Best Feats for Divination Wizard 5e
by Prince Phantom
Let’s cut to the chase, Portent is one of the splashiest abilities in 5e, potentially turning 1’s into 20’s and vice versa. You get two dice per long rest until level 14 where you get an additional die. This feature has to be good, because our other two features are very lacking. Expert Divination sounds amazing, until you realize how poor our selection of divination spells are and how most of them aren’t spells we would be casting very often. Our 10th level feature is basically a ribbon, and as stated previously, 14th level just scales Portent.
So how good is Portent? Eh, I’m not near as hot on it as the majority of the community. The main reason is the low number of uses and inconsistency in impact. For as many times as you’ll have a 20 or 1 burning a hole in your pocket, you’ll have many more times when you’ve awkwardly need to figure out if that monster will still hit you if you make it roll a 9. The limited uses also make this feature very dependent on how packed your day is. If your day consists of a single combat, you’ll find that two is plenty of uses, but even just two combats and I’m starting to make comparisons to the Arcane Archer Fighter, which is not a good place to be.
This leaves us with a Wizard who has a couple of really cool moments every once in awhile, but is otherwise a very standard Wizard. That’s honestly fine, Wizards are the strongest class in the game after all, it’s just not the overpowered master of fate that some of the community believes it is. Your feat selection can look pretty standard, or you could lean into the dice manipulation if that’s the feel you want for your character.
Best Feats for Divination Wizard 5e
Lucky (Lv 4): This is normally a feat I would skip as it’s both good for everyone yet not good enough to pick over standout feats, but this ties into the dice master playstyle perfectly. Definitely more of a flavor pick, but it’s also powerful enough to not feel like you’ve shot yourself in the foot.
Bountiful Luck (Lv 4, Halflings only): Further increasing the dice master fantasy, this feat basically means your party will almost never roll a 1 again. Not much more to it than that, these first two feats are what you want if you want to manipulate the dice rolls as much as possible, and that’s honestly all this subclass has going on, so you might as well lean into it.
War Caster (Lv 4): Protect your concentration. That is all.
Ok but seriously, there are a lot of Wizard subclasses and I’m already running out of ways to explain how important it is to not drop concentration on a spell. Please, stop making full casters that neglect this aspect of your playstyle.
Telekinetic (Lv 8): As a full caster without a consistent use of our bonus action, we are a perfect candidate for this feat. Use it to move enemies into your AoE spells and away from your friends. The other aspects are nice too, making this a great option for basically any Wizard.
Alert (Lv 8): As is the case for all full casters, going first in combat is amazing for the effectiveness of our spells. No real synergies here, just a good feat that lets us cast Wall of Force before our enemies get a chance to position themselves.
Fey/Shadow Touched (Lv 8): More spells is good, but we don’t need these near as much as other classes as we get all of the best spells from these feats already. Still, free castings of those spells and an increase to Intelligence makes this a fine enough pick.
Resilient Constitution (Lv 12): Once again, protect your concentration. I’d actually recommend starting the campaign as a level 1 Artificer to get this proficiency automatically then going 19 levels of Wizard, but if you don’t want to do that, take this instead.
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