Skip to Content

The 15 Best Sorcerer Feats in D&D 5e [Ranked]

The 15 Best Sorcerer Feats in D&D 5e [Ranked]

Choosing the right Feats as a Sorcerer can be pretty difficult, as they need a lot of nitpicking and careful consideration before choosing to give up an Ability Score Increase.

Therefore, when deciding to increase your Ability score or gain a Feat, you should review your options and take into consideration which Feats are ranked in this list, as some will definitely be of use to you.

Best Sorcerer Feats in 5e

15. Skilled


Gain Proficiency in any combination of three tools or skills you choose.


Sorcerers don’t get many skills, so Skilled works perfectly if you need a few more skills (especially if you don’t have a large party).

However, if you want skills without having to get a Feat, you might want to look at some races that provide extra skill proficiencies.

14. Telepathic


Mentally connect with others, gaining benefits:

  • Increase Intelligence, Wisdom, or Charisma by 1 (maximum of 20).
  • Speak telepathically to any visible creature within 60 feet. Telepathic communication is in a language you know, and the creature only understands you if it knows the language.

Communicating with the creature doesn’t allow it to respond to you telepathically.

  • You may cast the Detect Thoughts spell, requiring no components or spell slot. Casting the spell like this again means you have to first complete a long rest.

The spellcasting ability for the spell is the ability you chose to be increased. You can cast the spell with 2nd-level spell slots or higher if you have any.


If you become a more stealthy Sorcerer or need to communicate with targets without being noticed, then Telepathic can be helpful.

Another plus is the fact that you also get an ability increase, which decreases the cost of the Feat.

13. Elemental Adept


  • Gaining this feat allows you to choose from the following damage types: Thunder, Lightning, Fire, Cold, or Acid.
  • Your cast spells ignore resistance to the damage type you chose. When rolling damage for a spell you cast, dealing damage of the chosen type, and 1 on the damage die can be treated as a 2.
  • You may select this feat multiple times, each time you do so, choosing a different damage type.

Note: You must be able to cast at least one spell to take this Feat.


Sorcerers who want to deal more damage with elemental spells can get some value from Elemental Adept.

The only issue is that you can only choose one damage type, which limits your adaptability unless you decide to pick up this Feat again.

12. Alert


As you are always on the lookout for danger, you gain certain benefits:

  • You cannot be surprised while conscious.
  • Gain +5 bonus to initiative.
  • Other creatures cannot gain advantage on attack rolls against you when being unseen by you.


Spellcasters get a lot of value out of starting before their enemies can get as much utility or damage out as possible before they can react.

However, the rest of the additions Alert gives aren’t helpful for a Sorcerer, so only take this if you NEED to get spells onto the field as quickly as possible.

11. Resilient


You gain the following benefits and choose one ability score:

  • Chosen ability score increased by 1 (maximum of 20).
  • Gain Proficiency in the chosen ability in saving throws.


If you want more Proficiency in Constitution saves (since you already have Proficiency with them), then you can take Resilient.

Not only does it help you keep Concentration up, but the fact that Constitution saves are so common gives Resilient a lot more value.

10. Gift of the Metallic Dragon


Manifest powers from metallic dragons, gaining benefits:

  • Draconic Healing – Learn Cure Wounds and be able to cast it without having to expend a spell slot. Casting the spell like this restricts you from casting it again until you’ve finished a long rest.

The spell may also be cast using spell slots you have. The spellcasting ability for it is Intelligence, Wisdom, or Charisma when cast with this feat (choose upon gaining the feat).

  • Protective Wings – Manifest protective wings capable of shielding others. If you or another visible creature within 5 feet is hit by an attack roll, use a reaction to manifest spectral wings from your back for a brief moment.

Gift of the Metallic Dragon grants a bonus to the target’s AC (equals your Proficiency bonus) against the attack roll, causing it to potentially miss. The reaction can be used a number of times equal to your Proficiency bonus.

All expended uses are regained when you finish a long rest.


Gaining some healing from Draconic Healing can be decent if you desperately need more healing in your party.

Protective Wings is a lot like Shield, but without expending a spell slot and learning a spell.

Gift of the Metallic Dragon can act as the perfect Feat to decrease your usage of spell slots.

9. Magic Initiate


Choose a class: Wizard, Warlock, Sorcerer, Druid, Cleric, Bard. Learn any two Cantrips from the class you chose.

Also, choose a 1st-level spell from the class’s spell list. Using this feat allows you to cast the chosen spell at its lowest level. A long rest allows you to use the spell in this way again.

Spellcasting ability depends on the chosen class: Intelligence for Wizard, Wisdom for Cleric or Druid, and Charisma for Bard, Sorcerer, or Warlock.


If you want specific Cantrips from other classes, then Magic Initiate is perfect. It also gives access to some good 1st-level spells like Eldritch Blast or Vicious Mockery.

The only problem with Magic Initiate is that it uses the spellcasting ability of the class you chose, leaving you with fewer options.

8. Gift of the Chromatic Dragon


Manifest powers from chromatic dragons, gaining benefits:

Chromatic Infusion allows you to use a bonus action and touch a martial or simple weapon, infusing it with one of these damage types: Poison, Lightning, Fire, Cold, or Acid.

For a minute, the weapon now deals an extra 1d4 damage on a hit of the infused damage type. After using this bonus action, you can’t do so again until after finishing a long rest.

Reactive Resistance lets you use your reaction to give yourself resistance to whichever damage you took out of the following types: Poison, Lightning, Fire, Cold, or Acid damage.

The reaction can be used a number of times equal to your proficiency bonus, and you’ll regain all uses whenever you finish a long rest.


Chromatic Infusion can be a great buffing ability for allies who use weapons.

Reactive Resistance is even better, as it works like Absorb Elements without having to expend a spell slot or learn a spell.

Gift of the Chromatic Dragon provides you with some good buffs for you or your party.

7. Spell Sniper


Techniques you’ve learned enhance your attacks with certain spells, letting you gain benefits:

  • Casting a spell requiring an attack roll doubles the spell’s range.
  • Ranged spell attacks will ignore half cover and three-quarters cover.
  • Learn one Cantrip requiring an attack roll. The Cantrip is chosen from the Wizard, Warlock, Sorcerer, Druid, Cleric, or Bard spell list.

Spellcasting ability for the Cantrip depends on the class: Intelligence for Wizard, Wisdom for Druid or Cleric, or Charisma for Warlock, Sorcerer, or Bard.

Note: You must be able to cast at least one spell to take this Feat.


If you want to focus on ranged damage spells, then you need Spell Sniper, especially for spells like Eldritch Blast.

You also learn another attack Cantrip, giving you even more power without needing to expend a spell slot.

6. Shadow Touched


Exposure to Shadowfell’s magic changed you, granting benefits:

  • Increase Intelligence, Wisdom, or Charisma by 1 (maximum of 20).
  • Learn Invisibility (spell) and one 1st-level spell you chose from the Illusion or Necromancy schools.

You may cast these spells without using a spell slot, but casting it this way means you can’t cast the spell like this again until you’ve finished a long rest.

The spells can also be cast using your spell slots of the appropriate level. The spellcasting ability for the spells is the ability you increase with the feat.


Most Sorcerers don’t learn a lot of spells, and Shadow Touched allows you to pick up some useful new spells.

What’s nice about Shadow Touched is that you can cast these new spells using spell slots as well, so you won’t only be able to use them once a day.

5. Fey Touched


Gain the following benefits:

  • Increase Intelligence, Wisdom, or Charisma by 1 (maximum of 20)
  • Learn Misty Step and one 1st-level spell you choose. The 1st-level spell must be Divination or Enchantment, and both spells can be used without expending a spell slot.

Casting a spell this way means you cannot cast it like this again until you’ve finished a long rest. 

These spells can also be cast using spell slots of the appropriate level, and these spells use the spellcasting ability increased by the feat.


Fey Touched is a lot like Shadow Touched in the sense that it adds to the Sorcerer’s low spell count.

It also has the same mechanic where you can cast these spells using your spell slots, which is great for a Sorcerer.

4. Ritual Caster


You’ve learned a few spells that you can cast as rituals. These spells are all written in a ritual book, which you must keep in hand while casting a spell.

Choosing this feat gives you a ritual book with two 1st-level spells you choose. Choose one of these classes: Wizard, Warlock, Sorcerer, Druid, Cleric, or Bard. The spells must be chosen from that class’s spell list, and the spell must have a ritual tag.

The class you chose determines the spellcasting ability modifier for your spells: Intelligence for a Wizard, Wisdom for Clerics and Druids, and Charisma for Bards, Sorcerers, and Warlocks.

Coming across a written spell, like a wizard’s spellbook or a magical spell scroll, might allow you to add it to your ritual book. However, the spell must be on your chosen class’s spell list, the spell’s level cannot be higher than half your character level (rounded up), and it must be a ritual spell.

Copying a spell takes 2 hours per level of that spell, costing 50 GP power level. The cost represents the Material component you’ll need to expend as you try to master the spell and the rare inks used to plot it down.


Sorcerers usually can’t cast rituals, so by taking Ritual Caster, you gain new spells and can use them without using spell slots.

Certain spells like Detect Magic and Find Familiar are great candidates that can be used with Ritual Caster.

3. Telekinetic


You’ve learned to move things using your mind, gaining benefits:

  • Increase Intelligence, Wisdom, or Charisma by 1 (maximum of 20).
  • Learn the Mage Hand Cantrip and be able to cast it without Verbal or Somatic components, whilst the spectral hand can also be made invisible.

Already knowing Mage Hand lets you increase its range by 30 feet when cast, and its spellcasting ability is the ability increased by this feat.

  • Using a Bonus action lets you telekinetically shove a visible creature within 30 feet of you.

Doing so forces the target to succeed on a Strength save (DC 8 + your Proficiency bonus + ability modifier of the score increased by feat) or be moved 5 feet away or toward you.

Creatures may willingly fail this save.


Most Sorcerers don’t have a set use for their Bonus action each turn, and by taking Telekinetic, you gain a useful ability to use your Bonus action.

Being moved 5 feet is a lot, but it’s enough to break grapples or get an enemy off a struggling player. You can even push them off of places or into walls, which is better than having them continue to attack your party members.

2. Inspiring Leader


Spend 10 minutes inspiring your companions, choosing up to six friendly creatures (including yourself) within 30 feet of you who can hear, see, and understand you.

Each chosen creature gains temporary HP equal to your level + your Charisma modifier. A creature cannot gain the temporary HP from this feat again until it has finished a short or long rest.

Note: Your Charisma must be 13 or higher to obtain Inspiring Leader.


Sorcerers have more than enough Charisma to use Inspiring Leader efficiently.

By using Inspiring Leader, you also decrease the reliance on magical healing in your party, allowing your party members to save spell slots and use them only when necessary.

1. Metamagic Adept


Exert your will on spells, altering how they function:

  • Learn two Metamagic options you choose from the Sorcerer class. Only one Metamagic option may be used when casting a spell unless it says otherwise.

Reaching a level granting the Ability Score Improvement feature lets you replace one Metamagic option with another from the Sorcerer class.

  • Gain 2 sorcery points for Metamagic (added to other sorcery points from other sources, but only works for Metamagic). 

All expended sorcery points can be regained when you finish a long rest.

Note: You must have the Spellcasting or Pact Magic feature to be able to use Metamagic Adept.


Metamagic Adept is one of the best Feats for a spellcaster who wants to increase the potency of their spells.

Luckily, Sorcerers already have Metamagic, but by using Metamagic Adept, you basically gain two Sorcery Points that are always available for your Metamagic. 

That means you can do other things, like make spell slots with the Sorcery Points you don’t get from Metamagic Adept.

Final Thoughts

Though Sorcerers have quite a bit of difficulty compared to other spellcasting classes, many of their weaknesses or strengths can benefit from a carefully considered Feat.

Therefore, you should look at your weaknesses and strengths, and if a Feat can potentially influence what you’re looking at, it can be viable enough to take!

You might also be interested in the following:

The 15 Best Wizard Feats in D&D 5e [Ranked]

Monday 18th of September 2023

[…] Best Sorcerer Feats in 5e […]