Exploring All Sorcerer Subclasses in Baldur’s Gate 3

In Baldur’s Gate 3, players have the exciting opportunity to select from all nine classes available in the Dungeons & Dragons 5th Edition Player’s Handbook. This broad selection provides immense creative freedom in character customization. To further diversify gameplay, each class boasts numerous subclasses, which can be chosen at either level 1 or level 2, depending on the class type.

Sorcerers feature three distinct subclasses that players can opt for upon character creation at level 1. The Draconic Bloodline allows players to draw strength from their draconic heritage, channeling its power in various forms. Storm Sorcerers command elemental forces, unleashing the might of wind, thunder, and lightning. Meanwhile, the Wild Magic subclass embraces unpredictability, introducing chaotic magic that alters encounters in unexpected ways.

As of April 22nd, 2025, following the release of Patch 8, Sorcerers have also gained access to a new subclass: Shadow Magic. This subclass taps into the mysterious energies of the Shadowfell, enabling Sorcerers to summon Shadow Mastiff allies and enhancing their defensive capabilities. With abilities that favor mobility and positioning, the Shadow Magic Sorcerer is particularly adept at ranged combat. This guide has been refreshed to incorporate insights on the Shadow Magic Sorcerer, including potential multiclassing options and suitable equipment for maximizing effectiveness.

Draconic Bloodline

Image of a Dragon in Baldur's Gate 3

The Draconic Bloodline represents one of the foundational choices for Sorcerers in Baldur’s Gate 3, comprising several sub-options based on specific dragon types. Players can select a particular dragon lineage, granting them elemental resistances and abilities corresponding to that lineage. For example, choosing a Red Dragon grants resistance to fire damage and enhances fire-based spellcasting.

All Variants

All Sorcerers with the Draconic Bloodline feature the Draconic Resilience ability at level 1, which adds 1 hit point for each level gained and raises their armor class by 3 when unarmored, granting them a superior defensive edge.

Additionally, at level 11, they acquire the ability to fly temporarily, allowing for strategic positioning during battles and avoiding fall damage, thereby enhancing their flexibility on the battlefield.

Red and Brass Draconic Ancestry (Fire)

Choosing Red Dragon ancestry enables players to learn Burning Hands as an extra first-level spell, while Brass Dragon ancestry allows them to gain the Sleep spell instead. By level 6, players gain both fire resistance and an increase in fire damage dealt.

White and Silver Draconic Ancestry (Cold)

Players opting for a White Dragon gain Armor of Agathys as an additional first-level spell, whereas the Silver Dragon grants other benefits. At level 6, they become resistant to cold damage and enhance their cold damage capabilities.

Black and Copper Draconic Ancestry (Acid)

Those with Black Dragon ancestry receive Grease as a first-level spell, while Copper Dragon ancestry offers other unique spells. By level 6, they enjoy resistance to acid damage in addition to an increased acid damage output.

Blue and Bronze Draconic Ancestry (Lightning)

Players choosing Blue Dragon ancestry gain access to unique spells and abilities by level 6, which also provide resistance to lightning damage and improve lightning damage output capabilities.

Green Draconic Ancestry (Poison)

Those who select Green Dragon ancestry learn Ray of Sickness as an additional first-level spell. By level 6, they become resistant to poison damage and enhance their poison damage dealing ability.

Storm Sorcery

Casting Witch Bolt in Baldur's Gate 3

Storm Sorcerers command the tempestuous forces of nature, allowing for devastating offensive and defensive strategies. Upon reaching level 1, they acquire “Tempestuous Magic,”permitting them to fly as a bonus action after casting any spell of first level or higher. This feature enables them to evade opportunity attacks, enhancing their battlefield maneuvers.

At level 6, Storm Sorcerers manifest “Heart of the Storm,”generating an electrifying storm area upon casting any thunder or lightning damage spell. This localized storm inflicts damage on nearby foes equal to half the Sorcerer’s level and grants resistance to thunder and lightning damage.

Level 6 also blesses Storm Sorcerers with additional spells such as Call Lightning and Sleet Storm, enhancing their versatility to control the battlefield and optimize damage potential.

At level 11, gaining “Storm’s Fury”allows them to strike back with lightning damage against anyone who attacks them in melee, effectively dissuading foes from closing the distance.

Shadow Magic

Shadow Magic Sorcerer Feature

The Shadow Magic Sorcerer channels the profound energies of the Shadowfell, using shadows as both a weapon and a shield. Initially, they possess darkvision up to a range of 24m/80ft and gain the “Strength of the Grave”ability. This ability resurrects them with 1 hit point when their health drops to zero, though it may only trigger once per long rest.

When they reach the third level, they gain the Darkness spell as an additional second-level spell and can opt to cast it by expending Sorcery Points instead of a spell slot. At level 6, they can manifest the Hound of Ill Omen through a bonus action, creating a Shadow Mastiff that inflicts various random effects on foes, potentially restoring Sorcery Points upon successfully damaging an enemy.

This Shadow Mastiff can entwine nearby enemies with Shadowy Vines, requiring them to succeed on a Strength saving throw to escape. With abilities like “Splinter Shadow,”the Hound can create illusions of itself if targeted by melee attacks, providing tactical advantages in skirmishes.

At level 11, the Shadow Magic Sorcerer gains “Shadow Walk,”enabling them to teleport up to 18m/60ft. Following this teleportation, their next spell benefits from the Distant Spell feature for free, optimizing their ranged attack strategies.

Multiclassing and Equipment

Shadow Magic Sorcerer interacting with a Hound

The Shadow Magic Sorcerer’s unique interaction with Spectres from a Hexblade Warlock can yield powerful synergies. By aligning their Shadow Mastiff near a Spectre, it can utilize the “Right Behind You”ability, allowing it to teleport directly to enemies marked by Hexblade’s Curse. Achieving an optimal build for shadow summons would necessitate a balanced level split between the two classes.

Additionally, Shadow Magic synergizes well with Bards and Paladins, as these classes provide access to enhanced armors and versatile weapon choices, expanding combat options. For spellcasters, acquiring two levels in Fighter for the Action Surge ability is beneficial, particularly when combined with the Quicken Spell feature for an increased spellcasting output in a single turn.

In terms of equipment, the Shadow Magic Sorcerer thrives on utilizing diverse elemental damage types. Items like the Gloves of Belligerent Skies can enhance damage and create opportunities to disrupt enemy placements. Other beneficial items include the Necklace of Elemental Infusion and Potent Robe, enhancing spell efficacy. For additional attack options, consider the Daredevil Gloves, Gemini Gloves, or Quickspell Gloves, as well as the Cloak of the Weave for an academic later on.

Baldur's Gate 3 character Gale

For a strategic enhancement while using the Darkness spell, combining the Shadespell Circlet and Eversight Ring can be effective, as they will create zones of shadow that can hinder enemy attacks while improving Spell Save DC. The Fistbreaker Helm represents a valuable alternative, eventually transitioning to the Hood of the Weave when available.

Utilizing the Dual Wielder feat allows for holding a staff in one hand and a Shadow Blade (gained from the Shadow Blade spell) in the other. This combo provides advantage on attacks against obscured foes. Early-game recommendations for staffs include Melf’s First Staff, transitioning to Staff of Spellpower, Woe, or Markoheshkir in later acts.

Wild Magic

Dungeons and Dragons Wild Magic Sorcerer

Wild Magic Sorcerers embody the essence of chaotic magic, giving rise to a plethora of random effects during spellcasting. Upon reaching level 1, they gain “Tides of Chaos,”enabling them to enhance their next Attack Roll, Ability Check, or Saving Throw at the risk of invoking a Wild Magic Surge.

Each time they cast a spell of first level or higher, the risk of a Wild Magic Surge occurs, leading to varying magical outcomes, which may be beneficial or detrimental. Potential effects include creating blinding smoke clouds, empowering weapons, or teleporting themselves and allies, among numerous unpredictable results.

At level 6, Wild Magic Sorcerers unlock “Bend Luck,”which allows them to modify the outcomes of saving throws or rolls from creatures they can see by spending Sorcery Points, effectively influencing the flow of battle.

The level 11 feature “Controlled Chaos”introduces the potential for Wild Magic Surges in nearby enemies when they cast spells, extending the chaotic influence and possibly disrupting enemy plans.

Wild Magic Sorcerers are vibrant forces within encounters, wielding enormous potential and unpredictability, making them both formidable allies and sources of unpredictability on the battlefield.

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