Best Feats for Wild Magic Sorcerer 5e
by Prince Phantom
This is easily the most infamous subclass in the entire game, and it has earned its reputation. The risk of Fireballing your whole party at level 1 is low, but never zero, and that alone is enough to keep this subclass off of many tables. I’m not going to claim that this subclass is either well designed or as powerful as the best Sorcerer subclasses, but I am here to say that if you want to play a character like this, you should go for it full throttle.
This subclass requires a lot of DM buy-in, as you’ll never get to roll on that table unless your DM says you can, so I would always have a conversation with my DM about what to expect before picking this subclass. In my opinion, if you don’t get to roll at every possible opportunity, skip this subclass this time and try it again at a different table. If the stars align and everything is set up for this subclass to succeed, here are some feats to help you not blow up.
Best Feats for Wild Magic Sorcerer 5e
Inspiring Leader (Lv 4): Here’s a good way to make sure you don’t TPK to a self-centered Fireball. At level 4, your average character will probably have about 26 HP, more or less depending on class and constitution scores. The average damage for a Fireball on a failed save is 29, meaning that with the temporary HP provided by our speech, we should all be able to survive the Fireball most of the time, even if we all fail the save. If you’d like to know how to turn Fireballing ourself into an advantage, along with other cool ways to keep this glass cannon of a subclass pointed in the right direction, check out our build for the Wild Magic Sorcerer.
War Caster (Lv 4): Inspiring Leader is much less necessary if you happen to be starting your campaign at level 5 or above, so this and other feats become much easier to fit on your sheet. Sorcerers do get proficiency in Constitution saving throws, but at low levels that is only adding 2 or 3 to the roll, not enough to guarantee even a DC 10 concentration check. War Caster fixes this, and if you want to go for a weapon using build like our build on this site, this is basically necessary for the build to function.
Fey Touched (Lv 8): Having Misty Step and Silvery Barbs be spells that actually can’t trigger a surge (as they aren’t considered Sorcerer spells for us) might be seen as a benefit to many of you. Misty Step is primarily a defensive spell to get out of bad situations, and Barbs is used a lot to get our own spells to stick and be more consistent, both of which are things that you may want some assurance about. Me personally, I want as many crazy things to happen as possible, though I concede that mine is not the optimal strategy. Probably.
Spell Sniper (Lv 8): Ok this one is really niche. If you are wanting to get the most out of Tides of Chaos, the easiest way to use it every turn is to use it to gain advantage on attack rolls. The easiest way for a Sorcerer to make an attack each turn is through a cantrip like Fire Bolt or Ray of Frost. Both of these are ranged spells, meaning they benefit from this feat. I would really only recommend taking this if you plan on casting those types of spells a ton and your DM actually uses a lot of cover and pays attention to that sort of thing to the point where it is becoming a problem for your character. Otherwise skip this.
Elven Accuracy (Lv 8, Elves and Half-Elves only): I don’t normally bother to recommend this feat because you have to be an Elf of some variety to pick it up, but on a character that can have advantage basically at will like we can, this becomes very attractive. Again this is mostly for the players who will be making a lot of either weapon or spell attacks, and should probably be skipped by everyone else.
Telekinetic (Lv 8): If you don’t have a consistent use for your bonus action every turn, this is a great option to fill that slot. A 5ft push works incredibly well with the many area of effect spells we have access to like Web, and we get to increase our Charisma as well. Don’t forget that a 5ft push on an ally is frequently all it takes to free them from many grapples and other bad situations.
Tough (Lv 12): I don’t usually take the time to mention generically good feats like this one, but as a character with a real probability of turning into a potted plant for awhile, we definitely need to take this at some point, and I think level 12 is a nice spot for it.
Thank you for visiting!
If you’d like to support this ongoing project, you can do so by buying my books, getting some sweet C&C merch, or joining my Patreon.
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc.
and are used according to the terms of the d20 System License version 6.0.
A copy of this License can be found at www.wizards.com/d20.