Wizard Feats

Key Terms

You'll see the following key terms in many wizard class features.

Metamagic: Actions with the metamagic trait tweak the properties of your spells. These actions usually come from metamagic feats. You must use a metamagic action directly before Casting the Spell you want to alter. If you use any action (including free actions and reactions) other than Cast a Spell directly after, you waste the benefits of the metamagic action. Any additional effects added by a metamagic action are part of the spell's effect, not of the metamagic action itself.



Every level at which you gain a Wizard feat, select one of the following feats. You must satisfy any prerequisites before taking the feat.


1st Level Wizard Feats

  • Counterspell - When a foe Casts a Spell and you can see its manifestations, you can use your own magic to disrupt it.

  • Eschew Materials - You can use clever workarounds to replicate the arcane essence of certain materials.

  • Familiar - An animal serves you and assists your spellcasting.

  • Spellbook Prodigy (trained in Arcana) - You are particularly adept at learning spells to add to your spellbook.

  • Widen Spell - You manipulate the energy of your spell, causing it to spread out and affect a wider area.

2nd Level Wizard Feats

  • Conceal Spell - Hiding your gestures and incantations within other speech and movement, you attempt to conceal the fact that you are casting a spell.

  • Energy Ablation - When you cast energy spells, you retain some of that energy as a protective barrier.

  • Enhanced Familiar (a familiar) - You infuse your familiar with additional primal energy, increasing its abilities.


4th Level Wizard Feats

  • Bespell Weapon - You siphon the residual energy from the last spell you cast into one weapon you’re wielding.

  • Call Bonded Item (arcane bond) - You're mystically connected to your bonded item and can call it to your hand.

  • Linked Focus (arcane bond, arcane school) - You have linked your bonded item to the well of energy that powers your school spells.

  • Silent Spell (Conceal Spell) - You’ve learned how to cast many of your spells without speaking the words of power you would normally need to provide.

6th Level Wizard Feats

  • Convicing Illusion (expert in Deception) - You use your deceptive skills to make your illusions seem even more real.

  • Spell Penetration - You’ve studied ways of overcoming the innate magical resistance that certain powerful creatures have.

  • Split Slot - You can prepare two spells in one slot, giving you the freedom to choose the spell when you cast it. 


8th Level Wizard Feats

  • Advanced School Spell (arcane school) - You gain access to a powerful new school spell depending on your arcane school.

  • Bond Conservation (arcane bond) - By carefully manipulating the arcane energies stored in your bonded item as you drain it, you can conserve just enough power to cast another, slightly weaker spell.

  • Form Retention - You have trained your mind and body to tolerate polymorph magic for longer periods of time, so long as you prepare for the change appropriately.

  • Universal Versatility (universalist wizard, Hand of the Apprentice) - You can access the fundamental abilities of any school of magic.


10th Level Wizard Feats

  • Scroll Savant (expert in Crafting) - During your daily preparations, you can create two temporary scrolls containing arcane spells from your spellbook.

12th Level Wizard Feats

  • Clever Counterspell (Counterspell, Quick Recognition) - You can bypass the need for incantations and gestures by drawing energy directly from your blood, causing you to visibly glow the color of your blood and crackle with magical energy.

  • Forcible Energy - You hold a deep understanding of the innate fundamental structures of the physical world, and you can enforce your will upon that structure as far as your own blood is concerned.

  • Magic Sense - You have a literal sixth sense for magic.


14th Level Wizard Feats

  • Bonded Focus (arcane bond) - Your connection to your bonded item increases your focus pool.

  • Reflect Spell (Counterspell) -  You cause a spell to fire back at its caster.

  • Superior Bond (arcane bond) - When you draw upon your bonded item, you can leave a bit of energy within it for later use.

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