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D&D 5e 2014 Caster Feats: All 11 Spellcasting Feats Ranked
dnd 5e 2014

D&D 5e 2014 Caster Feats: All 11 Spellcasting Feats Ranked

37 min read
By Andrew Blase

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  4. >D&D 5e 2014 Caster Feats: All 11 Spellcasting Feats Ranked

The short answer

Fey Touched is the strongest caster feat in D&D 5e 2014 because it raises your casting stat and hands you free Misty Step plus a 1st-level spell every long rest. War Caster is next for any caster who fights within reach of enemies, and Shadow Touched matches Fey Touched on shape while trading mobility for stealth. Magic Initiate and Ritual Caster are the picks that matter most to characters with no spellcasting at all. The question that decides your pick is whether you need a bigger spell list, a protected concentration slot, or a stat bump you were taking anyway.

Introduction

Eleven feats in the 2014 rules exist to make a spellcaster better at casting spells. They are not interchangeable, and the gap between the best and the worst of them is wider than in any other feat category in the game. Fey Touched hands you a stat increase and two permanent spells in one slot. Artificer Initiate hands you one cantrip and a set of woodworking tools.

On this page

  • Introduction
  • Disclaimer
  • The Short Answer
  • How A Caster Feat Earns Its Slot
  • The Half-Feats
  • Fey Touched ●
  • Shadow Touched ●
  • Telekinetic ●
  • Telepathic ●
  • The Spell-Access Feats
  • Magic Initiate ●
  • Ritual Caster ●
  • Artificer Initiate ●
  • The Class-Engine Feats
  • Eldritch Adept ●
  • Metamagic Adept ●
  • The Combat-Support Feats
  • War Caster ●
  • Spell Sniper ●
  • Concentration: War Caster vs Resilient, Settled
  • Seven Corrections To Claims Commonly Made About These Feats
  • Picking By Class
  • Verdict
  • FAQ

This guide covers all 11 in one place: what each one actually does, which classes should want it, and which of the claims repeated about them turn out to be wrong when you read the printed text. Seven of those claims are corrected here against source, including one that tells readers to build a character the rules do not allow.

D&D 5e caster feats guide


Disclaimer

This guide covers the caster feats as written in the 2014 Player's Handbook and Tasha's Cauldron of Everything, both 2014-era books. All rules, terminology and class references follow the 2014 edition. This is not a 2024 edition guide.


The Short Answer

Fey Touched is the best caster feat in the game. It raises your casting stat, teaches you Misty Step permanently, and teaches you one 1st-level divination or enchantment spell from any list, with a free cast of each per long rest. Nothing else here delivers three things in one slot.

War Caster is the best protective feat, but only if enemies can reach you. Advantage on concentration saves, somatic components with your hands full, and a spell instead of an opportunity attack. Two of those three are worth nothing at range, which is why a backline caster should compare it against Resilient (Constitution) rather than assuming it wins.

Magic Initiate and Ritual Caster are the feats for characters with no magic at all. A Fighter who takes Ritual Caster (Wizard) gets Find Familiar, Identify and Detect Magic for the rest of the campaign at no slot cost. That is a larger change to how a character plays than any half-feat delivers.

Eldritch Adept and Metamagic Adept are narrower than they look. Eldritch Adept locks non-warlocks out of every invocation with a prerequisite, which is most of the good ones. Metamagic Adept gives two sorcery points, which is one use of Quickened Spell per day.

Artificer Initiate and Telepathic are the two to skip unless you want the specific thing they do. Artificer Initiate is Magic Initiate with fewer cantrips and a toolbox. Telepathic is a stat bump attached to a communication channel that only matters in campaigns built on intrigue.

FeatRatingBookBest for
Fey Touched ●●TCoEEvery caster, and non-casters wanting spells
War Caster ●●PHBClerics, Druids, Paladins, melee casters
Shadow Touched ●●TCoEWarlocks, Wizards, infiltration builds
Magic Initiate ●●PHBFighters and Rogues wanting Find Familiar
Telekinetic ●●TCoEClerics and Wizards with free bonus actions
Ritual Caster ●●PHBNon-casters wanting permanent utility
Spell Sniper ●●PHBWarlocks built on Eldritch Blast
Eldritch Adept ●●TCoEWarlocks; sharply limited for everyone else
Metamagic Adept ●●TCoESorcerers expanding their option list
Telepathic ●●TCoESocial and intrigue campaigns only
Artificer Initiate ●●TCoEBuilds that want an artisan tool proficiency

How A Caster Feat Earns Its Slot

A feat costs you an Ability Score Improvement. For a caster, that is two points of your casting stat, which is half a point of spell save DC and half a point of spell attack bonus. Every feat below has to be worth more than that, and the honest answer is that several of them are not unless your build has a specific hole.

There are three jobs a caster feat can do, and confusing them is how players end up with a feat that never fires.

Widening what you can cast. Magic Initiate, Artificer Initiate, Ritual Caster and Eldritch Adept all add options you did not previously have. These matter most to characters with the fewest options, which is why they read as weak on a Wizard and transformative on a Barbarian. A full caster with 14 prepared spells gains very little from a fifteenth.

Protecting what you already cast. War Caster and, from outside this group, Resilient (Constitution) both exist because concentration is the load the whole caster chassis rests on. A Hypnotic Pattern that drops on the first hit did nothing. These feats do not add power; they stop you losing the power you already spent.

Raising a stat while adding something small. Fey Touched, Shadow Touched, Telekinetic and Telepathic are half-feats. They give +1 to Intelligence, Wisdom or Charisma and a package on top. If your casting stat is odd, the +1 is worth a full point of DC that would otherwise be wasted, and the package is close to free. If your stat is even or capped at 20, judge them on the package alone, where two of the four stop looking good.

The three jobs interact with campaign length. A widening feat pays out constantly from the level you take it. A protective feat pays out only in fights where you take damage while concentrating. A half-feat pays its stat bump immediately and its package intermittently. A three-session campaign and a two-year campaign reward different picks from this list.


The Half-Feats

Four feats raise Intelligence, Wisdom or Charisma by 1 and attach a package. All four come from Tasha's Cauldron of Everything, none has a prerequisite, and any character can take any of them. They are grouped here because the stat bump makes them directly comparable in a way the rest of the list is not.

Fey Touched ●

What it does. Raise Intelligence, Wisdom or Charisma by 1, to a maximum of 20. You learn Misty Step and one 1st-level divination or enchantment spell of your choice from any class list. You can cast each of them once per long rest without a spell slot, and you can also cast them using spell slots you have of the appropriate level.

The reason this is the best feat in the group is that it does all three jobs at once. It raises a stat, it widens your list permanently, and Misty Step protects you in the situation where concentration is most at risk, which is being in melee.

Misty Step is the half that players undervalue. A bonus action teleport of 30 feet to a space you can see, with a verbal component and no somatic component. It breaks a grapple, because teleporting does not require you to escape anything. It crosses a chasm, a pit, a closed portcullis and a line of enemies. On a Wizard, whose only other escape is a reaction spell, it is the difference between being surrounded and being gone.

Choosing the 1st-level spell. The restriction to divination and enchantment is narrower than it first appears, but the best options on those two lists are strong.

  • Bless (enchantment) adds 1d4 to attack rolls and saving throws for three creatures for a minute. On a party with three martials, it is among the strongest 1st-level spells in the game and it is not on the Wizard, Sorcerer or Warlock lists, which makes it a real crossover pick.
  • Silvery Barbs (enchantment, Strixhaven) is a reaction that forces a creature to reroll a successful attack, check or save and grants advantage to a creature you choose. Where the table allows Strixhaven material, this is the strongest option on the list by a distance. Many tables do not.
  • Hex (enchantment) adds 1d6 necrotic on every hit against the target and imposes disadvantage on one ability check type, for up to an hour with concentration. Best on a build that attacks several times a turn.
  • Hunter's Mark (divination) does the same job as Hex on a Ranger-flavoured build and competes for the same concentration.
  • Command (enchantment) is a one-word save-or-lose-a-turn that stays relevant because it is a Wisdom save and many strong melee enemies are poor at those.

Take something your own class cannot prepare. A Cleric choosing Bless with this feat has wasted the crossover entirely.

Who should take it. Everyone, more or less honestly. Wizards gain a bonus action escape they otherwise lack. Warlocks offload a Hex cast outside the short-rest slot economy entirely. Clerics and Druids get an escape and a Wisdom bump. Fighters, Barbarians and Rogues get their first spells ever, and for a class with no magic the free Misty Step each day changes what the character can do. The only characters who should hesitate are those whose casting stat is already 20 and who have no use for either spell, which is a short list.

Shadow Touched ●

What it does. Raise Intelligence, Wisdom or Charisma by 1, to a maximum of 20. You learn Invisibility and one 1st-level illusion or necromancy spell of your choice from any class list, with one free cast of each per long rest and slot casting thereafter.

This is Fey Touched's twin, built on the same frame with a different school pair. It ranks just below because Invisibility is more situational than Misty Step, not because anything about it is weaker in design.

Invisibility is a setup tool, not an escape. It requires concentration, it lasts an hour, and it ends the moment the target attacks or casts a spell. That last clause is the one players forget, and it means Invisibility is for getting somewhere, not for fighting from hiding. It also targets a creature you touch, so the free cast can go on the party Rogue before a heist rather than on yourself, which is frequently the stronger play.

Choosing the 1st-level spell.

  • Cause Fear (necromancy) imposes the frightened condition on a Wisdom save, which means the target has disadvantage on attacks while it can see you and cannot move closer. Strong control at 1st level.
  • Silent Image (illusion) is a 15-foot cube of illusion with no damage attached and an enormous range of uses at a table that rewards creativity. It is the option most dependent on your GM.
  • Disguise Self (illusion) changes your appearance for an hour with no concentration, which makes it the pick for a social campaign.
  • False Life (necromancy) grants temporary hit points and is the safe, unexciting choice.
  • Inflict Wounds (necromancy) is 3d10 on a melee spell attack, which is the pick for a martial character who wants the feat to do something in a fight.

Who should take it. Warlocks first, because their slots return on a short rest and moving Invisibility outside that economy is worth more to them than to anyone else. Wizards and Sorcerers next. Bards and Clerics find it strong whenever their concentration is not already committed, which is the real constraint: a Cleric running Spirit Guardians cannot also be invisible.

Telekinetic ●

What it does. Raise Intelligence, Wisdom or Charisma by 1, to a maximum of 20. You learn Mage Hand if you did not know it, and if you did, your Mage Hand becomes invisible and its range increases by 30 feet. As a bonus action, you can try to shove one creature you can see within 30 feet; it makes a Strength saving throw against a DC of 8 plus your proficiency bonus plus the modifier of the ability this feat raised, and on a failure you move it 5 feet toward or away from you.

The shove is better than five feet sounds. It has no daily limit, it works every turn, it scales with your proficiency bonus, and you pick the direction. Five feet pulls a fleeing enemy back inside a Spirit Guardians aura so the damage triggers again. Five feet pushes a creature off a ledge, into a Web, out of contact with your unconscious ally, or out of melee with your Wizard. It is a small effect applied with precision, repeatedly, for free.

The cost is your bonus action, and that is the real test. A Cleric with Spiritual Weapon already running, a Warlock maintaining Hex, a Sorcerer using Quickened Spell, or anyone casting Healing Word has nothing left to spend. This feat is excellent on classes with an empty bonus action and close to worthless on classes without one, and that distinction matters far more than the feat's own text suggests.

The invisible Mage Hand is a quiet upgrade. A Mage Hand nobody can see, operating at 60 feet, opens doors, retrieves objects, triggers pressure plates and picks pockets without revealing that anyone is doing it. In a dungeon it is a trap-springing tool that costs nothing.

Who should take it. Clerics, for the Spirit Guardians interaction specifically, which is one of the best uses of any feat in this guide. Wizards, who usually have a spare bonus action. Druids who cast rather than Wild Shape. It is poor on Sorcerers, whose Metamagic competes for the same bonus action, and it is a trap on a non-casting martial, whose save DC never scales because the ability modifier stays low.

Telepathic ●

What it does. Raise Intelligence, Wisdom or Charisma by 1, to a maximum of 20. You can speak telepathically to any creature you can see within 60 feet; your utterances are in a language you know, and the creature understands you only if it knows that language. Your communication does not let the creature answer telepathically. You can also cast Detect Thoughts once per long rest without a spell slot or components.

The telepathy is one-directional and sight-dependent. You can see them, you speak into their head, they answer out loud or not at all. It is a way to pass information silently across a room during a conversation, or to coordinate during a stealth approach. It is not party-wide telepathy and it is not a long-range communication spell.

Detect Thoughts is the part that earns the rating. Surface thoughts come automatically; probing deeper forces a Wisdom save. It reads an NPC's intent during a negotiation, and it locates hidden or invisible creatures, which is a real combat use most players forget the spell has.

Who should take it. Bards and Warlocks in a campaign built on intrigue, where knowing what an NPC is actually thinking changes outcomes. Paladins, who rarely have Detect Thoughts prepared and gain a social layer they lack. In a dungeon-crawling campaign this feat does almost nothing, and the honest rating there is lower than orange. It never wastes the stat bump, which is the floor under it.


The Spell-Access Feats

Three feats exist to give you spells you could not otherwise cast. All three are worth most to the characters who have the fewest options to begin with, and all three read as weak advice when a full caster evaluates them.

Magic Initiate ●

What it does. Choose Bard, Cleric, Druid, Sorcerer, Warlock or Wizard. You learn two cantrips from that class's list and one 1st-level spell from the same list, and you can cast that 1st-level spell once at its lowest level per long rest without a slot. Your spellcasting ability for all three is the one tied to the class you chose.

The two cantrips are the part no other feat here matches. Fey Touched and Shadow Touched both beat Magic Initiate on the 1st-level spell and on the stat bump, and neither grants a single cantrip. For a character who wants an at-will option they can use every round of every fight forever, this is the only feat in the group that delivers one.

Find Familiar is why this feat has a reputation. It is on the Wizard list and nowhere else on the six available lists. A familiar scouts ahead at no risk, delivers touch spells, and uses the Help action to grant advantage on an attack, which for a Rogue is a Sneak Attack trigger that needs no ally standing next to the target. A Rogue with Magic Initiate (Wizard) has solved their own positioning problem permanently for one feat.

Choosing the list.

  • Wizard for Find Familiar, with Absorb Elements as the alternative and Booming Blade or Fire Bolt as cantrips.
  • Warlock for Hex plus Eldritch Blast, which is the highest-scaling damage cantrip in the game and works perfectly well without warlock levels. It simply will not benefit from invocations you cannot take.
  • Cleric for Guidance, which adds 1d4 to any ability check and is the strongest utility cantrip in the game for a skill-heavy party, plus Healing Word or Bless.
  • Druid for Absorb Elements and Shillelagh, the latter turning a club into a finesse-style weapon keyed off Wisdom.

The mistake to avoid. A Fighter with Intelligence 10 who takes Fire Bolt is casting at +2 to hit, which is worse than every weapon attack they own. If your relevant mental ability is low, take cantrips that do not roll to hit: Guidance, Mage Hand, Minor Illusion, Prestidigitation, or a save-based cantrip like Toll the Dead.

Who should take it. Fighters, Rogues, Barbarians and Monks, in that order. For a full caster it is usually the wrong pick, because Fey Touched delivers more in the same slot, and cross-list access is the only thing Magic Initiate offers that Fey Touched does not.

Ritual Caster ●

What it does. Prerequisite: Intelligence or Wisdom 13 or higher. You gain a ritual book holding two 1st-level spells with the ritual tag, chosen from one class's list. You can cast spells from that book only as rituals, which adds 10 minutes to the casting time and costs no spell slot. You can later add ritual spells you find in written form, provided they are on your chosen list and their level is no higher than half your character level rounded up.

Unlimited use is the whole argument. Every other feat in this guide that grants spells grants them once per long rest. Ritual Caster grants them an unbounded number of times per day forever, at the cost of 10 minutes each. For utility magic, which is almost never needed in the six seconds of a combat round, that trade is close to free.

Take the Wizard list. It is not close. Find Familiar, Identify, Detect Magic, Comprehend Languages, Alarm, Unseen Servant and Leomund's Tiny Hut are all Wizard rituals. Cleric offers Detect Magic, Augury and Ceremony. Druid offers Speak with Animals and Speak with Plants. Sorcerer and Warlock have so few ritual spells between them that choosing either is close to declining the feat.

Copying from scrolls is the half of the feat players forget. The cost is 2 hours per level of the spell and 50 gp per level, and the level cap is half your character level rounded up. That means Leomund's Tiny Hut, a 3rd-level ritual, becomes available at character level 5 for 6 hours and 150 gp, and it creates a dome that nothing can pass through or cast through for 8 hours. A party that can safely long rest anywhere is a different party. Any ritual scroll in the treasure pile is a permanent addition to a toolkit you never spend resources on again.

Who should take it. Fighters, Rogues and Barbarians, who otherwise have no way to answer a locked magical door or an unidentified item. A full caster already has ritual casting built into the class and should take this only for cross-list access it cannot reach any other way.

Artificer Initiate ●

What it does. You learn one cantrip and one 1st-level spell from the Artificer list, with Intelligence as the casting ability, and you can cast the 1st-level spell once per long rest without a slot as well as with slots you have. You also gain proficiency with one set of artisan's tools, and you can use that tool as a spellcasting focus for any spell you cast that uses Intelligence.

It is Magic Initiate with one fewer cantrip and one list instead of six. On spell access alone it loses that comparison every time, and that is the correct way to read it. The feat exists for the tool proficiency, and if the tool proficiency is not doing work in your build, the feat is not for you.

The spells worth building around. Faerie Fire outlines every creature in a 20-foot cube on a failed Dexterity save and grants advantage on attacks against them, with no attack roll of your own. Cure Wounds gives a party without a healer a stopgap. Absorb Elements is the best reactive defence a non-caster can buy.

The focus clause is narrower than it reads. The tool works as a focus only for spells that use Intelligence as their spellcasting ability. A Cleric who takes this feat gets the tool proficiency, which is useful, and gets no focus benefit at all for their Wisdom-based spells.

Who should take it. Eldritch Knights and Arcane Tricksters, whose spellcasting is already Intelligence-based so the feat's spells scale with a stat they were raising anyway. Any build already invested in thieves' tools or a specific artisan's kit, which gets a proficiency and a focus in the same slot. An actual Artificer should almost never take it, since the class already prepares from this list freely.


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The Class-Engine Feats

Two feats let you borrow another class's core machinery. Both are strong for the class that already owns that machinery and meaningfully restricted for everyone else, in ways the feat text states plainly and most summaries do not.

Eldritch Adept ●

What it does. Prerequisite: the Spellcasting or Pact Magic feature. You learn one Eldritch Invocation from the warlock class, with Intelligence, Wisdom or Charisma as its spellcasting ability, chosen when you take the feat. If the invocation has a prerequisite of any kind, you can choose it only if you are a warlock who meets that prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class.

That prerequisite sentence is the entire feat, and it is usually reported wrongly. A non-warlock cannot take Agonizing Blast. Not by learning Eldritch Blast through Magic Initiate, not by any other route. Agonizing Blast carries a prerequisite, and the gate is being a warlock, not meeting the prerequisite. The same closes off Lifedrinker, Thirsting Blade, Eldritch Smite and every invocation with a level requirement. A Sorcerer reading a build guide that promises them Agonizing Blast has been given a character their GM should not allow.

What a non-warlock can actually take. The invocations printed with no prerequisite line:

  • Devil's Sight grants 120 feet of sight through both normal and magical darkness. On a character who can also cast Darkness, this creates a zone where you see perfectly and everyone else is blind. It is the strongest pick available to a non-warlock.
  • Mask of Many Faces grants Disguise Self at will with no slot cost, forever. In an infiltration campaign this is a better feat than most feats.
  • Beguiling Influence grants proficiency in Deception and Persuasion, which is two skill proficiencies for a feat.
  • Eldritch Mind grants advantage on concentration saves, which is the War Caster benefit that matters most, on a character who may not qualify for War Caster.

The swap clause applies to everyone. "Whenever you gain a level" is not restricted to warlock levels or to warlocks. Any character with this feat can change the invocation at any level-up, subject to the same no-prerequisite limit. A build that took Devil's Sight for a dungeon arc and no longer needs it is not stuck with it.

Who should take it. Warlocks, for whom it is a clean extra invocation on top of their class allocation and every option is open. Sorcerers and Wizards wanting Eldritch Mind or Mask of Many Faces specifically. For anyone else it is a narrow feat wearing a wide reputation.

Metamagic Adept ●

What it does. Prerequisite: the Spellcasting or Pact Magic feature. You learn two Metamagic options from the sorcerer class, and whenever you reach a level that grants an Ability Score Improvement, you can replace one of them with another. You gain 2 sorcery points that can be spent only on Metamagic, and you regain them on a long rest.

Two sorcery points is one use of Quickened Spell per day. That is the number that decides this feat. Subtle Spell and Empowered Spell cost 1 point each, so you get two uses of those. Quickened Spell costs 2, so you get one. Heightened Spell costs 3, which is more than the feat provides, and a non-sorcerer who picks it has chosen an option they cannot use at all.

Subtle Spell is the reason a non-sorcerer takes this. It removes both verbal and somatic components, which makes the casting undetectable. You can cast inside a Silence effect, while bound and gagged, across a negotiating table, or in a room where casting a spell would be an act of war, and nobody can tell you did it. Two uses a day of a capability nothing else in this group provides is a reasonable return on a feat.

For a Sorcerer the arithmetic changes. The 2 points join the main pool and can be spent on anything the class does with sorcery points, including conversion through Font of Magic, and the two new options expand a list the class was always going to be short of. That is why it rates higher on a Sorcerer than on anyone else.

You cannot take it twice. A feat can only be taken once unless its own text says otherwise, and this one does not. The replacement clause at each Ability Score Improvement is the only way the feat changes after you take it.

Who should take it. Sorcerers, comfortably. Wizards and Bards in campaigns where Subtle Spell will actually come up, which means social and political play rather than dungeons. Warlocks should take Eldritch Adept instead almost every time.


The Combat-Support Feats

Two feats improve how a caster performs under pressure rather than what a caster can cast. Both come from the Player's Handbook, and both are frequently taken by players who have not checked whether their own build triggers the benefits.

War Caster ●

What it does. Prerequisite: the Spellcasting or Pact Magic feature. You have advantage on Constitution saving throws made to maintain concentration. You can perform the somatic components of spells even with weapons or a shield in one or both hands. And when a hostile creature provokes an opportunity attack from you, you can cast a spell at it instead of making the attack, provided the spell has a casting time of one action and targets only that creature.

Concentration is the mechanic the whole caster chassis rests on. Hypnotic Pattern, Spirit Guardians, Bless, Banishment, Polymorph, Wall of Force and Hex all require it. You lose it on a failed Constitution save whenever you take damage, against a DC of 10 or half the damage taken, whichever is higher. Advantage on that save turns a 55 percent success rate into roughly 80 percent, and that gap compounds across every hit you take in a fight.

The somatic clause is the one that decides builds. Without War Caster, a spell with a somatic component needs a free hand. A Cleric holding a mace and a shield does not have one, and must stow a weapon to cast, which costs part of their movement or their object interaction. War Caster removes that problem entirely and is the reason sword-and-board casters exist as a viable build rather than a compromise.

Opportunity attack spells are a real option, not a cantrip-only one. The feat requires a casting time of one action and a single target; it does not require a cantrip. Shocking Grasp is the standard pick because it prevents the target taking reactions, which stops a fleeing enemy from Disengaging elsewhere and shuts down enemy spellcasters. Booming Blade punishes the movement that provoked the attack in the first place. A leveled spell like Hold Person is legal and simply costs a slot on a reaction, which is why most players do not do it.

Who should take it. Clerics, Druids and Paladins first, because all three concentrate on their best spells while standing in the front rank. Warlocks and Bladesingers next. A pure backline Wizard or Sorcerer should read the next section before taking it, because two of the three benefits are worth nothing at 60 feet.

Spell Sniper ●

What it does. Prerequisite: the ability to cast at least one spell. When you cast a spell requiring an attack roll, its range is doubled. Your ranged spell attacks ignore half cover and three-quarters cover. And you learn one cantrip that requires an attack roll, chosen from the bard, cleric, druid, sorcerer, warlock or wizard list.

The prerequisite is looser than the other feats here. "The ability to cast at least one spell" is not the Spellcasting or Pact Magic feature. A High Elf with their racial cantrip qualifies. A Tiefling with Thaumaturgy qualifies. A character with a single level of any casting class qualifies. This is the most accessible feat in the guide and is often described as though it were the most restricted.

The attack-roll restriction is the problem. Fireball, Hypnotic Pattern, Hold Person, Banishment, Web and most of the spells that decide encounters call for saving throws, and Spell Sniper does nothing for any of them. Before taking this feat, list your offensive spells in two columns. If the saving-throw column is longer, you are buying a cantrip and a cover benefit at the price of an Ability Score Improvement.

Where it is excellent. On a Warlock whose damage is Eldritch Blast, every part of the feat fires on every turn. Eldritch Blast goes to 240 feet, ignores half and three-quarters cover on every beam, and stacks with Agonizing Blast and Repelling Blast. That is the build this feat was designed around, and on it the rating would be higher than green.

The cover benefit is passive and undervalued. Half cover is +2 to AC and three-quarters cover is +5. In a dungeon or an urban fight, enemies spend most of the encounter behind something. Ignoring that on every attack-roll spell requires no action, no resource and no decision.

Who should take it. Warlocks built on Eldritch Blast, without hesitation. Evocation Wizards leaning on Fire Bolt and Scorching Ray. Any caster in a campaign fought at long range or across cluttered terrain. Clerics, Druids and Bards should usually decline, because their spell lists are save-heavy and the feat would mostly be buying them one cantrip.


Concentration: War Caster vs Resilient, Settled

This is the most common feat argument among caster players and it has an answer, but the answer depends on a number specific to your character rather than on which feat is stronger in the abstract.

Resilient (Constitution) raises Constitution by 1 and grants proficiency in Constitution saving throws. War Caster grants advantage on Constitution saves made to maintain concentration, plus the somatic and opportunity-attack benefits.

The raw concentration math. Advantage is worth about +3 to +4 in the middle of the d20 range, where you need roughly a 10 or 11, and it is worth much less at the extremes. Proficiency is worth exactly your proficiency bonus at every point on the range: +2 at level 1, rising to +6 at level 17. Resilient also fixes an odd Constitution score, which is worth another +1 to the save.

The practical consequence is that advantage wins early and proficiency catches up later. At level 4 with a proficiency bonus of +2, War Caster protects concentration better. Somewhere around proficiency +4 to +5, Resilient pulls level on the raw saving throw and then passes it, and it does so on every Constitution save in the game rather than only on concentration checks.

But the raw math is not the whole comparison, and this is where the argument usually goes wrong. War Caster's other two benefits are not small. If you are a Cleric who holds a shield, the somatic clause is the difference between casting freely and stowing your mace every time you want to cast Guiding Bolt. If enemies walk past you, the opportunity-attack spell is a free Shocking Grasp every round somebody tries.

The decision rule.

  • Melee-adjacent caster: take War Caster. The somatic and opportunity-attack benefits are worth a feat on their own, and the concentration advantage is a bonus.
  • Pure backline caster: take Resilient (Constitution). You will never use two of War Caster's three benefits, and Resilient protects you against every Constitution save your GM throws, not just concentration.
  • Odd Constitution score: Resilient gains a point of value it does not otherwise have.
  • Elite build with slots to spare: both stack, and a caster with proficiency, a +1 from Resilient and advantage from War Caster is close to unbreakable.

Eldritch Mind is the third option nobody mentions. Taken through Eldritch Adept, it grants advantage on concentration saves, which is War Caster's headline benefit, and it is available to a character who wants that specific effect without the rest of the feat.


Seven Corrections To Claims Commonly Made About These Feats

Each of these is stated against the printed feat text, and each corrects something this library previously published or that circulates widely in build guides.

1. A non-warlock cannot take Agonizing Blast with Eldritch Adept. The claim that knowing Eldritch Blast is enough is wrong. The feat reads: "If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite." The gate is warlock class membership, not the prerequisite itself. A Sorcerer who learned Eldritch Blast through Magic Initiate still cannot take it.

2. Anyone with Eldritch Adept can swap the invocation, not just warlocks. The feat reads "Whenever you gain a level, you can replace the invocation with another one from the warlock class." Nothing restricts that to warlock levels or to warlock characters. A Wizard with the feat may change their invocation at every level-up.

3. Spell Sniper's prerequisite is the ability to cast at least one spell. It is not the Spellcasting or Pact Magic feature. This matters, because it means a race that grants a cantrip qualifies a character with no caster levels at all.

4. Spell Sniper's bonus cantrip comes from a list of six classes. Bard, cleric, druid, sorcerer, warlock or wizard. It is not "any class list," which would wrongly include the Artificer list.

5. Copying a ritual costs 2 hours per level, not a flat 2 hours. The text reads: "The process of copying the spell into your ritual book takes 2 hours per level of the spell, and costs 50 gp per level." A 3rd-level ritual is a 6-hour, 150 gp job.

6. Leomund's Tiny Hut is a 3rd-level spell. Describing it as 6th level pushes the best defensive ritual in the game from character level 5, where the half-your-level cap first allows it, out to level 11. That is a six-level error on the single strongest reason to take Ritual Caster.

7. Metamagic Adept cannot be taken more than once. A feat may only be taken once unless its text says otherwise, and this one does not. The clause players are thinking of is different: at each Ability Score Improvement you may replace one of your two Metamagic options with another from the sorcerer list.

And one correction to the Telepathic feat's targeting. You can speak telepathically to "any creature you can see within 60 feet of you." The creature does not need to be willing, and you do need line of sight. Descriptions that add a willingness requirement and drop the sight requirement have it wrong on both halves.


Picking By Class

The same feat is a different pick on different chassis. These are the first choices for each class, assuming no specific campaign pressure.

ClassFirst pickSecond pickSkip
WizardFey TouchedShadow Touched or TelekineticArtificer Initiate
ClericWar CasterTelekinetic, for the Spirit Guardians pullSpell Sniper
DruidWar CasterFey TouchedSpell Sniper
SorcererFey TouchedMetamagic AdeptTelekinetic
WarlockEldritch AdeptSpell Sniper, on an Eldritch Blast buildMetamagic Adept
BardFey TouchedTelepathic, in a social campaignSpell Sniper
PaladinWar CasterFey TouchedMetamagic Adept
FighterFey TouchedMagic Initiate or Ritual CasterMetamagic Adept
RogueMagic Initiate, for Find FamiliarRitual CasterSpell Sniper
BarbarianRitual CasterFey TouchedEverything requiring Spellcasting
RangerFey TouchedWar CasterMetamagic Adept
MonkMagic InitiateFey TouchedAnything needing a casting stat
ArtificerWar CasterFey TouchedArtificer Initiate

A note on the four classes with no spellcasting. Fighter, Barbarian, Rogue and Monk can take six of these 11 feats, and the two that change their game most are Magic Initiate and Ritual Caster. Neither grants a stat bump, which is the usual argument against them, and both grant capability the class will never otherwise have at any level.

A note on prerequisites. Eldritch Adept, Metamagic Adept and War Caster all require the Spellcasting or Pact Magic feature, so a Barbarian, Fighter, Rogue or Monk without a caster subclass or a multiclass dip simply cannot take them. An Eldritch Knight or Arcane Trickster can.


Verdict

Fey Touched is the default first feat for almost any caster, and for most non-casters who want spells. It is the only feat here that raises a stat, widens your list permanently and gives you an escape, and it does all three for one Ability Score Improvement. If you are reading this guide to answer one question, that is the answer.

War Caster is the default for anyone who fights within reach, and Resilient (Constitution) is the default for anyone who does not. That distinction is more useful than any ranking of the two against each other.

Magic Initiate and Ritual Caster are the feats that matter most to the characters with the least magic. Find Familiar on a Rogue, or a permanent unlimited-use Identify and Detect Magic on a Barbarian, changes what the character can do in a way no half-feat does.

Eldritch Adept, Metamagic Adept, Telepathic and Artificer Initiate are conditional picks. Each has a specific thing it does well, and each is a poor default. Take Eldritch Adept as a warlock or for Devil's Sight. Take Metamagic Adept as a sorcerer or for Subtle Spell. Take Telepathic in an intrigue campaign. Take Artificer Initiate when you want the tool proficiency.

Hot Take: The feat most often misjudged in this group is Ritual Caster, and the reason is that guides evaluate it as a spellcasting feat when it is really an equipment feat. Judged against Fey Touched it looks weak: no stat bump, no combat application, a 10-minute casting time that rules it out of every fight. Judged against the gold you would otherwise spend, it is the best value on the list. A party that never has to buy Identify services, never has to guess at a magic item, always has a scout, and can force a safe long rest anywhere from level 5 is playing a materially easier campaign. That is a change to the whole party's resource economy bought with one character's feat slot, and no half-feat in this guide comes close to that footprint.

Best for: Casters wanting the most value per Ability Score Improvement should take Fey Touched. Melee-adjacent casters should take War Caster. Characters with no spellcasting should take Magic Initiate for combat utility or Ritual Caster for everything else.

Related reading: the combat and weapon feats guide covers the 18 feats that improve weapon attacks, including Sharpshooter, which is the weapon-attack counterpart to Spell Sniper and does not overlap with it at all. The racial feats guide covers the 10 ancestry-gated feats, including Drow High Magic and Wood Elf Magic, which grant spells but no ability score increase at all. The setting feats guide covers the five standalone setting-book feats, including Strixhaven Initiate, the only Initiate-family feat that lets you choose your own casting ability.


FAQ

What is the best caster feat in D&D 5e 2014? Fey Touched. A stat bump, free Misty Step and a free 1st-level divination or enchantment spell in one slot.

Is War Caster or Resilient (Constitution) better? War Caster in melee, Resilient at range. Advantage wins at low proficiency bonuses; proficiency catches up and passes it later, and applies to every Constitution save rather than only concentration.

Can a non-warlock take Agonizing Blast with Eldritch Adept? No. Any invocation with a prerequisite is closed to non-warlocks regardless of what cantrips they know.

Can I swap the Eldritch Adept invocation? Yes, and any character can, not just warlocks. The feat allows a replacement whenever you gain a level.

Can I take Metamagic Adept twice? No. It has no repeat clause. It does let you replace one Metamagic option at each Ability Score Improvement.

Does Spell Sniper help with Fireball? No. It only affects spells requiring an attack roll, and Fireball calls for a saving throw.

What does Spell Sniper require? The ability to cast at least one spell, which a racial cantrip satisfies. It is not the Spellcasting or Pact Magic feature.

Which list should I pick for Ritual Caster? Wizard, for Find Familiar, Identify, Detect Magic and Leomund's Tiny Hut.

How long does copying a ritual take? Two hours per level and 50 gp per level, not a flat two hours.

Is Fey Touched better than Shadow Touched? Narrowly, because Misty Step beats Invisibility more often. Shadow Touched wins in infiltration and social campaigns.

Can a Fighter take these feats? Six of the 11 have no prerequisite: Fey Touched, Shadow Touched, Telekinetic, Telepathic, Magic Initiate and Artificer Initiate.

Who can I reach with Telepathic? Any creature you can see within 60 feet that knows a language you know. It does not need to be willing, and it cannot answer telepathically.

Does War Caster cover verbal components? No, somatic only. Silence still stops you casting.

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