Being a Sorcerer is all about making your magic work for you. Don’t like Scorching Ray’s Fire damage? Transmute it! Wish you could cast Dispel Magic on something 200 feet away? Apply Distant Spell! But Metamagic isn’t the only way to bend the arcane to your will. With these feats, you’ll be able to customize your Sorcerer into a durable blaster, a well-rounded utility caster, or an expert sniper.
Below, we’ll discuss our favorite feats for the Sorcerer class from the 2024 Player's Handbook. I selected feats that either help the Sorcerer lean into a common power fantasy (such as the damage-dealing force of destruction), feats that help keep the Sorcerer alive, or feats that help round out their skill set.
- Best Origin Feats for a Sorcerer
- Best General Feats for a Sorcerer
- Best Epic Boon Feats for a Sorcerer
Feats Are Now Standard in the 2024 Player’s Handbook
An optional rule no longer, feats are now integrated into your character in the 2024 Player’s Handbook! The new Player's Handbook introduces some brand new feats, like Musician and Crafter, and even includes some favorites from Tasha’s Cauldron of Everything, such as Telekinetic.
Feats have also been separated into four groups: Origin feats, which are granted by your background and which can be taken whenever you get a feat; General feats, which you can access starting at level 4; Fighting Style feats, which are granted by specific class features; and Epic Boons, which are awarded at level 19.
Best Origin Feats for a Sorcerer
Magic Initiate
Associated Backgrounds: Acolyte (Cleric), Guide (Druid), Sage (Wizard)
The Magic Initiate feat still provides one level 1 spell and two cantrips, but with a couple minor tweaks from 2014. You can select from the Cleric, Druid, or Wizard spell lists, but these choices are no longer bound to a particular ability score. Now, when you choose any version of the Magic Initiate feat, you can select Intelligence, Wisdom, or Charisma as your spellcasting ability for the spells you pick up. As a Sorcerer, picking up a healing spell like Cure Wounds or Goodberry or an utility spell like Find Familiar or Unseen Servant could be invaluable!
Skilled
Associated Backgrounds: Charlatan, Noble, Scribe
Skilled is a straightforward and useful feat: You gain proficiency in three skills or tools of your choice. Sorcerers who want to play the “face” of the party will love this feat, as it helps ensure you’re proficient in social skills like Deception, Insight, and Persuasion. You can also now take this feat more than once, allowing you to compete with Bards, Rangers, and Rogues as the party’s go-to skill expert!
This feat comes from the Charlatan, Noble, or Scribe backgrounds. Charlatan and Noble might be more common for a Sorcerer, but consider Scribe, too. It’s fun to play a Sorcerer with an education—if for no other reason than to see the surprised look on the Wizard’s face.
Tough
Associated Background: Farmer
Hey, you can’t cast spells if you’re dead. The Tough feat boosts your total Hit Points by increasing your Hit Point maximum by 2 per character level, helping ensure you stay alive long enough to throw that next Fireball.
The Farmer background can provide the Tough feat, or you could take it whenever you're granted another feat. You may not have thought of a Farmer as the most likely background for a Sorcerer, but why not? Born into greatness and power does not mean born into money and fame. In many campaign settings, just as many Farmers’ daughters are born with magic as princesses. Did you wander into the forest near your bucolic home and stumble into a faerie circle, developing wild magic? Perhaps a blue dragon flew overhead during a thunderstorm while you were working the fields, and you became imbued with their draconic powers. Or maybe you’re just so reliable and meticulous with your crop management that you became that paragon of order, the Clockwork Sorcery Sorcerer.
Best General Feats for a Sorcerer
Fey-Touched / Shadow-Touched
Prerequisites: Level 4+
The Fey-Touched and Shadow-Touched feats, unchanged from Tasha’s Cauldron of Everything, are like two sides of a coin. Each feat increases your Intelligence, Wisdom, or Charisma score by 1, grants you one thematic level 2 spell (Misty Step for Fey-Touched, Invisibility for Shadow-Touched), and grants you a level 1 spell of your choice from one of two schools of magic. The level 1 spell isn’t restricted to your own spell list, so this could be your Sorcerer’s best opportunity to grab spells like Bane, Command, or Hex.
Note that the 2024 rules say that, on a turn, you can expend only one spell slot to cast a spell. This means that you can cast Fey-Touched’s Misty Step (without a spell slot, as a Bonus Action) and follow up with a Slow (with a spell slot, as a Magic action).
Mage Slayer
Prerequisites: Level 4+
I’ll say it: Sorcerers make for the best magical duelists. With proficiency in Constitution saving throws, they are the spellcaster most likely to maintain Concentration on a spell, and now they are also the most likely to resist Counterspell, which triggers a Constitution saving throw in the 2024 Player's Handbook. Nobody else can throw a Metamagic-manipulated Fireball across the battlefield or hit enemies with the one-two punch of Mind Sliver immediately followed by a Quickened Hypnotic Pattern as a Bonus Action.
So why didn’t we see Sorcerers taking the Mage Slayer feat very often? In short, because it was previously designed for martial characters. In the 2014 Player’s Handbook, two of Mage Slayer’s three features required you to be within 5 feet of your opponent, but those features have since been replaced.
When an enemy mage uses a spell like Hold Monster or Entangle on your allies, Mage Slayer puts you in a good position to shut the spell down and rescue your party. That’s because with this feat, whenever you damage a concentrating creature, it has Disadvantage on its saving throw to maintain Concentration.
The new Mage Slayer now increases your Strength or Dexterity by 1, and if you fail an Intelligence, Wisdom, or Charisma saving throw, you can choose to succeed instead once per Short Rest. While I, too, will miss the ability to make a melee attack against a creature who casts a spell, I will gladly trade it for the opportunity to say “No” to an enemy’s Charm effect or Fear spell.
Resilient
Prerequisites: Level 4+
Resilient provides +1 to an ability score and proficiency in saving throws made using that ability score, and I’ve always considered it something of a staple feat for any build. As a Sorcerer, you already have the most important saving throw proficiency for any spellcaster—Constitution—so what ability score should you select for Resilient?
You’ll want to look at Wisdom, Dexterity, or Intelligence—probably in that order, but it really depends on your campaign’s setting and plot.
- Wisdom is a very common saving throw, often used to resist the Charmed and Frightened conditions and many, many spells. If your campaign is centered on hunting Undead or negotiating with Fey, or is otherwise particularly high in magic from the Enchantment or Illusion schools, consider Resilient (Wisdom).
- Dexterity is also quite common, often used to dodge physical dangers such as traps as well as more magical dangers like Acid, Fire, and Lightning damage. If your campaign villains are chromatic dragons or infernal fiends, or if you simply have a DM who loves throwing Fireball at you, go with Resilient (Dexterity).
- Intelligence is a bit niche, but works best if your party spends time in the Far Realm or if the villains of your campaign are Aberrations such as Mind Flayers. If you are an Aberrant Sorcery Mind Sorcerer, this choice may feel particularly fitting!
Skill Expert
Prerequisites: Level 4+
What’s not to love? This feat makes your character a little bit better at whatever is important to their story: +1 to an ability score, proficiency in one skill, and Expertise in one skill.
Skill Expert is the only opportunity for the Sorcerer to pick up Expertise without multiclassing, so don’t pass it up! Lie through your teeth with Expertise in Deception, or invest in Insight or Perception to ensure nothing slips past you.
Spell Sniper
Prerequisites: Level 4+, Spellcasting or Pact Magic Feature
Spell Sniper is a classic spellcaster feat, well suited to Sorcerers focused on ranged offense. When you select this feat, you can increase your Intelligence, Wisdom, or Charisma score by +1, you no longer suffer Disadvantage when making a ranged attack with spells in close quarters, your attack rolls for spells ignore Half Cover and Three-Quarters Cover, and your spells that require an attack roll (and have a range of at least 10 feet) have their range increased by 60 feet.
This new Spell Sniper is a bit more versatile than its 2014 predecessor, now allowing you to use your uncanny accuracy even when enemies crowd you. Draconic Sorcery Sorcerers who specialize in Fire or Cold damage will appreciate adding 60 feet of range to Fire Bolt and Ray of Frost, particularly while you’re ignoring Half Cover and Three-Quarters Cover.
War Caster
Prerequisites: Level 4+, Spellcasting or Pact Magic Feature
War Caster kept all the features you know and love and added one more: +1 to Intelligence, Wisdom, or Charisma. If you want to dramatically improve your chances of maintaining Concentration and cast spells like Banishment, Charm Person, or Shocking Grasp as a Reaction, consider the War Caster feat.
War Caster allows you to use Somatic components even when your hands are full with a weapon and shield, you can use your Reaction to cast a spell at a creature who provoked an Opportunity Attack, and—most consequentially—you have Advantage on Constitution saving throws made to maintain Concentration. (Note the easy-to-miss upgrade here: The 2014 War Caster only bestowed Advantage on these saves if they were triggered by you taking damage, but now you have Advantage on these saves regardless of their trigger.)
This feat works for nearly any Sorcerer build. Whether you’re focused on blowing enemies to bits or controlling the battlefield, you’re probably going to use Concentration spells!
Best Epic Boon Feats for a Sorcerer
Boon of Dimensional Travel
Prerequisites: Level 19+
Enemies will have a tough time killing you if you can’t be pinned down and you’re always just out of range. With the Boon of Dimensional Travel, you can teleport up to 30 feet away every time you cast a spell using a Magic action. If you’re Grappled, you’ll no longer have to use your Bonus Action to Misty Step away and limit yourself to a cantrip as your action; with this Epic Boon, you could hit your attacker with a point-blank Lightning Bolt to the face and still teleport smoothly out of danger!
The Boon of Dimensional Travel also increases one ability score of your choice by 1—up to a maximum of 30.
Boon of Energy Resistance
Prerequisites: Level 19+
Become a paragon of arcane power, adapting to each new quest and gaining Resistance to your foes’ greatest strengths. Select two damage types from the list of Acid, Cold, Fire, Lightning, Necrotic, Poison, Psychic, Radiant, and Thunder, and gain Resistance to each choice. You can change your selection after a Long Rest.
Off to fight an Ancient Red Dragon? Be sure to pick up Resistance to Fire damage before you go—and hope your foe isn’t actually an Ancient Green Dragon in disguise!
Thanks to the feat's Energy Redirection benefit, you can then use your Reaction to divert any incoming damage of your chosen types to a different creature within 60 feet of you. In addition, you can increase one ability score of your choice by 1, up to a maximum of 30.
Boon of Spell Recall
Prerequisites: Level 19+, Spellcasting Feature
Who doesn’t love a free Counterspell now and then? With the Boon of Spell Recall, every time you cast a spell of levels 1–4, you have a 25% chance of doing so without expending a spell slot. Simply roll 1d4 when you cast the spell, and if you roll the spell’s level, you cast the spell for free!
The Boon of Spell Recall will help preserve your magic—so if you like to Counterspell every mage you encounter, now you might have enough spell slots to hit them with a Dispel Magic if your Counterspell fails!
If you take this feat, you can also increase your Intelligence, Wisdom, or Charisma by 1, up to a maximum of 30.
Customize Your Sorcerer
The 2024 Player's Handbook is now available on the D&D Beyond marketplace, which means it's time to set out on new adventures with fresh or familiar characters!
Sorcerers are flexible spellcasters, able to shift easily from dealing massive damage to controlling the battlefield to buffing their allies. With these and the other feats available in the 2024 Player’s Handbook, you’ll be able to tailor your Sorcerer’s skill set to your preferred playstyle. Whether your goal is to keep yourself alive, your enemies down, or your allies strong, there’s a feat for that!
We’re delighted to share with you the changes to fifth edition D&D that appear in the 2024 Player’s Handbook. Make sure to keep an eye out on D&D Beyond for more useful guides on using the wealth of new options, rules, and mechanics found in the 2024 Player's Handbook!
Damen Cook (@damen_joseph) is a lifelong fantasy reader, writer, and gamer. If he woke up tomorrow in Faerûn, he would bolt through the nearest fey crossing and drink from every stream and eat fruit from every tree in the Feywild until he found that sweet, sweet wild magic.
Really good article
edit: finally first!!!!
Looking forward to seeing Tough, Magic Initiate, and Boon of Dimensional Travel on every single one of these listicles.
That's useful. Also 3rd
Good article. Too bad "Resilient" as a feat isn't repeatable like it once was.
For Magic Initiate, I actually think the Acolyte version is easily the weakest. The Cleric has a smaller Cantrip list than the Wizard or Druid, and their damaging Cantrips are all saving throw based, meaning monsters with Legendary Resistance or high saving throws will be able to shrug it off with ease. And now the Druid can deal radiant damage at will to boot. The only advantage of Acolyte is that if you take Guide (for Goodberry), you can also take Acolyte to pick up Healing Word or Cure Wounds.
Farmer background, Your a sorcerer, harry.
If a monster uses it's legendary resistance on a cantrip that's a win for your group as it's a very poor decision by the DM.
I agree why are we only seeing the same exact feats in everyone one of these articles?
Resilient was never repeatable.