Wild magic or draconic blood-every Sorcerer in Baldur’s Gate 3 wields raw power differently. But which subclass truly dominates the battlefield? Here’s how to create the most devastating Sorcerer build, from subclass choice to feats that turn every spell into chaos controlled.
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.
Update (April 15): Added details of the new subclass introduced in Patch 8, which also adds cross-play support and a photo mode.
Is Sorcerer the best class for you in BG3?
The Sorcerer is ideal for players who enjoy raw magical power and flexibility in combat. Unlike Wizards, Sorcerers draw their strength from innate talent rather than study, allowing them to manipulate spells through Metamagic for unique effects. They may have fewer spell options, but their ability to adapt casts mid-battle creates a dynamic and spontaneous playstyle. If you like high-impact decisions, flashy spellcasting, and versatile crowd control, this class can be a thrilling fit.

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
The Sorcerer class in Baldur’s Gate 3 focuses on innate magical power drawn from a unique bloodline or mystical source. Unlike Wizards who rely on study, Sorcerers shape arcane energy instinctively, allowing them to bend spells through features like Metamagic for custom casting effects. Their Sorcery Points serve as a flexible resource to boost spell potency or recover spell slots, granting remarkable adaptability in combat. Each subclass, from the fiery Draconic Bloodline to the unpredictable Wild Magic, adds its own strengths and personality to the playstyle.
Hit Points
- 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
Cantrips
Sorcerers start with four cantrips from the Sorcerer cantrip list.
Baldur’s Gate 3 Sorcerer Cantrips
Sorcerers in Baldur’s Gate 3 wield cantrips like Fire Bolt and Ray of Frost for reliable ranged damage from level 1, scaling with character level to stay potent through Act 3. Shocking Grasp excels in melee with its advantage on metal-armored foes and halted reactions, while Chill Touch disrupts undead healing and prevents enemy grasps. Mage Hand offers utility for disarming traps or looting from afar, and Guidance adds a d4 to ability checks for skill-heavy moments. Minor Illusion creates distractions in combat or stealth scenarios, and Friends boosts Charisma interactions before combat erupts. These spells demand Metamagic like Twinned or Quickened for maximum output in any Sorcerer build.
Cantrip |
Description |
|---|---|
| Acid Splash | Throw a bubble of acid that damages each creature it htis. |
| Blade Ward | Take only half the damage from Bludgeoning, Piercing, and Slashing attacks. |
| Bone Chill | Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
| Dancing Lights | Illuminate a 9m radius. |
| Fire Bolt | Hurl a mote of fire. |
| Friends | Gain Advantage on Charisma Checks against a non-hostile creature. |
| Light | Infuse an object with an aura of light. |
| Mage Hand | Create a spectral hand that can manipulate and interact with objects. |
| Minor Illusion | Create an illusion that compels nearby creatures to investigate. |
| Poison Spray | Project a puff of noxious gas. |
| Ray of Frost | Reduces the target’s movement speed by 3m. |
| Shocking Grasp | The target cannot use reactions. This spell ahs Advantage on creatures with metal armor. |
| True Strike | Gain Advantage on your next Attack Roll. |
Spells
Sorcerers start with two spells from the Sorcerer spell list.
Baldur’s Gate 3 Sorcerer Spells
Sorcerer spells in Baldur’s Gate 3 focus on raw magical prowess powered by innate talent rather than study or devotion. With spell lists centered around elemental damage, control, and utility, Sorcerers can shape the battlefield through abilities like Fireball, Chromatic Orb, and Counterspell. Their signature feature, Metamagic, allows customization of spellcasting-extending range, speeding cast time, or twinning spells to affect multiple targets. Selecting spells that complement a subclass and playstyle, such as burst damage for Draconic Bloodline or crowd control for Wild Magic, maximizes a Sorcerer’s impact in every encounter.
Spell |
Description |
|---|---|
| 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. |
| 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. |
| Color Spray | Blind creatures up to a combined 33 hit points. |
| Disguise Self | Magically change all aspects of your appearance. |
| Enhance Leap | Triple a creature’s jumping distance. |
| 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 damage. It explodes and deals 2-12 Cold damage to anyone nearby. It leaves an ice surface. |
| Mage Armor | Protect a target from attacks: increase its Armor class to 13 its Dexterity modifier. |
| Magic Missile | Shoot 3 magical 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 Armor 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. |
Features
- Level 1 Spell Slots – You gain two level 1 spell slots, which are restored on a Long Rest.
Proficiencies
- Weapons – Daggers, Quarterstaffs, Light Crossbows
- Skills – Choose two skills from Arcana, Deception, Insight, intimidation, Persuasion, and Religion
- Saving Throws – Charisma and Constitution
Sorcerer subclasses
Sorcerer subclasses in Baldur’s Gate 3 define the character’s source of magic and heavily influence playstyle. Wild Magic offers chaotic, unpredictable power that can either turn the tide or cause trouble. Draconic Bloodline grants resilience and boosts elemental spells based on the chosen dragon type, making it ideal for players who favor consistent damage. Storm Sorcery emphasizes mobility and area control, allowing potent use of lightning and thunder spells. Each path provides distinct advantages, depending on whether you prefer control, reliability, or high-risk casting.
The Sorcerer has a total of four 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.
Wild Magic
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.
Draconic Bloodline
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.
Storm Sorcery
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.
Shadow Magic
Added in April 2025’s Patch 8, the Shadow Magic subclass adds new, shadowy abilities to your Sorcerer. You’ll get things like Superior Darkvision and the ability to summon a Hound of Ill Omen to harass your enemies. You’ll also pick up Strength of the Grave that lets you roll to (attempt to) avoid being downed by an attack that reduces you to 0 HP.
Best Sorcerer subclass and build in BG3
Draconic Bloodline stands out as the strongest Sorcerer subclass in Baldur’s Gate 3 for its Draconic Resilience, which boosts hit points and AC while granting elemental resistance, paired with Fire spells like Fireball and Scorching Ray. Pair 17 Charisma with 16 Constitution at creation, selecting Wood Half-Elf race for extra movement and Fey Ancestry, then prioritize Ability Score Improvement feats at levels 4 and 8 to max Charisma. Key Metamagic options include Quickened Spell for bonus action casting and Twinned Spell for dual single-target damage, rounding out the build with spells such as Haste, Counterspell, and Mirror Image for sustained combat presence.โ

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
Prioritize feats that boost raw spellcasting power and keep your Sorcerer alive on the backline. Ability Improvement to push Charisma to 18 or 20 increases spell save DCs and attack rolls, making every spell hit harder and land more reliably. Spell Sniper and Magic Initiate are great picks for expanding your cantrip and spell options while improving critical hit potential with attack cantrips. Defensive choices like War Caster and Tough help maintain concentration on key buffs and add much-needed survivability so you can keep metamagic-fueled barrages going through tougher fights.
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.
Detailed level by level progression for Draconic Bloodline Sorcerer build
Draconic Bloodline Sorcerer offers a straightforward, tanky progression in Baldur’s Gate 3, emphasizing fire damage (Red Dragon ancestry), high Charisma, and metamagic for burst turns. Pure Sorcerer to level 12 maximizes spell slots and sorcery points without multiclassing, ideal for Honour or Tactician modes. Key priorities include Charisma to 20 via feats, fire spells like Fireball, and metamagics for Quickened/Twinned casting.โ
Level 1 Setup
Start with base AC 13 from Draconic Resilience (no Mage Armour needed), plus fire resistance and +1 HP/level from Red ancestry.โ
-
Cantrips: Fire Bolt, Ray of Fire, Friends, Minor Illusion (for social/utility).
-
Spells: Chromatic Orb (fire), Magic Missile, Shield.
-
Stats (point buy + racial, e.g., High Elf): STR 8, DEX 16, CON 14, INT 10, WIS 12, CHA 17.โ
Levels 2-3
Level 2: Gain 2 Sorcery Points; pick Quickened Spell (bonus action cast) and Twinned Spell (double single-target).โ
Level 3: +1 Sorcery Point (total 3); add Heightened Spell. Learn Misty Step and Scorching Ray. Use Quickened Fire Bolt after leveled spells.โ
Level 4 Feat & Spells
Feat: Ability Improvement (+2 CHA to 18/19). +1 Sorcery Point (total 4).โ
-
New spells: Hold Person (Twinned for dual control), Enhance Leap (mobility).โ
Levels 5-6 Power Spike
Level 5: 3rd-level slots; +1 Sorcery Point (total 5). Fireball core nuke (8d6, upcastable).โ
Level 6: +1 damage per fire spell die; +1 Sorcery Point (total 6). Add Haste (Twin on allies).โ
Levels 7-8 Midgame
Level 7: 4th-level slots; +1 Sorcery Point (total 7). Ice Storm or Blight.โ
Level 8: Feat – Elemental Adept (Fire) (ignores resistance). +1 Sorcery Point (total 8).โ
Levels 9-10 Scaling
Level 9: 5th-level slots (e.g., Cone of Cold); +1 Sorcery Point (total 9).โ
Level 10: +1 Sorcery Point (total 10). Hold Monster (upgraded control).โ
Level 11-12 Capstone
Level 11: 6th-level slots; +1 Sorcery Point (total 11). Disintegrate or Chain Lightning.โ
Level 12: Feat – Ability Improvement (+2 CHA to 20+) or Tough (+2 HP/level). +1 Sorcery Point (total 12).โ
Progression Table
| Level | Key Features/Feat | Spells to Learn | Sorcery Points | Notes |
|---|---|---|---|---|
| Draconic Resilience | Chromatic Orb, Magic Missile, Shield | – | AC 13 + DEX; Fire Bolt focus.โ | |
| Quickened/Twinned | – | Bonus action nova turns.โ | ||
| Heightened | Scorching Ray, Misty Step | Save-or-suck amp.โ | ||
| +2 CHA | Hold Person, Enhance Leap | DC jumps to 16+.โ | ||
| – | Fireball | AoE king.โ | ||
| Elemental Affinity | Haste | +1d4 fire damage.โ | ||
| – | Ice Storm | Surface control.โ | ||
| Elemental Adept (Fire) | Counterspell | Fire ignores resist.โ | ||
| – | Cone of Cold | 5th-level access.โ | ||
Recommended spells and cantrips for each level in Draconic Sorcerer build
Draconic Bloodline Sorcerers (Red/Fire ancestry) in Baldur’s Gate 3 prioritize fire damage spells synergizing with subclass bonuses like extra HP, AC 13+Dex, and fire resistance. Cantrips focus on reliable damage and utility, while spells emphasize nukes, control, and buffs for metamagic like Quickened/Twinned. Recommendations draw from optimized Honour/Tactician builds, learning 15 spells total by level 12 (4 cantrips, then 2/level after).โ
Cantrips (Choose 4 at Level 1, +1 at 4/10)
Core picks stay consistent across levels for spamming between big casts:
-
Fire Bolt: Main damage dealer (scales to 4d10 by endgame, +CHA mod/Elemental Affinity at 6).โ
-
Ray of Frost: Slows enemies (1.5m/turn), great for kiting; Cold for non-Fire fights.โ
-
Friends: +2d4 Persuasion/Deception for dialogue wins; drops hostility later.โ
-
Minor Illusion/Mage Hand: Utility for distractions, scouting, or traps (swap Ray if pure social).โ
-
Level 10 add: Shocking Grasp (melee escape + advantage) or Guidance (+1d4 skill checks).โ
Level-by-Level Spells
Sorcerers learn 2 new spells per level (3-12); prioritize fire/AoE early, control/buffs midgame. Swap via respec as needed. Upcast for more power (e.g., Fireball to 10d6).โ
| Level | New Spells Known | Role & Notes |
|---|---|---|
| Chromatic Orb (Fire), Magic Missile | Single-target burst (Orb ignores resist via Draconic); Missile auto-hits. Shield reaction if slot open.โ | |
| Scorching Ray, Misty Step | 3 rays (6d6 Fire total); teleport for positioning. Cloud of Daggers alt for DoT.โ | |
| Fireball, Hold Person | AoE king (8d6+); Twin Hold for dual paralysis. Counterspell if vs casters.โ | |
| Haste, Dimension Door | Twin Haste on self/martial; teleport team. Fear alt for crowd CC.โ | |
| Greater Invisibility, Wall of Fire | Invisible advantage attacks; 5d8 DoT walls. Ice Storm for surfaces.โ | |
| Dominate Person, Synaptic Static | Boss mind control; 8d6 Psychic AoE +debuff. Banishment alt.โ | |
| Forcecage, Finger of Death | Permanent prison; 7d8+30 Necrotic single. Blight alt vs plants.โ | |
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