Trying to decide my last two ASI’s, character is a Tiefling red draconic origin fire based sorcerer. 8 Str, 14 Dex, 14 Con, 10 Int, 11 Wis, 20 Cha. Previous ASI’s were 4th level ASI Cha (19), 8th Flames of Phlegethos Cha (20), 12th Elemental Adept fire. I’ve narrowed it down to the following choices:
Infernal Constitution + ASI Con (16) & Wis (12)
Lucky + ASI Dex (16)
Lucky + ASI Con (16)
ASI Dex (16) + ASI Con (16)
ASI Dex x2 (18)
ASI Con x2 (18)
Appreciate some feedback and thoughts, party consists of an arcane trickster rogue, wizard, tempest cleric, moon druid and myself.
Of the choices you gave, I think Lucky + ASI Dex (16) is the best one, as it gives you 3 free reroll per day and increases both your AC and (more importantly) your Initiative. Con, while useful and nice to have a lot of HP has less utility attached to it.
Double Dex is also an option, but if you are interested in the Lucky feat, I'd go for that + Dex.
Rollback Post to RevisionRollBack
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Personally? I would suggest Lucky, Alert and/or Magic Initiate. Lucky is generally useful, and Magic Initiate can give you access to some rather nice utility spells to round out your abilities. Alert gives you a nice initiative boost and protects you from being defenseless. Primarily the iniative boost lets you alpha strike, giving your party a solid start.
The value of Infernal Constitution is going to depend on your game. You can find lots of lists of number of monsters that deal x damage, or resist y damage, but few of them categorize them. For instance, most cold damage comes in the form of either white dragons, small ice elementals, or spells. That makes it pretty rare to encounter. Poison, while fairly common at low levels from beasts and plants, at higher levels you'll see it primarily from drow, fiends and the occasional green dragons, snake and plants. Oh, there's a few exceptions (iron golem deals poison!) but unless your campaign revolves around one of those categories of monsters, or involves lots of extreme environments (like trolling through the Lower / Chaotic Planes), its generally not worth it at the point you're planning to get it. If you're going to deal with, say, an undead army, its not worth it.
I generally prefer feats over ability bumps in this case. While Dex could give you a bit of AC and initiative, I think Alert would be more suitable if you're looking for an advantage that way, and if you wanted to bump up your Concentration saves, War Magic would be a better call. Sure, the abilities bump up a nice bit for a lot of things, but at this point, I think it best to focus on specifics.
Trying to decide my last two ASI’s, character is a Tiefling red draconic origin fire based sorcerer. 8 Str, 14 Dex, 14 Con, 10 Int, 11 Wis, 20 Cha. Previous ASI’s were 4th level ASI Cha (19), 8th Flames of Phlegethos Cha (20), 12th Elemental Adept fire. I’ve narrowed it down to the following choices:
Infernal Constitution + ASI Con (16) & Wis (12)
Lucky + ASI Dex (16)
Lucky + ASI Con (16)
ASI Dex (16) + ASI Con (16)
ASI Dex x2 (18)
ASI Con x2 (18)
Appreciate some feedback and thoughts, party consists of an arcane trickster rogue, wizard, tempest cleric, moon druid and myself.
Of the choices you gave, I think Lucky + ASI Dex (16) is the best one, as it gives you 3 free reroll per day and increases both your AC and (more importantly) your Initiative.
Con, while useful and nice to have a lot of HP has less utility attached to it.
Double Dex is also an option, but if you are interested in the Lucky feat, I'd go for that + Dex.
Born in Italy, moved a bunch, living in Spain, my heart always belonged to Roleplaying Games
Personally? I would suggest Lucky, Alert and/or Magic Initiate. Lucky is generally useful, and Magic Initiate can give you access to some rather nice utility spells to round out your abilities. Alert gives you a nice initiative boost and protects you from being defenseless. Primarily the iniative boost lets you alpha strike, giving your party a solid start.
The value of Infernal Constitution is going to depend on your game. You can find lots of lists of number of monsters that deal x damage, or resist y damage, but few of them categorize them. For instance, most cold damage comes in the form of either white dragons, small ice elementals, or spells. That makes it pretty rare to encounter. Poison, while fairly common at low levels from beasts and plants, at higher levels you'll see it primarily from drow, fiends and the occasional green dragons, snake and plants. Oh, there's a few exceptions (iron golem deals poison!) but unless your campaign revolves around one of those categories of monsters, or involves lots of extreme environments (like trolling through the Lower / Chaotic Planes), its generally not worth it at the point you're planning to get it. If you're going to deal with, say, an undead army, its not worth it.
I generally prefer feats over ability bumps in this case. While Dex could give you a bit of AC and initiative, I think Alert would be more suitable if you're looking for an advantage that way, and if you wanted to bump up your Concentration saves, War Magic would be a better call. Sure, the abilities bump up a nice bit for a lot of things, but at this point, I think it best to focus on specifics.