Dungeons & Dragons 15 Best Caster Feats Ranked
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Dungeons & Dragons 15 Best Caster Feats Ranked
Dungeons & Dragons has a lot of great feat options for casters, but we've ranked the best of them all. At the cost of a frail physical form, caster classes in have the ability to tap into magics that can solve just about any problem. However, when equipped with the wrong spells for the job or caught off guard by an enemy, it can often be frustrating playing a caster. One way to reduce the chances of this happening is by adding the right Feat to your character. There are a lot of great Feat options for casters, the best of them providing added spell choices, improved spellcasting, and the ability to escape melee combatants. Whichever added strength your character might need, there's a perfectly tailored Feat that will upgrade your gameplay. Updated by Kristy Ambrose on February 14th, 2021: The lore of D&D continues to add more options for character customization in various modules . More creative builds require more research into abilities and skills like Feats and how they contribute to even more creative characters. Don't mistake Feats for minor details that don't make a lot of difference. They can make or break a successful build. Some of these can be for any class but are most useful to spellcasters. THEGAMER VIDEO OF THE DAY Magic Initiate
Whether you're already a caster or want to dabble in the dark arts, Magic Initiate provides from the class of your choice. It's most useful for casters who are looking for some added utility through access to mage armor, dispel magic, or another similar situationally powerful spell. Magic Initiate can also be especially good for warlocks as it provides an extra spell slot. Warlocks are spell slot light, so having one more to burn can make all the difference. Moderately Armored
If there's one thing that a caster always needs is a better defense. The Moderately Armoured Feat requires a Light Armour proficiency that your caster has anyway, and here's a Feat that can boost it. This also adds a bonus to your Strength or Dexterity score — being a caster you'll probably take Dexterity, but it depends on the build. You also gain proficiency with medium shields along with the better armor if you need extra protection. Spell Sniper
This is a feat that seems overpowered at first glance, but, in reality, ends up being ineffective in most encounters. Doubling the range of offensive spells allows a character to stand while still making an impact. However, most combat encounters will take place in an enclosed area. The game is called DUNGEONS & Dragons, after all. It doesn't much matter that you can hit a creature from over 200 feet away if making use of that range breaks your line of sight, which is more often than not the case. Wood Elf Magic
As the name implies, you must be a Wood Elf to pick up this Feat. This feat gives you access to some Druidic tools, including one cantrip from the druid spell list as well as the ability to cast Longstrider and pass without trace spells once per day. The most obvious benefit of this Feat is the added stealth bonus your entire party will be thankful for provided by the well-known pass without trace spell. Don't underestimate the effectiveness of Longstrider as well as the Druid cantrip Shillelagh. Used together, they can transform your ranged spellcaster into a surprisingly quick melee combatant. Keen Mind
A useful Feat when you need an Intelligence bonus, but it has several other handy uses. This is really about directional precision, telling time, and other skills that involve heightened observation and intuition. That means you always know which way is north and when the sunset or sunrise is going to be. This Feat also means having a deadly accurate memory for any conversation you've had in the past month. For casters who have , this would be a handy Feat. Flames of Phlegethos
Flames of Phlegethos is one of those feats whose appropriate flavor makes it all the more appealing. Functioning in line with the Tiefling's infernal heritage, it provides your character a knack for handling fire. You get to add a +1 to either Charisma or Intelligence, can reroll any 1 on a spell that deals fire damage, and whenever you cast a spell that deals fire damage, flames wreathe your body until your next turn. These flames cause 1d4 fire damage to any creature that hits you with a melee attack. If the horns, hooves, and red skin didn't make your party think you're a demon, the flames rising from your body might just do the trick. Fey Teleportation
Fey Teleportation is only available to High Elves and gives your character access to a reliable means of escape. Something you'll definitely be glad to have when a barbarian charges up to you with his 1d12 great ax. You gain a +1 to either Intelligence or Charisma and can cast the misty step spell once per short rest. Misty Step requires only a bonus action to cast and teleports you up to 30 ft to a place you can see. Avoid having to roll the dice against a potentially lethal opportunity attack and take Fey Teleporation. The recharge upon short rest is also notable, and your party's Warlock will be glad to have someone else asking for little time outs. Weapon Master
via: artstation.com (Dakota Curry) Obviously not ideal for all spellcasters but some specific builds (like the Hexblade) or combo classes (like Druids) would benefit from it. Clerics that have multi-classed into Fighter or Barbarian classes should pick this up. Your Strength and Dexterity score increases by one, and Dexterity is also a skill common among casters. , as it also allows you to gain proficiency in no less than four weapons. Fade Away Gnome
Fade Away carries the prerequisite of being a gnome, but if you fulfill this prereq it's hard to see why you wouldn't take it. On top of providing a +1 to either Dexterity or Intelligence, once per long rest, you are now able to cast Invisibility on yourself as a reaction whenever you take damage. Any spell or ability that can be used as a reaction is automatically great, as it essentially gives you an extra action. In this case, invisibility normally costs one action to cast anyways so it technically does provide an extra action. The benefits of invisibility are twofold. Firstly, you will incur Disadvantage on all attacks made against you while invisible, discouraging those attacks from even being made. Second, your next spell attack will gain Advantage. All things said if you can pick up this feat you probably should. Mobile
When you're trying to escape someone or something it often comes down to who is faster. With mobile, it will likely be you. This feat increases your total movement speed by 10 feet, makes it so that difficult terrain doesn't hinder your movement if you take the dash action, and best of all allows you to avoid opportunity attacks from any creature you've made a melee attack against this turn. to have to make a melee attack before getting away from their pursuers, there is always the 1d4 dagger option. Better yet, invest in a melee spell attack like shocking grasp or inflict wounds, and the situation goes from awkward to quite pleasurable. Healer
Useful , which is a simple bit of adventuring gear, so it's not just for Clerics. The Healer Feat gives and gives a nice boost to healing abilities when using the kit, adding 1 hit point when they use it to heal their allies. Using an action to heal with the kit restores 10 hit points to the target creature, plus additional points equal to their hit die. That's a nice benefit to have during a fight, even if the target can't benefit from this again until after they rest. Elemental Adept
The only prerequisite for Elemental Adept is the ability to cast at least one spell. This feat allows you to choose one damage type from among acid, cold, fire, thunder, or lightning. Your spells that deal this damage type now ignore resistances. In addition, any 1 you roll when dealing your chosen damage type you may treat it as a 2. Running into resistances than the other choices, so unless you're going to choose one of these the feat's not really worth taking. But allowing your fire and cold spells to ignore resistance makes them much more effective, not to mention the occasional extra points of damage. Ritual Caster
You must have an Intelligence or Wisdom score of 13 to take Ritual Caster. Ritual Caster gives you a ritual book with two 1st level ritual spells from any class you choose. Any spell with a ritual tag may be cast as a ritual. It takes 10 minutes longer than the spell's normal cast time to cast the spell as a ritual. This is a price well worth paying, however, as a ritual spell doesn't expend a spell slot. Yes, you heard that right. Ritual caster allows you to cast spells without using your precious spell slots. Clerics and Druids already have the ability to cast rituals tucked into their class kit, but any other class wanting to cast rituals needs to take this feat. What's more, you can add other ritual spells into your ritual spellbook as you come across them in your adventures. Prodigy
This feat is only available to Half-elves or Humans and is found in Xanathar's Guide to Everything. It means that learning new things, even if they're complex, is much easier for you. This Feat grants extra proficiencies for tools, skills, and languages. To make the Feat even better, you also gain expertise with that skill, which gives your character a bonus every time they use it. For a caster, that might mean a boost to Diplomacy, Religion, or Aracana, just to give a few examples. War Caster
Requiring that you can cast at least one spell, War Caster provides a couple of outstanding benefits. Firstly, you gain Advantage on all concentration checks caused as a result of taking damage. There's a long list of incredibly strong spells that require concentration, among them hold person, bestow curse, banishment, bless, and conjure animals. Even mildly intelligent enemies will know to break the caster's concentration when they see such magic so having Advantage on the check is a major improvement. Furthermore, War Caster allows you to cast single target spells as an opportunity attack. Turning an inconvenient d4 dagger strike into a monumental opportunity to cast two spells in a single round.