Sorcerer |
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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.
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)
- 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.
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 |
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Cantrip | Conjuration |
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Hurl a bubble of acid that hurts to each creature it hits. |
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Cantrip | Abjuration | ![]() |
Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks.![]() |
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Cantrip | Necromancy | ![]() |
Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
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Cantrip | Evocation | ![]() |
Iluminate a 9m/18ft radius. |
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Cantrip | Evocation | ![]() |
![]() ![]() Hurl a mote of fire. ![]() |
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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. ![]() ![]() ![]() ![]() |
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Cantrip | Evocation | ![]() Action |
Infuse an object with an aura of light. |
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Cantrip | Conjuration | ![]() Action |
Create a spectral hand that can manipulate and interact with objects. ![]() ![]() |
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Cantrip | Illusion | ![]() Action |
Create an illusory image that distracts nearby creatures, compelling them to investigate. |
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Cantrip | Conjuration | ![]() Action |
![]() ![]() Project a puff of noxious gas. ![]() ![]() |
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Cantrip | Evocation | ![]() Action |
Reduce the target's Movement Speed by 3m. |
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Cantrip | Evocation | ![]() Action |
The target cannot use reactions. This spell has Advantage on creatures wearing metal armour. |
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Cantrip | Divination | ![]() Action |
Gain Advantage on your next Attack Roll. |
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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.![]() ![]() |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() ![]() Each flammable target is hit with 3∼18 Fire damage. On Save: Targets still take half damage. ![]() ![]() |
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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. ![]() ![]() ![]() ![]() ![]() |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
Hurl a sphere of energy that deals 3d8 elemental damage of your choice |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 2d8 Acid Damage and creates an acid surface. |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 2d8 Cold Damage and creates a frozen surface. |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 2d8 Fire Damage and creates a fire surface. |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 2d8 Lightning Damage and creates an electrified surface. |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Hurl a sphere of energy that deals 2d8 Poison Damage and creates a poison surface. |
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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. ![]() |
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Lv 1 | Illusion Spell | ![]() Action ![]() Spell Slot |
Blind creatures up to a combined 33 hit points.![]() ![]() |
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Lv 1 | Transmutation Spell | ![]() Action ![]() Spell Slot |
Call forth rain or destroy a water-based.![]() |
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Lv1 | Illusion Spell | ![]() Action ![]() Spell Slot |
Magically change all aspects of your appearance. |
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Lv1 | Transmutation Spell | ![]() Action ![]() Spell Slot |
Triple a creature's jumping distance.![]() ![]() |
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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 ![]() |
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Lvl | Necromancy Spell | ![]() Action ![]() Spell Slot |
Gain 7 temporary hit points.![]() ![]() |
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Lvl | Transmutation Spell | ![]() Bonus Action ![]() Spell Slot |
You and nearby allies Immunity to Falling damage.![]() ![]() |
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Lv 1 | Conjuration | ![]() Action ![]() Spell Slot |
The cloud Blinds and Heavily Obscures creatures within it. 10 Turns ![]() ![]() ![]() |
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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. ![]() ![]() ![]() |
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Lv 1 | Abjuration | ![]() Action ![]() Spell Slot |
Protect a target from attacks: increase its Armour Class to 13 + its Dexterity modifier.![]() ![]() ![]() |
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Lv 1 | Evocation | ![]() Action ![]() Spell Slot |
![]() Shoot 3 magical darts, each dealing 2∼5 Force damage. They always hit their target. ![]() |
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Lv 1 | Necromancy | ![]() Action ![]() Spell Slot |
![]() ![]() Possibly Poisons the target. ![]() ![]() ![]() |
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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.![]() |
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Lv 1 | Enchantment | ![]() Action ![]() Level 1 Spell Slot |
Put creatures into a magical slumber. Select targets up to a combined 24 hit points.![]() ![]() ![]() |
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Lv 1 | Enchantment | ![]() Action ![]() Level 1 Spell Slot |
Leave a creature Prone with laughter, without the ability to get up.![]() ![]() ![]() ![]() ![]() ![]() |
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Lv 1 | Evocation | ![]() Action ![]() Level 1 Spell Slot |
![]() ![]() Release a wave of thunderous force that pushes away all creatures and objects. ![]() ![]() |
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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. ![]() ![]() ![]() |
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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.![]()
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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. ![]() ![]() |
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Lv 2 | Conjuration | ![]() Action ![]() Spell Slot |
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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. |
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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 ![]() ![]() ![]() |
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Lv 2 | Transmutation | ![]() Action ![]() Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m.![]() ![]() |
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Lv 2 | Divination | ![]() Action ![]() Level 2 Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them.![]() ![]() |
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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. |
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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.![]() ![]() ![]() |
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Lv2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
Summon a strong wind that clears all clouds and pushes creatures back 5m, forcing them Off Balance.![]() ![]() ![]() |
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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.![]() ![]() ![]() ![]() |
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Lv 2 | Illusion | ![]() Action ![]() Level 2 Spell Slot |
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage.![]() ![]() ![]() ![]() |
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Lv 2 | Transmutation | ![]() Action ![]() Level 2 Spell Slot |
Unlock an object that is held shut by a mundane lock.![]() |
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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. ![]() |
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Lv 2 | Conjuration | ![]() Action ![]() Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see.![]() |
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Lv 2 | Illusion | ![]() Action ![]() Level 2 Spell Slot |
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Lv 2 | Divination | ![]() Action ![]() Level 2 Spell Slot |
Become able to see Invisible creatures, and possibly reveal them to others.![]() ![]() ![]() |
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Lv 2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
![]() ![]() Hur1 3 rays of fire. Each ray deals 2∼12 Fire damage. ![]() |
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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. ![]() ![]() |
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Lv 2 | Evocation | ![]() Action ![]() Level 2 Spell Slot |
Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them.![]() ![]() ![]() ![]() |
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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.![]() |
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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. ![]() ![]() ![]() ![]() |
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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.![]() |
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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.![]() ![]() |
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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.![]() ![]() ![]() ![]() ![]() |
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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. ![]() ![]() ![]() |
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Lv 3 | Transmutation | ![]() Action ![]() Level 3 Spell Slot |
Bestow the ability to Fly upon yourself or an ally.![]() ![]() ![]() |
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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.![]() ![]() ![]() ![]() |
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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.![]() ![]() ![]() ![]() |
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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. ![]() ![]() |
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Lv 3 | Conjuration | ![]() Action ![]() Level 3 Spell Slot |
Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act.![]() ![]() ![]() ![]() |
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Lv 3 | Abjuration | ![]() Action ![]() Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage.![]() ![]() |
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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.![]() ![]() ![]() ![]() |
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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.![]() ![]() ![]() ![]() |
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Lv 3 | Conjuration | ![]() Action ![]() Level 3 Spell Slot |
Create a cloud of gas so nauseating it prevents creatures from taking actions.![]() ![]() ![]() ![]() ![]() |
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Lv 4 | Abjuration | ![]() Action ![]() Level 4 Spell Slot |
Temporarily Banish your target to another plane of existence.![]() ![]() ![]() ![]() |
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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. ![]() ![]() ![]() |
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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.![]() ![]() ![]() ![]() |
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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.![]() |
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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.![]() ![]() ![]() ![]() |
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Lv 4 | Illusion | ![]() Action ![]() Level 4 Spell Slot |
Turn a creature Invisible. Attacks against it have Disadvantage. It attacks with Advantage.![]() ![]() ![]() |
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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. ![]() ![]() ![]() |
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Lv 4 | Transmutation | ![]() Action ![]() Level 4 Spell Slot |
Transform a creature into a harmless sheep.![]() ![]() ![]() ![]() |
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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.![]() ![]() ![]() |
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Lv 4 | Evocation | ![]() Action ![]() Level 4 Spell Slot |
![]() ![]() Create a blazing wall of fire, burning anyone who dares stand too close. ![]() ![]() ![]() |
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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. ![]() ![]() ![]() ![]() |
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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. ![]() ![]() |
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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.![]() ![]() ![]() ![]() |
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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.![]() ![]() ![]() ![]() ![]() |
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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. ![]() ![]() ![]() |
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Lv 5 | Illusion | ![]() Action ![]() Level 5 Spell Slot |
Disguise up to 4 members of your adventuring party.![]() |
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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. ![]() ![]() ![]() |
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Lv 5 | Evocation | ![]() Action ![]() Level 5 Spell Slot |
Raise a wall of non-magical, solid stone.![]() ![]() |
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Lv 6 | Conjuration | ![]() Action ![]() Level 6 Spell Slot |
Create two linked teleportation portals.![]() ![]() ![]() |
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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. ![]() ![]() |
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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. ![]() ![]() |
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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. ![]() ![]() |
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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. ![]() ![]() ![]() ![]() |
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Lv 6 | Abjuration | ![]() Action ![]() Level 6 Spell Slot |
Creates a barrier that makes creatures and objects inside it Immune to all damage.![]() ![]() ![]() |
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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
- Anonymous
Kinda 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
- Anonymous
Sorceress 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.
- Anonymous
I only get to choose 2 spells at lvl 1? But starting with 16 Charisma shouldn't it be 4?
- Anonymous
why does it say no ritual cast, when I can in fact ritual cast?
- Anonymous
is 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?
- Anonymous
Can anyone confirm if spells known for Sorcerers follows the same progression as 5e PnP? I don't see it listed anywhere in the wiki.
- Anonymous
They chose one subclass outside of PHB and they chose wrong.
- Anonymous
- Anonymous
What'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
- Anonymous
I 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
- Anonymous
It's a shame you're indirectly locked into a single element with all but Wild Mage, the Necrotic spells are really cool.
- Anonymous
- Anonymous
How many warlocks begging for Hexblade must we sacrifice to the BG3 gods to get sexy Shadow Sorcerer times?
- Anonymous
I 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.
- Anonymous
The 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.
- Anonymous
It 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.
- Anonymous
Most 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.
- Anonymous
Not 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.
Multiclass really well with wizard, both classes alone worked well but they lack of things, but combined they became the ultimate magic class.
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