I am currently playing a divine soul Sorcerer who's magic came as a result of blood relation to the goddess Tymora, far up in his ancestry. Being a halfling *and* a divine soul, he has two abilities which help him get better rolls (appropriate for someone related to the goddess of fortune). The only problem is, his stats aren't *amazing*. His highest number stat is 15, of which he has two, the rest are -1, 0, and two +1s.
My question is, when my little guy gets to level 4, should I take the stat bonuses to turn my two 15s into 16s, or should I give him the Lucky feat, letting him roll *bad* less often, and further sticking with the theme of divine luck?
The answer to that is a resounding "what's your table like", as well as "which stats are those?"
Some tables push their players hard; if those two 15s are your primary skill stats as well as your casting stats and are things you're rolling against all the time for some stiff skill check DCs or unpleasant combat encounters, I'd likely go for the ASI. Saving three bad rolls a day (provided the Lucky dice likes you, at least) may not compare to a baseline improvement in a broad swath of your capabilities.
If your table's more easygoing and your DM is amenable to it, this is a rare case of Lucky actually making sense. Could be fun to capitalize on that early on, save the ASI for eighth level. If your DM isn't cracking the whip, saving bad rolls becomes more important strategically as well as giving you a chance to play up the connection to Tymora whenever it happens. Perhaps the character gives off some visible sign of Tymora's fortune granting him a reprieve, a faint wash of divine light for a moment or similar, so that it's obvious to the characters as much as the players that the guy is touched in some way.
Stat increases. Getting to re-roll occasionally doesn't help your spell save DCs.
Being able to reroll 3 bad rolls strategically is usually going to help you more than having a random 1-in-20 chance to succeed on a roll that would've previously failed.
Going back to the original question, it's up to you. Feats give you a decent improvement in a very specific area while increasing your ability scores give you a smaller but consistent improvement to everything you do with that ability. In your particular situation, where you already have a reroll class feature and an opportunity to bump up two modifiers simultaneously, I'd favor the ASI.
Thanks to everyone for the input. Decided that I'll increase my stats and save the lucky feat (because I definitely have to get it eventually) for level 8
I'd definitely take the ASI to make odd numbers into even ones if I'm stuck with a bunch of odd ones, ESPECIALLY in primary stats
On the other hand, if all the stats you care about are already even, you're not giving up as much to get a feat. If you've got two 15s to make into 16s, that's like two ASIs for the price of one.
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I am currently playing a divine soul Sorcerer who's magic came as a result of blood relation to the goddess Tymora, far up in his ancestry. Being a halfling *and* a divine soul, he has two abilities which help him get better rolls (appropriate for someone related to the goddess of fortune). The only problem is, his stats aren't *amazing*. His highest number stat is 15, of which he has two, the rest are -1, 0, and two +1s.
My question is, when my little guy gets to level 4, should I take the stat bonuses to turn my two 15s into 16s, or should I give him the Lucky feat, letting him roll *bad* less often, and further sticking with the theme of divine luck?
Stat increases. Getting to re-roll occasionally doesn't help your spell save DCs.
The answer to that is a resounding "what's your table like", as well as "which stats are those?"
Some tables push their players hard; if those two 15s are your primary skill stats as well as your casting stats and are things you're rolling against all the time for some stiff skill check DCs or unpleasant combat encounters, I'd likely go for the ASI. Saving three bad rolls a day (provided the Lucky dice likes you, at least) may not compare to a baseline improvement in a broad swath of your capabilities.
If your table's more easygoing and your DM is amenable to it, this is a rare case of Lucky actually making sense. Could be fun to capitalize on that early on, save the ASI for eighth level. If your DM isn't cracking the whip, saving bad rolls becomes more important strategically as well as giving you a chance to play up the connection to Tymora whenever it happens. Perhaps the character gives off some visible sign of Tymora's fortune granting him a reprieve, a faint wash of divine light for a moment or similar, so that it's obvious to the characters as much as the players that the guy is touched in some way.
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Being able to reroll 3 bad rolls strategically is usually going to help you more than having a random 1-in-20 chance to succeed on a roll that would've previously failed.
Going back to the original question, it's up to you. Feats give you a decent improvement in a very specific area while increasing your ability scores give you a smaller but consistent improvement to everything you do with that ability. In your particular situation, where you already have a reroll class feature and an opportunity to bump up two modifiers simultaneously, I'd favor the ASI.
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Thanks to everyone for the input. Decided that I'll increase my stats and save the lucky feat (because I definitely have to get it eventually) for level 8
That's what I'd do with those stats too, ASI now and Lucky later.
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If the 2 stats are main stats ( cha/con mehbeh dex) pick those. Bumping 2 stats and all relevant skills and modifiers up a notch is big.
Always a fan of feats though 😀
I'd definitely take the ASI to make odd numbers into even ones if I'm stuck with a bunch of odd ones, ESPECIALLY in primary stats
On the other hand, if all the stats you care about are already even, you're not giving up as much to get a feat. If you've got two 15s to make into 16s, that's like two ASIs for the price of one.