Welcome to the best BG3 Sorcerer Build. The Sorcerer is a powerful Charisma Spellcaster with access to a wide range of Spells. The Baldur’s Gate 3 Sorcerer Build works for both PC and Console (PS5 and Xbox Series X/S).

For this build, we’ll be using the Wild Magic subclass of the Sorcerer. Wild Magic is powerful and volatile, and your Spells will sometimes surge to cause unpredictable effects in combat. Most of these effects are positive, so despite its randomness, the Wild Magic Sorcerer remains a fun and chaotic class to play.


Table of Contents:

More Sorcerer Subclass Builds for BG3:


Pros Sorcerer Build – Wild Magic

  • Access to a wide range of Spells
  • Can empower Spells with unique buffs
  • Spells may trigger random extra effects
  • Good Charisma
  • Can disrupt enemy spellcasters (at high levels)

Cons Sorcerer Build

  • Weak in melee
  • Weak at close range
  • Cannot wear armour

Baldur's Gate 3 Best Sorcerer Wild Magic PC/PS5


BG3 Sorcerer Class Guide

The Sorcerer is a pure spellcaster class, meaning the class possesses a wide range of spells, but limited options with weapons and armour. At first glance, the class seems very similar to the Wizard, and you may be left wondering what exactly the difference between the two classes is.

To begin with, the Sorcerer uses Charisma for its Spellcasting Ability, instead of Intelligence. This means that when building the Sorcerer, you should focus on improving your Charisma stat, while Intelligence is mostly unimportant.

The Sorcerer has access to many of the same spells as Wizards do, but the Sorcerer cannot learn as many of them throughout a playthrough. However, the Sorcerer makes up for this limitation by being much more mechanically enriched than the Wizard class, able to manipulate and interact with their magic in a much more interactive, and potentially powerful way.

The Sorcerer gains access to a class mechanic called Metamagic, where they can spend Sorcery Points to enhance their spells in various ways, or to replenish a spent Spell Slot. We will go into more detail on this mechanic later in the guide, but at a glance, Sorcerers can use their Sorcery Points to do things like:

  • Split a Spell, causing a single-target spell to target two creatures instead
  • Double the duration of a Spell
  • Improve a Spell’s range by 50%
  • Cast a Spell with a Bonus Action instead of an Action, effectively allowing you to cast two spells in one turn.

One weakness of the Sorcerer is that they cannot wear Armour – Therefore it is recommended to use the Mage Armour spell to improve your defensive abilities. Once cast, the spell continues to protect you until your next Long Rest (unless you die) so I would suggest making it a habit to cast it after every camp.

Wild Magic Sorcerer Subclass

The Wild Magic Sorcerer‘s magic is more chaotic than other spellcasters, and every time they cast a spell there is a chance for a random effect to occur. These effects are usually positive or at least amusing, but sometimes they can be detrimental. The potential Wild Magic Effects are listed below. Skip reading the table if you’d prefer it to be a surprise!

Effect Name Effect Result
Action Surge Gain an additional Action this turn
Blur All creatures within 9m become Blurred, making them harder to hit
Burning All creatures and objects within 6m catch fire and take 1d6 Fire Damage per turn.
Cambion Summon a Cambion, a fiend from the Nine Hells. It is hostile to everyone.
Cats & Dogs All creatures within 9m are polymorphed into either a cat or a dog.
Enchant Weapons All creatures within 6m have a guaranteed Critical Hit on their next attack, which will also deal 1d4 bonus Force Damage.
Enlarge/Reduce All creatures within 9m are either Enlarged or Reduced in size
Entangle Vines sprout around you, slowing down creatures who walk on them and possibly Entangling them
Explosive Healing When you hit a target with a spell, all creatures within 3m are healed by 1d4 per Spell Slot Level
Flight You gain the ability to Fly until the end of the turn
Fog You are surrounded by a cloud of Fog, Blinding and Obscuring those within.
Polymorph You are polymorphed into an animal
Resilient Sphere You are enclosed in a sphere for 2 turns. You cannot attack or be attacked by anything outside the sphere.
Shield For 1 turn, your Armour Class is increased by 5 and you cannot be hit by Magic Missile
Slow You gain the Slowed debuff, reducing Movement Speed and losing your Bonus Action.
Sorcery Points Each Spell you cast restores Sorcery Points equal to its Spell Slot Level, until the end of your next turn
Speak with Animals You can Speak with Animals until Long Rest
Spike Growth The ground around you is covered with Spikes, slowing and damaging any who walk on them
Summon Mephit Summon a Mephit. It is hostile to everyone.
Swap Swap Positions with the target every time you cast a Spell or Cantrip. Lasts 5 turns.
Telekinesis You can lift and throw objects with your mind, until the end of your turn
Teleport You can use your Bonus Action to teleport up to 9m, until the end of your turn
Turn Magic For the next 5 turns, a random Wild Magic effect occurs at the start of your turn

Once per Short Rest, Wild Magic Sorcerers can activate Tides of Chaos to gain Advantage on their next Attack Roll, Ability Check or Saving Throw – with the side-effect of increasing the likelihood of Wild Magic Surges.

When you reach Level 11, you can use your Reaction to direct a Wild Magic surge to enemy spellcasters whenever they cast a spell – this can cause complete chaos and can also be very fun. No two fights will ever be quite the same when you have a Wild Magic Sorcerer in your party.


Sorcerer Build Character Creation (Level 1) for BG3

In this section, we’ll be explaining the best picks for your Sorcerer Build during Character Creation, namely the best Background, Skills, Race, Abilities, Cantrips and Spells.

Background

The most important Abilities for the Sorcerer are Charisma and Dexterity. Therefore it makes the most sense to choose Backgrounds that will buff CHA and DEX based Skills. Some example of these Backgrounds include:

  • Charlatan – Deception (CHA) and Sleight of Hand (DEX)
  • Criminal – Deception (CHA) and Stealth (DEX)
  • Urchin – Sleight of Hand and Stealth (both DEX)

Skills

In addition to the Skill Proficiencies gained from their Background, the Sorcerer can choose two other Skills to become Proficient at, choosing from:

  • Arcana (INT)
  • Deception (CHA)
  • Insight (WIS)
  • Intimidation (CHA)
  • Persuasion (CHA)
  • Religion (INT)

It makes the most sense to choose Charisma Skills here, as this will maximise your efficacy with those skills. However, if you deviate from this it’s not the end of the world – Skills have little direct impact on combat and primarily relate to out-of-combat events, such as Persuasion and Lockpicking.

Baldur's Gate 3 Sorcerer Skills

Race

While in Early Access your race choice was a very important component of your build, this is no longer the case. This is because your race now has no bearing on your Ability scores, which are the most important factor at play. This gives players more freedom to choose any race and class combination that they wish, without having to worry about being pigeon-holed into a “meta” race for their class.

However, there are still some useful passive features sourced from your race and subrace, which may be of advantage when it comes to the Sorcerer build. Some interesting options are:

  • Wood Elf or Wood Half-Elf – Gains very high Movement Speed, great for quickly taking advantageous positions and outrunning enemies.
  • Gold Dwarf – Gets +1 bonus HP per Level.
  • High Elf – Can choose an extra Cantrip.
  • Halfling, Any – Lets you reroll your die whenever you roll a 1. This makes a Critical Miss extremely unlikely.
  • Forest Gnome – Gets Advantage on Intelligence, Wisdom and Charisma Saving Throws.

Don’t worry if you don’t want to go with any of these races. As mentioned above, your chosen race is of fairly low importance in Baldur’s Gate 3 post release.

Abilities

The most important Ability for the Sorcerer is Charisma, which is used as your Spellcasting Attribute when playing this class. High Charisma will improve your Attack Rolls and increase the frequency with which you hit your foes.

Dexterity is also very important, in this case, it’s primarily used to improve your Armour Class – Sorcerers have no Armour Proficiency. This means they’ll have to settle for wearing Clothing, and a high Dexterity score is vital for defending themselves.

The third most important ability is Constitution. This is used to increase your Maximum Hitpoints, and also increases the likelihood of you passing Concentration Checks (continuing to channel the effects of an ongoing Concentration Spell after taking damage).

With all of this in mind, we recommend going for an ability spread that looks something like the following:

  • 8 Strength
  • 16 Dexterity
  • 14 Constitution
  • 10 Intelligence
  • 8 Wisdom
  • 17 Charisma

Subclass Selection

Sorcerers need to choose their Subclass at the very beginning of the game, in the Class menu. For this build, we’re going to use the Wild Magic subclass.

The build will still work if you choose Draconic Bloodline, but not everything in the guide will apply to you if you do that.

Cantrips

You’ll need to choose four Cantrips for your Best Sorcerer Build during Character Creation. Cantrips are basic Spells that can be cast as many times as you like, with no limitations besides turns and actions. You can cast the same Cantrip every turn if you want.

We recommend choosing the following four Cantrips:

  • Fire Bolt – Launch a bolt of fire at an enemy, dealing 1-10 Damage. A good damage Cantrip that works as long as you have a line of sight to the enemy.
  • Ray of Frost – Call forth a beam of frost to deal 1-8 Cold Damage to an enemy, and reduce their movement speed. Good for slowing an enemy down.
  • Acid Splash – Hurl a bubble of Acid, dealing 1-6 Acid Damage in a 4 metre wide area. A useful AOE, especially in the early game.
  • Dancing Lights – Summon wisps of light, illuminating an area with a 9 metre radius. Requires Concentration. This is important for helping out allies who cannot see in the dark. If you picked the Drow or Half-Drow race then you don’t need this Cantrip, as they already have it. So in that case you can choose whatever you like – if you’re out of ideas then Chill Touch is a useful Cantrip that can prevent enemies from healing.

Spells

The Sorcerer must also choose two Spells to start the game with. Spells consume a Spell Slot when cast, and Spell Slots can only be replenished by taking a Long Rest.

We recommend starting with the following Spells:

  • Mage Armour – This spell is essential for the Sorcerer, because they don’t have Proficiency with conventional armour types and have to wear normal clothing as a result. Mage Armour will put your Armour Class on par with other classes, and the higher your Dexterity Modifier is, the more you’ll get out of it. This spell lasts until the next long rest and doesn’t require Concentration, so I recommend casting it immediately after every Long Rest.
  • Magic Missile – A very good early-game damage spell that shoots three projectiles at an enemy, each one dealing 2-5 Force Damage. The target cannot avoid this damage, and the projectiles cannot miss. If you need to guarantee some decent damage against an enemy, then this is the Spell to use.

Baldur's Gate 3 Sorcerer Build Abilities


Step-by-Step Levelling Guide – Wild Magic Sorcerer

Below is a step-by-step guide for levelling up with this Wild Magic Sorcerer build, including the recommended choices where needed.

Level 2

At Level 2, your Sorcerer Build will unlock a powerful feature unique to the class – Sorcery Points.

You start with two Sorcery Points unlocked, and will gain more as you level up further. You can convert Sorcery Points to Spell Slots and vice versa, or you can spend the Sorcery Points to empower your spells by using Metamagic abilities.

For now, you can only choose two Metamagic abilities to unlock, from the following options:

  • Careful Spell – Allies automatically succeed Saving Throws against spells that require them.
  • Distant Spell – Increases the range of the spell by 50%. Spells with a range of 1.5m are increased to 9m.
  • Extended Spell – Double the duration of Conditions, summons, and surfaces caused by spells.
  • Twinned Spell – Spells that only target 1 creature can target an additional creature. Costs 1 Sorcery Point per Spell Slot level used. Cantrips also cost 1 Sorcery Point. For spells that don’t shoot a projectile, the targets need to be close enough together.

For now, we recommend unlocking Distant Spell and Twinned Spell, as these are the most powerful Metamagic abilities available to the Sorcerer at Level 2.

In addition, you can now unlock 1 additional Spell. We recommend choosing Chromatic Orb, which lets you hurl a sphere of energy at an enemy, leaving behind a matching surface. You can choose between Thunder, Acid, Cold, Fire, Lightning or Poison.


Level 3

At Level 3, your Sorcerer Build will gain another Sorcery Point, and must also choose another Metamagic ability, either from the two that you didn’t choose previously or one of the following three new ones:

  • Heightened Spell – Targets of spells that require Saving Throws have Disadvantage on their first Saving Throw. Costs 3 Sorcery Point per spell.
  • Quickened Spell – Spells that take an Action take a Bonus Action instead. Cost 3 Sorcery Point per spell.
  • Subtle Spell – You can cast spells while Silenced. Costs 1 Sorcery Point per spell.

Of these options, we highly recommend choosing Quickened Spell, which allows you to cast two Spells in the same turn. This is great if you need to deal a lot of damage (or other effects) very quickly.

You also gain access to Second Level Spells at Level 3, and can choose one new Spell to unlock.

We recommend unlocking Scorching Ray, a Second Level Spell that launches 3 rays of Fire at specific targets, each one dealing 2-6 damage when it hits. You can launch them at different targets or the same target. This makes for a nice combo with Quickened Spell too, potentially allowing you to deal heaps of Fire Damage in one turn.


Level 4

At Level 4 you gain another Sorcery Point, and you’ll also need to choose a new Feat for your Sorcerer Build.

Feats are strong passive effects that can be used to enable a particular type of build, or simply to provide a buff to your Abilities. In this case, we’ll be doing the latter. Take Ability Improvement and put both points into Charisma. This will increase your CHA to 18 or 19, depending on which race you choose. Your Spellcasting Ability will be considerably better after doing this.

You also get to choose one more Cantrip. I recommend taking Blade Ward, a neat little spell that gives you 50% resistance to enemy melee weapon damage. This is useful to have in case you get into a situation where you have hard-hitting melee enemies in your face. It’s best to avoid these situations from happening in the first place, but it’s bound to happen sometimes no matter how careful you are.

Finally, at Level 4 you can also unlock another new Spell. Since we still don’t have any good Concentration Spells, we’ll grab Cloud of Daggers, a fairly small AOE that deals decent slashing damage to all within. The AOE lasts for up to 10 turns, as long as you can keep Concentration. It works especially well in chokepoints.


Level 5

At Level 5, you’ll get another Sorcery Point, access to Third Level Spells, and one more Spell to unlock. Your Skill Proficiency Bonus is also improved from +2 to +3.

We recommend grabbing Fireball, a huge AOE spell that deals up to 48 damage to all creatures in the area.

If Fireball is already going to be covered by someone else in your party, then go with Haste instead. This is a Concentration Spell that gives a crazy buff to the target. They’ll get an increased Armour Class, movement Speed, improved Dexterity Saving Throws and an extra Action each turn, for as long as you concentrate on the spell. When the spell expires, the target becomes Lethargic for 1 turn, preventing them from moving or performing Actions. As long as you can keep the effect going for two or more turns, then you’ll get a payoff from this Spell. Cast it on your best damage dealer and let them cause havoc! With the Best Sorcerer Build, you can combo this with Twinned Spell to give two people Haste at once.


Level 6

At Level 6 you unlock another Sorcery Point. You’ll also be able to choose one more Spell to learn.

If you didn’t already grab the Haste spell, then it’s worth getting that now. If you have both Haste and Fireball already, then getting the Fly spell is bound to come in handy sooner or later, as it lets you fly over gaps that are too big to jump across, access high areas or descend without taking fall damage. It’s a great spell for exploration, and the creative player may find uses for it in combat too.

You’ll unlock the Bend Luck ability here too. Bend Luck is a Reaction, where the Sorcerer can choose to roll a d4 to add to or subtract from the Attack Roll of a character they can see. This can be used to help allies or hinder enemies. Doing this will cost two Sorcery Points.


Level 7

At Level 7, you’ll gain access to some more powerful spells.

You earn your first Fourth Level Spell Slot, and can learn one more spell, as usual.

Ice Storm is a strong AOE spell that you can now pick up, dealing Cold damage in a fairly large area and creating an ice surface, which may knock characters prone when they try to traverse it.

You’ll also earn one additional Sorcery Point.


Level 8

As with all classes in Baldur’s Gate 3, at Level 8 it’s time to unlock another Feat for your character.

We recommend choosing the Ability Improvement Feat, and using it to increase your Charisma to 20. This will improve your spellcasting Attack Rolls further, giving you a +5 bonus from your Charisma Modifier alone. If you still have a point left over after doing this, put it in either Dexterity or Constitution.

As usual, you’ll unlock another Sorcery point and another spell. Depending on what you feel your party is lacking, any of the following spells may be good options for you to get here:

  • Confusion – An AOE that causes all characters within to become confused, forcing them to spend their turn attacking random creatures (including their allies), running around aimlessly or just passing their turn. Enemies can resist the effect by winning a Saving Throw, however.
  • Blight – Deals 8-64 Necrotic Damage to a single target. Undead and Constructs are immune, while Plants are vulnerable and roll their Saving Throw with a Disadvantage. The main weakness of this spell is that targets who Save will take no damage at all, so it’s risky using it if your success chance isn’t really high.
  • Dimension Door – Teleport yourself and one adjacent character to a location that’s within sight. Great for getting yourself and a friend out of trouble, or to a useful location that’s not easily accessible by walking/jumping.

I find Dimension Door to be the most useful of these spells, but if your party is already well kitted out with mobility spells then it might be better to branch out and grab one of the other options instead.

Finally, at Level 8 you will receive one more Fourth Level Spell Slot, allowing you to cast 2 spells of this tier per Long Rest.


Level 9

At Level 9 you’ll gain access to even more powerful forms of magic for your Sorcerer Build.

You unlock the following features at this level:

  • Another Sorcery Point, now giving you 9 in total.
  • Another Fourth Level Spell Slot, giving you 3 in total.
  • Your first Fifth Level Spell Slot, allowing you to learn and cast spells of this tier.

You can choose one more spell to unlock, too. At this point, I strongly recommend getting Insect Plague. This summons a large AOE of swarming locusts, causing the area to be Difficult Terrain and dealing 4-40 Piercing Damage to any who enter the swarm. This works especially well in Chokepoints, and can put you firmly in control of a fight that would otherwise be difficult.

Baldur's Gate 3 Insect Plague Spell


Level 10

At Level 10 you’ll gain another Sorcery Point, and another Fifth Level Spell Slot, giving you 2 in total.

You can also choose one more Spell. I recommend getting Hold Monster, essentially an upgraded version of the Hold Person spell that can completely stun any creature that fails the Saving Throw.

You’ll also need to choose one more Metamagic at this level. I recommend going with Heightened Spell, which is useful for landing stuns and other effects on powerful enemies with high Abilities. Normally those targets are quite likely to succeed their Saving Throw against spells like Confusion or Hold Monster, but with Heightened Spell they must roll with a Disadvantage.


Level 11

At Level 11, your Sorcerer Build becomes even more proficient at Spellcasting, and can direct their Wild Magic at enemy spellcasters in a more controlled manner.

As usual, you gain another Sorcery Point at this level, giving you 11 in total.

You gain a Sixth Level Spell Slot, and the ability to learn and cast these spells. You can choose one new spell to unlock here, too.

Chain Lightning is a great spell to unlock here. It deals 10-80 Lightning Damage, which can fork from the primary target to up to three secondary targets. This is great for dispatching tightly packed groups of enemies.

Finally, you’ll unlock a pretty complicated feature for the Wild Magic Sorcerer, called Controlled Chaos.

Controlled Chaos allows you to spend your Reaction to direct a (usually negative) Wild Magic effect to an enemy Spellcaster, when they cast a spell. The effect is randomly selected from the list in the Wild Magic Subclass Guide.

Most of the time this effect will cause something helpful (or at least amusing) to happen, but occasionally you will draw the short straw and buff the enemy.


Level 12

If you reached this point, then you have finished leveling your Sorcerer up to the highest level. Congratulations!

At Level 12, you’ll need to select one more Feat for your character. I recommend choosing the Spell Sniper Feat, which lets you learn an extra Cantrip (choose any you like) and reduces the Base Attack Roll required for a Critical Hit by 1. Assuming you have no similar effects active already, this will change the Critical Hit requirement from 20 to 19, essentially doubling your crit chance. Critical Hits will roll an extra damage die, so this is a great way of getting some extra damage, especially considering the Sorcerer can use their Metamagic to cast spells more quickly than other spellcasters.

Aside from your Feat, you’ll gain another Sorcery Point and be able to choose one more spell to unlock. If you’re having a hard time surviving the combat, then choosing Globe of Invulnerability will help you to stay alive during tough fights. It summons an AOE that makes everyone within immune to damage for 3 turns.

Otherwise, go with Eyebite if you want more control over enemies (it lets you Frighten, Poison or put an enemy asleep every turn, as long as you maintain Concentration on the spell).

Or if you just want more damage potential, get Disintegrate, a powerful single-target ability that deals 50-100 Force Damage, but is a little bit risky because enemies who succeed a Dexterity save will take no damage at all.

Enemies who are reduced to 0 HP by Disintegrate will immediately turn to a pile of dust, which means this spell bypasses effects like Death Ward and Undead Resilience.


Best Sorcerer Build Equipment for BG3

In this section, we have powerful equipment recommendations for the Wild Magic BG3 Sorcerer Build. We’ve included both an early-game and a late-game variant of the build, so you don’t need to wait until Act III to make use of it. Early-Game equipment is obtainable in Act I and the earlier parts of Act II, while Late-Game equipment is found in Act III and the latter parts of Act II.

Sometimes early-game equipment may make it into the late-game section, as a few items obtained early in BG3 are powerful enough to compete with items not found until much later in the game.

Early-Game Gear

The table below shows the recommended early-game setup for the Wild Magic Sorcerer. Check below the table for more information about each item, including where to obtain it. Don’t worry if you don’t have all of the items, and don’t be afraid to try new things not mentioned here, either. This is only a guideline and the build can still work fine if some equipment is different for you.

Item Slot Item
Head Marksmanship Hat
Clothing The Protecty Sparkswall
Hands Bracers of Defence
Feet Boots of Genial Striding
Cloak Cloak of Protection
Amulet Pearl of Power Amulet
Ring 1 Crusher’s Ring
Ring 2 Ring of Protection
Melee Weapon The Spellsparkler
Ranged Weapon Any with Proficiency

Marksmanship Hat

The Marksmanship Hat gives a +1 buff to your Ranged Attack Rolls, including Spells and Cantrips. This will make many of your magical attacks more reliable, most notably your Fire Bolt Cantrip. Spells that force the enemy to roll a Saving Throw to determine if they hit or not are not affected by this buff. The hat is sold by Roah Moonglow in Moonrise Towers, Act II.

The Protecty Sparkswall

The Protecty Sparkswall improves your Spell Save Difficulty Class by 1, making all of your spells that impose Saving Throws a little bit harder for enemies to resist. You’ll also gain a +1 bonus to your own Armour Class and Saving Throws as long as you have at least one Lightning Charge, something that you’ll be able to get with the early-game melee weapon of this build. Looted from a gilded chest at the far end of the trapped bridge in Grymforge, Act I.

Bracers of Defence

The Bracers of Defence boost your Armour Class by+2 as long as you are not wearing armour or a shield. This condition applies to us all the time, making this an excellent defensive item. It can be looted from a gilded chest in the secret area of the Apothecary’s Cellar, beneath the Blighted Village in Act I.

Boots of Genial Striding

The Boots of Genial Striding prevent you from being slowed down by Difficult Terrain, providing you with a decent boost to your mobility. Note that other affects associated with terrain types, such as the chance to slip on ice or taking damage from spikes, will still apply even with the boots equipped. These boots are sold by Blurg in the Myconid Colony in the Underdark, Act I.

Cloak of Protection

One of the first cloaks available in BG3 and also one of the most useful, the Cloak of Protection gives you a +1 buff to your Armour Class and Saving Throws, making for a solid defensive item. It is sold by Quartermaster Talli in Last Light Inn, Act II.

Pearl of Power Amulet

The Pearl of Power Amulet is a decent early-game item for any spellcaster in BG3. Once per Long Rest, it allows you to restore a Spell Slot of third level or lower. This lets you cast an extra spell before you need to take a Long Rest to replenish your Spell Slots. It is sold by Omeluum in the Myconid Colony, however you must complete his quest to investigate the parasite before you can trade with him.

Crusher’s Ring

Crusher’s Ring gives you 3 metres of extra Movement Speed per turn, which is great for improving your mobility and staying one step ahead of melee enemies who might be chasing you. This is especially important if you chose a race with low mobility, such as a dwarf, halfling or gnome. It is dropped by Crusher in the Goblin Camp, Act I.

Ring of Protection

The Ring of Protection has the same effect as the Cloak of Protection, making it another decent defensive item, important for a class like the Sorcerer which cannot wear armour. It is granted to you as a reward by Mol in the Druid Grove for completing the quest to steal the sacred idol.

The Spellsparkler

The Spellsparkler is an excellent early-game weapon for any spellcaster. Whenever you deal damage with a Spell or Cantrip, you gain 2 Lightning Charges, a special type of buff only granted by some equipment.

Each Lightning Charge gives you a +1 bonus to Attack Rolls and causes your attacks to do 1 bonus Lightning Damage. When you reach 5 charges, they are consumed to deal 1d8 bonus Lightning Damage on your next attack. This gives you a considerable bonus when attacking enemies, and with this staff all you need to do is keep casting Spells and Cantrips to benefit from this mechanic.

To get the Spellsparkler, you need to rescue Counsellor Florrick from the fire in Waukeen’s Rest during the Rescue the Grand Duke quest in Act I. Meet with the Counsellor outside the burning building and you’ll get a choice of rewards, one of which is the Spellsparkler.

Late-Game

The table below shows the recommended late/end-game setup for the Wild Magic Sorcerer. In the late-game we will be putting a little more emphasis on improving the Spell Save Difficulty Class stat, making it harder for enemies to succeed their Saving Throws against our spells.

Item Slot Item
Head Hood of the Weave
Clothing Potent Robe
Hands Helldusk Gloves
Feet Helldusk Boots
Cloak Cloak of the Weave
Amulet Spellcrux Amulet
Ring 1 Crusher’s Ring
Ring 2 Ring of Protection
Melee Weapon Markoheshkir
Ranged Weapon Any with Proficiency

Hood of the Weave

The Hood of the Weave improves your Spell Save DC by +2, meaning enemies will have to roll 2 more points in any given Saving Throw to succeed it. This makes many of your spell effects harder to resist. It is sold by Mystic Carrion in Philgrave’s Mansion, Act III.

Potent Robe

The Potent Robe improves your Armour Class by 1, but more importantly, it gives bonuses to characters with high Charisma, which is perfect for a Charisma-based spell caster. Once you have increased your Charisma to 20, you’ll get the following benefits:

  • Your Cantrips deal +5 bonus damage
  • At the start of your turn, you gain 5 Temporary HP.

If your Charisma is still at 19 when you get the Potent Robe, these bonuses will be +4 instead of +5.

It is given as a reward by Alfira for completing the Rescue the Tieflings quest in Act II. This quest will only be available if you completed Save the Refugees in Act I and protected the Druid Grove from the Goblins. If that applies to you, then you can start the quest by speaking to the Tieflings at Last Light Inn.

Helldusk Gloves

The Helldusk Gloves give a +1 bonus to your Strength Saving Throws and infuse your weapon attacks with 1d6 bonus Fire Damage. More importantly, they give a +1 bonus to spell Attack Rolls and Spell Save DC, making all of your spells more likely to have the desired effect against enemy targets.

The gloves are dropped by Haarlep in the House of Hope.

Helldusk Boots

The Helldusk Boots prevent you from being forcefully moved by an enemy’s spells or actions, and give you immunity to the effects of Difficult Terrain. You can also use a Reaction to succeed a Saving Throw that you would have failed, making these extremely good defensive boots. As another added bonus, you get access to the Hellcrawler action, which allows you to teleport and deals fire damage to anyone at the destination.

These boots can be looted from a locked gilded chest on the top floor of Wyrm’s Rock Fortress. Take them before Gortash’s coronation to avoid making NPCs in the area hostile.

Cloak of the Weave

The Cloak of the Weave is useful mainly because it adds another +1 bonus to your Spell Save DC and Spell Attack Rolls, making your spells harder to resist. This cloak also lets you absorb elemental damage once per Short Rest, reducing the damage of the incoming attack by 50% and then adding 1d6 of the same element to your next attack. It is sold by Helsik at the Devil’s Fee, once her special stock is unlocked.

Spellcrux Amulet

The Spellcrux Amulet is pretty much a direct upgrade from the Pearl of Power Amulet that we were using in the early-game section. It allows you to replenish one spell slot of any level, once per Long Rest. Unlike the Pearl of Power amulet, you can use the effect in combat, and doing so only costs a Bonus Action, making the amulet easier to use.

It is looted from the Warden in Moonrise Towers Prison, Act II.

Markoheshkir

A Legendary quarterstaff, Markoheshkir is one of the strongest weapons in the game for “full spellcaster” classes like the Sorcerer. It gives several bonuses:

  • +1 bonus to Spell Save DC and Spell Attack Rolls
  • Arcane Battery – Once per Long Rest, remove the Spell Slot cost of your next spell.
  • Kereska’s Favour – Gain a special elemental buff of your choice until your next Long Rest, unlocking a special buff and new abilities. This is especially good because it doesn’t require Concentration. You can choose from the following variants:
    • Sizzling Cataclysm – Gain 50% Resistance to Acid Damage. Can cast Melf’s Acid Arrow and Hunger of Hadar once per Short Rest. Acid Spells deal extra Acid Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Noxious Fumes, causing nearby creatures to take 1d4 Acid Damage per turn.
    • Deadlier than Arsenic – Gain 50% Resistance to Poison Damage. Can cast Cloudkill and Ray of Sickness once per Short Rest. Poison Spells deal extra Poison Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Poisoned on the target, causing Disadvantage on Attack Rolls and Ability Checks.
    • Bone-Shaking Thunder – Gain 50% Resistance to Thunder Damage. Can cast Shatter and Destructive Wave once per Short Rest. Thunder Spells deal extra Thunder Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Reverberation on the target, causing a -1 penalty to Strength, Dexterity and Constitution Saving Throws.
    • Bolts of Doom – Gain 50% Resistance to Lightning Damage. Can cast Chain Lightning and Lightning Bolt once per Short Rest. Lightning Spells deal extra Lightning Damage equal to your Proficiency Bonus. When you deal Spell damage, you gain 1 Lightning Charge.
    • Frost of Dark Winter – Gain 50% Resistance to Cold Damage. Can cast Cone of Cold and Ice Storm once per Short Rest. Cold Spells deal extra Cold Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Encrusted with Frost, causing Disadvantage on Dexterity Saving Throws and possibly Freezing the target if they reach 7 stacks.
    • Flame of Wrath – Gain 50% Resistance to Fire Damage. Can cast Fireball and Wall of Fire once per Short Rest. Fire Spells deal extra Fire Damage equal to your Proficiency Bonus. When you deal Spell damage, you gain 1 turn of Heat, causing you to take 1d4 Fire Damage per turn but allowing you to use Heat Convergence to convert your Heat stacks to bonus Fire damage on your next attack.

The staff is found inside a Globe of Invulnerability in Ramazith’s Tower in Act III. Use a See Invisibility Spell, Scroll or Elixir to find the lever which disables the globe.


Sorcerer Build Tips & Tricks

Remember to cast Mage Armour after each Long Rest, to give you some much-needed survivability!

Keep looking out for inventive ways to make use of your Metamagic Abilities. Used correctly, you can double the value of your spells, or come up with solutions that would normally be impossible, like hitting a distant enemy with what is usually a close-range spell. Don’t be afraid to sacrifice Sorcery Points for Spell Slots instead, too. You can always reverse the process if you don’t consume all of your Spell Slots.

Try to stay mindful of positioning when playing your Sorcerer Build in combat. Remember that having melee enemies in your face will give you a Disadvantage on your Attacks, and having the High Ground will give you an Advantage. It will get a little easier to manage this when you unlock the Misty Step Spell. Make use of Crowd Control Spells like Thunderwave to keep enemies from reaching you.

Don’t be afraid to sometimes use an AOE spell like Cloud of Daggers or Fireball on a single target, if you just need some reliable extra damage.

If you have no Spell Slots left or don’t want to expend any at the moment, then your best bet is usually to cast a Cantrip like Fire Bolt on the enemy, as these have unlimited uses. Swinging your melee weapon is only advised if a melee enemy has got into close range (thus giving all your spells Disadvantage) and you cannot retreat safely without provoking an Opportunist Attack.


Related Content

If you want to check out the map of Baldur’s Gate 3, please visit the Baldur’s Gate 3 Interactive Map.