Best Feats for Clockwork Sorcerer 5e
by Prince Phantom
My pick for the most mechanically powerful Sorcerer subclass, Clockwork provides us a swappable expanded spell list much like Aberrant, but with much better options for spells to swap into. Abjuration and Transmutation cover a huge range of fantastic control and utility options and are a much better selection pool than Enchantment and Divination, and our existing spell list isn’t slacking either.
Aid, Dispel Magic, and Wall of Force are big standouts, and any spells we don’t like can just be swapped out for amazing options like Shield, Armor of Agathys, Absorb Elements, Counterspell, Banishment, and Circle of Power from Abjuration, and Levitate, Spider Climb, Rope Trick, Fly, Slow, Polymorph, Animate Objects, Transmute Rock, and Telekinesis from Transmutation. You can honestly craft an amazing spell list with this subclass that even a wizard would have trouble rivaling. All this without even mentioning our subclass abilities, of which all but the 6th level one are amazing. For feats you’ll find that this subclass really isn’t super hungry for any, but there are a few that will always be useful if you’ve got room for them.
Best Feats for Clockwork Sorcerer 5e
Fey Touched (Lv 4): Why yes, I am greedy for even more spells on the subclass that gets basically every spell you could ask for, how did you know? There is no such thing as too much of a good thing with magic, and while we definitely don’t need this as much as other Sorcerers, we will certainly not regret picking it up. Shadow Touched is also fine, I just think Fey offers better spells.
Telekinetic (Lv 4): If you’re a bit more rational than me and realize that you have plenty of spells, this is a great alternative option. We don’t have a consistent use for our bonus action, and this one is pretty good, allowing us to push enemies into our area of effect spells and save our allies from grapples and other bad situations.
Metamagic Adept (Lv 8): This is another feat that we definitely don’t need as much as other Sorcerers, but we’d still be happy to take it. More metamagic options is the big deal here, as all Sorcerers are starved for them for the majority of the game. While I don’t recommend investing a bunch of points into our 6th level ability, if you do want to take that route then this will give you a lot more fuel in the tank.
Alert (Lv 8): All control casters love to go first, and with the spells available to us, we are in the running for being the best control caster in the game. Our big splashy spells work best before the enemy has a chance to move, and this feat facilitates that. The other benefits are also nice of course.
Inspiring Leader (Lv 12): This subclass seems to have a light theme of protecting our allies, and almost nothing does that better than a massive pool of temporary HP. Of course skip this if your party already has a source of mass temporary HP, as it cannot stack.
Resilient Wisdom (Lv 12): Not only is it mechanically devastating to your entire team for you to get mind controlled, but it’s also a huge flavor fail. You’re supposed to be this bastion of law and order, and to be corrupted by the magic of another to do their bidding just flies right in the face of that fantasy. Don’t let that happen to you.
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