Best Feats for Evocation Wizard 5e
by Prince Phantom
Probably the most popular of all the schools of magic, evocation is damage, damage, and more damage, with features that all either make damaging spells easier to use or do more damage outright. None of the features here are worthless, and our 10th level feature has a neat synergy with Magic Missile of all spells, turning you into a guaranteed damage gatling gun, all thanks to the specific wording of the Magic Missile spell that states you roll only one d4, using that roll for each missile, meaning we add our intelligence modifier to each individual missile, turning them from d4+1 to d4+6 with a 20 intelligence.
Grab a level of Hexblade and curse your target to add your proficiency bonus to each missile as well. Whether you choose to take advantage of this concept or not, you definitely chose this subclass so you can cast big flashy spells that do big splashy things. Just keep in mind that relying on spells like Fireball will cause you to burn through slots very quickly, so try to balance them out with longer lasting control effects like Sickening Radiance. Feat selection will be pretty standard, as there really aren’t any feats made for maximizing spell damage.
Best Feats for Evocation Wizard 5e
War Caster (Lv 4): Don’t think for a second that because you are slightly better at blasting, that means you don’t ever have to worry about concentration because you’ll only be using non-concentration blasts. Yes, some fights can be immediately won by a single Fireball, but most will not be so easy. In more complex combats, your best strategy will still be to lay down a concentration effect on turn 1 and then start blasting as necessary.
Alert (Lv 8): Even more than most casters, we really want to be going first in combat. If you’re taking advantage of that Magic Missile tech I mentioned earlier, that’s coming online in two levels and being able to just delete an enemy from the battlefield before they can even act is encounter-warping.
Fey/Shadow Touched (Lv 8): Both of these provide spells that we already have access to as a Wizard, but getting them prepped, learned, and cast for free once per day while also increasing our intelligence is a genuinely big boon. Pick your favorite here, both are pretty even since you can get these spells normally anyway.
Telekinetic (Lv 8): Is that one pesky enemy just outside the range of your Fireball? A quick 5ft shove might be just enough to line up the perfect shot. More realistically, you’ll use this to push enemies back into your continuous AoE spells, save allies from grapples and other bad situations, or give your friends a free disengage. Improving Mage Hand and our intelligence is the cherry on top.
Resilient Constitution (Lv 12): This plus War Caster will ensure our concentration into high tier play, and it doesn’t hurt that constitution is the most frequent save made by players anyway. Set your con to an odd number so this rounds you up to a new modifier and increases your maximum HP as well.
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