Sorcerer |
|---|
Subclasses |
Wild Magic |
Sorcerer Initial Features |
Sorcerer is a Class in Baldur's Gate 3. 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 Daggers, Quarterstaves, and Light Crossbows.
The Sorcerer is a spellcasting class from Dungeons & Dragons and has been a part of Baldur's Gate 3 since Early Access. The Sorcerer is known for its innate magical abilities. Unlike Wizards, who study and memorize spells from spellbooks,
Sorcerers possess an innate connection to magic, usually through their bloodline, ancestry, or some other mystical source. This innate power allows them to cast Spells without the need for preparation or study. Sorcerers can cast spells using their Charisma as their spellcasting ability.
Sorcerers are natural spellcasters, drawing on inherent magic from a gift or bloodline.
Baldur's Gate 3 Sorcerer Table of Contents
- Baldur's Gate 3 Sorcerer Class Features
- Baldur's Gate 3 Sorcerer Class Progression
- Baldur's Gate 3 Sorcerer Subclass Features
- Baldur's Gate 3 Best Sorcerer Builds
- Baldur's Gate 3 All Sorcerer Spells
Baldur's Gate 3 Full Sorcerer Guide
BG3 Sorcerer Class Features
HIT POINTS
- Hit Points at 1st level: 6 + Constitution Modifier
- Hit Points at Higher Levels: 4 + Constitution Modifier
PROFICIENCIES
- Weapons: Daggers, Quarterstaffs, Light Crossbows
- Saving Throws: Constitution, Charisma
- Skills: Choose 2 skills from - Arcana, Deception, Insight, Intimidation, Persuasion, Religion
STARTING EQUIPMENT
SORCERER SPELLCASTING
- Full Spellcasters: Unlocks new spell level every 2 Sorcerer levels, up to level 6 spells.
- Cantrips: Starts with 4 Cantrips (gains additional cantrips at level 5 & 10)
- Spell Save DC: 8 + your Proficiency bonus + your Charisma modifier
- Spell Attack Modifier: your Proficiency bonus + your Charisma modifier
- Known Spells: 1 + your Sorcerer level
- Spell List: Known Casters. Cannot change equipped spells freely. Can only swap equipped spells on level up.
Ritual Casting: No
UNIQUE CLASS FEATURE
- Sorcerer Spells
- Sorcery Points: Able to augment spells with different effects.
BG3 SORCERER CLASS PROGRESSION
- Level 1
- Sorcerer Spellcasting (Class Feature)
- Choose a Sorcerer Subclass (Wild Magic, Draconic Bloodline, Storm Sorcery, or Shadow Magic)
- Level 2
- Sorcery Points (Class Feature)
- Create Sorcery Points (Bonus Action)
- Create Spell Slot (Bonus Action)
- Choose 2 Metamagic (Class Feature)
- Level 3
- Choose 1 additional Metamagic (Class Feature)
- Level 4
- Level 6
- Subclass Feature
- Level 8
- Level 10
- Level 11
- Subclass Feature
- Level 12
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 |
BG3 Sorcerer Subclass Features
Wild Magic
- Wild Magic: Unruly magic sparks and fizzes through your veins. Each time you cast a spell of Level 1 or higher, your magic might surge and trigger a random magic effect.
- Tides of Chaos: Activate to gain Advantage on your next Attack roll, Ability Check, or Saving throw. Increased chance of Wild Magic (passive feature) surge afterwards.
- Bend Luck: Spend 2 Sorcery Points as a free action to give a target a +1d4 bonus or a D4 -1d4 penalty to all Ability Checks for two turns, or spend 2 Sorcery Points as a reaction to give a target a +1d4 bonus or a -1d4 penalty on a single Attack roll or Saving throw.
- Controlled Chaos: When an enemy casts a spell, spend your reaction to cause a Wild Magic Surge near the enemy spellcaster.
Draconic Bloodline
- Draconic Resilience: Dragon-like scales cover parts of your skin. When you aren't wearing armour, your base Armour Class is 13.
- Draconic Resilience: Hit Points: Your maximum Hit Points increases by 1 for each Sorcerer level.
- Draconic Ancestry
- Red
- Black
- Blue
- White
- Green
- Gold
- Silver
- Bronze
- Copper
- Brass
Storm Sorcery
- Tempestuous Magic: After you cast a Level 1 Spell or higher you can Fly as a Bonus Action up to 9 m / 30 ft until the end of your turn without receiving Opportunity Attacks.
- Heart of the Storm: Deals extra damage to nearby enemies whenever you cast a Lightning or Thunder Spell.
- Heart of the Storm: Resistance: You are Resistant to Lightning and Thunder damage.
- Storm's Fury: When you are hit by a melee attack, you deal (Sorcerer Level) Thunder damage to the attacker and potentially push them
Shadow Magic
- Superior Darkvision
- Strength of the Grave: After reaching 0 Hit Points, you regain 1 instead of becoming downed.
- 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.
- Hound of Ill Omen: Summon forth a creature of darkness.
- 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 Tips & Builds
- NEW SUBCLASS, Shadow Magic, will be added in Patch 8.
- Choose Draconic Bloodline to boost armor class and increase elemental damage, focusing on spells like Firebolt for added damage.
- Convert sorcery points into extra spell slots when needed, allowing for additional spells and maximizing your spellcasting versatility.
- Select Cloud of Daggers for area denial and Magic Missile for reliable damage, contributing effectively in various combat scenarios.
- You can check out our Sorcerer build guide here.
- Sorcerers gain one Sorcery Point for each Sorcerer Level past the 1st.
Best Sorcerer Builds for Baldur's Gate 3
Sorcerers are spellcasters with magic that is innate to them, flowing naturally through their blood instead of being learned. They are a bit different to Wizards who prepare spells from a spellbook. Sorcerers know fewer spells, but manipulate them through their unique Metamagic mechanic. Sorcerers have access to Sorcery Points, with which they can spend to cast spells faster and farther, or even duplicate their effects to target more than one target at a time.
Draconic Bloodline
Draconic Bloodline Sorcerers are infused with the magic of ancient dragons. These Sorcerers combine overwhelming elemental damage with surprisingly strong defenses, creating a spellcaster capable of surviving encounters that would usually overwhelm other arcane casters. They gain increased durability rather than relying solely on positioning for protection while still being considered one of the highest damage-dealing spellcasters in the game.
The Draconic Sorcerer's biggest strength is their consistency. With Draconic Resilience, the sorcerer is granted additional hit points and a permanent increase to Armor Class while unarmored. The subclass provides players with simple yet meaningful features that stay relevant throughout the campaign and truly shape the subclass into being a spellcaster gifted with the strength of magical dragons.
Sorcerers are Charisma-based spellcasters, meaning that Charisma is the first Ability Score that needs to be prioritized when making them. It will affect their damage output and spellcasting effectiveness, as well as help them with dialogue outside of combat. Constitution is the next ability that needs to be prioritized. Putting points into Constitution will help with survivability by giving them a bigger Hit Point pool while also helping with Concentration checks to help keep spells active while in combat encounters. Lastly, players should also put some points into Dexterity to raise the Sorcerer's Armor Class and give them better initiative rolls.
Draconic Resilience
At level 1, when choosing the subclass, players gain access to Draconic Resilience. This changes the Sorcerer's base Armor Class from 10 to 13. This means that players won't have to cast Mage Armour like other casters. Draconic Resilience also increases the Sorcerer's maximum Hit Points by 1 for each level in Sorcerer they have. This rewards players for staying within the Sorcerer class and not multiclassing by giving them more survivability.
Draconic Ancestry
Players also choose a Draconic Ancestry at level 1 when choosing the subclass. There are 10 different ancestries to choose from, with each ancestry corresponding to a different dragon colour and a related damage type. Each colour will also grant the Sorcerer an extra spell.
Elemental Affinity
At level 6, players gain access to Elemental Affinity. The feature allows the player to add their Charisma Modifier to the damage roll when they cast a spell that deals damage of the type associated with their Draconic Ancestry. For example, if a player chose the Red Draconic Ancestry, they would have an elemental affinity to Fire. Any time their Sorcerer casts a spell that deals fire damage, they can add their Charisma Modifier to the Damage Roll for that spell.
With this in mind, it's usually recommended for players to choose either Red or Gold for their Draconic Ancestry, as Fire possesses the largest collection of powerful offensive spells in the game. It allows the Draconic Sorcerer to maximize Elemental Affinity later on in the campaign. Players can also choose other ancestries like the Blue Draconic ancestry for lightning-focused builds, but these builds require more technical setups and greater investments in strategies that apply the wet condition on enemies.
Draconic Sorcerers also get another feature of Elemental Affinity that gives them more durability. When they cast a spell that deals the damage type associated with their ancestry, players can spend 1 Sorcery Point to gain Resistance to that damage type.
Spellcasting
Spellcasting in early levels revolves around reliable cantrips and efficient spell usage. Fire Bolt is a cantrip that deals 1d10 Fire damage, which is a consistent source of damage early on in the game. Magic Missile is a first-level spell that automatically hits its target. Chromatic Orb is another first-level spell that deals 3-8 damage of a certain damage type, and is the perfect spell for Draconic Sorcerers since players can choose the damage type it deals upon casting.
Players gain access to the Metamagic mechanic at level 2. This fundamentally changes how the Sorcerer approaches combat compared to other classes. Twinned Spell is a great metamagic option that costs 1 Sorcery Point per spell slot level used. Twinned spell allows spells that only target 1 creature to target an additional creature. This allows the Sorcerer to take out multiple low-health enemies at the same time. Quickened Spell is another great option that turns the casting time of a spell that normally costs an Action into a Bonus Action. This allows the Sorcerer to use their action for other things or to cast a cantrip and deal more damage during combat.
Once Elemental Affinity is unlocked. There are a ton of great spells that players can take, especially those who choose the ancestry with Fire affinity. Scorching Ray shoots three rays of fire to deal damage to three targets that can be chosen individually. Fireball is a devastating Fire spell that deals significant damage over an area. Players should think about their elemental affinity when they are choosing spells to take.
Feats
For Feat Progression, players should raise their Charisma to 20 as soon as possible to increase their overall performance with damage output and attack accuracy. Once their Charisma score is maxed out, players can take War Caster to help with their Concentration. The Feat will grant the Draconic Sorcerer Advantage whenever they make Concentration checks to keep spells active, such as Wall of Fire or Haste. The feat will also give the players the ability to cast Shocking Grasp as a Reaction when an enemy is moving out of melee range.
Storm Sorcery
The Storm Sorcerer commands the forces of storms and transforms the battlefield into a raging tempest. Instead of relying purely on overwhelming damage, Storm Sorcerers excel through their extraordinary mobility and devastating elemental combinations. While Draconic Sorcerers dominate fights with consistent damage, Storm Sorcerers' playstyle rewards tactical play by combining lightning magic with environmental effects such as the Wet condition to deal significant burst damage.
Ability score distribution when making a Storm Sorcerer is pretty similar with the Draconic Sorcerer build. The first priority should be Charisma to raise their spellcasting effectiveness, overall damage output and accuracy, and some utility like dialogue outside of combat. The next Ability score to put some points into is Dexterity to improve the Sorcerer's Armor Class. Because Sorcerers have no armor proficiency, they will need to rely on their Dexterity score to raise their survivability outside of spells. Lastly, Constitution should also have some points put into it to give the Sorcerer some more Hit Points, as well as help with Concentration checks to maintain their spells active to control the battlefield during combat.
Tempestuous Magic
At level 1, when making the character and choosing Storm Sorcery, players gain access to Tempestuous Magic. It is one of the subclass' defining strengths, allowing the Sorcerer to fly as a Bonus Action up to 9m immediately after casting a leveled spell without provoking any attacks of opportunity from enemies. This allows players to constantly reposition and secure advantageous positions while avoiding melee threats. Players can also use the flight to line up area-of-effect spells with ease.
Heart of the Storm
At level 6, players get Heart of the Storm. The feature lets the Sorcerer create a small storm whenever they cast a leveled spell that deals Lightning or Thunder damage. Enemies within 6m of the conjured storm take Lightning or Thunder damage equal to half the player's Sorcerer level. The feature further enhances lightning and thunder spells while also granting resistance to both damage types. It makes the Sorcerer become increasingly effective in drawn-out encounters and punishes enemies that arae clustered together while still remaining resistant to similar elemental attacks.
Storm's Fury
At level 11, the Storm Sorcerer gets Storm's Fury, which deals Lightning damage to enemies who successfully hit the Sorcerer with a melee attack and also forces the attacker to make a saving throw or be pushed back 6m. This gives the Sorcerer both great offense and defense. It simultaneously punishes enemies for getting too close to the player and deals damage while also giving the Sorcerer an opportunity to reposition and get away from the threat.
Spellcasting
Since the subclass focuses on rewarding players for casting spells that deal lightning and/or thunder damage, players should focus on compiling spells to utilize their abilities. Shocking Grasp is a great cantrip to take along with other damage-dealing cantrips like Ray of Frost or Fire Bolt to start.
The subclass also grants some spells to the Sorcerer, including Create or Destroy Water, which will be essential to applying the Wet condition on enemies, further boosting the damage output of the Sorcerer during combat.
Chromatic Orb is a great first-level spell to have in their list of prepared spells since players can choose what type of damage the spell deals, meaning the Sorcerer can take advantage of Heart of the Storm once they hit level 6. Magic Missile is another great first-level spell to take just because it automatically hits their target. Combined with Tempestuous Magic, it will have guaranteed damage to enemies while giving the Sorcerer an opportunity to reposition after casting the spell. Other spells that players can take include Shatter, Lightning Bolt, and Chain Lightning. Shatter is a great AOE spell that affects multiple enemies at once and deals Thunder damage, which will be able to proc Heart of the Storm.
One of the Storm Sorcerer's best spells is Call Lightning, which is a third-level concentration spell that deals 3d10 Lightning damage. As long as the Sorcerer can maintain concentration during combat, it will allow the Sorcerer to continuously deal Lightning damage every turn, while still synergizing with Heart of the Storm. With the Sorcerer's Metamagic, players can deal devastating burst damage using their abilities while using Lightning or Thunder damage-dealing spells against enemies.
Feats
For Feat progression, players are recommended to raise the Sorcerer's Charisma score up to 20 as soon as they can. Once their Charisma score is maxed out, players can take War Caster to give the Sorcerer Advantage on their Concentration checks. The Feat will help with ensuring that spells like Call Lightning stay active during combat, so players won't be wasting spell slots.
ALL SORCERER SPELLS IN BALDURS GATE 3
You can search by Name, Level, School, Casting Time and Class. Just type into the search box what you are looking for.
Quick Search of All Sorcerer Spells
| Name | Level | School | Casting time | Description |
|---|---|---|---|---|
|
Cantrip | Conjuration |
|
Hurl a bubble of acid that hurts to each creature it hits. |
|
Cantrip | Abjuration | Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks. |
|
|
Cantrip | Necromancy |
Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
|
|
Cantrip | Evocation | Iluminate a 9m/18ft radius. |
|
|
Cantrip | Evocation | Hurl a mote of fire. |
|
|
Cantrip | Enchantment | Gain Advantage on Charisma Checks against a non-hostile creature. Once the spell ends, the creature knows it was Charmed and might accuse the spellcaster. |
|
|
Cantrip | Evocation | Action |
Infuse an object with an aura of light. |
|
Cantrip | Conjuration | Action |
Create a spectral hand that can manipulate and interact with objects. |
|
Cantrip | Illusion | Action |
Create an illusory image that distracts nearby creatures, compelling them to investigate. |
|
Cantrip | Conjuration | Action |
Project a puff of noxious gas. |
|
Cantrip | Evocation | Action |
Reduce the target's Movement Speed by 3m. |
|
Cantrip | Evocation | Action |
The target cannot use reactions. This spell has Advantage on creatures wearing metal armour. |
|
Cantrip | Divination | Action |
Gain Advantage on your next Attack Roll. |
|
Lv 1 | Abjuraation | Action Spell Slot |
Gain 5 temporary hit points and deal 5 Cold Damage to any creature that hits you with a melee attack. |
|
Lv 1 | Evocation | Action Spell Slot |
Each flammable target is hit with 3∼18 Fire damage. On Save: Targets still take half damage. |
|
Lv 1 | Evocation | Action Spell Slot |
Charm a humanoid to prevent it from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. |
|
Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 3d8 elemental damage of your choice |
|
Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Acid Damage and creates an acid surface. |
|
Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Cold Damage and creates a frozen surface. |
|
Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Fire Damage and creates a fire surface. |
|
Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Lightning Damage and creates an electrified surface. |
|
Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Poison Damage and creates a poison surface. |
|
Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere that deals 3-24 Thunder damage and possibly creates a surface on impact. Alternative, choose a different type of damage. |
|
Lv 1 | Illusion Spell | Action Spell Slot |
Blind creatures up to a combined 33 hit points. |
|
Lv 1 | Transmutation Spell | Action Spell Slot |
Call forth rain or destroy a water-based. |
|
Lv1 | Illusion Spell | Action Spell Slot |
Magically change all aspects of your appearance. |
|
Lv1 | Transmutation Spell | Action Spell Slot |
Triple a creature's jumping distance. |
|
Lv1 | Transmutation Spell | Bonus Action Spell Slot |
Gain Dash immediately and as a bonus action on each of your turns until this spell ends. 1 Turn |
|
Lvl | Necromancy Spell | Action Spell Slot |
Gain 7 temporary hit points. |
|
Lvl | Transmutation Spell | Bonus Action Spell Slot |
You and nearby allies Immunity to Falling damage. |
|
Lv 1 | Conjuration | Action Spell Slot |
The cloud Blinds and Heavily Obscures creatures within it. 10 Turns |
|
Lv 1 | Conjuration | Action Spell Slot |
Cover the ground in grease, slowing creatures within and possibly making them fall Prone. |
Ice Knife |
Lv 1 | Conjuration | Action Spell Slot |
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. 2 turns On Miss: The shard of ice still explodes. |
|
Lv 1 | Abjuration | Action Spell Slot |
Protect a target from attacks: increase its Armour Class to 13 + its Dexterity modifier. |
|
Lv 1 | Evocation | Action Spell Slot |
Shoot 3 magical darts, each dealing 2∼5 Force damage. They always hit their target. |
|
Lv 1 | Necromancy | Action Spell Slot |
Possibly Poisons the target. |
|
Lv 1 | Abjuration | Reaction Level 1 Spell Slot |
When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. |
|
Lv 1 | Enchantment | Action Level 1 Spell Slot |
Put creatures into a magical slumber. Select targets up to a combined 24 hit points. |
|
Lv 1 | Enchantment | Action Level 1 Spell Slot |
Leave a creature Prone with laughter, without the ability to get up. |
|
Lv 1 | Evocation | Action Level 1 Spell Slot |
Release a wave of thunderous force that pushes away all creatures and objects. |
|
Lv 1 | Evocation | Action Level 1 Spell Slot |
Link yourself to a target with a bolt of lightning. Deal an additional 1∼12 Lightning Damage each turn by activating it. |
|
Lv 2 | Necromancy | Action Level 2 Spell Slot |
Limit a foe's sight range. It is easier to hit, and the creature will miss more often.
|
|
Lv 2 | Illusion | Action Level 2 Spell Slot |
Attackers have Disadvantage on Attack rolls against you. Doesn't affect creatures that don't rely on sight or that can see through illusions. |
|
Lv 2 | Conjuration | Action Spell Slot |
|
|
Lv 2 | Enchantment | Action Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
|
Lv 2 | Evocation | Action Level 2 Spell Slot |
Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it. 10 Turns |
|
Lv 2 | Transmutation | Action Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. |
|
Lv 2 | Divination | Action Level 2 Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them. |
|
Lv 2 | Transmutation | Action Level 2 Spell Slot |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
|
Lv 2 | Transmutation | Action Level 2 Spell Slot |
Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws. |
|
Lv2 | Evocation | Action Level 2 Spell Slot |
Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them Off Balance. |
|
Lv 2 | Enchantment | Action Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. |
|
Lv 2 | Illusion | Action Level 2 Spell Slot |
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
|
Lv 2 | Transmutation | Action Level 2 Spell Slot |
Unlock an object that is held shut by a mundane lock. |
|
Lv 2 | Illusion | Action Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. |
|
Lv 2 | Conjuration | Action Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see. |
|
Lv 2 | Illusion | Action Level 2 Spell Slot |
|
|
Lv 2 | Divination | Action Level 2 Spell Slot |
Become able to see Invisible creatures, and possibly reveal them to others. |
|
Lv 2 | Evocation | Action Level 2 Spell Slot |
Hur1 3 rays of fire. Each ray deals 2∼12 Fire damage. |
|
Lv 2 | Evocation | Action Level 2 Spell Slot |
Damage all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. |
|
Lv 2 | Evocation | Action Level 2 Spell Slot |
Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them. |
|
Lv 3 | Transmutation | Action Level 3 Spell Slot |
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world. |
|
Lv 3 | Conjuration | Action Level 3 Spell Slot |
Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot. |
|
Lv 3 | Abjuration | Reaction Level 2 Spell Slot |
Nullify another creature's spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succeed a Check to nullify it, the difficulty of which is based on the spell's Level. |
|
Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. |
|
Lv 3 | Illusion | Action Level 3 Spell Slot |
Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. |
|
Lv 3 | Evocation | Action Level 3 Spell Slot |
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage. |
|
Lv 3 | Transmutation | Action Level 3 Spell Slot |
Bestow the ability to Fly upon yourself or an ally. |
|
Lv 3 | Transmutation | Action Level 3 Spell Slot |
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. |
|
Lv 3 | Transmutation | Action Level 3 Spell Slot |
Target yourself or an ally to become Hastened: gain an action, become faster and harder to hit. |
|
Lv 3 | Evocation | Action Level 3 Spell Slot |
Call forth a blast of lightning that hits all creatures in the line of the eruption. On save: Targets still take half damage. |
|
Lv 3 | Conjuration | Action Level 3 Spell Slot |
Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act. |
|
Lv 3 | Abjuration | Action Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. |
|
Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creates an ice surface. |
|
Lv 3 | Transmutation | Action Level 3 Spell Slot |
Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. |
|
Lv 3 | Conjuration | Action Level 3 Spell Slot |
Create a cloud of gas so nauseating it prevents creatures from taking actions. |
|
Lv 4 | Abjuration | Action Level 4 Spell Slot |
Temporarily Banish your target to another plane of existence. |
|
Lv 4 | Necromancy | Action Level 4 Spell Slot |
Plants are more susceptible to this spell: they roll with Disadvantage, and still take half of all the damage if they succeed the roll. On Save: Targets still take half damage. |
|
Lv 4 | Enchantment | Action Level 4 Spell Slot |
Befuddle a group of creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. |
|
Lv 4 | Conjuration | Action Level 4 Spell Slot |
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium. |
|
Lv 4 | Enchantment | Action Level 4 Spell Slot |
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination. |
|
Lv 4 | Illusion | Action Level 4 Spell Slot |
Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
|
Lv 4 | Evocation | Action Level 4 Spell Slot |
2d8 Impel a storm of hail ice to crash from the sky, covering the ground and striking all objects and creatures within range. On Save: Targets still take half damage. |
|
Lv 4 | Transmutation | Action Level 4 Spell Slot |
Transform a creature into a harmless sheep. |
|
Lv 4 | Abjuration | Action Level 4 Spell Slot |
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. |
|
Lv 4 | Evocation | Action Level 4 Spell Slot |
Create a blazing wall of fire, burning anyone who dares stand too close. |
|
Lv 5 | Conjuration | Action Level 5 Spell Slot |
Craft a large cloud that inflicts 5∼40 Poison damage per turn. You can reposition the cloud every turn. |
|
Lv 5 | Evocation | Action Level 5 Spell Slot |
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. On save: Targets still take half damage. |
|
Lv 5 | Enchantment | Action Level 5 Spell Slot |
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated. |
|
Lv 5 | Enchantment | Action Level 5 Spell Slot |
Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits. |
|
Lv 5 | Conjuration | Action Level 5 Spell Slot |
Locust attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. On save: Targets still take half damage. |
|
Lv 5 | Illusion | Action Level 5 Spell Slot |
Disguise up to 4 members of your adventuring party. |
|
Lv 5 | Transmutation | Action Level 5 Spell Slot |
Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot. Heavier items deal more damage. |
|
Lv 5 | Evocation | Action Level 5 Spell Slot |
Raise a wall of non-magical, solid stone. |
|
Lv 6 | Conjuration | Action Level 6 Spell Slot |
Create two linked teleportation portals. |
|
Lv 6 | Evocation | Action Level 6 Spell Slot |
Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m. On Save: Targets still take half damage. |
|
Lv 6 | Necromancy | Action Level 6 Spell Slot |
Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures. On Save: Targets still take half damage. |
|
Lv 6 | Transmutation | Action Level 6 Spell Slot |
Shoot a thin green ray from your finger. If the 50∼100 Force damage reduces the target to 0 hit points, it disintegrates into a crumbly ash. |
|
Lv 6 | Necromancy | Action Level 6 Spell Slot |
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a spell slot. |
|
Lv 6 | Abjuration | Action Level 6 Spell Slot |
Creates a barrier that makes creatures and objects inside it Immune to all damage. |
|
Lv 6 | Evocation | Action Level 6 Spell Slot |
A beam of brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot. On save: Targets still take half damage. |
All Sorcerer Spells Gallery
Sorcerer Cantrips
Sorcerer Lvl 1 Spells
Sorcerer Lvl 2 Spells
Sorcerer Lvl 3 Spells
Sorcerer Lvl 4 Spells
Sorcerer Lvl 5 Spells
Sorcerer Lvl 6 Spells
AnonymousI would like to get an update on the spells after the patch #8

AnonymousMulticlass really well with wizard, both classes alone worked well but they lack of things, but combined they became the ultimate magic class.

AnonymousKinda meh class for pure and good for mult, lv 11 subclass feat are bad, for multiclass you want something like 4 to 6 lvs of sorc, if you want to focus on sorc pick 10 lvs and 2 on other class, A- tier for multiclass and "at least it is a spellcaster and have metamagic" tier

Anonymous
AnonymousSorceress have const proefiecient, for mages this is awesome

Anonymous
Anonymous
You can learn all offense and control spells for Wizard and use it on Sorcerer by intelligence attribute.
Yes it work and even with Metamagic, for example, you can use Glyph of Eard freely with distant or quicken.
Only two restrictions:
1) Spellcasting ability for that spells Intelligence, so you will be INT sorcerer.
2) You must have at least 1 lvl wizard, but that's enough.
What's the point of this perversion? To get exclusive wizard spells on sorcerer: grease, melf arrow, glyph of ward, phantasmal killer, elemental, otto dance, ice wall - you can have it all, the only requirement - enough luck to find it scroll.
Anonymous"Known Spells: 1 + your Charisma modifier + your Sorcerer level"
This is incorrect, idk why it hasn't been corrected at this point. Sorcerer has always followed a set spells know progression, starting with 2 spells known at level 1 and ending with 15 at level 20. Charisma does not affect spells known. Their low number of spell slots known have always been the main downside of Sorcerers compared to other casters.
AnonymousI only get to choose 2 spells at lvl 1? But starting with 16 Charisma shouldn't it be 4?

Anonymouswhy does it say no ritual cast, when I can in fact ritual cast?

Anonymousis this bugged? i was testing out some charisma builds, 18 charisma, 3 sorc should give me 4 level 1 , 2 level 2... and 3 paladin , which should give me 3 level 1 spells... shouldnt that be 7 lv 1 spell slots? i only see 4? does it not stack because they are not warlock spell slots?

AnonymousCan anyone confirm if spells known for Sorcerers follows the same progression as 5e PnP? I don't see it listed anywhere in the wiki.

AnonymousThey chose one subclass outside of PHB and they chose wrong.

Anonymous
AnonymousWhat's up with the lv 1 spell list? Hex? Hunter's Mark? Find Familiar? Lunar Mend? Ensnaring Strike? And many more that I'm pretty sure shouldn't be listed there

AnonymousI knew we weren't gonna get Clockwork soul, but a guy could dream. Oh well, we got the standard one, the fun one, and the awful one, I'll take it

Anonymous
AnonymousIt's a shame you're indirectly locked into a single element with all but Wild Mage, the Necrotic spells are really cool.

Anonymous
AnonymousHow many warlocks begging for Hexblade must we sacrifice to the BG3 gods to get sexy Shadow Sorcerer times?

AnonymousI was able to pick Witch Bolt at lvl 1 as Draconic Bloodline, it says here Wild Magic only, secondly after arriving on the coast, for some bloody reason i had Tasha's Hideous Laughter as a prepared spell, NOT a scroll(haven't even found one yet). Using Twinned Spell on Witch Bolt, and hitting 2 beefy creatures successfully, concentration auto fails on both of them, i hit bugbear and warg, it said concentration lost twice, listing bugbear twice, replicated it again after a few loads to see wtf is going on, this should work i googled dnd 5e reddit for this.

AnonymousThe HP information seems to be off. I believe you get 6 + CON HP at 1st level, and 4+CON every level thereafter, unless you are a Draconic Sorcerer, which gives you an extra point per level.

AnonymousIt would be great if they allowed you to try other bloodlines in addition to these listed here when they add this class.
But if not that is ok, I love the dragon bloodline. 13+dex ac is = to mage armor. I can save that spell known die something else like magic missile or familiar.
AnonymousMost of this is just copied from normal DnD rules...but I do hope the Wild Magic is going to be a thing in Baldur's Gate 3...I believe it was in 2 and I do love me some random madness.

AnonymousNot sure how I feel about "the game can have you roll a d20." When i played this my DM never had me roll.... Would be nice to know the odd of the game making u roll. Ultimately it's a percentage chance to have you try for a 5% chance.



















































































































you can twin cast haste = amazang thanks
3
+10
-1