Wizards are the most powerful class in D&D 5e 2014 and the most fragile. They have access to the game's most powerful spells (Hypnotic Pattern, Banishment, Polymorph, Wall of Force) and the lowest HP and AC of any class. Their feat philosophy follows directly from this duality: protect the spells (War Caster, Resilient), ensure they fire first (Alert), and add escape tools for when enemies close in (Fey Touched for Misty Step).
Wizards receive three ASI/feat slots by level 12 and have Intelligence as their primary stat.

Disclaimer
This guide uses 2014 D&D Player's Handbook rules and TCoE. This is not a 2024 edition guide.
Wizard Feat Priorities
- Intelligence 20 - Spell save DC is the Wizard's primary power lever
- War Caster or Resilient (Con) - Concentration protection is mandatory
- Alert - Act first for maximum control effectiveness
- Fey Touched - Free Misty Step escape + Bless utility
Top Feats for Wizard
● War Caster
Wizards have the most powerful concentration spells in the game and the lowest survivability. War Caster protects those spells with advantage on concentration saves, covers somatic components if holding a weapon (rare but relevant for gish builds), and enables spell-based opportunity attacks. War Caster guide
● Resilient (Constitution)
Wizards have no Constitution save proficiency. Resilient (Con) adds the proficiency bonus directly to every concentration check, scaling to +6 by high levels. At tier 3-4, Resilient (Con) mathematically equals or surpasses War Caster advantage on DC 10-20 concentration saves. The Constitution bump also improves the Wizard's characteristically poor HP. Resilient guide
● Alert
A Wizard who casts Hypnotic Pattern before any enemy acts can remove the entire encounter's threat in one action. Alert's +5 initiative makes this first-round control reliable, and never being surprised means the Wizard always gets to act. Losing a round to surprise can be fatal for the most fragile class. Alert guide
● Fey Touched
+1 Intelligence (spell save DC), free Misty Step once per long rest (Wizards otherwise pay a 2nd-level slot for this essential escape), and a 1st-level enchantment or divination spell. Bless is the top pick: normally unavailable to Wizards, it provides +1d4 to three allies' attacks and saves. Fey Touched guide
● Lucky
Three rerolls per long rest. For a Wizard, Lucky on a concentration save, a failed death saving throw, or a crucial spell attack roll provides insurance that the concentration protection feats cannot cover (they don't help when the underlying DC is very high or the roll is very low). Lucky guide
● Ritual Caster (Cleric)
Wizards already have Ritual Casting, but taking Ritual Caster (Cleric) adds Cleric rituals to their toolkit, including Ceremony, Augury, and Commune for high-level spiritual intelligence. Cross-list ritual access is the specific draw here. Ritual Caster guide
● Observant
+5 to passive Perception and passive Investigation is meaningful for the Wizard who wants to detect threats early. The Intelligence bump is always useful. Observant guide
● Spell Sniper
For Evocation Wizards who use Fire Bolt, Scorching Ray, and other attack-roll spells frequently. Doubles range and ignores cover, both relevant for a class that prefers to fight from maximum safe distance. Spell Sniper guide
● Scion of the Outer Planes (Planescape)
Campaign-gated, and usually free via the Gate Warden or Planar Philosopher background. The free cantrip's spellcasting ability is your choice of Intelligence, Wisdom, or Charisma - pick Intelligence and it scales with the same stat driving your spell save DC and attack bonus. Scion of the Outer Planes guide
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Start BuildingFeats to Avoid
Great Weapon Master / Sharpshooter. Wizards do not make physical weapon attacks as a primary combat action. These feats are completely misaligned with the Wizard's power structure.
Sentinel. Wizards do not want to be in melee range. Sentinel rewards positioning the Wizard could not safely maintain.
Tavern Brawler / Grappler. Grappling requires the Wizard to be adjacent to enemies. This violates every design principle of Wizard combat.
Example Feat Progression
Level 4: War Caster. Concentration protection as early as possible is nearly universal for Wizards. The moment you have Hypnotic Pattern, Polymorph, or Banishment prepared, you need War Caster.
Level 8: Resilient (Con) or Alert. After War Caster, either stack concentration protection (Resilient) or ensure the first-round control (Alert). The choice depends on how often the Wizard gets hit: in high-melee-pressure campaigns, Resilient; in campaigns where going first matters most, Alert.
Level 12: Fey Touched (Intelligence bump + free Misty Step + free Bless). By level 12, concentration is handled and initiative is optimized. Fey Touched adds the best remaining utility: a free escape mechanism and a support spell not on the Wizard list.
FAQ
War Caster vs Resilient (Con)? Both are correct. Priority depends on level and campaign; take War Caster first, Resilient later.
Why protect concentration so heavily? Wizards have the game's strongest concentration spells, and losing them mid-fight is catastrophic.
Is Alert necessary? Excellent for control Wizards who need to act first. Near-mandatory for Hypnotic Pattern-focused builds.
Does Fey Touched add value despite Wizards having broad spell access? Yes. Misty Step is free outside slots, and Bless is normally unavailable to Wizards.
Why Intelligence 20 before feats? Spell save DC is the primary power lever. Every +1 improves every spell's success rate.


