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Sorcerer Feats

Feat Level ASI Description
Arcane Fortitude 1 If you make your save against a spell or magical effect, gain temp hp = level + Con mod for 1 minute. Usable PB/LR.
Arcane Savant 5 Choose a spell of at most 1 level less than your highest. You can upcast it by 1 level for free. Changeable on level up.
Bloodline Awakening 5 Gain proficiency in a saving throw. Choose 1 from a list of 9 monstrous traits such as claws or scales.
Deeper Font 2 Sorcery point pool increases by # = your prof.bonus.
Disruptive Presence 5 When a foe begins casting a spell, speak a word of power to disrupt the spell (reaction). They must make an Int save or lose the spell. Usable 1/SR.
Extra Spells Known 5 Learn two additional spells. Must be at most 1 level less than your max.
Potent Cantrips 1 Add your Cha mod to cantrip damage rolls.
Recover the Spark 1 When you cast a spell that completely fails to affect anyone, use bonus action to recover the spells slot (slot level max 5th). Usable 1/LR.
Reflexive Casting 5 When targeted with a spell that forces a Dex save, target creature with a cantrip (reaction). Usable PB/LR.
Second Sight 1 Cast detect magic at will without a spell slot, material components or concentration. While active have adv. on Arcana checks on items and effects.
Warcaster's Instincts 3 Int, Wis, or Cha After making Str/Dex/Con save against spell, retaliate against caster, deal force dmg = level + spell mod. Usable 1/SR.
Arcane Fortitude

Your will is not just resistant to magic— it feeds on it.

Prerequisites: Sorcerer, Warlock, or Wizard

Benefits: When you succeed on a saving throw against a spell or magical effect, you gain temporary hit points equal to your Sorcerer, Warlock, or Wizard level + your Constitution modifier (minimum 1). These temporary hit points last for up to 1 minute.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Arcane Savant

You are deeply familiar with a particular spell, allowing you to cast it more effectively.

Prerequisites: Level 5+; Sorcerer or Wizard

Benefits: Choose one spell you know or can prepare that has an At Higher Levels feature. When you cast that spell, it is treated as if it were cast using a slot one level higher.

The spell's level can be at most one level lower than the highest-level spell you can cast with spell slots. Whenever you gain a new level, you can select a new spell to use with this feat.

Bloodline Awakening

Your bloodline manifests more strongly in your flesh, revealing supernatural traits passed down through your ancestry.

Prerequisites: Level 5+, Sorcerer

Benefits: Choose one of the following manifestations. You gain its benefits permanently.

  • Draconic Claws. You grow sharp claws that serve as natural weapons. You can make a melee attack with your claws, dealing 1d6 slashing damage on a hit. Your claws have the finesse and light properties.

    You also gain proficiency in Dexterity saving throws.

  • Elemental Resistance. Your blood shields you from elemental harm. Choose acid, cold, fire, lightning, or thunder. You gain resistance to the chosen damage type.

    You also gain proficiency in Strength saving throws.

  • Hardened Scales. Your skin hardens into resilient scales. While you are not wearing armor, your AC equals 13 + your Dexterity modifier.

    You also gain proficiency in Strength saving throws.

  • Darkvision. Your senses sharpen dramatically. You gain darkvision out to 60 ft. If you already have darkvision, its range increases by 60 ft.

    You also gain proficiency in Wisdom saving throws.

  • Mystic Blood. Your blood carries ancient protection. Once per long rest, when you fail a saving throw against being charmed or frightened, you can choose to succeed instead.

    You also gain proficiency in Intelligence saving throws.

  • Planar Endurance. Your resilience flares under attack. When you take damage from a critical hit, you can use your reaction to halve the damage. You can use this feature once per short or long rest.

    You also gain proficiency in Dexterity saving throws.

  • Radiant Spark. Light flows from within you. As a bonus action, you can cause your body to shed bright light in a 10-foot radius and dim light for another 10 ft. While you are shedding light, the first time you deal radiant damage on your turn, you deal extra radiant damage equal to your proficiency bonus per long rest.

    You also gain proficiency in Wisdom saving throws.

  • Shadowstep. You can move between shadows. When you are in dim light or darkness, you can use a bonus action to teleport up to 15 ft. to an unoccupied space you can see that is also in dim light or darkness. You can use this feature once per short rest or long rest.

    You also gain proficiency in Dexterity saving throws.

  • Voice of the Deep. You gain an eerie, commanding voice. You can speak, read, and understand Undercommon. You also have advantage on Charisma (Intimidation) checks made to frighten creatures.

    You also gain proficiency in Intelligence saving throws.

Deeper Font

Your innate magic runs deeper than that of other sorcerers, granting you greater reserves of raw power.

Prerequisites: Level 2+, Sorcerer

Benefits: Your maximum number of sorcery points increases by an amount equal to your proficiency bonus.

Disruptive Presence

Your force of personality rattles both minds and magic, allowing you to manipulate, disrupt, and control the battlefield.

Prerequisites: Level 5+; Sorcerer, Warlock, or Wizard

Benefits:

  • You gain proficiency in Arcana. If you are already proficient, you gain Expertise instead.

  • Once per short rest, when a creature you can see and that can hear you begins casting a spell, you can use your reaction to speak a disrupting word of power. That creature must succeed on an Intelligence saving throw against your spell save DC or the spell fails and is lost.

Extra Spells Known

You've expanded your magical repertoire beyond its normal limits.

Prerequisites: Level 5+; Bard, Sorcerer, or Warlock

Benefits: You learn two additional spells of your choice from your class's spell list. The highest level of spell you can learn through this feat is one level less than the highest level you can cast.

Potent Cantrips

Your innate magic flows through your most basic spells with exceptional force.

Prerequisites: Sorcerer, Warlock, or Wizard

Benefits: When you cast a cantrip that deals damage, you can add your Charisma modifier to each damage roll of the cantrip.

Recover the Spark

You've learned to harness collapsing spell structures, pulling the residual arcane energy back into yourself when magic fails.

Prerequisites: Artificer, Sorcerer, or Wizard

Benefits: When you cast a spell between 1st and 5th level and it fails completely— meaning it misses all targets, is saved against for no effect by all targets, or is countered— you can use your bonus action on the same turn to regain the spell slot expended to cast it.

You can use this feat once per long rest. This feat cannot be used for spells of 6th level or higher.

Reflexive Casting

Your magic answers threats as fast as your instincts do. Whether born of storm, shadow, or something deeper, your arcane power lashes out the moment danger nears.

Prerequisites: Level 5+, Sorcerer

Benefits: When a creature you can see casts a spell or uses an ability that makes a spell attack against you or forces you to make a saving throw, you can use your reaction to cast a cantrip that targets that creature.

The cantrip must have a casting time of 1 action or 1 bonus action, and must target a creature. The spell is cast after the save is made or the attack is rolled, but before resolving damage or other effects.

You can use this feature a number of times equal to your proficiency bonus per long rest.

Second Sight

Your magical senses have grown so sharp that the presence of arcane forces is second nature to you.

Prerequisites: Sorcerer

Benefits:

  • You can cast detect magic at will without expending a spell slot or requiring material components. You do not need to concentrate to maintain the spell.

  • While detect magic is active, you have advantage on Intelligence (Arcana) checks to sense the presence, school, or general function of visible magical effects, glyphs, or magic items. This benefit does not reveal specific properties of magic items, and is no replacement for the identify spell.

Warcaster's Instincts

You've been burned, frozen, and disintegrated— but you're still standing. You've learned not just to endure magic, but to turn it against your enemies.

Prerequisites: Level 3+; Cleric, Druid, Sorcerer, Bard, Paladin, or Wizard

Benefits:

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

  • Once per short rest, when you succeed on a Strength, Dexterity, or Constitution saving throw against a spell of 1st level or higher, you can use your reaction to retaliate with disruptive force. The caster must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your spellcasting ability modifier) or take force damage equal to your level + your spellcasting ability modifier. They take no damage on a successful save.