Best Feats for Aberrant Sorcerer 5e
by Prince Phantom
Tasha’s gave us two new Sorcerer subclasses, and they both blow every other option out of the water so hard that it is genuinely hard to consider playing one of the older subclasses after you’ve tried this and Clockwork. Not only do we get 10 spells more than your average Sorcerer, we get to swap those spells every level for any Enchantment or Divination spell from the Wizard, Sorcerer, or Warlock lists. This provides incredible versatility and allows us to craft our spell list to exactly what we want for our character.
Granted, enchantment and divination aren’t as good of schools to choose from as what Clockwork gets (abjuration and transmutation), but it still gives us some amazing options, and our base list is actually pretty great too. Summon Aberration gives us a summoning spell, something very rare for Sorcerers, and Dissonant Whispers, Hunger of Hadar, Black Tentacles, and Telekinesis are all fantastic spells that we get automatically.
Oh right, we also get subclass abilities, and those are pretty great too! The ability to cast the spells on our expanded list (including the ones we swap into!) at a discounted rate with sorcery points and them all being subtle is incredible, essentially giving us extra spell slots over other sorcerers. We even get flight eventually, making this an amazing option that I highly recommend. Feat selection will look pretty standard, but there are a few that shine even brighter with this subclass.
Best Feats for Aberrant Sorcerer 5e
Metamagic Adept (Lv 4): You know, most characters can’t take a feat to get extra spell slots, but we sure can! An additional two points equals two extra levels of spell we can cast once we get our 6th level ability, and of course the additional metamagic options are great too. This feat is great for all Sorcerers, but we get to pull some extra power out of it.
Fey Touched (Lv 4): Thanks to the flexibility of our expanded spell list, we don’t need this feat near as much as other Sorcerers, but that doesn’t change the fact that this is a quality pick nonetheless. Grabbing Misty Step and Silvery Barbs frees up other selections, and getting free castings of them plus our 6th level ability means we can cast spells basically as much as we want and not run out even on the longest of adventuring days.
Alert (Lv 8): It is best for a control caster like us to go first in combat to get the most out of our biggest spells. Going first will also help at later levels to let us get up and off the ground before our enemies can reach us with melee attacks.
Telekinetic (Lv 8): As perhaps the single most fitting feat for this subclass, it’s quite fortunate that Telekinetic works so well for us. We don’t have a consistent use for our bonus action, and this provides a great one that we can use to push enemies into our spells like Hunger of Hadar or save our enemies from similar spells or grapples. Mage Hand and +1 to Charisma are the icing on the cake.
Inspiring Leader (Lv 12): This feat gives a ton of temporary HP spread out over our party, pets, summons, etc. The more you can get with this the better, as there is no limit to how many creatures this can benefit if you’ve got the time. Obviously, temporary HP does not stack, so skip this if your party already has it covered.
Resilient Wisdom (Lv 12): We don’t need this quite as much as other Sorcerers because we have advantage on saves against being charmed or frightened past level 6. The problem with relying on this is when the DC you are saving against is more than 20, which will be a common occurrence in high levels. At that point, advantage is no help to you, and this feat will start to shine.
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