The best Sorcerer feats in DnD 5e are those that complement their playstyle and base class features well. Sorcerers stand out among full spellcasters for the versatility offered by their Metamagic feature, which can change how spells work in various ways.
Sorcerers also naturally have proficiency in Constitution saving throws, meaning they’re naturally protected against having their concentration broken.
Beyond that, Sorcerers need to prioritize maximizing their Charisma modifier before getting any feats at all, since having a +5 Cha modifier is more valuable than anything else for helping their spells land. This makes feats that offer half-ASIs (+1 Charisma) much more attractive for them.
With all these factors in mind, I’ve broken down the six best Sorcerer feats, as well as some runners-up.
DnD 5e Best Sorcerer Feats (Defensive)
1) War Caster
Advantage on concentration checks, can perform somatic components of spells with your hands full, and can cast a single-target spell as an opportunity attack.
Sorcerers are already blessed with proficiency in Constitution saves, and throwing advantage on concentration checks on top of that makes it incredibly hard for enemies to break your concentration. And that’s a big deal when you have loads of important spells that rely on concentration, like Darkness, Hold Person, Web, Fly, Haste, Hypnotic Pattern, and Slow, to name a few standout spells.
The other two perks of War Caster aren’t as big of a deal for Sorcerers, but it’s a decent addition to how threatening your opportunity attacks are,
2) Inspiring Leader
Spend 10 minutes to give you and your party temporary hit points equal to your level + your Charisma modifier, usable once per rest (short or long).
This is a very good boost to your party-wide survivability, especially since you’re already maximizing your Charisma modifier out as a Sorcerer. If you pick this up at level 8, you’ll be providing a total of 60-65 temporary hit points to your party every time you take a short rest — nothing to sneeze at.
DnD 5e Best Sorcerer Feats (Utility)
3) Metamagic Adept
+2 Metamagic options and +2 sorcery points. This feat is great on all full spellcasters, but it’s hands-down the most effective on a Sorcerer who already has Metamagic and sorcery points at their disposal.
If you pick this up at level 8, it’s a +25% boost to your sorcery point pool each day, which can be used to power Metamagic or provide more spell slots. It also DOUBLES your Metamagic options. Being able to get Twinned, Quickened, Heightened, and Subtle spells online gives you so much versatility as a spellcaster.
You’ll be able to target more foes, cast more spells, make saving throw-based spells land more often, and cast spells stealthily more often than a Sorcerer without this feat.
4) Telekinetic
+1 Charisma, access to the Mage Hand cantrip with double range and an invisible hand, and can use a bonus action to shove a creature 5 feet toward or away from you on a failed Strength save.
A half-ASI is great if you’re sitting at an odd-numbered Charisma modifier (like being at 19 as you hit level 8) to max out your most important ability modifier as soon as possible, WITH the added perks.
Mage Hand is an excellent utility cantrip with many uses (here’s my guide on some of the best and most popular ones), and being double-ranged and invisible opens up the door to even more shenanigans.
But what we’re really here for is the bonus action long-range shove. Since Sorcerers don’t have much competing for their bonus action, you’ll be able to use this ability just about every turn in combat. And it pairs fantastically with persistent hazardous spells (Spirit Guardian, Web, Spike Growth, etc.) and just plain pushing foes off cliffs.
Plus, it’s a great way to put distance between yourself and an enemy in melee range so that you can run away without taking opportunity attacks and make ranged attack rolls without disadvantage.
Overall, Telekinetic adds a lot of versatility and fun to your Sorcerer, and it only loses you 1 Charisma compared to taking a flat ASI instead of a feat.
5) Fey Touched
+1 Charisma, Misty Step, and +1 1st-level Divination or Enchantment spell, both castable once per day without expending a spell slot. You can also cast these spells using your spell slots.
Again, a half-ASI is always welcome in a feat. And Misty Step is a top-notch 2nd-level spell that allows you to teleport up to 30 feet as a bonus action; great for repositioning without taking an opportunity attack, getting into a better position for casting an AoE spell, or reaching a location that makes you untouchable from melee foes.
Bless is a great 1st-level Enchantment spell (+1d4 to attack rolls and saving throws for 3 allies), but you already have a lot of great spells vying for your concentration. With that in mind, I’d recommend taking Dissonant Whispers, a great spell that deals psychic damage and forces an enemy to run from you (and provoke opportunity attacks in the process). It works really well if you cast this on an enemy standing beside your party’s Rogue or Paladin — more Sneak Attack damage and chances for Divine Smite critical hits.
Sorcerers don’t get too many spells, so adding two great spells to your list is basically a +20% boost to your versatility while also getting more spell slots and a point in Charisma.
6) Shadow Touched
+1 Charisma, Invisibility spell, and +1 1st-level Illusion or Necromancy spell, both castable once per day without expending a spell slot. You can also cast these spells using your spell slots.
I know I sound like a broken record, but the half-ASI is very attractive for Sorcerers. And Invisibility is a great utility spell that gives you or an ally 1 hour of invisibility, which breaks after attacking or casting a spell. Great for letting your Rogue start off a fight with attack advantage/Sneak Attack damage, or just scouting a dungeon in relative safety.
False Life, Disguise Self, and Silent Image are all decent defensive/utility spells to add to your arsenal that are Illusion/Necromancy.
Overall, I think Fey Touched is the better option, but if your playstyle tends toward trickery, Shadow Touched is also a nice feat to get more spells and a +1 in Charisma.
Good Sorcerer Feats Runners-up
These feats are neat and can be fun on a Sorcerer, but I don’t think they’re “optimal.” That said, they’re worth considering if they suit your character’s backstory, role in the party, or you just think they’re nify and would be cool in your campaign.
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Eldritch Adept (Devil’s Sight). Can see through magical/regular darkness up to 120 feet. Great for parties that utilize stealth tactics and the Darkness spell to be untargetable while sniping enemies from afar.
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Lucky. Can reroll 3d20 per day, including attack rolls against you. Technically good on any character in DnD 5e, but boring as heck.
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Resilient (Wisdom). Wisdom saving throws are tied to some of the nastiest spells and effects on monsters you’ll face, so getting proficiency in Wis saves is a huge boon for your survivability. You’ll laugh off dragons’ Frightening Presence and enemy spellcasters’ Hypnotic Pattern with this. Still, this is a lower priority than just dealing more damage and having more utility, since you usually won’t be in the frontline as a Sorcerer anyway.
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Alert. +5 initiative, can’t be surprised, and unseen attackers don’t have attack advantage against you. Going earlier in the initiative order means killing foes before they can deal damage to you and your party, and since you’ll likely have a decent Dexterity modifier already, this should give you a very solid chance of going first in combat. The other perks are neat, but we’re really getting this for the sizeable initiative bonus.