Are you a Sorcerer in Baldur’s Gate 3? You should pick these feats.
If you want to get into the magical side of Baldur’s Gate 3, Sorcerers are a fun class to try. They’re not as hard to play as Wizards or Warlocks, but they are still more difficult than Wizards. No matter what, they have a lot of fun spells, the well-known Wild Magic subclass, and two other great but less wild subclasses to choose from.
Having such a strong and fun class to play as might make you wonder what feats you should get to make the game better. There are a lot of feats to pick from, but your Sorcerer will only let you pick three. Which one should you pick?
Ability Improvement
As was already said, you can only get three feats at levels 4, 8, and 12. Because of this, you have to be sure of your choices when you get to these levels. You might only get three feats, but you should still raise your ability score at least once.
Getting a 20 on your Charisma (the ability that makes your magic work) isn’t necessary, but leaving it between 18 and 19 is already pretty strong, making you a really powerful person.
You could also take the Actor feat, which raises your Charisma to 18 and gives you some skill advantages, if you leave it at 17 when you make your character. You can also still take Ability Improvement and raise two ability scores that are odd. This will make their points higher as well.
Elemental Adept
The damage types of most magic are based on elements. Elemental Adept is a good choice if you want to focus on these kinds of spells with your character. When you get this feat, you’ll pick an element. From then on, your attacks will do full damage to enemies that are normally immune to that element.
You can pick from fire, lightning, rain, acid, or cold. But these spells will only ignore resistance and not protections. One good thing about this is that if you roll a one on the damage while using a spell with the element you chose, it will change to a two. This way, your Fireballs won’t be weak because of bad dice rolls.
War Caster
This is another very useful feat, especially if you want to learn a lot of skills that need you to concentrate.
You’ll get two benefits from this feat. The first is an advantage whenever you need to make a saving throw to keep your focus on a spell. This means that it will be harder for your enemies to break your Hold Person or other spells.
The second part will let you use Shocking Grasp as an opportunity attack whenever the enemy moves away from you. This way, you can do something useful with your chance attack, since your weapon isn’t really there for protection. If it doesn’t give you great magic boosts, that is. You could also be multiclassing, but let’s move on.
Magic Initiate (Bard, Warlock, Or Sorcerer)
Let us talk about a set of feats. In reality, there is only one: Magic Initiate. This spell lets you get two cantrips and one first-level spell from a different class and add it to your list of spells. But this spell won’t take up a spell spot like your main ones do. You can only use it once during a long rest, though.
You can get more spells from your class if you want to, but we suggest you choose Bard or Warlock spells because you can use your Charisma when rolling with them. If you choose Wizard, you’ll need to use your Intelligence, and if you choose Cleric or Druid, you’ll need to use your Wisdom. You could still use it for magic like “Find Familiar” that don’t need rolls.
Spell Sniper
The Spell Sniper skill is another good way to get more magic, but this time it will only give you one more cantrip. Of course, that’s not all—if it were, it would be a pretty bad feat. Also, when you use magic, the number you need to hit on the die to get a critical hit will go down by one. This means that if you roll a 19 or higher, you’ll do critical damage. This makes your chances 5% better.
A 10% chance of getting a critical hit is pretty useful, and some things can help you get an even higher chance because the feat says it stacks with other sources. You’re good to go as long as you make sure these other sources will work with spell strikes. But if your build is mostly magic that make the other Eggy Car player make saving throws, this feat might not be the best choice for you.
Lucky
Lucky is like the Joker of feats; it works for everyone, even sorcerers . The idea behind it is simple: you’ll get three new resources called Lucky Points. You can use them to improve your Attack Rolls, Saving Throws, or Ability Checks.
Plus, if you get two feats, Spell Sniper or something else that makes it more likely that you’ll get a critical hit, you’ll get these hits even more often. People who are after you won’t even know what hit them.