Best Feats for Transmutation Wizard 5e
by Prince Phantom
Sad to say, this is my pick for the weakest Wizard subclass. Pretty much every other choice has at least one standout, character defining feature, even if that is the only standout feature they get. Transmuters get fine abilities that definitely improve your character overall, but none of them lead to interesting strategies, empower your spells in unique ways, or address any of the main weaknesses inherent to the Wizard, besides adding some healing options at very high levels.
The closest thing to a standout feature is getting constitution saving throw proficiency at level 6, but you do have to select it from a list of other decent options like damage resistances. I do think you’ll have it active enough of the time to skip Resilient Constitution, so that’s definitely a plus. Again, this subclass isn’t even that bad, all of the features (besides the 2nd level one) actually do things that help you and your team, they’re just not quite as good as a whole as what other Wizards are getting. That being said, this being the weakest of the Wizards says a lot about their subclass design as a whole, that being that you really can’t go wrong with your Wizard subclass selection, only more right. As for feats, the standard selection will apply with the notable absence of Resilient Constitution.
Best Feats for Transmutation Wizard 5e
War Caster (Lv 4): Thanks to our level 6 ability giving us Constitution saving throw proficiency, we actually have a claim as one of, if not the best Wizards at maintaining concentration when we take this feat. The rest of the feat’s utility will be character and build dependent, but the concentration protection makes this worth it no matter your build.
Telekinetic (Lv 8): As someone who is in the market for a sustainable bonus action to make the most of our turns, this feat is very attractive to us. The 5ft shove can be used in many ways, including keeping enemies where we want, pushing them into spell effects, saving allies from grapples and freely disengaging them, and much more. Improvements to Mage Hand and our Intelligence make this a must have in my book.
Fey/Shadow Touched (Lv 8): Both of these feats give us free spells, free castings, and free preparations that allow us to prep other spells. All of the best spells here are already on the Wizard list, but even with adding 2 spells to your spellbook every level, you’ll still find yourself wanting more. Taking one of these allows you to pick different spells when you level up, and they also increase your Intelligence.
Alert (Lv 12): Without the need for Resilient, you’re quite free to take what you want at these higher levels. Alert helps us go early in the combat order, and that empowers our control spells by letting us cast them before enemies have a chance to act and prepare. Feel free to keep improving your intelligence with something like Telepathic or just take generically good feats like Tough or Lucky instead at these high levels if you’d prefer. That’s kind of a hidden benefit of Wizards, most of them don’t really need more than one or two feats to function at maximum potential.
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