Best Feats for Sorcerers 5e
Published on December 12, 2024
Enhance your Sorcerer’s magical prowess with our comprehensive list of feats for Dungeons & Dragons 5th edition. Discover unique feats to help channel their innate magical power here!
Wesley Burt - Wizards of the Coast - Ral, Storm Conduit
Customizing Your D&D Sorcerer With Feats
A Sorcerer’s magic is as unique as the spark of power that fuels it, but the right feats can elevate your arcane prowess to even greater heights.
In this guide, we’ll delve into the diverse feats available in D&D 5e and assess their value for different Sorcerer builds. Whether you aim to maximize your spellcasting efficiency, bolster your survivability, or embrace new magical talents, carefully choosing feats will help refine your sorcerer’s capabilities and enhance their role in any adventuring party.
What is this guide?
This guide is meant as a deep dive into the best feats for the 5e sorcerer. For the full overview of the class, check out our sorcerer class guide.
To allow you to scan through the options quickly, we use the following color rating scheme:
- Red : Isn’t going to contribute to the effectiveness of your character build at all
- Orange : Situationally good, but a below-average option otherwise
- Green : A good option
- Blue : A great option, you should strongly consider this option for your character
- Sky Blue: An amazing option. If you do not take this option your character would not be optimized
Sorcerer Feat Tier List
See below for quick overview of the ranking of feats for the Sorcerer class. Read on below the tier list or click on an option to discover the reasoning behind each feat's ranking.
A
B
C
D
Amazing Feats for Sorcerers
- Metamagic Adept: Naturally, sorcerers will benefit the most from this feat, giving them more than the measly 3 metamagic options they get with their class feature. While sorcerers can only use the added sorcery points for metamagic, it does allow them to have more than the cap of 20.
Great Feats for Sorcerers
- Agent of Order: Great debuff that can be dealt at range and tacked onto your spells (including AoE spells). Plus, you can boost your Charisma, which is always a bonus.
- Eldritch Adept: Great option to pick up Armor of Shadows for free mage armor whenever you want it.
- Fey Touched: Free misty step, an ASI to CHA, and an extremely potent 1st-level spell. What's not to love? Due to their lack of known spells, sorcerers will doubly appreciate the additional spells gained by this feat. The best option would probably be silvery barbs, a ridiculously powerful reaction spell that sorcerers don't normally get access to.
- Flames of Phlegethos: Tieflings make great sorcerers and this feat provides a ton of value for Tiefling sorcerers. Pump your CHA, get a bit extra fire damage, and create some protection against melee attacks.
- Inspiring Leader: As a sorcerer, you’ll have plenty of CHA to go around. Consider this after you’ve maxed your CHA for some extra party support.
- Keenness of the Stone Giant: If you have a high enough Constitution, this can be a decent way to stretch your damage and battlefield control abilities. While you do have access to Quickened Spell for a bonus action slot, you won't be using it consistently enough for Stone Throw to interfere.
- Scion of the Outer Planes: Sorcerers will usually want to grab either sacred flame or guidance for some radiant damage or out-of-combat utility. The associated damage resistances are icing on the cake.
- Shadow Touched: Invisibility is a great spell for casters that need to get out of dodge. The free casting of invisibility and another 1st-level spell goes a long way because of the sorcerer’s reduced spell list. Plus, you get to increase your CHA. This is a go-to option if you end up with an odd CHA score after character creation.
- Tough: Sorcerers have a measly d6 hit dice, very little access to healing, and no armor proficiencies so Tough can do wonders to keep them alive when the going gets tough.
Good Feats for Sorcerers
- Alert: Being up higher in the Initiative order can be very valuable for a Sorcerer as they can go easily go nova with their Metamagic options.
- Baleful Scion: While sorcerers have access to wither and bloom, which produces a similar effect, being able to tack this extra damage and healing onto their other spells is a solid amount of value for a half-feat.
- Divinely Favored: The inclusion of spells like guiding bolt or hex can augment a sorcerer's offensive capabilities, but Magic Initiate is going to provide more value.
- Elven Accuracy: Being a CHA caster means you'll get some good use from this feat if you use spell attacks and can get advantage. Wild Magic Sorcerers are the only subclass with repeatable advantage, but it relies entirely on your DM for multiple uses at the end of the day.
- Gift of the Gem Dragon: Boost Charisma and gain a nice reaction-based ability that can buy you space from enemies.
- Gift of the Metallic Dragon: Some AC boosts and healing can go a long way to make your glass cannon sorcerer a bit more hardy. Plus, you'll save spell slots as you won't have to cast shield to dodge attacks coming your way. Overall, a solid defensive option.
- Guile of the Cloud Giant: The Charisma boost could be beneficial and sorcerers have notoriously terrible defensive capabilities. If your sorcerer is getting attacked, this can allow you to get out of dodge while also reducing the damage you take from your attackers.
- Lucky: Lucky is a feat that is useful to any character, but is less good for spellcasters.
- Outlands Envoy: While an ASI and a free casting of misty step and tongues isn't terrible for sorcerers, Fey Touched is going to provide more value.
- Spell Sniper: While the increased range can be replicated with the Distant Spell Metamagic, being able to pick up eldritch blast and ignore cover on spell attacks is a solid enough boon. Keep in mind that you can't use Twin Spell on eldritch blast passed 5th level, so you'll want to have fire bolt on deck for when that happens.
- Telekinetic: Sorcerers might enjoy this, as it gives them a little more to do during turns without using a spell slot. However, it’s still not a huge upgrade. It does allow them to push enemies into AoE spells, though.
- War Caster: Advantage on CON saves won’t be as necessary with the sorcerer’s proficiency in CON saves. Casting spells as opportunity attacks is a beneficial component of this feat but likely won’t get used much because sorcerers prefer not to be in melee range.
Situationally Useful Feats for Sorcerers
- Crossbow Expert: You’re going to want to skip this, as you don’t want to be in melee range. You’re better off with Magic Initiate or Metamagic Adept.
- Elemental Adept: Most sorcerer subclasses can skip this, as they have varied elemental damage. However, Draconic Bloodline (Fire) and Storm Sorcery can benefit the most from this, as they are focused on a single element.
- Fade Away: The ASIs aren't great, but you could still potentially boost your Stealth and AC through increasing Dexterity. In most cases, sorcerers are out of combat enough that they'd rather take Shadow Touched and get access to the invisibility spell, rather than Fade Away's reaction.
- Fey Teleportation: Extra CHA is nice, but being a high elf doesn’t add to your class since you don’t need INT. This is another case where Fey Touched is just too good to pass up if you need mobility since you can get more spells out of it.
- Lightly Armored: One of the three classes without the proficiency, you can easily replace this feat with just a single mage armor. Plus, Draconic Bloodline sorcerers get access to their own AC-boosting ability.
- Magic Initiate: Probably the only full caster that doesn’t really benefit from this feat as they can only get utility out of it. You’re better off with more impactful feats on the spells you already have, like Spell Sniper.
- Righteous Heritor: If your sorcerer is already stacked up with counterspell and silvery barbs, you likely already have a better use for your reaction than Soothe Pain. Otherwise, this is a decent way to support your party.
- Rune Shaper: While this can help increase your sorcerer's versatility, they'll probably get more value out of Shadow Touched or Fey Touched.
- Telepathic: Detect thoughts isn’t as good as either misty step from Fey Touched or invisibility from Shadow Touched. If you want to harness the power of psionics with your sorcerer, go with the Aberrant Mind Sorcerer.
Bad Feats for Sorcerers
- Athlete: Nothing here for a sorcerer.
- Chef: Nothing about this class screams, "I'm also a chef.” The Con bonus is nice, but overall you're going to want to skip this. There's no flavor here for spellcasters.
- Cohort of Chaos: Unfortunately, this is too unpredictable to be a efficient use of a feat. It could be fun to introduce even more chaos to your Wild Magic Sorcerer, though.
- Crafter: Nothing here that a Sorcerer can't achieve with their spells.
- Crusher: Absolutely not worth it, as they never want to be in melee range. This feat is for martial classes.
- Defensive Duelist: You have no business being in melee range, so you don’t want this feat at all.
- Dual Wielder: Nothing here for a sorcerer.
- Durable: With a d6 Hit Dice, sorcerers can skip this feat.
- Ember of the Fire Giant: Sorcerers don’t usually want to be using the Attack action nor in melee combat, so this is a skip.
- Fighting Initiate: Sorcerers don’t meet the requirement of having proficiency in a martial weapon.
- Fury of the Frost Giant: Unhelpful ASIs, cold damage resistance is alright, but you'll likely want to hold on to your reaction for counterspell.
- Gift of the Chromatic Dragon: The damage resistance is nice, but you might as well just stock absorb elements.
- Grappler: Nothing here for a Sorcerer.
- Great Weapon Master: Sorcerers can’t wield Martial weapons either and are far too squishy to be up close and personal.
- Gunner: You don't need a gun, you’ve got magic.
- Healer: Sorcerers are better off leaving healing to other party members while they focus on outputting damage. Plus, they're glass cannons that want to stay on the outside of combat, not run into it.
- Heavily Armored: You need proficiency with medium armor to take this feat, which is a very resource-heavy endeavor for sorcerers.
- Heavy Armor Master: Sorcerers don't get proficiency with heavy armor.
- Keen Mind: Nothing here for a sorcerer.
- Linguist: Sorcerers won't get much out of the languages or Intelligence boost.
- Mage Slayer: Sorcerers don’t want this. They should seldom be attacking with melee weapons.
- Martial Adept: Nothing here for a sorcerer.
- Medium Armor Master: Sorcerers don't get proficiency in medium armor.
- Mobile: Definitely a skip, you never want to be in melee range for long.
- Mounted Combatant: Nothing here for a sorcerer.
- Observant: Neither of these stats works well for sorcerers, sadly. They don’t benefit from either stat, and they don’t generally lean into a more investigative playstyle.
- Orcish Fury: Nothing here for a sorcerer.
- Piercer: You don’t have access to the two spells that deal piercing damage, and you aren’t a DEX-based class. This is a definite skip.
- Planar Wanderer: Nothing here for a sorcerer.
- Poisoner: Nothing in the sorcerer kit would make this feat worth getting at all. They get a few poison spells, but they aren’t as good as their other spells.
- Polearm Master: Have no use for this feat.
- Resilient: Sorcerers don’t need Resilient to pick up a proficiency in CON like most spellcasters because they already have one. If you're looking for even more help maintaining concentration, take the War Caster feat.
- Revanent Blade: Nothing here for a sorcerer.
- Ritual Caster: Sorcerers won't want to invest the Intelligence or Wisdom necessary to take this feat when they could just take Magic Initiate.
- Savage Attacker: Skip this feat.
- Second Chance: Good way to get Charisma and a defensive ability, but you have shield and counterspell, both of which are way better reactions.
- Sentinel: Sorcerers don't want anything to do with melee combat so this feat provides no value.
- : Sorcerers gain nothing from this feat, as they don’t typically ever rely on ranged weapon damage.
- Shield Master: Despite wanting more survivability, sorcerers don't get access to shield proficiencies making this feat unavailable.
- Skill Expert: I wouldn’t rely on this feat unless you’re going for a specific use case. You’re usually better off casting spells to solve your problems than relying on a skill check.
- Skulker: Sorcerers won’t find anything useful out of this feat. They’re much better off spellcasting than wasting their turns hiding with ranged weapons.
- Slasher: Sorcerers won’t find anything useful here, as they don’t want to be in melee range.
- Soul of the Storm Giant: Nothing here for a sorcerer.
- Squat Nimbleness: Nothing here for a sorcerer.
- Strike of the Giants: Sorcerers won't be making melee weapon attacks nor will be they be stacked into Strength or Constitution. Skip this feat.
- Tavern Brawler: Nothing here for a Sorcerer.
- Vigor of the Hill Giant: This is a skip for sorcerers, even though it can provide hit points during short rest.
- Weapon Master: Sorcerers have no need for weapon proficiencies.
Sources Used in This Guide
- : 2014 Player's Handbook
- 2024 PHB: 2024 Player's Handbook
- BR: Basic Rules
- GotG: Bigby Presents: Glory of the Giants
- SotDQ: Dragonlance: Shadow of the Dragon Queen
- ERLW: Eberron: Rising from the Last War
- EEPC: Elemental Evil Player’s Companion
- EGtW: Explorer’s Guide to Wildemount
- FToD: Fizban's Treasury of Dragon
- GGtR: Guildmasters' Guide to Ravnica
- MotM: Monsters of the Multiverse
- MToF: Mordenkainen’s Tome of Foes
- MOoT: Mythic Odyessys of Theros
- PAitM: Planescape: Adventures in the Multiverse
- PHB: Player's Handbook
- SAiS: Spelljammer: Adventures in Space
- SCoC: Strixhaven: A Curriculum of Chaos
- SCAG: Sword Coast Adventurer’s Guide
- TCoE: Tasha’s Cauldron of Everything
- TTP: The Tortle Package
- WBtW: The Wild Beyond The Witchlight
- : Unearthed Arcana
- VRGtR: Van Richten's Guide to Ravenloft
- VGtM: Volo's Guide to Monsters
- XGtE: Xanathar’s Guide to Everything