"Sorcerers are natural spellcasters, drawing inherent magic from a gift or bloodline."

Need to know more about the Sorcerer class? Then you've come to the right place!

*Not all information was available in Early Access - we will update as soon as we can!*

Table of Contents


    Roleplaying as a Sorcerer

    "How - how did you do that?!" Your master's incredulity falls on deaf ears, as you are too fascinated with your accomplishment to take notice. You wonder if you can replicate it: feel that pull of magic just right again, and hit both dummies with a bolt of lightning at the same time. You can practically see the energy in your mind, twisting and reshaping. "Excellent work...apprentice." you hear him grumble. Could he really be your teacher if he can't do the things that you can? No, you think to yourself, I am my own master now.

    If this sounds interesting to you, consider a Sorcerer. Bending the rules of magic, this class demonstrates an innate supremacy with the arcane.


    Class Features at 1st Level

    • Starting Hit Points: 6 + your Constitution modifier
    • Proficiencies:
      • Daggers, Quarterstaffs, Light Crossbows. No armors
      • Constitution and Charisma Saving Throws
      • Two skills from the following list: Arcana, Deception, Insight, Intimidation, Persuasion, and/or Religion
    • Sorcerers receive the ability to cast arcane spells and a small number of spell slots.
      • You may choose 4 cantrips (level 0 spells), and 2 level 1 spells to start. Additional spells and spell slots are earned as you level in Sorcerer.
      • They use their Charisma modifier for this spellcasting capability.
    • Sorcerers choose where their magical gift comes from, determining their subclass.

    Class Features at Higher Levels

    • Hit Points at Later Levels: 4 + your Constitution modifier
    • At level 2, Sorcerers gain access to Sorcery Points, allowing them to be flexible in their spellcasting. Sorcery Points can be used to recover spell slots, or a spell slot can be given up to regain Sorcery Points. More Sorcery Points are gained as you level in Sorcerer.
    • At level 2, Sorcerers can begin to use Metamagic, spending Sorcery Points to bend the rules. Metamagic influences the next spell you cast, with the number of required Sorcery Points determined by how you are twisting the spell.
      • You can choose two Metamagic options at level 2, and another at level 3. 
      • Your choices are:
        • Careful (protecting certain people from the spell's area of effect)
        • Distant (doubling the range of the spell)
        • Empowered (allowing you to reroll some of the damage dice used by the spell)
        • Extended (doubling the duration of the spell)
        • Heightened (causing your target to gain Disadvantage for its Saving Throw against the spell)
        • Quickened (making the cast-time faster, so you can use another action in addition to the spell itself)
        • Subtle (allowing you to cast spells while Silenced)
        • Twinned (allowing you to choose a second target with the spell)
    • At levels 4, 8 and 12, you can increase one of your Ability scores by 2, two Ability scores by 1, or choose a Feat, which can provide you bonuses to Ability scores and skills simultaneously.
    • *Not revealed yet.*

    Subclasses

    A Sorcerer has three choices to pick from regarding the origin of their magical talent: Wild Magic, Draconic Bloodline, and Storm Sorcery. Each of them provide different benefits, and may influence how your magic works.

    • Wild Magic stems from chaos itself, being both powerful and unpredictable.
      • Wild Magic surges are sudden bursts of magical energy, which can result in random effects that may be helpful or harmful. They can happen anytime after you cast a spell of level 1 or higher. 
      • At level 1 you gain Tides of Chaos, which can be activated to gain Advantage on an Attack, Ability check, or Saving Throw. This, however, results in an increased chance of a Wild Magic surge.
      • *Not revealed yet.*
    • A Draconic Bloodline burns within you, the power of your dragon ancestor yours to wield.
      • At level 1 you must choose your Draconic Ancestry, which will determine features that come later. Also has an effect on your appearance.
      • At level 1 you gain Draconic Resilience, boosting your Hit Points by 1 per Sorcerer level and making your base Armor Class a 13 when you wear no armor (instead of a base 10).
      • *Not revealed yet.*
    • Storm Sorcery implies you don't just wield the storm; you are the storm made manifest.
      • At level 1, after casting a spell of level 1 or higher, you can Fly as a bonus action until the end of turn.
        • This will not trigger an Attack of Opportunity. 
      • *Not revealed yet.*

    Preferred Ability Scores

    Charisma affects a Sorcerer's spells, so they need it to be high. After that, Constitution and Dexterity compensate for their lack of armor. Having a decent Wisdom doesn't hurt but isn't necessary; the same is true of Intelligence. Strength can be ignored completely if you plan to focus entirely on your spellcasting; some Multiclassing options may prefer to have one, however (see below).


    Multiclassing Suggestions

    Sorcerers can be quite powerful on their own, and don't necessarily need Multiclassing to be effective. That being said, they are often mixed with other Charisma-based classes for flavor, bringing their Metamagic with them for all the rule-bending it provides.

    Sorcerer & Paladin

    Is a common grouping that is quite strong. Paladins rely on Charisma for spells too, and they have access to Divine Smite, which spends a spell slot to deal additional melee damage. More slots means more Smites. In return, the Sorcerer can use armor and weapons, and have something to use that Strength for.

    Sorcerer & Warlock

    Is a potent combination, as both rely on their Charisma for spellcasting. Sorcerer makes up for the Warlock's very limited spell slots, and provides them with Metamagic for more versatility. In return, the Sorcerer gains a few extra Hit Points, a couple Invocations and access to Eldritch Blast.


    More Baldur's Gate 3 Class Guides

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    Baldur's Gate 3 Character Creation Guides

    When you're ready to continue, head to one of the other sections of this guide; Background would be next!