Best Feats for Sorcerer 5e
by Prince Phantom
Amongst the full casters, few are as polarizing as the Sorcerer. Many call them strictly worse Wizards, but the newest subclasses added in Tasha’s Cauldron of Everything have really opened up the potential of the class thanks to their expanded spell list, fixing the main problem of the class.
Sorcerer feats look pretty similar to feats for other full casters, with a couple of major exceptions. Mostly what we are looking for is more spells, defensive options, and utility.
Best Feats for Sorcerer 5e
Metamagic Adept (ASAP): Ironically, the best class to take this feat is the Sorcerer. Additionally, the earlier we can take this the better. Going from 4 Sorcery Points to 6 is a major jump, but going from 12 to 14 won’t feel as impactful. This also allows our Sorcerer to pick up some more niche metamagics like Extended Spell and Transmute Spell. Sorcerers in general feel like they never get enough of their cool abilities, and taking this early goes a long way towards fixing this.
Magic Initiate (Lv 4): One big leg that Wizards have over Sorcerers is Find Familiar. Let’s fix that, and grab some utility cantrips as well. With this we have at least 6 cantrips, meaning we probably have every cantrip we could want, which is great because now you can pick the fun cantrips like Prestidigitation!
Fey Touched (Lv 4): This is an instance where I think Fey Touched is significantly better than Shadow Touched. Misty Step is a spell we will want to cast often, and this gives us an avenue to grab Silvery Barbs. Both of these are spells we would want to grab, and this feat means we don’t have to spend our very limited spell selections on them. Shadow Touched will still serve you well, I just think the spells for Fey are significantly better for Sorcerers specifically.
Ritual Caster (Lv 4): If you happen to have the Intelligence or Wisdom to qualify, this is an alternative method to get Find Familiar, and it’s arguably better. Gaining ritual casting for all our eligible spells and future spells that we find opens up our utility options in ways most Sorcerers could only dream of. Most Sorcerers can’t afford to learn a spell like Unseen Servant or Telepathic Bond, but now you can! No longer must you debate is Detect Magic is worth the slot, just learn it one level, put it in your book, then retrain the spell at your next level and still retain the ability to ritual cast it!
Telekinetic (Lv 8): For the majority of turns, a straight classed Sorcerer will have a hard time finding a use for their bonus action. This provides a constant and reliable option that we can use to push enemies into danger and allies out of it. This is also a good option if we find that an enemy gets within melee of us, acting as a free disengage as long as we know what the enemy’s reach is.
Inspiring Leader (Lv 8): Every party should have some way to take advantage of temporary hp. If your party already has a method of granting party-wide temp hp, then skip this. If not, this is a great opportunity for you to add some support to your Sorcerer build. At this level we will probably be adding about 12 hp per party member. Assuming a party of 4, that’s 48 hp that you just “healed” as an arcane caster.
Alert (Lv 8): Sorcerers get a mountain of fantastic control spells that we want to be casting before combat really gets into full swing. A Hypnotic Pattern is much easier to place before anyone else has taken their turn than when the Fighter has stupidly charged headlong into certain death. It can be the difference between your party losing half their total hp or them barely suffering a scratch.
Resilient (Lv 12): We enjoy that Sorcerer is the only full caster that starts with Constitution save proficiency, but that means we definitely need to worry about our Wisdom saves. You’ll find out just how powerful of a spell Fireball really is once that Incubus mind controls you into throwing an empowered one right on top of yourself and the rest of the party. Good players don’t let themselves get mind controlled into hurting their friends.
Tough (Lv 16): You’ll really appreciate an extra 32 hp at this level, and you’ll probably need it to with how hard enemies start to hit at high levels. I do want to give a special shout out to the Draconic Sorcerer, who gets an extra 1 max hp every level. Combo this with Tough and the Hill Dwarf species and that’s +4 max hp per level, giving you about the same hp on average as a Barbarian, which I find absolutely hilarious.
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