The Sorcerer class in Baldur’s Gate 3 is the default option when playing as the Dark Urge, but it’s a strong class no matter what character is played. There are a variety of ways to sculpt a Sorcerer in Baldur’s Gate 3, with varying strengths and weaknesses. There are a total of 3 subclasses to choose from when creating a Sorcerer, and each one is wildly different from the rest.
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Picking the right subclass can shape how Baldur’s Gate 3 is played, so it’s important to make an informed decision and pick the subclass that will play to the strengths of a character. Which subclass will provide maximum roleplay options, or dish our troves of damage? Here are the Baldur’s Gate 3 sorcerer subclasses, ranked.
Storm Sorcery
The Newest Sorcerer Subclass Underwhelms
The Storm Sorcery subclass is the newest addition to Sorcerer subclasses in Baldur’s Gate 3, as it wasn’t available in early access, and was added upon release of the game. Whilst it can provide some interesting tactical bonuses in combat, this subclass is ultimately a poor choice and pales in comparison to the other ones on offer.
At the first level, the Storm Sorcery subclass grants the Tempestuous Magic subclass feature. This allows a Storm Sorcerer to fly using a bonus action (without provoking opportunity attacks) after casting a spell of first level or higher. At low levels, this can be a fantastic ability to quickly maneuver around enemies and position tactically, though, the benefits accorded by this feature quickly wane as a Sorcerer levels up. What’s more, at higher levels Sorcerers will likely be employing the quickened metamagic, allowing them to cast a spell as a bonus action at the cost of three Sorcery points. This makes the Tempestous Magic feature a little underwhelming, as it does not have great synergy with a Sorcerer’s action economy, with there generally being much better uses of that bonus action in the later game.
At the sixth level, Storm Sorcerers will gain the ability Heart of The Storm, which creates a small, localized storm that dishes out either lightning or thunder damage to enemies within 6m, when a spell is cast that deals lightning or thunder damage. Unfortunately, it deals a flat 3 damage, instead of employing dice rolls, which, by the time it is unlocked, is not a particularly powerful benefit. There is an additional benefit at this level though: any lightning and thunder damage taken is halved. Whilst this is a great benefit, it doesn’t quite make up for some of the lacking features that come with this subclass.
The most significant bonus comes at level six too, as Sorcerers will learn Call Lightning, Thunderwave, Create/Destroy Water, Gust of Wind, and Sleet Storm. Despite one or two underwhelming spells, this is generally a great power upgrade for Sorcerers—particularly Thunderwave and Call Lightning, which are excellent spells for a Sorcerer to learn. One of the biggest problems with Sorcerers is their limited repertoire of spells, and this feature is a great way to expand that list.
Finally, at level 11, a Storm Sorcerer will gain the Storm’s Fury feature, which will grant the ability to retaliate against melee attacks without spending any action resources. It deals 11 lightning damage to an attacker and has the potential to push them back. Whilst this is a nice bonus to allow a Sorcerer to stand up to martial attacks a little better, it’s ultimately quite underwhelming for a feature that is learned at the penultimate level in Baldur’s Gate 3.
Draconic Bloodline
Infuse A Sorcerer With Ancient Draconic Magic
The Draconic Bloodline subclass is as solid of a pick in Baldur’s Gate 3 as it is in Dungeons and Dragons. At the first level, the Draconic Bloodline subclass will grant players a small bonus to HP, granting 1 extra hit point for every Sorcerer level, which caps out at 12. Whilst it’s a small bonus, this grants the squishy Sorcerer a bit of extra protection in battle. They’ll also gain Draconic Resilience, which will change the base Armor Class of a Sorcerer to 13.
Players will be able to pick from one of 10 potential Dragon Ancestors. Depending on which Dragon type is picked for an ancestor, different skills become accessible, such as Grease, Burning Hands, Feather Fall, or Fog Cloud. Each potential ancestor corresponds to a specific type of damage, with Red Dragons being fire damage, Bronze Dragons being lightning damage, and Green Dragons being Poison damage. At the sixth level, a boost to the damage of spells that deal the type of damage associated with their chosen ancestor is unlocked, adding the Charisma modifier to damage rolls. Additionally, Sorcerers will become resistant to that type of damage if they spend 1 sorcery point. This is a fantastic bonus that is granted at just level six, meaning players will spend the majority of their playthrough with additional survivability.
Why You Should Play a Sorcerer in Baldur’s Gate 3
Sorcerers are a versatile class to play and their innate talent for magic provides plenty of role-playing opportunities in Baldur’s Gate 3.
At the eleventh level, players will gain the ability to fly. It allows them to fly up to 18m in a turn and does not cost a spell slot, or even an action. While some might compare this to the Tempestuous Magic feature that comes with Storm Sorcery, this feature, though gained much later in the game, is much better for action economy and will grant a Sorcerer great maneuverability across the map whilst retaining their ability to sling spells.
Overall, this subclass is great for allowing the Sorcerers, a typically squishy class, to stand up to more punishment. It adds a modest bonus to a Sorcerer’s spells and adds excellent flavor for roleplaying.
Wild Magic
The Tides Of Chaos Bring Strong Buffs And Embrace Randomness
The Wild Magic class is undoubtedly the strongest Sorcerer subclass on offer, the ability to embrace the tides of chaos in the right circumstances and rewrite history as it unfolds is an ability that cannot be underestimated. Although it’s not one of the most popular subclass choices in the table-top game, Wild Magic Sorcerers are incredibly powerful in Baldur’s Gate 3. The features granted by this subclass are a little more understated than the other options, but they are extremely powerful in combat and allow a Sorcerer to spend their sorcery points to aid allies.
At the first level, Wild Magic Sorcerers will gain the Tides of Chaos & Wild Magic features. The Wild Magic feature passively rolls a d20 whenever a Wild Magic Sorcerer casts a spell, and on a 20, will trigger a wild magic surge that can change the tides of battle in an instant. There can be some unintended consequences to this—for example, it may polymorph the spellcaster into a sheep, or create a puddle of water, but it can also enchant the weapon of the caster and allies to deal extra damage, grant a temporary +5 bonus to Armor Class, or even grant an action surge. While there’s no guarantee the effects of this will be positive, it adds a lot of fun and chaos to the game.
Meanwhile, the Tides of Chaos ability is an exceedingly powerful feature that allows a Sorcerer to gain advantage on an attack roll, saving throw or ability check on a whim. This does impact the wild magic abilities of a Wild Magic sorcerer and will make a Wild Magic Surge roughly 40% more likely, but that’s all part of the fun when playing this class.
At level six, Wild Magic Sorcerers will gain the Bend Luck ability, which allows them to spend two sorcery points, and roll 1d4. The number rolled can be applied as a bonus or a penalty to attack rolls, made by allies or foes, ability checks, or saving throws. This can be an excellent ability to ensure that a Sorcerer saves against a devastating fireball or guarantees a finishing hit on a troublesome enemy.
Finally, at level eleven, Wild Magic Sorcerers can impart their chaotic magic onto enemies and make it so spellcasting enemies who risk casting near a Wild Magic Sorcerer may be subject to a Wild Magic surge, potentially turning all enemies into sheep for example. Whatever the outcome, this feature makes Wild Magic Sorcerers the strongest, and the most fun subclass for a Sorcerer in Baldur’s Gate 3.