Best Feats for Chronurgy Wizard 5e
by Prince Phantom
Coming in as the strongest subclass of the strongest class, Chronurgy realistically shows that time manipulation is the strongest form of magic imaginable. If you are unfamiliar and just reading this subclass for the first time recently, that sentence may surprise you. This subclass isn’t as obviously broken as something like Twilight Cleric, but the moment you start to dig in even a little bit, you’ll see the light.
Specifically, Arcane Abeyance is the most easily abusable feature in 5e. I could write a whole article on how exactly to break this, but I’ll give some obvious examples here. Casting a spell from the bead ignores casting time, allowing you to set up a Tiny Hut in the middle of combat and give your allies a safe bubble that they can fire out of and enemies cannot enter or harm. You can give the bead to a familiar and have them cast and concentrate on the spell, allowing you to have two concentration spells up at once. You can put Find Familiar into the bead, give it to your existing familiar, have them cast it, and now your familiar has a familiar. This can be repeated infinitely.
All this and so much more is possible, and I highly recommend you reign yourself in if you want to play this subclass. Our other abilities are nice too, especially a bonus to initiative, but Arcane Abeyance at level 10 is the real star. Our feat selection won’t be too different, though I would say that this might be one of the subclasses that needs feats the least, and would be a high pick if playing in a game without feats (if those still exist).
Best Feats for Chronurgy Wizard 5e
War Caster (Lv 4): Everything about this subclass is screaming at you to be a control caster, and the vast majority of control spells are concentration. We probably won’t be making much use out of the other two features of this feat, but if you pick up shield proficiency and also want to hold a magic item like a wand or staff, this might be necessary to cast a number of your spells.
Telekinetic (Lv 4): This is a fantastic option to make use out of our otherwise unused bonus action. A 5ft shove works wonders with our control spells to keep enemies within them, and improvement to Mage Hand is nice, and a +1 to Intelligence is the cherry on top. If you don’t grab this feat here, grab it at level 8.
Fey/Shadow Touched (Lv 8): Both of these are just fine, and the best spells from both feats are already on our list. This basically means we are taking this feat for two extra spells known, two extra spells prepared, and an extra 1st and 2nd level spell slot. All that plus an increase to our intelligence is enough for me even though we can get these spells without these feats.
Resilient Constitution (Lv 12): This plus War Caster will ensure your concentration into the upper tiers of play. A quick note about using Arcane Abeyance to have two concentration spells up at once. Make sure to put the less impactful concentration spell into the bead, as while we can do a lot to ensure our concentration, our familiar or fighter friend probably hasn’t made the same investments.
Lucky (Lv 16): I don’t normally mention generically good feats like Lucky because they are good on everyone, but the flavor here works really well with all the dice manipulation this subclass provides. Definitely pick up the more mechanically impactful feats first though.
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