Baldur’s Gate 3 Sorcerer Class Guide – In this Baldur’s Gate 3 Sorcerer Class Guide, I’m going to be covering the Sorcerer Class, including all 3 Subclasses, and providing you some useful information. I’ll be doing more Build Guides for Baldur’s Gate 3, but for now, let’s just look at how Sorcerers function and its basics.
Baldur’s Gate 3 Sorcerer Guide Features
Baldur’s Gate 3 Sorcerer Class Guide
Sorcerers in BG3 are an offensive-minded Spellcasting Class, that learns less Spells than their Wizard counterparts, but they can wield the spells they know more effectively thanks to their Metamagic Class Feature. Metamagic allows the Sorcerer to change the properties of a spell, extending its reach, increasing its duration, or even making it cast again on a second target. While Wizards have a broader range of Spells they can cast, Sorcerers are specialists in their chosen spells because of this Feature.
Sorcerers gain their magic from a magical source, unlike Wizards who study arcane knowledge, and unlike Warlocks who make a Pact with a powerful being. This can be from their Dragon blood, or it can be from a spontaneous occurrence, but they contain magic inside of them.
Sorcerers have no Armour Proficiencies and almost no Weapon Proficiencies, making them terrible in martial combat if they don’t Multiclass. However, they do have Proficiency in Constitution Saving Throws, which allows them to pass Concentration Saving Throws more easily than any other Spellcasting Class.
BG3 Sorcerer Character Creation
In this section, we’ll take a look at how to set up your Sorcerer during Character Creation for the best results. We’ll begin with Abilities first, since this is arguably the most important part, aside from choosing your Subclass.
Abilities
Your primary Abilities as a Sorcerer are Charisma, and Constitution.
- Charisma determines how difficult it is for enemies to Save against your Spells, improves Spell Attack Rolls, and it will improve Dialogue Skill Checks.
- Constitution is there to help keep you alive via HP, and also to help you maintain Concentration on spells like Cloud of Daggers, Hypnotic Pattern, or Hold Person, should you get hit while Concentrating on them.
For this reason, I strongly recommend that you invest 16 in CHA and 16 in CON during Character Creation. 14 DEX is also not bad to improve your Initiative, which helps you to take your turn sooner in combat, as well as provide some Armour Class.
- STR: 8
- DEX: 14
- CON: 16
- INT: 10
- WIS: 10
- CHA: 16
Note I’ve changed this from the recommendations as it more optimizes your Character during the early goings of the game.
Githyanki provides the Sorcerer with Medium Armour Proficiency they wouldn’t otherwise get, as well as Astral Knowledge, allowing them to gain Proficiency in one Ability each Long Rest. They will also gain Misty Step at Level 5, which can help with Sorcerer positioning.
Half-Elf is good for Light Armour and Shield Proficiency, as well as Fey Ancestry. They also gain Darkvision, which can help land your attacks in dark places.
Human is also good for similar reasons, but they don’t gain Fey Ancestry or Darkvision, but will gain an extra Skill Proficiency instead.
Drow is also not a bad idea, since you pick up Faerie Fire and Darkness as once per day casts at later levels, along with Superior Darkvision, Perception Proficiency and Fey Ancestry.
Shield Dwarf can also work for Light and Medium Armour Proficiencies, along with Darkvision, and Dwarven Resilience.
Skills
For Skills you’ll minimally want Proficiency in Persuasion, Intimidation and Deception, since you should be handling the dialogue in your group if playing a Sorcerer, unless you bring Wyll along. You can use your Background to take Guild Artisan for Persuasion and Insight, and then select Intimidation and Deception for your Skills.
Baldur’s Gate 3 Sorcerer Guide – Level 1
Subclass Feature
Level 1 is a huge level for Sorcerers since they will select their Subclass here, and gain a Subclass Feature that varies from each Subclass. We’ll cover what these do and what is unique about each in the Subclass section, but for now let’s look at what else they gain.
Sorcerer Level 1 Spells
Sorcerers will gain access to 4 Cantrips and 2 level 1 spells at this level, along with 2 level 1 Spell Slots. Remember that Sorcerers don’t need to Prepare their spells like Wizards, so they can always cast any spell they know as long as they have the Spell Slot for its level.
You can see below how many Spell Slots the Sorcerer has at each level.
Sorcerer Level | Lvl 1 Spell Slots | Lvl 2 Spell Slots | Lvl 3 Spell Slots | Lvl 4 Spell Slots | Lvl 5 Spell Slots | Lvl 6 Spell Slots |
Lvl 1 | 2 | – | – | – | – | – |
Lvl 2 | 3 | – | – | – | – | – |
Lvl 3 | 4 | 2 | – | – | – | – |
Lvl 4 | 4 | 3 | – | – | – | – |
Lvl 5 | 4 | 3 | 2 | – | – | – |
Lvl 6 | 4 | 3 | 3 | – | – | – |
Lvl 7 | 4 | 3 | 3 | 1 | – | – |
Lvl 8 | 4 | 3 | 3 | 2 | – | – |
Lvl 9 | 4 | 3 | 3 | 3 | 1 | – |
Lvl 10 | 4 | 3 | 3 | 3 | 2 | – |
Lvl 11 | 4 | 3 | 3 | 3 | 2 | 1 |
Lvl 12 | 4 | 3 | 3 | 3 | 2 | 1 |
Baldur’s Gate 3 Sorcerer Guide – Level 2
Sorcery Points
At level 2, Sorcerers gain a resource called Sorcerer Points that they can use to manipulate their spells in various ways using their Metamagic Class Feature. They will gain 2 Sorcery Points at this level, and they will gain 1 Sorcery Point per Sorcerer level from this point onwards, for a total of 12 Sorcery Points at level 12. These replenish every Long Rest.
Sorcerers will also be able to exchange Sorcery Points for a Spell Slot as a Bonus Action, with higher level Spell Slots costing more Sorcery Points. This means they can cast more spells in a single combat than all other Spellcasters by converting Sorcery Points into additional spells. Note that you cannot convert Sorcery Points into level 6 Spell Slots, nor can you convert level 5 or 6 spells into Sorcery Points.
Spell Slot Gained | Sorcery Points Used |
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
Spell Slot Used | Sorcery Points Gained |
1st | 1 |
2nd | 2 |
3rd | 3 |
4th | 4 |
However, they can also convert a Spell Slot into Sorcery Points, as a Bonus Action, in order to manipulate another spell if they want as well. This gives them Flexible Casting, as they can use their Spell Slots and Sorcery Points in whatever combination makes the most sense for the situation.
Metamagic
Also at this level, Sorcerers will gain access to Metamagic, allowing them to manipulate their spells in various ways. This is a toggleable Feature on the right-hand side of your Action Bar, and you simply toggle on what Metamagic you want to cast a spell with and the Sorcery Points will be consumed automatically when you cast. It’s automatically toggled off after casting, and you cannot select more than one Metamagic per spell.
Sorcerers can select 2 choices from the following:
- Careful Spell – Allies automatically Save against the spell. Useful if you toss a harmful AoE spell into a group of enemies and friendlies mixed together.
- Distant Spell – Increases the range of the spell by 50%, also converting melee ranged spells into spells with 9m range. Useful for when you cannot quite reach your target or targets and need a bit more range.
- Extended Spell – Doubles the duration of a spell. Useful for spells that only last 1 or 2 turns, allowing powerful effects to last longer.
- Twinned Spell – Allows a spell that targets only one character to target a second one. Useful for when you want to hit an additional enemy with a powerful effect, or buff an additional friendly unit.
Baldur’s Gate 3 Sorcerer Guide – Level 3
Sorcerer Level 2 Spells
At Level 3, Sorcerers gain access to Level 2 Spells and gain Level 2 Spell Slots, and can upcast Level 1 Spells with these Slots if they can be. Many spells in BG3 can be upcast for additional damage, or increased targets. Pay attention to which spells they are, so you don’t waste higher level Spell Slots on ones that can’t be.
Metamagic
Sorcerers will also be able to select another Metamagic at this level from the previous list, as well as from three new additions:
- Careful Spell – Allies automatically Save against the spell. Useful if you toss a harmful AoE spell into a group of enemies and friendlies mixed together.
- Distant Spell – Increases the range of the spell by 50%, also converting melee ranged spells into spells with 9m range. Useful for when you cannot quite reach your target or targets and need a bit more range.
- Extended Spell – Doubles the duration of a spell. Useful for spells that only last 1 or 2 turns, allowing powerful effects to last longer.
- Heightened Spell – Targets have Disadvantage on their Saving Throws against this spell. Useful for ensuring spells hit their targets and deal full damage.
- Quickened Spell – Allows a spell to be cast as a Bonus Action, instead of an Action. Useful for allowing you to cast multiple spells on the same turn.
- Subtle Spell – Allows you to cast said spell even while Silenced. Useful against enemies that Silence you, which normally prevents you from casting spells.
- Twinned Spell – Allows a spell that targets only one enemy to target a second one. Useful for when you want to hit an additional enemy with a powerful effect.
Baldur’s Gate 3 Sorcerer Guide – Level 4
Feat
Sorcerers gain one Feat from the Feat list at Level 4. They could choose Ability Improvement, taking Charisma to 18, which impacts dialogue, and Spell Difficulty Class. Sorcerers don’t need Resilient Constitution like many other casters, because they already have Proficiency in CON Saves. Alert though is not a bad option to help you go sooner in combat, allowing you to wipe out enemies with deadly AoEs before they can even take a turn.
Baldur’s Gate 3 Sorcerer Guide – Level 5
Sorcerer Level 3 Spell Slots & Spells
At Level 5, Sorcerers gain access to Level 3 Spells and gain Level 3 Spell Slots, and can upcast Level 1 & 2 Spells with these Slots if they can be.
Baldur’s Gate 3 Sorcerer Guide – Level 6
Subclass Feature
At level 6, all Sorcerers gain another Subclass Feature based on the Subclass they chose. We’ll cover these in the Subclass section, so we won’t get into them here.
Baldur’s Gate 3 Sorcerer Guide – Level 7
Sorcerer Level 4 Spell Slots & Spells
At Level 7, Sorcerers gain access to Level 4 Spells and gain Level 4 Spell Slots, and can upcast Level 1, 2, & 3 Spells with these Slots if they can be.
Baldur’s Gate 3 Sorcerer Guide – Level 8
Feat
Sorcerers gain another Feat from the Feat list at Level 8. Once again Ability Improvement is a good choice for more CHA, or Alert. Elemental Adept is not bad either if you plan to specialize in one damage type.
Baldur’s Gate 3 Sorcerer Guide – Level 9
Sorcerer Level 5 Spell Slots & Spells
At Level 9, Sorcerers gain access to Level 5 Spells and gain Level 5 Spell Slots, and can upcast Level 1, 2, 3, & 4 Spells with these Slots if they can be.
Baldur’s Gate 3 Sorcerer Guide – Level 10
Metamagic
Sorcerers will select their final Metamagic at level 10 from the same list they got to select from at level 3. This gives them a total of 4 Metamagics.
Baldur’s Gate 3 Sorcerer Guide – Level 11
Sorcerers Level 6 Spell Slots & Spells
At Level 11, Sorcerers gain access to Level 6 Spells and gain 1 Level 6 Spell Slot, and can upcast Level 1, 2, 3, 4 & 5 Spells with this Slot if they can be. This is the highest Level of Spells Sorcerers can learn in BG3.
Subclass Feature
All Sorcerers gain their final Subclass Feature at this level, based on the Subclass they chose. We’ll cover these in the Subclass section as well.
Baldur’s Gate 3 Sorcerer Guide – Level 12
Feat
Sorcerers gain their final Feat from the Feat list at Level 12. They could choose Ability Improvement, taking Charisma to 20 if they haven’t already, or still take Alert or Elemental Adept.
Baldur’s Gate 3 Sorcerer Guide – Equipment
The Equipment Sorcerers use will vary greatly depending on what Race you selected. They generally wear no Armour, but since they can cast spells in any Armour they have Proficiency in, if you have Light or Medium from a Race, you should definitely use that if you can (unless you are playing a Draconic Bloodline Sorcerer which gains 13 AC base when Unarmoured). The same goes for Shields, so if they have Shield Proficiency from Human or Half-Elf they should definitely use one to beef up their Armour Class.
When it comes to weapon, it’s not super important because Sorcerers will likely cast Cantrips when they don’t want to use Spell Slots, not attack with weapons. However, look for something that gives you a spell you can use or perhaps some passive bonus to Spellcasting.
Baldur’s Gate 3 Sorcerer Guide – Subclasses
Choosing a Sorcerer Subclass in BG3 comes down to a few factors: Do you mind random effects happening in your game world in exchange for more control over combat in general? Do you plan to wear Armour (from Race or Multiclass)? Do you want increased mobility? And do you plan to focus on Lightning or Thunder spells?
If yes to the first one, then Wild Magic is the way to go. If you plan to wear Armour Draconic Bloodline is less optimal since it has higher base Armour Class than the other Subclasses. Both Draconic Bloodline and Storm Sorcery improve mobility, but Storm Sorcery does it much sooner, and Storm Sorcery is ideal if you plan to focus on Thunder and Lightning Spells.
Subclass | Lvl 3 Features | Lvl 6 Features | Lvl 11 Features |
Wild Magic | Wild Magic Tides of Chaos | Bend Luck | Controlled Chaos |
Draconic Bloodline | Draconic Resilience Dragon Ancestry | Elemental Affinity | Fly |
Storm Sorcery | Tempestuous Magic | Heart of the Storm | Storm’s Fury |
All Sorcerers in BG3 gain an initial Subclass Feature at level 1 when they select their Subclass, and once again at level 6, and finally one last time at level 11. These Subclass Features are what distinguish Sorcerer Subclasses from one another, though Storm Sorcery does gain more Spells than the other two Subclasses.
Baldur’s Gate 3 Sorcerer Guide – Wild Magic
Wild Magic
At level 1, Wild Magic Sorcerers gain the Wild Magic Class Feature, which gives them a chance to trigger a Wild Magic Surge when casting a level 1 spell or higher (any spell that consumes a Spell Slot). Wild Magic Surges have random effects, and some of these are great, like gaining the effects of Shield, and some of them are not, like turning into a sheep. Currently the chance to trigger a Wild Magic Surge is 5% per level 1 or higher spell cast.
Note that Barbarians also have this Subclass, except they trigger Wild Magic EVERY time they Rage, and there is no chance involved.
Tides of Chaos
Tides of Chaos is another Subclass Feature Wild Magic Sorcerers gain at this level, and it allows them to gain Advantage on an Attack Roll, Ability Check or Saving Throw once per Short or Long Rest.
Most Sorcerers won’t be using Weapons to make Attack Rolls, however, many Cantrips make Attack Rolls. These include: Fire Bolt, Ray of Frost, Shocking Grasp, and Bone Chill. All of these spells can trigger Tides of Chaos, along with Scorching Ray, so if you want to use Tides of Chaos on an Attack Roll, these are the best spells to use for it. Otherwise, you’ll use it defensively or outside of combat entirely.
Once you’ve used Tides of Chaos the next level 1 spell or higher you cast will have a MUCH higher chance to trigger a Wild Magic Surge. Currently, the chance to trigger a Wild Magic Surge after using Tides of Chaos is ~45%. This means the more you use Tides of Chaos, the more unexpected things will happen when you cast spells using Spell Slots. So expect the unexpected if you’re using this Class Feature, which you should, since it’s a good one.
Make sure you setup Tides of Chaos under your Reactions to on and “Ask” so that you are prompted in combat when you’ll miss an Attack Roll or fail a Save, so you can use this if needed.
Bend Luck
At level 6, Wild Magic Sorcerers are able to Bend Luck. This Subclass Feature allows them to consume 2 Sorcery Points and use a Reaction to add or subtract 1d4 from any creatures Attack Roll, Ability Check or Saving Throw. This means you can use this offensively, or defensively, whichever is needed, giving Wild Magic Sorcerers the power to change outcomes in combat.
Note that Bend Luck can only be used once per turn, as long as you have the Sorcery Points, and is not a once per Short or Long Rest Feature. Additionally, it does not increases the chances of Wild Magic Surge triggering.
Controlled Chaos
At level 11, Wild Magic Sorcerers can sometimes cause opposing magic users to trigger Wild Magic Surges when those characters cast their own spells.
Baldur’s Gate 3 Sorcerer Guide – Draconic Bloodline
Draconic Resilience
At level 1, Draconic Bloodline Sorcerers gain 1 HP, increasing by an additional 1 HP per Sorcerer level taken, and also improve their Armour Class to 13 when not wearing Armour. This makes them a bit tankier than other Sorcerers, and is a good choice if you’re worried about your Sorcerer being too squishy.
Note that Draconic Resilience’s increase to Armour Class does not stack with Unarmoured Defence of the Barbarian or Monk Classes, and does not stack with the Mage Armour spell.
Dragon Ancestor
Also at this level Draconic Bloodline Sorcerers will get to choose a Dragon Ancestor that affects their appearance, but also allows them to learn one spell based on their choice and also a damage type that they will gain Elemental Affinity with at level 6.
Elemental Affinity
At level 6, as I just mentioned, Draconic Bloodline Sorcerers will gain Elemental Affinity with the damage type of their Dragon Ancestor, allowing them to add their Charisma Modifier to the damage of spells cast that deal its type of damage. Additionally, as a Reaction, they can spend 1 Sorcery Point to give themselves Resistance to that damage type until their next Long Rest. Make sure you set this to ask in Reactions so you can use this Feature effectively.
At level 11, Draconic Bloodline Sorcerers can use Fly, allowing them to move much further than they would normally, and allowing them to go up or down in elevation. This allows them to have ideal positioning, helping with proper spell placement.
Baldur’s Gate 3 Sorcerer Guide – Storm Sorcery
Tempestuous Magic
At level 1, Storm Sorcery Sorcerers can use Fly as a Bonus Action without taking any Attacks of Opportunity if they cast a level 1 spell or higher. This helps with their mobility, and allows them to get out of dangerous situations rather easily where they might be engaged with a hard to kill enemy, or possibly surrounded.
Heart of the Storm
At level 6, Storm Sorcery Sorcerers gain Resistance to Lightning and Thunder Damage, cutting it in half. Additionally, whenever they cast a level 1 spell or higher that deals Lightning or Thunder Damage, they deal damage in a small AoE around them equal to 1/2 their Sorcerer level rounded down. Make sure you set this up under your Reactions so you can use this efficiently.
Spells
Storm Sorcery Sorcerers also learn 5 spells automatically at this level, and these are:
If you already know these spells then you I suggest you replace them with other ones, so you can know more spells. Note that enemies doused with Create Water will become Vulnerable to Cold and Lightning Damage, doubling the damage of these types that they take.
Storm’s Fury
At level 11, Storm Sorcery Sorcerer’s deal Lightning Damage to melee attackers that strike them equal to their Sorcerer level. This is nice, but ideally you wouldn’t be getting hit in by melee units.
Baldur’s Gate 3 Sorcerer Guide – Multiclassing
In this section of our Baldur’s Gate 3 Sorcerer Class Guide we’ll take a look at Multiclassing a Sorcerer in BG3, and what other Classes you might Multiclass with. Keep in mind this is not a complete list, but rather helpful suggestions to that make good pairings.
When To Multiclass
The first most likely place a Sorcerer might Multiclass is after level 1, though it may not seem like it. Sorcerers gain their first Subclass bonus at this level, and they are all quite strong. Tides of Chaos for example could be great on a Bard, Paladin or Warlock that uses traditional attacks or Eldritch Blast, giving them Advantage when they need it. And Tempestuous Magic gives you Fly as a Bonus Action whenever you cast a level 1 spell or higher which is great. This is on top of the CON Proficiency that Sorcerers have that help with Concentration Saving Throws.
The next most likely place for them to Multiclass is level 3 if they don’t at level 1, because they will have 3 Sorcery Points and 3 Metamagic choices at this level, along with level 2 Spell Slots. The best Metamagics cost 3 Sorcery Points, so you can’t even use these if you don’t go at least level 3.
If you don’t Multiclass at level 3, the next place you might is level 6, since Sorcerers gain another Subclass Feature at this level, and again they are quite good. For instance, Storm Sorcery picks up 5 spells and Heart of the Storm here. Bend Luck is also really really good if you went Wild Magic, and you can use it up to 3 times before Long Rest.
And lastly, if you don’t Multiclass there, you will likely go 11 levels of Sorcerer in order to pick up another Metamagic, more Sorcery Points, a level 6 spell, and a final Subclass Feature. This leaves 1 level for picking up some Proficiencies from other Classes, etc.
Charisma-Based Multiclassing – Paladins, Bards and Warlocks
Paladins, Bards and Warlocks all Multiclass exceptionally well with Sorcerers due to Charisma being their Spellcasting Ability as well. However, you can mix and match with some martial Classes to pick up some Features and Proficiencies.
6 levels of Paladin and 6 of Sorcerer gives you Divine Smite, Heavy Armour if you went Paladin first, or Constitution Proficiency if you went Paladin second. You’d also gain Extra Attack, Aura of Protection and Heart of the Storm, Bend Luck, or Elemental Affinity and tons of Spell Slots for your Divine Smite. Though you would miss out on higher level spells.
1 level of Wild Magic Sorcerer and 11 levels of College of Lore Bard gets you Constitution Proficiency and Tides of Chaos, which you can use to help manipulate combat. Pair this with a College of Lore Bard, that has Cutting Words, allows to you absolutely control everything. Or you could go 6 and 6, and get Bend Luck as well, giving you even more control. The only downside being Wild Magic.
3 Levels of Warlock and 9 levels of Sorcerer will get you a ton of spells, 2 Pact Magic Spell Slots, your Pact Boon and access to Eldritch Blast and 2 Invocations which you can use to buff it, on top of all other Sorcerer Features and Spells. Remember that Eldritch Blast increases beams with Character Level, not Class level.
Martial Class and Cleric Multiclassing
Since martial Classes have no real reason to pick up Sorcerer as a second Class, since they typically won’t have high enough Charisma for Spellcasting, you will usually take mostly Sorcerer levels when Multiclassing with them, dipping a level or two into martial Classes to gain something useful, like Armour Proficiencies or other Class Features.
For instance, you could take 11 Storm Sorcery Sorcerer and 1 Tempest Cleric for Heavy Armour Proficiency. Tempest Cleric also gives you a Reaction that deals Lightning or Thunder Damage once per turn, so is a great fit for Storm Sorcery Sorcerers. And that’s on top of the Thunderwave and Fog spells they get for free. If you end up taking 2 levels of Tempest Cleric and 10 Storm Sorcerey you can make one Lightning or Thunder Damage spell deal maximum damage once per short rest, which can be devastating with the right spells.
10 levels of Sorcerer and 2 of Fighter gives you Action Surge as well as an additional AC from the Defence Fighting Style if you take it, and a lot of Proficiencies. You can take Fighter first if you want since it has CON Proficiency as well, that way you end up with Heavy Armour Proficiency if you want it.
I hope you found these tips helpful, and we’ll have some more Builds out really soon that showoff more of these Multiclassing aspects!
That wraps up our Baldur’s Gate 3 Sorcerer Class Guide! Stay tuned for more Baldur’s Gate 3 content as we update the other Builds, and be sure to drop by our Twitch Channel if you have questions about the game. If you need something specific, check out our Baldur’s Gate 3 Wiki which is being worked on night and day, as well as our Baldur’s Gate 3 Guides.
2 responses to “Baldur’s Gate 3 Sorcerer Class Guide”
Fixed, thank you!
The hyper Link for “Wild Magic” in the Bard MultiClass, links to the barbarian’s Wild magic page
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