Best 5E Feats for Sorcerers

Sorcerers are often given the name “Blaster Caster” because they are the beginner-friendly option for casting magic and while they share many spells with the wizard, the wizard has many utility, support, and versatile spells while they overlap most on the pure attack magic. Add in the sorcerer’s ability to twin spell a fireball spell and well, blaster caster doesn’t seem like a totally inaccurate description. So what feats go best with a class that acts like a magical gunslinger?

The good news is that if you’re looking for the best feats for sorcerers you’ve come to the right place! Not only do we look at the best feats for a sorcerer build in 5E, but each one links to a complete in-depth guide for that feat, as well, so you can know all the ins and outs of each feat and what it will do for your spellcaster.

So let’s jump in!

Sorcerers are notorious for their powerful magical abilities and wit, not their physical strength. Sometimes it can be hard for a pressured sorcerer to make the right move. Keep reading to find out which feats are the most beneficial for sorcerers and how they can help all party members to have a glorious campaign.

7. Resilient (The Player’s Handbook)

The basic gist of the Resilience feat is that the player gets to increase ability by one or gain proficiency in saving throws. This is crucial for any concentration spells that are going to be thrown, and since sorcerers are also squishy having proficiency with DEX saves or CON saves is a nice backup to at least mitigate the damage when an enemy spellcaster chooses to hit back.

The ability to choose which ability score to improve with a +1 gives a versatility that is great, and the old Resilience Vs War Caster argument for which is best for concentration shows just how useful this feat can be for saving throws. Plus if your Constitution is at an odd number, getting to the next even number for more hit points is a nice additional boon.

cartoon cleric over natural 20 dice roll
Divinely guided nat 20?

6. Fey Touched (Tasha’s Cauldron of Everything)

The Fey Touched feat is one of my favorites, and it’s versatility starts of with offering a +1 to one of any of the casting abilities: Intelligence, Wisdom, or Charisma. Beyond that, and getting to the meaty part of why this feat is so good, is the fact that it allows you to learn one of the potentially most useful low-level spells in the game: Misty Step.

This is usually not available to sorcerers but with Fey Touched they get to cast it once per long rest for free, and then add it to their spell list to cast again anytime they have a spell slot. This is an incredible spell that makes getting out of harm’s way (something that’s VERY important for the squish sorcerer) easy, or let’s them reposition in an opportune place during battle to unleash magical Armageddon on their enemies.

In addition to Misty Step, they also can choose to learn one 1st level spell from the enchantment or divination spell lists that you can also cast for free once per long rest, and then as many times as you want as long as you have the spell slots.

This opens up some incredible spells for the sorcerer that they otherwise wouldn’t have access to, and some potentially interesting backstory since usually Fey Touched comes from exposure to the Fey Wild…which is sure to be a story in and of itself!

5. War Caster (The Player’s Handbook)

There’s a reason the war caster feat is one of the most popular among all spellcasters in 5E. There aren’t many feats that give buffs on offense and defense but war caster manages to give a bit of both to the sorcerer.

The first main point is that war caster allows the sorcerer to get advantage on all Constitution saving throws for maintaining concentration on a spell. This is a huge boon to spellcasters as many of the best spells are concentration-based in nature.

The second major boost (since most DMs ignore somatic components) is that War Caster allows sorcerers (or other magic casters) who have an attack of opportunity to use a spell instead of just a weapon. That opens up how much damage you can do with an attack of opportunity, which is really cool as no sorcerer build focuses on martial combat so being able to use a spell in that case (like one that shoots three beams) can be devastatingly effective.

Getting both in one feat is just a winning combo.

cartoon wizard on natural 20 dice roll
Everyone wants to see a natural 20 roll.

4. Elemental Adept (The Player’s Handbook)

The elemental adept feat allows a magic user, the sorcerer, to be an expert in a type of elemental damage. The elements to pick from are fire, cold, acid, thunder, or lightning. This feat can be taken multiple times meaning you can specialize in more than one type of elemental damage.

The spells cast using this element have two major advantages:

  • Enemies do not get the benefit of resistance to this damage type
  • Damage dice that roll a 1 are counted as a 2 instead

This feat can prevent a magic user from coming in contact with a creature that has resistance to that one element. This makes spells extremely powerful and can upgrade the sorcerer’s abilities especially if you’re focusing on one damage type like fire or cold.

If you add in the Transmuted Spell Metamagic option for sorcerers so you can spend sorcery points to change a spell in one element to another, this feat becomes even more valuable for sorcerers! This metamagic option is found in Tasha’s Cauldron to Everything, and allows a sorcerer to spend sorcery points to change a spell to any type of elemental damage they want.

Meaning a fireball could become an acid ball that enemies resistant to acid aren’t resistant to. It’s a great 1-2 combo.

3. Telekinetic (Tasha’s Cauldron of Everything)

Telekinetic is an excellent feat for sorcerers. The invisible shove that can be used on friend or foe is a great bonus, and with creative players who understand battlefield positioning, or how to start a distraction in a crowded place when they need it most, or pushing a wounded alley out of an enemy’s range.

Learning mage hand is a useful cantrip, and if your sorcerer already took it, then that mage hand gets a steroid-type buff that can prove very useful and make an already versatile cantrip even better.

The +1 to either Intelligence, Charisma, or Wisdom just makes it a good half-feat, but isn’t much to speak of in and of itself.

2. Magic Initiate (The Player’s Handbook)

Sorcerers don’t need a spell book to cast spells, they choose what they know and just “know” them. Sorcerers and warlocks love magic initiate because it allows those classes to learn two cantrips and one 1st-level spell from from one of 6 full caster spell lists. The ability score used for casting is the same as the class list the spells come from, so it’s best to choose spells from the Bard, Warlock, or your own Sorcerer list since those all use Charisma as a casting stat, just like sorcerers do.

The classes you can pick these cantrips and spells from include:

  • Bard (charisma)
  • Cleric (wisdom)
  • Druid (wisdom)
  • Sorcerer (charisma)
  • Warlock (charisma)
  • Wizard (Intelligence)

Want to add Eldritch Blast to your spell list? You can do it. Throw in the Bard’s famously unique cantrips and low level spells to mock enemies and force de-buffs on the enemies? Now you can.

Not only does this feat add more spells to your toolbox but it allows you to bring in spells that would otherwise only be available to other classes, opening up a lot of possibilities to mix and match what your spellcaster can do. This is why the magic initiate feat is so popular and interesting.

1. Spell Sniper (The Player’s Handbook)

The Spell Sniper feat is consistently one of the most popular options for spellcasters because it does so much. “Sharpshooter for spellcasters” as it’s often called, this feat grants sorcerers twice the range on their spell that requires an attack roll, and the ability to ignore partial cover.

This makes it even easier to stay out of harm’s way while picking off enemy back liners, and the player can even learn an additional cantrip that requires an attack roll (Eldritch Blast is the overwhelmingly popular one for obvious reasons).

The additional range and extra cantrip means your sorcerer will have long distance ability to keep the pressure on.

Best Feats for Sorcerers: In Conclusion

Dungeons & Dragons has exploded onto the scene in recent years, and for players who have caught the bug, it’s not hard to see why. At first glance to someone who’s never played it can seem like an extremely complicated and intricate game but in truth is that 5E is a very beginner-friendly system which is part of the reason it’s been so successful.

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