Baldurs Gate 3 has 12 classes for you to choose from when you create your character. The Sorcerer is ranged spellcaster with a power looking to be unleashed.
Sorcerers have a little less magical prowess than their Wizard counterparts, but make up for it by using their power flexibly. They use their willpower to command the magic swelling inside themselves. In doing so, a Sorcerer’s primary ability score is Charisma.
There’s no single best class in Baldur’s Gate 3, and the game gives you as many opportunities for creative problem solving as it does for punching. Finding the best class really just boils down to how you want to play. Even when playing solo, you’ll still manage the rest of your party, so you’ll get to experiment with multiple classes at once.
Read on to find out everything you need to know about the Sorcerer class in Baldur’s Gate 3, and learn all about the best Sorcerer subclass, feats, and build.
Is Sorcerer the best class for you in BG3?
If you’re willing to put in a little work to wrap your head around the nuances of the Sorcerer, it can be a rewarding spellcasting class to play. Mastering the class means learning to bend the rules of Baldur’s Gate 3’s magic with the Metamagic ability and Sorcery Points, and that means Sorcerers aren’t straightforward. Add to that their limited spell options and inability to swap spells outside of leveling up, and Sorcerers are just weird, even among the casters.
But if you can figure out how to play with Metamagic and Sorcery Points, and find a good spell or two, they can also be one of the most powerful classes.
Sorcerer class features
- Hit Dice — 1d6
- Hit Points at 1st level — 6 + your Constitution Modifier
- Hit Points at higher levels — 4 + your Constitution Modifier per sorcerer level after 1st
Sorcerers start with four cantrips from the Sorcerer cantrip list.
Baldur’s Gate 3 Sorcerer Cantrips
|Throw a bubble of acid that damages each creature it htis.
|Take only half the damage from Bludgeoning, Piercing, and Slashing attacks.
|Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls.
|Illuminate a 9m radius.
|Hurl a mote of fire.
|Gain Advantage on Charisma Checks against a non-hostile creature.
|Infuse an object with an aura of light.
|Create a spectral hand that can manipulate and interact with objects.
|Create an illusion that compels nearby creatures to investigate.
|Project a puff of noxious gas.
|Ray of Frost
|Reduces the target’s movement speed by 3m.
|The target cannot use reactions. This spell ahs Advantage on creatures with metal armor.
|Gain Advantage on your next Attack Roll.
Sorcerers start with two spells from the Sorcerer spell list.
Baldur’s Gate 3 Sorcerer Spells
|Each flammable target is hit with 3-18 Fire damage.
|Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue.
|Hurl a sphere that deals 3-24 Thunder damage and possibly creates a surface on impact. Alternatively, choose a different type of damage.
|Blind creatures up to a combined 33 hit points.
|Magically change all aspects of your appearance.
|Triple a creature’s jumping distance.
|Gain Dash immediately and as a bonus action on each of your turns until this spell ends.
|Gain 7 temporary hit points.
|You and nearby allies gain Immunity to Falling Damage.
|The cloud Blinds and Heavily Obscures creatures within it.
|Throw a shard of ice that deals 1-10 Piercing damage. It explodes and deals 2-12 Cold damage to anyone nearby. It leaves an ice surface.
|Protect a target from attacks: increase its Armor class to 13 + its Dexterity modifier.
|Shoot 3 magical darts, each dealing 2-5 Force damage. They always hit their target.
|Ray of Sickness
|Possibly Poisons the target.
|When you are about to be hit by an enemy, increase your Armor Class by 5. You take no damage from Magic Missile.
|Put creatures into a magical slumber. Select targets up to a combined 24 hit points.
|Release a wave of thunderous force that pushes away all creatures and objects.
|Link yourself to a target with a bolt of lightning. Deal an additional 1-12 Lightning damage each turn by activating it.
- Level 1 Spell Slots — You gain two level 1 spell slots, which are restored on a Long Rest.
- Weapons — Daggers, Quarterstaffs, Light Crossbows
- Skills — Choose two skills from Arcana, Deception, Insight, intimidation, Persuasion, and Religion
- Saving Throws — Charisma and Constitution
The Sorcerer has a total of three subclasses, which are unlocked at the beginning of the game. During character creation, you must choose your sorcerous origin, which is where your innate magic comes from.
Sorcerers with the Wild Magic subclass have powers that come from wild forces of chaos. Your Sorcerer has been exposed to a form of raw magic that has welled up inside you, waiting to be unleashed. You’ll gain two subclass features:
- Tides of Chaos — Activate to gain Advantage on your next Attack Roll, Ability Check, or Saving Throw.
- Wild Magic — Wild magic stems from the forces of chaos. It churns within the sorcerers that wield it, waiting to burst free.
If you choose the Draconic Bloodline subclass, your Sorcerer harnesses their magical prowess from draconic magic that has intertwined with your blood or your ancestors’ blood. You’ll gain two subclass features:
- Draconic Resilience: Hit Points — Your hit point maximum increases by 1 for each Sorcerer level.
- Draconic Resilience — Dragon-like scales cover parts of your skin. When you aren’t wearing armor, your base Armor Class is 13.
You’ll also be able to choose your Dragon Ancestor, which will follow along with the Dragonborn subraces. You must choose either Red, Black, Blue, White, Green, Gold, Silver, Bronze, Copper, or Brass as each will come with their own respective spell and resistance.
For those with the Storm Sorcery subclass, your innate magic comes form the power of elemental air. Either you or your lineage have experienced the dangers of a tempest, and the magic of the storm influences your very being. The Storm Sorcery subclass comes with one additional feature:
- 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.
Best Sorcerer subclass and build in BG3
Baldur’s Gate 3 races don’t really have any direct impact on your class, but certain races and subraces come with features that play well with certain classes like extra movement or proficiency with certain weapons. For Sorcerers, it’s best to focus on grabbing an extra cantrip or resistance:
- Asmodeus Tieflings and Zariel Tieflings come with a cantrip — Produce Flame and Thaumaturgy, respectively — you couldn’t get otherwise, and they both grant resistance to fire damage.
- Forest Gnomes get you the Speak with Animals cantrip.
- Every Dragonborn subrace (color) gets a spell-like breath weapon and resistance to a type of damage
When you’re creating and leveling up your Sorcerer, Charisma (for spellcasting) is your most important stat. Your second most important stat kind of depends on how you play outside of combat, but Constitution is also a good option for the hit points — Sorcerers have a tendency to be glass cannons. Make Charisma your highest stat and Constitution your second highest.
You’ll pick your Sorcerer subclass at level 1. While Wild Magic has a lot of fun (read: chaos) potential and the Storm Sorcery subclass lets you fly, you’ll get the most benefit from the Draconic Bloodline. This subclass gets you an extra cantrip, an extra hit point per level, and an unarmored defense bump. (And, at level 11, you can fly at will.)
Best Sorcerer feats in BG3
Every four levels, you’ll get the option to either increase your stats or choose a Feat. Feats are special talents that add features to your character. If you’re happy with your stats and start taking Feats, Sorcerers can benefit from:
- Actor. Your Charisma Increases by 1, to a maximum of 20. Your Proficiency Bonus is also doubled for Deception and Performance Checks.
- Durable. Your Constitution increases by 1, to a maximum of 20. You regain full hit points each time you take a Short Rest.
- Elemental Adept. Your spells ignore Resistance to a damage typ eof your choice. When you cast spells of that type, you cannot roll a 1.
- Mobile. Your movement speed increases, and difficult terrain doesn’t slow you down when you Dash. If you move after making a melee attack, you don’t provoke Opportunity Attacks from your target.
- Spell Sniper. You learn a cantrip, and the number you need to roll a Critical Hit while attacking 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.
For more information on the classes in Baldur’s Gate 3, consult our overviews on the Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Warlock, and Wizard classes. If you’re stumped by the choice, consult our guide on what class to start with.