Shadow Magic

class sorcerer shadow magic baldursgate3 wiki guide 75px

Initial Shadow Magic Features

Inherited Sorcerer Features

Shadow Magic is a Subclass of Sorcerer in Baldur's Gate 3Shadow Magic is a new subclass that allows the Sorcerer to have heightened abilities in the dark. A Shadow Magic Sorcerer acquires Superior Darkvision, the ability to Shadow Walk between dark areas or in dim light, and summon a Hound of Ill Omen that can assist in combat. Sorcerer's primary ability is Charisma, their saving throw proficiencies are Constitution & Charisma and they have a Hit Dice of 1d6. They have proficiency with DaggersQuarterstaves, and Light Crossbows.

 

You siphon your powers from the Shadowfell itself, the light in your soul snuffed out by an unsettling darkness.

  

BG3 Sorcerer Class Features

HIT POINTS

  • Hit Points at 1st level: 6 + Constitution Modifier
  • Hit Points at Higher Levels: 4 + Constitution Modifier

PROFICIENCIES

EQUIPMENT

SPELLCASTING

  • Cantrips: Choose 4
  • Known Spells: 1 + Charisma modifier
  • Spell Slots: 2 Level 1 Slots

UNIQUE CLASS FEATURE

 

BG3 Sorcerer Class Progression

 

BG3 Shadow Magic Features Progression

Level 1

Level 2

  • Darkness
  • Eyes of the Dark: Darkness - Create a dark shroud that Heavily Obsures and Blinds creatures with. Creatures cannot make ranged attacks into or out of it. The caster can see normally in darkness, both magical and non-magical, to a distance of 25m.

Level 6

Level 11

  • Shadow Walk: Teleport into the shadows. The next spell you cast that turn will benefit from Distant Spell without costing any Sorcery Points.

 

BG3 Sorcerer Spell Slots

Sorcerer Level Sorcery Points Cantrips Known I II III IV V VI
Level 1 Sorcerer - 4 2 - - - - -
Level 2 Sorcerer 2 4 3 - - - - -
Level 3 Sorcerer 3 4 4 2 - - - -
Level 4 Sorcerer 4 5 4 3 - - - -
Level 5 Sorcerer 5 5 4 3 2 - - -
Level 6 Sorcerer 6 5 4 3 3 - - -
Level 7 Sorcerer 7 5 4 3 3 1 - -
Level 8 Sorcerer 8 5 4 3 3 2 - -
Level 9 Sorcerer 9 5 4 3 3 3 1 -
Level 10 Sorcerer 10 6 4 3 3 3 2 -
Level 11 Sorcerer 11 6 4 3 3 3 2 1
Level 12 Sorcerer 12 6 4 3 3 3 2 1

 

 

Shadow Magic Tips & Builds

  • The Shadow Magic subclass will be added in Patch 8.
  • Notes, Builds, and other tips go here

 

 

 

Classes and Subclasses
Arcane Trickster  ♦  Archfey  ♦  Assassin  ♦  Barbarian  ♦  Bard  ♦  Battle Master  ♦  Beast Master  ♦  Berserker  ♦  Circle of Spores  ♦  Circle of the Land  ♦  Circle of the Moon  ♦  Circle of the Spores  ♦  Cleric  ♦  College of Lore  ♦  College of Swords  ♦  College of Valour  ♦  Conjuration School  ♦  Divination School  ♦  Draconic Bloodline  ♦  Druid  ♦  Eldritch Knight  ♦  Enchantment School  ♦  Fighter  ♦  Gloom Stalker  ♦  Hunter  ♦  Illusion School  ♦  Knowledge Domain  ♦  Life Domain  ♦  Light Domain  ♦  Monk  ♦  Nature Domain  ♦  Necromancy School  ♦  Oath of the Ancients  ♦  Oath of Vengeance  ♦  Oathbreaker  ♦  Paladin  ♦  Path of the Giant  ♦  Ranger  ♦  Rogue  ♦  Sorcerer  ♦  Storm Sorcery  ♦  Tempest Domain  ♦  The Fiend  ♦  The Great Old One  ♦  Thief  ♦  Transmutation School  ♦  Trickery Domain  ♦  War Domain  ♦  Warlock  ♦  Way of Shadow  ♦  Wild Magic  ♦  Wild Magic (Barbarian)  ♦  Wizard



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    • Anonymous

      Nice pure class, and a good option for multiclass at 5 or lower lvs, as it receive a lot more than other subs at lv 1 and 2

      • Anonymous

        Not a pro theorycrafter here by any means. I respecced an endgame save file to try this out and it seems fun... the dog's hit bonus means it doesn't seem to hit often enough that I'm rolling in free sorc points. Even weirder is that only that the very specific eyes of the dark spell lets you see inside of it. Normal darkness spells are normally blinding. I guess it's whatever but it just means you have to spell sorc points to get this effect, and you don't get to use any other form of darkness. The hound doesn't have normal devil sight or anything either.

        My hope was to have a black ops team with a rogue with the blindsight ring, a devil sight warlock, and a shadow sorc just dropping dark clouds everywhere with the hound biting everything. Doesn't work that way I guess.

        • Anonymous

          I think Hound of Ill Omen and darkness you can see in makes this an interesting subclass. Like if you center the group around keeping the hound alive and poking at the omen bite victim's weakness, your sorcerer becomes so strong by having more sorcery points and therefore more spell slots. I am thinking blessing the hound with a cleric and providing it healing and sanctuary makes it super survivable.

          • Anonymous

            darkness - just use that and win all battle solo, one streamer make it. Dont listen other commentator, they minmax child.

            • Anonymous

              People are always negative about new things, EXCEPT when its the "cool thing" to be positive.

              Hexblade Warlock? AWESOME! Because reason reason someone said so reasons...

              Shadow Sorc: TERRRIBLE because I theorycrafted and came up with this. Trust me.

              • Anonymous

                I have to agree with a lot of commenters. This kit sounds great in theory, but pretty godawful in principal. First off, you get the automatic superior darkvision at lvl 1, so the eyes of darkness at lvl 2 is not a big deal when it merely increases your darkvisioj by a few feet; VERY FEW situations where that would justify spending two sorcery points over using your sorcery points to cast an extra spell in exchange for your bonus action.

                Second, you get the shadow dog or whatever at level 6. Regaining 1 sorcery point every time a bitten enemy takes damage sounds great paper until you consider stuff like the dog missing the initial bite, having to hit the selected three times with the selected damage type just to break even on the sorcery points exhausted just to summon bingo in the first place---and thats assuming that all three of your attacks with this selected damage type don't miss. Considering the battles are geared in this game towards nuking/eliminating enemies as quickly/efficiently as you can, I can't see a lot of situations where meticulously regaining the sorcery points you just lost to cast this spell in the first place is more optimal than just nuking the enemies with Smites/flourishes/wet status combos/hold person critcs/etc and saving your sorcery points for tougher encounters where they can be used to almost trivialize tougher encounters on any difficulty.

                Third, you have wait 11 levels to get the only ability that makes this class even remotely worthwhile. Free distance spells sounds great, but not worth 11 levels of investment. As someone else pointed out, you can get shadowstep with 6 levels of monk if you're that desperate to have what is otherwide an okay ability.

                As of right now, Shadow sorc sounds amazing theory, but is D tier roleplay trash on paper. Larian should improve it by making the shadow hound free to cast without sorcery points at level 5 (wouldn't be broken given the damage type restriction and hit restrictions; would incentivize players to pick this class for non roleplay reasons). Get rid of the sorcery point cost on the eyes of darkness spell and simply make it a spell you recreive at lvl 3 instead. Allow shadowstep to be learned at level 7 instead of lvl 11. And mske the level 11 spell a version of eyes of darkness that grantd dsrkvision to your entire party.

                • Anonymous

                  I am not trying to be negative but until I see how useful Hound of Ill Omen is. This seems to just be a better class for the board game. Someone noted that there is a shadow transformation in 5E. Shadow walk looks like it takes too long to get imo. Like Shadow Monks get a similar ability at like lv6. I am keeping an open mind for when it comes out but if you get it just for the hound and shadow walk. You could probably just make a shadow monk take it to lv6 and multi-class into a beast master ranger could get superior dark vision by making a dark elf or half dark elf and boom

                  • Anonymous

                    Also, something to make note about. You only get the devil's sight ability while you are concentrating on the special darkness spell that takes sorcery points to cast. Just awful... Especialy when seeing the other new toy, the shadow dog also takes sorcery points to call. Shadow Sorcerer is terrible.

                    • Anonymous

                      in DnD5 he gets
                      1lvl darkvision 120
                      1lvl Strength of the Grave
                      3lvl darkness spell
                      6lvl Hound of Ill Omen
                      14lvl Shadow Walk
                      18lvl Shadow transformation

                      • Anonymous

                        Basically just a sorcerer with a different movement ability (shadow step instead of fly), a summon, and a death ward ability. No spells unique to the shadow weave. Feels too much like a gimmick, and it's not even out yet. Gimme shadow magic to make the subclass somewhat unique beyond its movement ability.

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