Sorcerer |
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Subclasses |
Wild Magic |
Sorcerer Initial Features |
Initial Cantrips & Spells |
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Sorcerer is a Class in Baldur's Gate 3. Sorcerers 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.
Sorcerers are natural spellcasters, drawing on inherent magic from a gift or bloodline.
Sorcerer Features
- Constitution Saving Throw Proficiency: Add your Proficiency bonus to Constitution saving throws.
- Charisma Saving Throw Proficiency: Add your Proficiency bonus to Charisma saving throws.
- Dagger Proficiency: Add your Proficiency Bonus to Attack Rolls with Daggers.
- Quarterstaff Proficiency: Add your Proficiency Bonus to Attack Rolls with Quarterstaves
- Light Crossbow Proficiency: Add your Proficiency Bonus to Attack Rolls with Light Crossbows
Sorcerer Progression
- Note that Sorcerers begin the game with 6 HP + their Constitution Modifier, and then gain 4 HP + their Constitution Modifier every level thereafter (Draconic gets additional 1 hp.).
- Note that Sorcerers must pick a Subclass immediately upon Character Creation
Level 1
Sorcerer Features
Pick 4 Cantrips From
Acid Splash
Blade Ward
Chill Touch(Default)
Dancing Lights
Fire Bolt (Default)
Friends
Light (Default)
Mage Hand (Default)
Minor Illusion
Poison Spray
Ray of Frost
Shocking Grasp
True Strike
Pick 2 Spells From
Pick a Subclass and gain its Features
Level 2
Sorcerer Features
Pick 2 Metamagic Options
Pick 1 Spell From
Spell Replacement
You may replace learned spells by others that share the same level and are available on the pool.
Level 3
Sorcerer Features
Pick 1 Metamagic Options
Pick 1 Spell From
Blindness - new
Blur - new
Burning Hands
Charm Person
Cloud of Daggers
Colour Spray
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Disguise Self
Enhance Ability
Enlarge - Reduce
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Hold Person
Invisibility
Jump
Mage Armour
Magic Missile
Mirror Image
Misty Step
Ray of Sickness
Scorching Ray
Shatter
Sleep
Web
Spell Replacement
You may replace learned spells by others that share the same level and are available on the pool.
Level 4
Sorcerer Features
Spell Replacement
- You may replace learned spells by others that share the same level and are available on the pool.
Pick 1 Cantrip From
Pick 1 Spell From
Blindness
Blur
Burning Hands (Wild Magic only)
Charm Person
Cloud of Daggers
Colour Spray (Wild Magic only)
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Disguise Self
Enhance Ability
Enlarge - Reduce
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Hold Person
Invisibility
Jump
Mage Armour
Magic Missile
Mirror Image
Misty Step
Ray of Sickness
Scorching Ray
Shatter
Sleep
Web
Pick 1 Feat From
- Ability Improvement
- Athlete
- Defensive Duelist
- Dual Wielder
- Great Weapon Master
- Lightly Armoured
- Magic Initiate: Bard
- Magic Initiate: Cleric
- Magic Initiate: Druid
- Magic Initiate: Sorcerer
- Magic Initiate: Warlock
- Magic Initiate: Wizard
- Martial Adept
- Mobile
- Moderately Armoured
- Shield Master
- Skilled
- Tough
- Weapon Master
Level 5
Pick 1 Spell From
Blindness
Blur
Burning Hands
Charm Person
Cloud of Daggers
Colour Spray
Crown of Madness
Darkness
Darkvision
Detect Thoughts
Disguise Self
Enhance Ability
Enlarge - Reduce
Expeditious Retreat
False Life
Feather Fall
Fog Cloud
Hold Person
Invisibility
Jump
Mage Armour
Magic Missile
Mirror Image
Ray of Sickness
Scorching Ray
Shatter (Default)
Sleep
Web
Stinking Cloud
Sleet Storm
Protection from Energy
Hypnotic Pattern
Haste
Gaseous Form
Fly
Fireball
Fear
Daylight
Counterspell
Spell Replacement
- You may replace learned spells by others that share the same level and are available on the pool.
Sorcerer Tips & Builds
- You can check out our Sorcerer build guide here.
- Note 2
Classes |
Arcane Trickster ♦ Barbarian ♦ Bard ♦ Battle Master ♦ Beast Master ♦ Berserker ♦ Circle of the Land ♦ Circle of the Moon ♦ Cleric ♦ College of Lore ♦ College of Valour ♦ Draconic Bloodline ♦ Druid ♦ Eldritch Knight ♦ Fighter ♦ Hunter ♦ Knowledge Domain ♦ Life Domain ♦ Light Domain ♦ Monk ♦ Nature Domain ♦ Oath of the Ancients ♦ Oathbreaker ♦ Paladin ♦ Ranger ♦ Rogue ♦ Tempest Domain ♦ The Fiend ♦ The Great Old One ♦ Thief ♦ Trickery Domain ♦ War Domain ♦ Warlock ♦ Wild Magic ♦ Wizard |
- 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.
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.
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