Summary
- Lucky feat allows sorcerers to gain charges for advantages on D20 tests, ideal for Wild Magic origin.
- Musician feat grants Heroic Inspiration to party members after rests, suitable for Clockwork Soul sorcerers.
- Fey-Touched feat raises ability score, offers Misty Step and level one spell for free, great for Draconic Bloodline origin.
There are a few different spellcasters in the Dungeons & Dragons universe, and the sorcerer is the one that has innate abilities as opposed to learned ones. Sorcerers specialize in a few select spells that they can manipulate with Metamagic. This makes them a unique class, getting the most use out of the few spell options that they have, rather than having an extensive magical encyclopedia at their fingertips like wizards or clerics. You can make this class even better by choosing feats that work well with your character.
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Feats are special abilities that can be taken in place of ability score improvements at certain levels. Since sorcerers are fairly straightforward, with most of their training going to control as opposed to learning new spells, most good caster feats will fit in a sorcerer build. Here are some of the best choices.
Updated January 28, 2025, by Alfredo Robelo: The release of the 2024 Player’s Handbook has brought with it a revamped look at feats, their role in the game and their value. While all other feats in this article are still relevant to the 2014 rules, we’ve updated it to include a few 2024 entries as well.
11
Lucky
- Source: 2024 Player’s Handbook
- Benefit: Gain a number of charges equal to your proficiency bonus, and spend them to gain advantage or give other creatures disadvantage on D20 tests.
- Prerequisite: Origin Feat
- Ideal Origin: Wild Magic
Everybody can use a little bit of luck, but with the limited resources that sorcerers have to work with, said luck can be a real boon. This is why the Lucky feat is so popular among them, giving them that extra chance to land their spells or to avoid getting their concentration interrupted.
The Lucky feat already existed in the 2014 edition of the rules, but the 2024 version made it even easier to attain, since you can get it through a background in character creation. The origin that can make the most out of the feat is Wild Magic, since its chaotic nature brings with it dire consequences when the dice doesn’t roll your way.
10
Musician
- Source: 2024 Player’s Handbook
- Benefit: Give your entire party Heroic Inspiration after a long or short rest. Also gain proficiency with three musical instruments.
- Prerequisite: Origin Feat
- Ideal Origin: Clockwork Soul
Music isn’t only for bards, particularly when said music can help your entire party do better in their next encounters. This is because, with the Musician feat, you can play a song after any rest that gives Heroic Inspiration to anyone that lacks it, up to a number of people that equals your proficiency bonus.
If someone that already has Heroic Inspiration gains it, they can give it to a different player character.
While this can benefit any type of build, the Clockwork style of sorcerers would benefit the most from this. They are already masters of manipulating both the battlefield and the rolls of allies and enemies, so adding a chance for everyone to reroll one bad result is right on brand.
9
Fey-Touched
- Source: 2024 Player’s Handbook
- Benefit: Raise Intelligence, Wisdom, or Charisma by 1. Gain Misty Step and one more level 1 spell (Divination or Enchantment), being able to cast them once for free per long rest.
- Prerequisite: Player level 4 or higher
- Ideal Origin: Draconic Bloodline
The 2024 Player’s Handbook made feats more enticing, since all the general feats also come with an ability score increase. Fey-Touched also comes with two free spells (at least free to cast once per long rest), one of them being Misty Step, a great tool for relocating yourself around the battlefield.
The other spell is yours to choose, but it has to be level one and be from the Divination or Enchantment schools. There is no mention that the spells need to be on your class’ spell list, so any offensive origins like the Draconic Bloodline could benefit greatly from this, gaining a free cast of either Hex or Hunter’s Mark.
8
Ritual Caster
- Source: D&D Player’s Handbook
- Benefit: Use a ritual book holding two first-level spells of your choice from the bard, cleric, druid, sorcerer, warlock, or wizard repertoire.
- Prerequisite: Intelligence or Wisdom of 13 or higher
- Ideal Origin: Draconic Bloodline
As a Sorcerer, your biggest limitation is the number of spells you have, especially when compared to a wizard. The Ritual Caster feat helps eliminate that limitation by giving you a mini-spellbook with some ritual spells. Even better, if you find scrolls or spellbooks that have ritual spells in them, you can copy them down, just like a wizard would do.
You should choose the class of your initial ritual spells based on the class’s spell list. The wizard class has the widest variety of rituals, but bards have a decent list, and druids and clerics have some neat unique nature and divination rituals.
7
Telekinetic
- Source: Tasha’s Cauldron of Everything
- Main Benefit: Increase your Intelligence, Wisdom, or Charisma by one, to a maximum of 20, and learn the Mage Hand cantrip.
- Prerequisite: None
- Ideal Origin: Aberrant Mind
Anything that increases your repertoire of spells as a Sorcerer is a good choice, and the Telekinetic Feat is one example. It’s just an all-around handy ability to have, and any character can take it, plus there aren’t any requirements for this feat that depend on race, stat level, or moral alignment. Aberrant Mind, which is also focused on psionic power, combines nicely with this Feat.
Players that have some creative powers can have some fun with this versatile Feat. You can move both objects and creatures up to a distance of 30 feet if you combine it with the Mage Hand cantrip, a simple trick that’s barely a spell and an easy goal for a sorcerer.
6
War Caster
- Source: D&D Player’s Handbook
- Benefit: Advantage on Consitution, Concentration, and other saving throws while casting.
- Prerequisite: The ability to cast at least one spell.
- Ideal Origin: Draconic Origin
The War Caster feat is universal for any subclass, but the Draconic Origin sorcerer is the one that often combines melee with spellcasting thanks to some improved armor. It would be hard to build a magic user where this feat would not be useful, but this applies doubly for sorcerers. This is because of how sorcerers can utilize metamagic options.
Your Twinned Spell can target two enemies with a debilitating spell instead of only one, your Heightened Spell can give a creature disadvantage on a saving throw, your Extended Spell can double the duration of a spell. The advantage you get for concentration checks alone makes this feat a must-have, if not one of the first feats you should get.
5
Spell Sniper
- Source: D&D Player’s Handbook
- Benefit: Cast a spell that requires you to make an attack roll, and the spell’s range is doubled, learn one cantrip that requires an attack roll.
- Prerequisite: The ability to cast at least one spell.
- Ideal Origin: Divine Soul or Clockwork Soul
As a squishy caster, you will want to keep enemies as far away from you as possible. Spell Sniper can help you with that. It doubles the range on every spell that lets you make an attack roll. This can be tempting to use with long-range spells to get as much distance as possible, but actually, it can be very useful for shorter-ranged spells.
Sorcerers who are trying to protect their party, in particular the Divine Soul sorcerers who have access to cleric spells, will appreciate the longer reach and handy extra spell slot. The fact that you get a free cantrip is just a bonus, especially with the limited number you can access.
4
Elemental Adept
- Source: D&D Player’s Handbook
- Benefit: Choose acid, cold, fire, lightning, or thunder damage. Spells you cast ignore resistance to damage of the chosen type.
- Prerequisite: The ability to cast at least one spell.
- Ideal Origin: Draconic Bloodline
If you have a few spells that deal the same type of damage, you might want to invest in the Elemental Adept feat. The damage boost you’ll get using this type of damage is, honestly, negligible, but the ability to overcome Resistance is a definite bonus at higher levels.
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This is especially worthwhile if you are a Draconic Bloodline sorcerer. You already get a bonus to the damage type associate with your dragon ancestor, so you might as well make the most of it by ignoring enemy resistances.
3
Actor
- Source: D&D Player’s Handbook
- Benefit: +1 to Charisma, Advantage on Deception and Performance checks, plus you can mimic the speech of another person or the sounds made by other creatures.
- Prerequisite: None
- Ideal Origin: Draconic Bloodline, Shadow Magic
As a sorcerer, the source of your spellcasting ability is the Charisma stat, so any feats that increase your Charisma can be useful. Those of Draconic Ancestry have a high Charisma score anyway, as it’s one of the racial bonuses of the class, so you can max this score out if you need a disguise or a good cover story. However, this might also be a reason not to take this Feat. Sorcerers that need a boost in their Charisma stat, like the creepy Shadow Magic Sorcerer, can also make use of it.
If you’re the only party member with good Charisma, you might end up being the face of the party. If you are, the Actor feat is a good investment. It gives a bump to Charisma and can give you some bonuses to pretending to be someone you’re not, which can help your party get out of some sticky situations.
2
Prodigy
- Source: Unearthed Arcana
- Benefit: +1 increase to any ability score plus gain one skill proficiency and one tool proficiency of your choice, along with fluency in one extra language.
- Prerequisite: Half-Elf or Human
- Ideal Origin: Wild Magic, Shadow Magic
Half-elves make great sorcerers since they get a bonus to Charisma, which is the main skill a sorcerer depends on when it comes to their spellcasting abilities. As a half-elf, you have access to the Prodigy feat, which can help you be better at one of your negotiation skills.
For the more chaotic or darker of the spell schools, a boost to Charisma might improve your social standing with the party. You can choose any skill depending on your group composition in case someone needs an extra skill, which makes this a versatile feat that complements virtually any sorcerer build.
1
Elven Accuracy
- Source: Unearthed Arcana: Feats for Races
- Benefit: +1 to Dexterity score by one, up to a maximum of 20, whenever you have Advantage on an attack roll, you can reroll one of the dice once.
- Prerequisite: Elf or half-elf
- Ideal Origin: Wild Magic or Shadow Magic
This Feat doesn’t just improve your hit rating, which is especially advantageous to sorcerers that have Wild Magic Origins, the powers of which tend to be unpredictable. Those who have some healing powers, like the Divine Soul, can also benefit from an increased accuracy rating.
The Elven Accuracy Feat can also give you a boost to your Charisma and extra rerolls whenever you have Advantage. This is especially useful for Shadow sorcerers, since magical darkness will give you Advantage a lot.
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