Best Feats for Storm Sorcerer 5e
by Prince Phantom
This is easily the strangest and potentially weakest Sorcerer subclass of them all, but the way it is weak is really unique. A lot of the abilities gained here are good on paper. We get a free disengage whenever we cast a spell at level 1, resistance and eventually immunity to two damage types, AoE damage when we cast certain spells, and retributive damage when we are hit, and all of these abilities would be really cool… on anyone other than a Sorcerer.
Yeah, when all of your abilities really only have any impact when you are being attacked or surrounded and you are playing a class that can be really squishy if you don’t optimize, it’s just not a good fit. That being the case, if I’m going to play this subclass I’m going to lean into it. Hopefully through these feat recommendations I can explain how to make a Sorcerer who’s comfortable with being somewhat near enemies when they have to be and can punish those who get too close.
Best Feats for Storm Sorcerer 5e
Moderately Armored (Lv 4): To be clear, you do not qualify for this feat without multiclassing or a few select races. My recommendation for multiclassing would be either Bard or Warlock, but if you’d like to be more of a melee fighter you can grab Hexblade or Paladin and you won’t need this feat. Either way, you probably need some amount of multiclassing in order to fulfill the fantasy this subclass is trying to create, as the AC provided even by Mage Armor and the Shield spell is not enough. Half plate, a shield, and the shield spell will give us an AC of 24, much more in line with what a character needs if they plan on being in melee in some way.
War Caster (Lv 4): If you didn’t need to take Moderately Armored to shore up your AC, take this instead. Yes, Sorcerers get Constitution save proficiency, but at low levels that is only adding 2-3 to your roll, not enough to guarantee even DC 10 concentration checks. War Caster fixes this, and if you’re wanting to play closer to the Paladin or Hexblade style of play, this may be necessary if you want to go with a weapon and shield to cast most of your spells. I’m also assuming you’ll be using Booming Blade if you are going for weapon use, so being able to cast that as an opportunity attack is very nice as the bonus damage will immediately trigger since the enemy had to be moving to trigger the opportunity attack in the first place.
Fey Touched (Lv 8): Yes, Sorcerers get access to both Misty Step and Silvery Barbs, but we also only get one spell learned each level, eventually only one spell every two levels, for a total of 15 spells known in all, the lowest of all spellcasters. There are sorcerer subclasses that fix this, but this is not one of them. Getting both of these from a feat allows us to free up selections for other spells and increase our Charisma. Don’t fret if you want to take these two spells before grabbing this feat, just trade them out at level 7 and 8 for new spells and regain them with this feat.
Telekinetic (Lv 8): If you’re not in the market for new spells and don’t have a use for your bonus action, this is a great option. Combine the 5ft shove with area of effect spells to keep enemies inside. We can also push enemies away with our 14th level ability, meaning we’ve got some neat forced movement options with this character, and as a full spellcaster it is very easy to take advantage of these abilities.
Inspiring Leader (Lv 12): This temporary HP is great for increasing both our durability and that of our party. Sorcerers only get one summoning spell; Summon Draconic Spirit, but it has a long enough duration for you to cast the spell and buff them with a speech before you go into a situation where you expect combat. As always, if you have a means of mass temporary HP in your party already, you don’t need this.
Resilient Wisdom (Lv 12): Wisdom saves are the most debilitating saves to fail on average, and Sorcerers kinda suck at them. The will help to fix that, and if you set your wisdom to an 11 or 13 (should be easy to do assuming point buy), you’ll round up to a new modifier and be even better at Wisdom saves.
Tough (Lv 12): Even with a few levels in Paladin, you’ll still find you have very few hit points compared to most other melee players, so this will help a lot in making up that difference.
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