Best Feats for Graviturgy Wizard 5e
by Prince Phantom
You may be forgiven for not knowing or remembering that Explorer’s Guide to Wildmount came with two Wizard subclasses, seeing as Chronurgy has a claim to be the strongest subclass in the game. Graviturgy isn’t reaching near those heights, but that’s probably for the best as this leaves us with a very cool and unique subclass with a fairly distinct playstyle and cool abilities that a creative player can get a lot of mileage out of. Changing the weight of an object or creature is definitely one of those player-dependent abilities, as the situations where it will be applicable will certainly come up, it just takes the right person to notice them.
The big winner is our level 6 ability, allowing us to move any target of our spells by 5ft, automatically if they are willing (like when we target an ally with a buff spell), or when we either hit with a spell attack or the enemy fails their save from our spell. This works wonders with continual area of effect spells like Web, assisting in keeping your foes inside the area by pushing them closer to the center of it, potentially forcing them to spend more turns effected by the spell, and allowing any follow up spells to push enemies further into the area. Paired with a Spike Growth or Bramble Shot from an Arcane Archer and now you’re also dealing extra damage on top of what your spell was already doing.
Level 10 gives us a cool reaction option to increase the damage of an attack or fall, though sadly, I’m 99% certain this doesn’t double on a crit, but I would allow it if I was your DM. You’ll probably be best served trying to find ways to push enemies into the air and increasing the damage they take from the fall (Reverse Gravity is both a flavorful and powerful option).
14th level is a really cool capstone, turning the area around you into a place your enemies really don’t want to be and helping you stay out of melee range pretty easily. It’s about equivalent to a 7th level spell, and it only costs us a 3rd level slot if we want to use it again! If you can’t tell, my forced movement loving heart has me in love with this option, and I highly recommend you give it a shot if the general online discourse has made you sour on this one. Feat selection is still pretty standard, and our abilities are mostly just enhancing what we already want to be doing as a Wizard.
Best Feats for Graviturgy Wizard 5e
War Caster (Lv 4): As mentioned previously, we want to protect our concentration as our best spells require it. Not only that, but both our 2nd and 14th level abilities also require concentration, and while the 2nd level ability probably isn’t one you’ll have up during combat a lot, the 14th level ability definitely is.
Telekinetic (Lv 8): This feat works great with the forced movement theme we have going here, allowing us to push potentially a total of 10ft to one creature every turn, or perhaps push a creature that didn’t fall within the range of the spell we cast. This push also allows us to disengage our allies by pushing them away from enemies and even separate grapples at will. Improving Mage Hand and our Intelligence makes this definitely worth a look.
Fey/Shadow Touched (Lv 8): None of the spells here really have great synergy with our 6th level ability, but they are still good spells and having them automatically prepared, learned, and cast for free once per day will free up both your preparations and spell slots for spells that do progress our strategy. Since all the best spells from these feats are available to Wizard anyway, these two are pretty equal so just take your favorite.
Resilient Constitution (Lv 12): This is the final step in protecting our concentration. At this level, the advantage provided by War Caster is not enough, but adding proficiency to the roll should allow us to pass basically all of our concentration checks, even as we face endgame level threats. Make sure to have your constitution be an odd number so this increases your modifier and you get some extra maximum HP.
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