If there isn't a feat that you're thinking, "I MUST have that!" then the ASI is almost always better as it benefits your character in the majority of situations (assuming you're increasing your primary stat).
There are many good feats for sorcerers in general. You can use feats that increase Dexterity (for AC) or Charisma to increase your important stats and get extra things - but these will depend on your campaign. If you find yourself in social situations having to deceive people or pretending to be others, consider Actor for the benefits in that plus Charisma increase. If you find yourself in a lot of outdoor situations with climbing and falling consider Athlete to increase dex and gaining some proficiencies to help you. If you're Dragonborn then the Dragonborn racial feats from Xanathar's Guide to Everything can be very useful for their bonuses plus increasing Charisma. Elemental Adept can be good if you have a lot of spells of the same element. And so on.
Thematically if you have Vampire Touch then Mobile is a nice feat - let's you use the spell and get away without risking attacks of opportunity.
But the best feats, in my opinion, for any magic-based character will be Magic Initiate, Spell Sniper and Warcaster.
Magic Initiate: my favourite because you can expand your list of cantrips and spells. You get two extra cantrips and one 1st-Level spell you can cast once a day without needing a spell slot. If you choose Sorcerer then you can cast that 1st Spell Level you chose like a normal spell if you want using spell slots as well so it's a great way to add more spells. If I'm not a draconic sorcerer I often use Mage Armor - 8 hours of +3 AC for free.
Spell Sniper: you get a free attack cantrip and all your attack spells get double range and you ignore 3/4 and 1/2 cover. Combine with Distant Spell metamagic for awesome range.
Warcaster: vital if you have a lot of concentration spells and lets you use spells when making attacks of opportunity. "Oh, you're running away? I think not, here's a Hold Person so I can shocking grasp you to death."
However, your stats should always be priority - if your Charisma is low or you're finding enemies keep saving a lot against you or you keep missing try focusing on Ability Score Increase to bump up your spell attack bonus and spell save DC. If you keep ending up in melee consider consider increasing Dexterity for bumps to your AC. Never underestimate high dex with mage armour and shield - you'll be harder to hit than most of your melee based allies for a few rounds.
If you like to use AoE and control spells, Alert is also a decent feat. It gives you a better chance of controlling the battlefield before your melee allies get in the way.
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
For a Sorcerer "Inspiring Leader" is a personal favorite.
It gives up to six creatures Temp HP equal to lvl Charidma firstmod. At first level that's a huge increase. It's every short and long rest so it can be given multiple times.
If your Charisma isn't maxed out, you should probably focus on getting it to 20. However, once you get there I have found Inspiring Leader, as FMB has recommended, to be fantastic.
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hey
I'm not sure what feat to choose for a shadow sorcerer or do I choose ability increase?
Thanks
Blink
If there isn't a feat that you're thinking, "I MUST have that!" then the ASI is almost always better as it benefits your character in the majority of situations (assuming you're increasing your primary stat).
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There are many good feats for sorcerers in general. You can use feats that increase Dexterity (for AC) or Charisma to increase your important stats and get extra things - but these will depend on your campaign. If you find yourself in social situations having to deceive people or pretending to be others, consider Actor for the benefits in that plus Charisma increase. If you find yourself in a lot of outdoor situations with climbing and falling consider Athlete to increase dex and gaining some proficiencies to help you. If you're Dragonborn then the Dragonborn racial feats from Xanathar's Guide to Everything can be very useful for their bonuses plus increasing Charisma. Elemental Adept can be good if you have a lot of spells of the same element. And so on.
Thematically if you have Vampire Touch then Mobile is a nice feat - let's you use the spell and get away without risking attacks of opportunity.
But the best feats, in my opinion, for any magic-based character will be Magic Initiate, Spell Sniper and Warcaster.
Magic Initiate: my favourite because you can expand your list of cantrips and spells. You get two extra cantrips and one 1st-Level spell you can cast once a day without needing a spell slot. If you choose Sorcerer then you can cast that 1st Spell Level you chose like a normal spell if you want using spell slots as well so it's a great way to add more spells. If I'm not a draconic sorcerer I often use Mage Armor - 8 hours of +3 AC for free.
Spell Sniper: you get a free attack cantrip and all your attack spells get double range and you ignore 3/4 and 1/2 cover. Combine with Distant Spell metamagic for awesome range.
Warcaster: vital if you have a lot of concentration spells and lets you use spells when making attacks of opportunity. "Oh, you're running away? I think not, here's a Hold Person so I can shocking grasp you to death."
However, your stats should always be priority - if your Charisma is low or you're finding enemies keep saving a lot against you or you keep missing try focusing on Ability Score Increase to bump up your spell attack bonus and spell save DC. If you keep ending up in melee consider consider increasing Dexterity for bumps to your AC. Never underestimate high dex with mage armour and shield - you'll be harder to hit than most of your melee based allies for a few rounds.
Some suggestions, hope this helps.
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If you like to use AoE and control spells, Alert is also a decent feat. It gives you a better chance of controlling the battlefield before your melee allies get in the way.
For a Sorcerer "Inspiring Leader" is a personal favorite.
It gives up to six creatures Temp HP equal to lvl Charidma firstmod. At first level that's a huge increase. It's every short and long rest so it can be given multiple times.
If your Charisma isn't maxed out, you should probably focus on getting it to 20. However, once you get there I have found Inspiring Leader, as FMB has recommended, to be fantastic.