In this article, we will let you know about the best build for the sorcerer in Baldur’s Gate 3. Simply follow the guide given below and you are good to go.
Sorcerer build:

Unlike Warlocks, sorcerers don’t depend on patrons for the Strength of their Spells, and far from Wizards, arcane books are not essential to further develop their capabilities. One Class Feature that distinguishes them from other Spellcasters is their ability to incorporate Metamagic to manipulate the way Spells work to their liking, making them versatile.
Background:

It is recommended to take one that provides you with Charisma Skills since Sorcerers need a good amount of this ability to hit targets with their Spells and improve the chances of successfully negotiating with and convincing NPCs in dialogue.
Race:
The race that seems best for the Sorcerer Class is the Wood Half-Elf. This is due to the +2 Charisma, which allows you to reach 16 Charisma in Character Creation, on top of the two Ability Score Points. It’s best to allocate 1 point each to Dexterity and Constitution. This is important because sorcerers are not proficient with armor.
Skills:
It isn’t that important, but you’ll have high Charisma and Dexterity, so selecting Skills that fall under these Abilities is ideal.

Level 1:
Sorcerer Cantrips:
At Level 1, you’ll be capable of picking four Cantrips. The exceptional ones are Dancing Lights, Ray of Frost, Acid Splash, and Chill Touch. Dancing Lights permits you to summon a wisp of light for allies who can not see and hit properly in the dark.
Ray of Frost is a Ranged Attack Spell that offers Cold Damage while slowing the target down. Acid Splash offers Acid Damage with an explosive AoE to inflict damage to different enemies close to your supposed enemy. And finally, Chill Touch offers Necrotic Damage while preventing targets from restoring their HP.
Level 2:
Flexible Casting:
Flexible Casting permits the conversion of Sorcery Points into extra Spell Slots and vice versa. This is a Bonus Action to apply it to the top of casting Spells in an identical turn. At Level 2, you gain 2 Sorcery Points, which will increase at a rate of one point per level.
Level 3:
At Level three, you’ll be capable of choosing some other Metamagic Option out of 5. The three added alternatives are Heightened, Subtle, and Quickened Spells. Heightened spell imposes a Disadvantage on the recipient if they want to make Saving Throw Rolls. A subtle spell lets you keep casting Spells even if Silenced. And Quickened Spell converts all Spells considered an Action into a Bonus Action. Among these, it’s perfect for taking Quickened Spell even though it costs three Sorcery Points unless you intend on regularly using Saving Throw Spells or you’re constantly being Silenced, which hardly ever happens.
Level 4:
At Level 4, you’ll gain another Level 2 Spell Slot as well as a Cantrip. Furthermore, you can pick a Feat, and I highly recommend selecting Ability Improvement to get to 18 in Charisma. As a Sorcerer, you should prioritize boosting this as much as possible.
Leave a comment