Sorcerer
Sorcerer is a playable class in Baldur’s Gate 3. This guide will provide an overview of this magical class, including Sorcerer subclass options, class features, and class actions in BG3.
“Sorcerers are natural spellcasters, drawing on inherent magic from a gift or bloodline.”
Sorcerer Class Features
Class features are benefits to your character. As a Sorcerer, you gain the following class features:
- Level 1 Spell Slots Unlocked: You gain 2 level 1 spell slot(s), which are restored on a Long Rest.
Sorcerer Cantrips
Cantrips are spells that can be cast at will without using a spell slot. At character creation, choose four of the following available Cantrips:
Cantrip | Description |
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Blade Ward | Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
Acid Splash | Throw a bubble of acid that damages each creature it hits. |
Mage Hand | Create a spectral hand that can manipulate and interact with objects. |
Poison Spray | Project a puff of noxious gas. |
True Strike | Gain Advantage on your next Attack Roll. |
Friends | Gain Advantage on Charisma Checks against a non-hostile creature.
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Dancing Lights | Illuminate a 9m radius. |
Fire Bolt | Hurl a mote of fire. |
Light | Infuse an object with an aura of light. |
Ray of Frost | Reduces the target’s movement speed by 3m. |
Shocking Grasp | The target cannot use reactions. This spell has Advantage on creatures with metal armour. |
Minor Illusion | Create an illusion that compels nearby creatures to investigate. You can remain hidden while casting this spell. |
Bone Chill | Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
Sorcerer Spells
Your chosen Class must prepare spells before using them. Prepare two of the following Spells:
Spell | Description |
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Burning Hands | Each flammable target is hit with 3-18 Fire damage. |
Charm Person | Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.
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Chromatic Orb | Hurl a sphere that deals 3-24 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage. |
Colour Spray | Blind creatures up to a combined 33 hit points. |
Disguise Self | Magically change all aspects of your appearance. |
Expeditious Retreat | Gain Dash immediately and as a bonus action on each of your turns until this spell ends. |
False Life | Gain 7 temporary hit points. |
Feather Fall | You and nearby allies gain Immunity to Falling damage. |
Fog Cloud | The cloud Blinds and Heavily Obscures creatures within it. |
Ice Knife | Throw a shard of ice that deals 1-10 Piercing ndamage. It explodes and deals 2-12 Cold damage to anyone nearby. It leave an ice surface.
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Enhance Leap | Triple a creature’s jumping distance. |
Mage Armour | Protect a target from attacks: increase its Armour Class increases to 13 + its Dexterity modifier. |
Magic Missile | Shoot 3 darts, each dealing 2-5 Force damage. They always hit their target. |
Ray of Sickness | Possibly Poisons the target. |
Shield | When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. |
Sleep | Put creatures into a magical slumber. Select targets up to a combined 24 hit points. |
Thunderwave | Release a wave of thunderous force that pushes away all creatures and objects. |
Witch Bolt | Link yourself to a target with a bolt of lightning. Deal an additional 1-12 Lightning damage each turn by activating it. |
Sorcerers Proficiencies
Weapon and armour proficiencies do not impose disadvantage on Attack rolls or prevent the casting of spells.
Sorcerers are proficient with the following Weapons:
- Daggers
- Quarterstaffs
- Light Crossbows
Additionally, Sorcerers may choose two skill proficiencies from the list below. You cannot choose a skill that already has proficiency from your Background or Race.
- Arcana
- Religion
- Insight
- Deception
- Intimidation
- Persuasion
Skill proficiency adds a bonus to those skill checks, making you more likely to succeed.
Sorcerer
The Sorcerer is a spellcaster with an innate magical prowess. Sometimes it's more than even they can handle. They don't have to prepare spells as the Wizard does, but they also don't get as many spell slots to spend. That said, their spells pack quite a punch. The following are the best feats for bringing out the powerhouse potential of your Sorcerer characters.
Best Feats for Sorcerers | |
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Elemental Adept | Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1. |
Spell Sniper | You learn a cantrip, and the number you need to roll a Critical Hit while attacking with a spell is reduced by 1. This effect can stack. |
War Caster | You gain Advantage on Saving Throws to Maintain Concentration on a spell. You can also use a reaction to cast Shocking Grasp at a target moving out of melee range. |
Sorcerer Subclasses
At character creation, choose one of the following subclasses:
Wild Magic Features
"Your powers come from ancient forces of chaos. They churn within you -- waiting to burst free at any time."
In addition to Sorcerer class features, Wild Magic has the following subclass features:
- Tides of Chaos: Activate to gain Advantage on your next Attack Roll, Ability Check, or Saving Throw. Increased chance of Wild Magic surge afterwards.
- Wild Magic: Wild magic stems from the forces of chaos. It churns within the sorcerers that wield it, waiting to burst free.
Draconic Bloodline Features
"Your veins carry draconic magic, the result of a powerful dragon ancestor."
In addition to Sorcerer class features, Draconic Bloodline has the following subclass features:
- Draconic Resilience: Hit Points: Your hit point maximum increases by 1 for each Sorcerer level.
- Draconic Resilience: Armour Class: Dragon-like scales cover parts of your skin. When you aren't wearing armour, your Base Armour Class is 13.
Choose your dragon ancestor. The damage type associated with that dragon will influence later features.
Draconic Ancestry | Description | ||
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Red (Fire) | At Level 6, spells that deal Fire damage are more powerful, and you can become resistant to Fire damage
| Black (Acid) | At Level 6, spells that deal Acid damage are more powerful, and you can become resistant to Acid damage
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Blue (Lightning) | At Level 6, spells that deal Lightning damage are more powerful, and you can become resistant to Lightning damage
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White (Cold) | At Level 6, spells that deal Cold damage are more powerful, and you can become resistant to Cold damage
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Green (Poison) | At Level 6, spells that deal Poison damage are more powerful, and you can become resistant to Poison damage
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Gold (Fire) | At Level 6, spells that deal Fire damage are more powerful, and you can become resistant to Fire damage
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Silver (Cold) | At Level 6, spells that deal Cold damage are more powerful, and you can become resistant to Cold damage
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Bronze (Lightning) | At Level 6, spells that deal Lightning damage are more powerful, and you can become resistant to Lightning damage
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Copper (Acid) | At Level 6, spells that deal Acid damage are more powerful, and you can become resistant to Acid damage
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Brass (Fire) | At Level 6, spells that deal Fire damage are more powerful, and you can become resistant to Fire damage
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Storm Sorcery Features
"Whether crackling with the energy of ancient deluges or pierced by gales and hurricanes, your lineage is a strange tapestry scrawled by a tempest.t"
In addition to Sorcerer class features, Storm Sorcery has the following subclass features:
- Tempestuous Magic: After you cast a Level 1 spell or higher you can Fly as a bonus action until the end of your turn without receiving Opportunity Attacks.