Best Feats for Divine Sorcerer 5e
by Prince Phantom
This might just be the most transformative of all subclasses in 5e. We get access to the entire Cleric list, no strings attached. Yes, the Sorcerer list is much better than the Cleric’s, but Cleric fills a lot of holes in our existing list. Spells like Bless, Healing Word, Spirit Guardians, Aura of Vitality, Animate Dead, Summon Celestial, Conjure Celestial, and even Mass Heal are all amazing options that any Sorcerer would love to have.
We get some neat subclass abilities too, like a great boost to an attack or saving throw (probably saving throw), an admittedly lacking 6th level buff to healing, permanent, non concentration flight at 14, and a genuinely massive self heal at level 18, basically increasing our maximum HP by x1.5. With such great base options, feat selection is pretty loose here, with plenty of good options at all levels.
Best Feats for Divine Sorcerer 5e
War Caster (Lv 4): The premier feat for Clerics is also a great choice for Sorcerers pretending to be Clerics. Advantage plus proficiency on concentration checks will mean we should hardly ever worry about dropping our spells, and if you take an armor dip in something like Hexblade and want to hold something in both hands like a shield and magic item or weapon, you’ll basically need this for many spells to even be castable.
Fey Touched (Lv 4): We do get one extra spell from this subclass, and if you play your alignment right it might even be a good one like Bless! That means that with this feat we will have a total of three extra spells compared to a normal Sorcerer, which is a 20% increase! Yes Misty Step and Silvery Barbs are already on our list, but when we have the single largest spell list in the game, I’ll take any opportunity I can get to free up some selections.
Drow High Magic (Lv 4, Drow only): In a similar vein as Fey Touched, this feat gives us more spells and frees up some selections to grab other neat stuff from our massive list. We get Detect Magic, Levitate, and Dispel Magic, all wonderful spells that any Sorcerer would love to have on their sheet but might have trouble finding room for. It helps that the Drow themselves also come with some free spells, meaning this usually dower race ironically mixes very well with a bit of sunshine.
Telekinetic (Lv 8): This plus Spirit Guardians is a tried and true combo for Clerics, and we are primed to take advantage of it just as well as they are. Granted, that involves getting pretty close to enemies, so you’ll probably want to grab armor proficiency from somewhere, but I believe that’s something every Sorcerer should be doing anyway. Mage Hand and a buff to Charisma is nice too.
Inspiring Leader (Lv 12): Nobody is asking you to be a preacher, but I am asking you to take one for the team here. This feat is a powerhouse of durability, adding potentially hundreds of total HP to your party when accounting for pets, familiars, summons, undead, npcs and anything else that can understand you. Combine this with the Aid spell for even more HP! Keep in mind that with access to Animate Dead, you could actually make great use of this all by yourself. Of course, skip this if your party already has a source of mass temporary HP as it cannot stack.
Resilient Wisdom (Lv 12): If your DM is still the type whose convinced that mind controlling the party Barbarian is the best strategy, you might can skip this, but the first time they take control of a caster player, they will never go back. You have no idea how much damage you can do to your own party, all while your DM burns up as many resources as possible. Don’t be a victim.
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