Best Feats for Enchantment Wizard 5e
by Prince Phantom
Here we have another subclass whose power budget is mostly taken up by a single ability. Enchanters get Split Enchantment at level 10, essentially a free Twin Spell for any enchantment spell that only targets one creature. No doubt, that is an incredibly potent ability. The list of spells that work with this is long, but here are some highlights: Silvery Barbs, Command, Dissonant Whispers, Hold Person, Tasha’s Mind Whip, Suggestion, Raulothim’s Psychic Lance, Dominate Person, Modify Memory, Irresistible Dance, Dominate Monster, and more are all fantastic with this feature, and you’ll probably be picking up almost all of those spells along the way to level 20.
The question becomes if the rest of the subclass is good enough to warrant waiting until level 10 for Split Enchantment, or even if Split Enchantment is a good enough feature to cover for the rest of the subclass. The answer is, sorta. If your campaign is going to end at level 10, no this is not a good option. If you are either starting near or at level 10 or have a great amount of confidence that you’ll play in the high tiers for a long time, I’d say yes, go for it. I’ll be recommending feats with the assumption that you are either starting at or expecting to play in high levels for awhile, as otherwise I really don’t think this subclass is worth picking.
Best Feats for Enchantment Wizard 5e
War Caster (Lv 4): Almost all the best enchantment spells, and even more of the ones that work with Split Enchantment, are concentration spells. You thought dropping concentration on one Hold Monster was bad, how about freeing two enemies at once? Don’t let yourself waste turns and spell slots to something as dumb as failing a concentration check.
Alert (Lv 8): Sticking a Hold Monster before our enemies even get a chance to act is very strong, just make sure that your allies get to move before the enemy gets another chance at a save. Better yet, just cast a better spell like Mind Whip to remove entire turns as enemies must use their only action to move up to your party, or Suggestion to get enemies to flee before combat even truly begins. The other benefits are nice, but we get a lot from the initiative bonus.
Telekinetic (Lv 8): We both don’t have a use for our bonus action but also probably aren’t using as many AoE spells as once we reach level 10 we are encouraged to use single target enchantment spells as much as possible, so while we probably don’t want this as much as other wizards, I’d still say this is a good option. We can still push enemies into AoEs created by our allies, naturally dangerous terrain like cliffs, or pull our friends to safety out of grapples and give them a free disengage. The buff to Mage Hand and +1 Intelligence make this a feat you’ll never feel bad to pick up.
Fey/Shadow Touched (Lv 8): Fey Touched is arguably a bit better here as it can give us an enchantment spell to use Split Enchantment with, but it’s not such a difference that you have to pick it over Shadow. Both provide spells that we could get already as a Wizard, but the free preparations, free castings, and +1 to Intelligence make these both worth it if nothing else is piquing your interest.
Resilient Constitution (Lv 12): With Split Enchantment coming online at level 10, I might even consider taking this at level 8 just so I don’t ever drop concentration on two spells at once. You’re probably fine to wait until now to grab this though, assuming you took War Caster earlier.
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