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Baldur s Gate 3: All Sorcerer Subclasses Explained: Difference between revisions

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Created page with "<br>Because of their enormous repertoire of knowledge, and the ability to swap prepared spells from their entire available list of spells anytime outside of combat, Wizards are generally considered the class with the most diversity and utility in [https://www.baldursgate3fans.com/articles/life-without-shadowheart-a-fresh-perspective-on-baldur-s-gate-3.html Baldur's Gate 3 Without Shadowheart] Gate 3 .<br><br>The Death Domain Cleric will also benefit from other items that..."
 
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<br>Because of their enormous repertoire of knowledge, and the ability to swap prepared spells from their entire available list of spells anytime outside of combat, Wizards are generally considered the class with the most diversity and utility in [https://www.baldursgate3fans.com/articles/life-without-shadowheart-a-fresh-perspective-on-baldur-s-gate-3.html Baldur's Gate 3 Without Shadowheart] Gate 3 .<br><br>The Death Domain Cleric will also benefit from other items that raise Spell Save DC, like the Cloak of the Weave and Hood of the Weave. The Helldusk Set is also an excellent option if you're willing to brave one of Act 3's most dangerous areas to acquire it. Naturally, it's also a good idea for a Death Domain Cleric to obtain and read the Necromancy of Thay for its early bonuses, and to eventually learn the unique spell: Danse Macabre.<br><br>But aside from useful racial spells, Githyanki give another important benefit to Wizards: armor proficiencies. As a Githyanki Wizard, players can equip Light and Medium armor, a huge AC boost over robes and clothing. The Astral Knowlegde ability can be incredibly useful for Dialogue checks and dice rolls, too.<br><br>The next piece of the puzzle is inside the Gauntlet of Shar, in the form of the Callous Glow Ring. This Ring can be found in the Vault Room, where Balthazar is found, and will cause attacks against illuminated targets to deal two extra radiant damage. This is a small but effective boost that will allow attacks that don't usually deal Radiant Damage to trigger the Luminous Armor and Gloves.<br><br>Since the Abjuration Wizard is focused heavily on defense, it benefits greatly from the armor proficiency offered by taking some levels in either Fighter or Cleric (Life, Nature, Tempest, or War Domain.) This will allow them to bolster their defenses with heavy armor and a shield. Taking two levels in fighter for access to Action Surge allows a Wizard to fire off multiple spells in one turn, though this can also be accomplished much more reliably by making use of the Haste spell. Dipping into Sorcerer (White Dragon) to get Natural Armor and the Armor of Agathys spell is also an excellent choice since Armor of Agathys will trigger its damage burst even if the Arcane Ward drops the damage that would trigger it to zero.<br><br>The Staff of Interruption (which can be acquired in Act 3 if Mayrina is still alive) is also useful, providing a free level 5 counterspell every long rest. The Robe of Supreme Defenses (purchased during Act 3 near the Requisitioned Barn in Rivington) will provide a +1 boost to AC while concentrating on a spell, so it's worth looking for this too. If you took levels in Fighter, you should consider Viconia's Walking Fortress as a powerful shield that can reflect spells back onto their casters once per long rest. It can be looted from Viconia DeVir during Shadowheart's Companion quest. You can also make use of the Helldusk Armor acquired from the House of Hope to really amp up your defenses and punish anyone who tries to use spells on you.<br><br>The Githyanki are a severely underrated racial choice for most classes, as their innate race spells and Astral Knowledge passive, plus armor and weapon proficiencies, can open up a lot of doors for traditionally non-martial classes. Wizards have no shortage of spells to choose from, but they can be lacking in spell slots.<br><br> <br>Draconic Bloodline is the first of three options available to Sorcerers in the game and is technically several similar options. Players may choose a specific dragon species as their bloodline, receiving elemental resistances and abilities accordingly. For example, a Red Dragon bloodline would offer resistance to fire. Players will also gain abilities that strengthen damage dealt by spells that match their bloodline element and automatically learn a spell corresponding to their chosen dragon t<br>The Divination School is a tremendously powerful two-level dip for any build that has room for it, assuming the player is confident in their ability to use Portent Dice at the right moments. On the opposite side of things, a Divination Wizard with levels in Fighter for armor and Action Surge can also be tremendously effective.<br><br>This multiclass choice has little impact on a character's ability to use high-level spells. Because both classes are Prepared Spellcasters, and the ability to learn from scrolls only requires one level, a Cleric 11 Wizard 1 character will still be able to use Level 6 spells and have Level 6 spell slots unlocked.<br><br>The Conjuration School is arguably better as a multiclassing dip than it is as a standalone class, with Tempest Clerics and Storm Sorcerers both getting a lot of utility out of the ability to create water without spending a spell slot. This is especially true when making use of lightning charge equipment, with The Watersparkers performing exceptionally here. Players should grab The Sparkswall ring too so that the electrified puddles they create can't cause damage to them.<br><br>At level six, Illusion Wizards can "See Invisibility" as an action. This allows them to see invisible foes and has a decent chance of revealing them to allies, too (unless they succeed the Dexterity Saving Throw). Level 10 Illusion Wizards get "Illusory Self," allowing them to create an Illusory Double as a reaction to take a hit for them. This causes the incoming attack to automatically miss, and the double is instantly destroyed. This can only be used once per short rest.<br>
<br>Though Sorcerers might think they should stay away from combat, a Draconic Bloodline Sorcerer performs just as well up close as they do at a range. Their higher AC and HP compared to other casters is really noticeable, and the class' use of Metamagic skills to amplify the effects of their spellcasting just makes close-range and AoE spells hit more often, or hit harder.<br><br>Paladins and Warlocks pair together incredibly well and the Oath of the Ancients is a solid choice for players that want some support and control utility in their kit. By grabbing Pact of the Blade it's possible to run a Paladin/Warlock with Charisma as their main stat for spellcasting and attacks, leaving plenty of spare points for boosting Constitution for extra HP or Dexterity for extra AC.<br><br>In the case that you don't go with a Duergar and instead choose the Half Elf for the Mask of the Wild passive, choose the Charlatan background, which grants bonuses to Deception and Sleight of Hand, or the Guild Artisan background, which grants proficiency to Insight and Persuasion.<br><br>There are a total of three BG3 subclasses Rogue players can try out, each of which focuses on different aspects of the class, and offers a selection of unique skills, proficiencies,  [https://www.baldursgate3fans.com/articles/avowed-s-revolutionary-lore-system-sets-new-standard-for-rpg-accessibility.html Https://Www.Baldursgate3Fans.Com/Articles/Avowed-S-Revolutionary-Lore-System-Sets-New-Standard-For-Rpg-Accessibility.Html] and other features. As you level up in one of these BG3 Rogue subclasses, you will gain more abilities that are unique to your subclass choice.<br><br>At level three, Light Domain Clerics gain "Flaming Sphere" and "Scorching Ray" as Domain spells, allowing them a variety of methods to deal fire damage to single targets or large groups and take advantage of flammable environmental hazards (like Grease.)<br><br>Karlach : Best suited for the Berserker subclass, Karlach is capable of dealing some of the most consistent, highest-hitting melee attacks on her own, and with two supports you won't be at a loss for HP or dispels<br><br> <br>Settings, Hardware, & Bugs The Best PCs to Play Baldur’s Gate 3 How To Fix The 'Can't Save' Bug How to Find Missing Hotbar Spells in the Spellbook Best Easter Eggs How To Fix Crashing Issues On The Steam Deck The Best Settings For The Steam <br><br>At level three, "Spike Growth" and "Barkskin" are added to the Cleric's Domain Spells. These allow the Cleric to change the ground in an area into difficult terrain with sharp spikes, and toughen the skin of a target to boost their AC up to 16.<br><br>The Nature Domain Cleric is an excellent crowd-control specialist and pairs surprisingly well with other classes that gain access to crowd-control spells. Since Plant Growth isn't a concentration spell, it can stack with several powerful field-creating options. Anything altering the ground will override the Plant Growth, so players should pair it with Darkness, Hunger of Hadar, Fog Cloud, Stinking Cloud, Cloudkill, and Insect Plague for the best results. Combining Plant Growth with Hunger of Hadar, for example, will trap enemies in a field where they can barely move and are constantly taking cold and acid damage, while also rendering them blind.<br><br>Gloomstalker Rangers are, like Rogues, masters of stealth combat with a unique set of abilities and sneaky ways to maneuver the battlefield – but it doesn't have access to Sneak Attack. By multiclasing into the Gloomstalker subclass as a Rogue, players are able to take advantage of Sneak Attack alongside the Gloomstalker's powerful stealth abilities.<br>Level six War Clerics gain "Channel Divinity: War God's Blessing," allowing them to grant +10 to the attack roll of a nearby ally by spending a Channel Divinity charge. Level seven gives them the Domain Spells "Stoneskin" and "Freedom of Movement," allowing them to give a creature resistance to (non-magical) piercing, bludgeoning, and slashing damage, and allowing them to grant immunity to movement penalties from all sources.<br><br> <br>At level 11, all Draconic Bloodline Sorcerers gain "Fly." This allows them to fly around freely, extending the distance they can move each round, letting them fly up to high places, and allowing them to descend from high places without taking dam<br><br> <br>Tiny Tina's Wonderland feels like being guided through a D&D story by an unhinged DM who isn't afraid to throw some curveballs players' way. The weapon selections are diverse, and all fantasy-themed spins on popular guns. The fights range from popping kobold heads with sniper rifles to downing literal dragons with assault rifles and special abilit<br><br>No matter which Sorcerer background you choose, make sure to get the Persuasion proficiency . Both Deception and Insight serve as equally viable backups for the sake of unlocking dialogue options, but Deception tends to come up more often. If you get Persuasion through the Noble background, pick up Insight or Intimidation instead.<br><br>The three Drow cantrips – Dancing Lights, Faerie Fire, and Darkness – are all situationally useful, too. Faerie Fire, granted at Level 3, is the most useful as it grants Advantage on all attacks against affected targets.<br> <br>A great part about a D&D campaign is that the stories can be whatever players want, unlike video games that need to adhere to certain algorithms and get as many players hooked as possible to avoid having poor sales and the like. So, it's refreshing to see video games like Tyranny where the player doesn't need to necessarily take on the role of a good<br>

Revision as of 09:37, 7 November 2025


Though Sorcerers might think they should stay away from combat, a Draconic Bloodline Sorcerer performs just as well up close as they do at a range. Their higher AC and HP compared to other casters is really noticeable, and the class' use of Metamagic skills to amplify the effects of their spellcasting just makes close-range and AoE spells hit more often, or hit harder.

Paladins and Warlocks pair together incredibly well and the Oath of the Ancients is a solid choice for players that want some support and control utility in their kit. By grabbing Pact of the Blade it's possible to run a Paladin/Warlock with Charisma as their main stat for spellcasting and attacks, leaving plenty of spare points for boosting Constitution for extra HP or Dexterity for extra AC.

In the case that you don't go with a Duergar and instead choose the Half Elf for the Mask of the Wild passive, choose the Charlatan background, which grants bonuses to Deception and Sleight of Hand, or the Guild Artisan background, which grants proficiency to Insight and Persuasion.

There are a total of three BG3 subclasses Rogue players can try out, each of which focuses on different aspects of the class, and offers a selection of unique skills, proficiencies, Https://Www.Baldursgate3Fans.Com/Articles/Avowed-S-Revolutionary-Lore-System-Sets-New-Standard-For-Rpg-Accessibility.Html and other features. As you level up in one of these BG3 Rogue subclasses, you will gain more abilities that are unique to your subclass choice.

At level three, Light Domain Clerics gain "Flaming Sphere" and "Scorching Ray" as Domain spells, allowing them a variety of methods to deal fire damage to single targets or large groups and take advantage of flammable environmental hazards (like Grease.)

Karlach : Best suited for the Berserker subclass, Karlach is capable of dealing some of the most consistent, highest-hitting melee attacks on her own, and with two supports you won't be at a loss for HP or dispels


Settings, Hardware, & Bugs The Best PCs to Play Baldur’s Gate 3 How To Fix The 'Can't Save' Bug How to Find Missing Hotbar Spells in the Spellbook Best Easter Eggs How To Fix Crashing Issues On The Steam Deck The Best Settings For The Steam

At level three, "Spike Growth" and "Barkskin" are added to the Cleric's Domain Spells. These allow the Cleric to change the ground in an area into difficult terrain with sharp spikes, and toughen the skin of a target to boost their AC up to 16.

The Nature Domain Cleric is an excellent crowd-control specialist and pairs surprisingly well with other classes that gain access to crowd-control spells. Since Plant Growth isn't a concentration spell, it can stack with several powerful field-creating options. Anything altering the ground will override the Plant Growth, so players should pair it with Darkness, Hunger of Hadar, Fog Cloud, Stinking Cloud, Cloudkill, and Insect Plague for the best results. Combining Plant Growth with Hunger of Hadar, for example, will trap enemies in a field where they can barely move and are constantly taking cold and acid damage, while also rendering them blind.

Gloomstalker Rangers are, like Rogues, masters of stealth combat with a unique set of abilities and sneaky ways to maneuver the battlefield – but it doesn't have access to Sneak Attack. By multiclasing into the Gloomstalker subclass as a Rogue, players are able to take advantage of Sneak Attack alongside the Gloomstalker's powerful stealth abilities.
Level six War Clerics gain "Channel Divinity: War God's Blessing," allowing them to grant +10 to the attack roll of a nearby ally by spending a Channel Divinity charge. Level seven gives them the Domain Spells "Stoneskin" and "Freedom of Movement," allowing them to give a creature resistance to (non-magical) piercing, bludgeoning, and slashing damage, and allowing them to grant immunity to movement penalties from all sources.


At level 11, all Draconic Bloodline Sorcerers gain "Fly." This allows them to fly around freely, extending the distance they can move each round, letting them fly up to high places, and allowing them to descend from high places without taking dam


Tiny Tina's Wonderland feels like being guided through a D&D story by an unhinged DM who isn't afraid to throw some curveballs players' way. The weapon selections are diverse, and all fantasy-themed spins on popular guns. The fights range from popping kobold heads with sniper rifles to downing literal dragons with assault rifles and special abilit

No matter which Sorcerer background you choose, make sure to get the Persuasion proficiency . Both Deception and Insight serve as equally viable backups for the sake of unlocking dialogue options, but Deception tends to come up more often. If you get Persuasion through the Noble background, pick up Insight or Intimidation instead.

The three Drow cantrips – Dancing Lights, Faerie Fire, and Darkness – are all situationally useful, too. Faerie Fire, granted at Level 3, is the most useful as it grants Advantage on all attacks against affected targets.

A great part about a D&D campaign is that the stories can be whatever players want, unlike video games that need to adhere to certain algorithms and get as many players hooked as possible to avoid having poor sales and the like. So, it's refreshing to see video games like Tyranny where the player doesn't need to necessarily take on the role of a good