapon training (1/5) – You shouldn’t be using weapons unless you’re a bladesinger and they already have proficiency in the weapons they need so this is pointless.
  • Medium armor master (1/5) – You don’t have medium armor proficiency so can’t take this.
  • Moderately armored (1/5) – You’d need to take lightly armoured and this to gain medium armor proficiency which is too much investment in feats.
  • Mounted combatant (3/5) – If you can regularly have access to a mount, then this could be decent. Many creatures are smaller than the likely large mount you’ll be riding.
  • Mythal touched (3/5) – HoF – If you don’t mind some random effects, then this is alright and could be a bit of wild fun. Most effects should be positive.
  • Observant (2/5) – Perception is decent for anyone, despite your low wisdom. Search as a bonus action is decent too, but situational. You’re not the best option for this, but it can be OK.
  • Order’s resilience (1/5) – HoF – Quicker after being knocked prone feels like a ribbon effect. Advantage on strength saving throws is decent, but you also have to be next to an ally which is often not the case for a wizard. This is a kind of situational feat that requires taking a very situational origin feat which isn’t great. I don’t think it’s worth it.
  • Piercer (2/5) – OK on a bladesinger making piercing attacks but it’s not enough of a boost for me and its no good on any other wizard.
  • Poisoner (3/5) â€“ Only decent on a bladesinger if you think you’ll have your bonus action free a bit and you don’t mind the cost. Will increase your weapon damage a decent bit when used and poisoned is handy to be inflicting.
  • Polearm master (3/5) â€“ Quarterstaffs and spears can be wielded with one hand making this an option for a bladesinger. You won’t always make weapon attacks like many martials so will get less benefit from this, but the reaction and bonus action attacks is solid. Other wizards won’t want to bother with this though.
  • Purple dragon commandant (3/5) – HoF – Bonus action temporary hit points to dish out is pretty good and advantage when bloodied is better the more attacks you have and the longer you can survive while bloodied. The problem for a wizard is you might not always be making attacks and you have so few hit points that you’ll survive less long while bloodied. Better on tougher classes, but still decent.
  • Putrefy (3/5) – ABoH – Automatic poisoned condition is decent but it does tie you down to necrotic damage spells. Fortunately, wizards have a decent number of these. Toll the dead is a decent option you could be using a fair bit.
  • Rebuke (3/5) – ABoH – Same goes here. Automatic prone can be good and you have enough radiant spells to make this work. True strike is a good option for this and as a cantrip, you should be able to use it fairly regularly.
  • Resilient (4/5) â€“ If you want to take this, constitution is your best option followed by dexterity. You’ll likely want the boost to concentration saving throws which is why constitution is the better option and you don’t already have proficiency here.
  • Ritual caster (3/5) – If you want some out of combat spellcasting utility, then you can get a few interesting spells this way and won’t consume precious spell slots while allowing you to be even more of a utility caster. Wizards arguably need this less than other classes as they get spells for their spellbook which they can cast as rituals without preparing them, but this can expand your repertoire further.
  • Sentinel (3/5) – Bladesingers tend to hold their ground less than other martial classes making this less useful but you can still get some benefit here. Other subclasses shouldn’t bother with this feat at all.
  • Shadow touched (5/5) – Invisibility is great for scouting, utility and ambushes and another spell can be handy too. Color spray or silent image can be good options for your level 1 spell.
  • Sharpshooter (1/5) – About the only way you can use this to any effect is through true strike on a light crossbow. But this won’t be every turn and when you do use it, this is a bit situational too. Not worth it on a wizard.
  • Shield master (1/5) – Wizards never have a good reason to build for strength, which this needs. On top of that, you’ll need another feat just to become proficient with shields which makes this challenging.
  • Skill expert (2/5) – Alright if you want to be an expert at a skill, but knowledge skills tend to be less important to be really good at, which are the only skills a wizard should bother to gain expertise in.
  • Skulker (4/5) – Great on anyone due to the easy blindsight. You won’t get much from improved hiding in combat though as that’s a challenge for anyone other than a rogue.
  • Slasher (2/5) – Maybe good on a bladesinger that’s throwing slashing weapons but crusher or charger are better for a bladesinger as it helps more with hit and run tactics. Useless for other wizards.
  • Speedy (3/5) – Faster movement is useful for most classes. Disadvantage from opportunity attacks will make it easier for you to get out of danger, though wizards tend to be best off being evasive. Bladesingers will get the most use out of this.
  • Spellfire adept (2/5) – HoF – Wizards have a decent number of radiant spells and if you take true strike, you should be able to use this reasonably regularly. Sadly, your hit dice are the smallest in the game making the impact smaller than most.
  • Spell sniper (3/5) – Wizards have a decent number of spell attacks and this will let you cast these further for more safety and in close combat if you do get caught in melee. Ignoring cover is handy too.
  • Street justice (1/5) – HoF – Wizards are no good at grappling and negotiating with hostile creatures also isn’t their forte so this is pointless for them.
  • Telekinetic (3/5) – An invisible, silent mage hand is great on a stealth specialist (if you’ve gone that route for your wizard) and pretty solid on any build. Telekinetic shove could be a handy way of getting out of melee range with your bonus action or nudging an enemy into the radius of one of your spells.
  • Telepathic (2/5) – Telepathy is fine for silent communication, but it’s better on a charisma build.
  • Treacherous allure (1/5) – ABoH – I think the idea here is to charm someone and then attack them. It’s a lot of setup for advantage on a single attack though, which I don’t think is great.
  • Vampire touched (3/5) – ABoH – Like fey touched but with worse spells. Spider climb is still useful, especially for sneaky wizard, and illusion spells can be handy too.
  • War caster (5/5) – Great for wizards to help maintain concentration on spells.
  • Weapon master (3/5) – You might want this on a bladesinger to up the impact of their weapon attacks. Push can be good for hit and run tactics while nick is an option for an extra attack if you’re dual wilding and want to preserve your bonus action.
  • Zhentarim tactics (2/5) – HoF – A changeable expertise is handy for enhancing skills. But wizards will rarely make opportunity attacks, and when they do, usually won’t be great at them.
Adventurers fighting a skeletal horde
Adventurers surrounded by undead: Wizards of the Coast
  • Boon of blazing dawn (2/5) – ABoH – Radiant immunity is alright, but not overly common. The radiant damage is only useful on a bladesinger, but even then, you have alternative ways to deal different damage types without taking this.
  • Boon of bloodshed (2/5) – HoF – The advantage should happen a fair bit which is handy, and advantage on attacks is often useful. Extra damage when bloodied is decent, but only a small amount once per turn. Most wizards don’t make regular spell attacks so your mileage will depend on how many of these you’re making. It’s probably a little better in a bladesinger, but still not great for you.
  • Boon of bountiful health (2/5) – HoF – The extra temporary hit points are not a lot at this level. It kind of works if you have a regular source of temporary hit points, but it doesn’t feel like enough. The improved healing is decent for long adventuring days but your boost from this will be less than for any other class. A few feats (like bloodlust) will use your hit point dice making this quite good in conjunction with these, but not great without. Add an extra point to this score if you have a feat like bloodlust
  • Boon of combat prowess (2/5) â€“ An automatic hit once per round is good, but only if you make regular attacks. This won’t be as common for most wizards so not as good for you but will work nicely on something like chromatic orb, guaranteeing an extra bounce.
  • Boon of communication (2/5) – HoF – Works better on a charisma class.
  • Boon of desperate resilience (5/5) – HoF – Resistance to everything other than force is really good. Combine this with the boon of recovery (if playing at levels beyond 20) to basically have your full hit points while in a state of being bloodied. Wizards tend to try and avoid danger and have less hit points to enjoy this resistance with so probably get a little less out of this than other classes, but it’s still very good.
  • Boon of dimensional travel (5/5) â€“ Really easy to move around the battlefield to wherever you need to be and there’s no action economy cost either. This will help you stay out of trouble a lot.
  • Boon of energy resistance (2/5) – More damage resistances is useful and reaction attacks will be occasionally handy. This could be a bit situational as you only gain the benefits when facing the right enemies but you can change the resistances each long rest. Wizards will likely be targeted less than martial allies making this less useful than for others.
  • Boon of exquisite radiance (3/5) – HoF – This is only good on AoE damage dealers as you magnify the boosted damage by each target. If you want to take this, you should make sure you have sunburst as a known spell or at least sunbeam.
  • Boon of fate (5/5) – Regular manipulation of d20 rolls is good for anyone and once per rest is definitely nice.
  • Boon of fluid forms (5/5) – HoF – Most creatures you could transform into won’t be worth it as they’ll reduce your capabilities (other than some utility). However, a few creatures, like a froghemoth, are worth the transformation. If you pick your forms wisely, this can be really good and a bundle of extra hit points to survive with.
  • Boon of fortitude (3/5) – Some decent extra resilience. Especially if you pair this with something like bloodlust, that will let you heal yourself more regularly. Not that it’s a huge amount.
  • Boon of fortune’s favour (4/5) – HoF – Reroll a saving throw every round. Really great resilience feature.
  • Boon of irresistible offense (1/5) – Wizards almost never deal bludgeoning, piercing and slashing damage as they’re almost always using spells and the damage boost to critical hits is negligible. Even bladesingers can easily bypass resistances to their weapons by casting spells.
  • Boon of looming shadows (4/5) – ABoH – Dodge as a bonus action is very good. Extended reach is only good for bladesingers helping you with hit and run tactics. Decent on any wizard but great on a bladesinger.
  • Boon of misty escape (1/5) – ABoH – Just a terrible feat.
  • Boon of poison mastery (4/5) – HoF – Cloudkill is your best option for enhanced poison damage, but chromatic orb works well too. Just be aware that many creatures are resistant to poison damage, but they also deal a lot of it too, and now you’re immune. Great if you have a few poison spells to use.
  • Boon of recovery (4/5) – Loads of extra resilience here. I think this is much better than the boon of fortitude as your hit points will be high enough to recover to more than 40HP, by quite a bit. The healing option is also really handy too. This is probably less effective on wizards than most other classes, but it’s still strong.
  • Boon of revelry (1/5) – HoF – Not a great spell for anyone.
  • Boon of skill (2/5) – You probably already have skills you specialise in and others will have the same meaning most skills should be covered.
  • Boon of speed (4/5) – More speed is great, escaping grapples is handy but a little situational. I like the boon of dimensional travel better as the speed is the same but teleportation will get you out of grapples and reach without disengaging. This does have the benefit of being used whenever you like on your turn rather than after you take the attack action though.
  • Boon of spell recall (2/5) – You won’t recover many spells with this, and they’re also your least important spell slots, but more spell uses is still handy.
  • Boon of terror (2/5) – HoF – Immunity to the frightened condition is useful but intimidation proficiency isn’t great on a non-charisma character. The challenge is stoking fear. If the party has a reliable method for causing the frightened condition, then this could be quite good to consume an enemy’s turn with fleeing. It only needs a reaction too. Decent if you can integrate frightened into party tactics.
  • Boon of the bright sun (5/5) – HoF – Loads of extra temporary hit points for the whole party is just excellent.
  • Boon of the furious storm (3/5) – HoF – Wizards have quite a few lightning and thunder spells in their arsenal. Disadvantage on these is quite good if that’s what you’ve taken. The resistances aren’t for common damage types, but they’re decent enough.
  • Boon of the night spirit (5/5) – Invisibility gained quite easily and regularly is great for wizards who generally don’t want to be attracting attacks. Be aware this will only work in shadowy places, but if you spend plenty of time in dungeons, then this should be fine.
  • Boon of the soul drinker (4/5) – HoF – A couple of decent resistances and some pretty big healing. Creatures dying around you shouldn’t be a problem. Good resilience boon.
  • Boon of truesight (4/5) – Really good when you face something you can’t see or illusions but that won’t be all the time. It’s important someone can deal with this stuff and this is the most profound way to do it, just be aware you won’t use it loads.

Published by Ben Lawrance

Ben is an experienced dungeon master and player who's been immersed in the D&D universe since he was a teenager over 20 years ago. Ben is the creator of Dungeon Mister and when he's not writing about D&D, Ben loves creating fiendish puzzles and devious dungeons for his players. He's an especially big fan of the Ravenloft and Dragonlance settings.

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