The Talos Dragonling - Lightning Caster build - Baldur's Gate 3 (BG3)
Contents
Tempest Cleric and Draconic Sorcerer Build - The Talos Dragonling
The build idea is solid both from a roleplay perspective and overall capabilities. The Talos deity represents the destructive nature of this build by using storms and lightning. It is a true nature's incarnate of chaos representing the unpredictable nature of lightning strikes.
This build merges Destructive Wrath with spells like Lightning Bolt, Witch Bolt, and Draconic ancestry buffs which give a slight boost of damage. Moreover, these spells will be able to knock back foes thanks to Thunderbolt Strike, which gives another layer of combat options. Many of the grunt enemies will die from one spell cast.
The build does offer some customization. You can be more Cleric or more Sorcerer depending on the party composition. My goal here is to create a solid offensive caster that can destroy any kind of foe early in the combat. The sorcerer spells arsenal and access to Metamagic: Quickened Spell is perfect for this, as you can also cast Create Water on the starting turn followed up by an offensive spell.
So I will be skipping the support part, and it will play only a minor role in this build.
The main downside is that the build only gets access to level 3 spells, which does limit its options. Of course, you will get access to some other options via items like Markoheshkir or Spell Scrolls.
So let's go into the build!
Class Contribution
The build consists of 2 classes in equal parts:
6 Sorcerer Draconic Bloodline
- Constitution saving throw proficiency at least for the early game, to help with spell concentration
- Access to good defensive spells like Shield to improve survivability.
- Up to level 3 spells, specifically Lightning Bolt for destroying multiple foes.
- Draconic Resilience which grants 13 Armour Class if you are not wearing any protection.
- Draconic Ancestry effects that improve specific element damage based on the bloodline with Elemental Affinity: Damage.
- Access to a variety of cantrips like Friends, which are especially useful if you are the main character, as you can win over the dialogues
- Metamagic mechanic and Sorcery points. You will be able to cast full spells using Metamagic: Quickened Spell, giving a unique advantage over normal cleric builds.
6 Tempest Domain Cleric
- Access to healing and support spells - Mass Healing Word and Healing Word in case the situation becomes very bad.
- Can apply wet status for other casters with Create or Destroy Water, to empower your Lightning spells.
- Tempest Domain offers Destructive Wrath, allowing you to deal the maximum possible damage with your spells.
- Access to various reactions and spells related to the Lightning and Thunder theme - Wrath of the Storm, Sleet Storm.
- Proficiencies with shields and medium armor, allowing to improve defensive capabilities further.
- Your lightning and thunder spell effects can push foes away with the Thunderbolt Strike effect. It can easily result in an instant kill if enemies are close to the ledge.
Leveling Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear as it is crucial.
Level | Class | Selection |
---|---|---|
1 | Sorcerer 1 | Cantrips: Friends, Minor Illusion, Ray of Frost, Shocking Grasp |
Spells: Magic Missile, Chromatic Orb | ||
Subclass: Draconic Bloodline | ||
Dragon Ancestor: Draconic Ancestry: Blue (Lightning) or Draconic Ancestry: Bronze (Lightning) | ||
Abilities: STR - 8, DEX - 16, CON - 14, INT - 8, WIS - 10, CHA - 17 | ||
Skills: Deception, Persuasion | ||
2 | Sorcerer 2 | Spells: Shield |
Metamagic: Metamagic: Twinned Spell, Metamagic: Distant Spell | ||
3 | Sorcerer 3 | Spells: Cloud of Daggers |
Metamagic: Metamagic: Quickened Spell | ||
4 | Sorcerer 4 | Cantrips: Mage Hand |
Spells: Blindness | ||
Feat: Dual Wielder or Ability Improvement - +2 Charisma | ||
5 | Sorcerer 5 | Spells: Lightning Bolt |
6 | Sorcerer 6 | Spells: Haste |
Replace Spell: Cloud of Daggers -> Counterspell | ||
7 | Cleric 1 (respec as first level) |
Cantrips: Guidance, Light, Thaumaturgy |
Subclass: Tempest Domain | ||
Deity: Talos | ||
Abilities: STR - 8, DEX - 16, CON - 14, INT - 8, WIS - 10, CHA - 17 | ||
Prepare Spells: Create or Destroy Water | ||
8 | Cleric 2 | - |
9 | Cleric 3 | - |
10 | Cleric 4 | Feat: Dual Wielder or Ability Improvement - +2 Charisma |
11 | Cleric 5 | - |
12 | Cleric 6 | - |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Talos Dragonling build. If you have already started playing feel free to do a respec at Withers and follow along. This will make it easy to follow the build step by step.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc.
Race | Features | Description |
---|---|---|
Halfling | The good thing is that Tempest Domain does not need to be as much on the frontlines and can play as a caster. This opens up options for shorter races. | |
High Half-Elf |
|
Comes with a selection of additional cantrip and shield proficiency. For the former, pick something utility. Sadly,the cantrip spellcasting modifier is intelligence. |
Blue Dragonborn |
|
Although the race is somewhat disappointing, it still fits the theme pretty well, as it represents lightning elements. |
Bronze Dragonborn |
|
|
Deep Gnome |
|
With a general advantage to mental checks with Gnome Cunning this is a great survivability boost on some deadly spells. |
Class
Overview | |
---|---|
Sorcerer | |
Features | |
Spell Slots | These can be used to cast spells and are restored each long rest. |
Cantrips
Cantrips | Description |
---|---|
Friends | If you are the main character and do most of the dialogues, this is mandatory as it gives an advantage on dialogue rolls. |
Minor Illusion | It can be used to distract NPCs, even before combat. |
Ray of Frost | A long-range cantrip, that has different elements than fire, in case the target is resistant. |
Shocking Grasp | A very useful melee range spell, that allows to disable enemy reactions. |
Spells
Spell | Description |
---|---|
Magic Missile | A good spell to have in the arsenal as it has a 100% hit chance and is perfect for eliminating specific targets. The missiles also can target enemies that you cannot see. |
Chromatic Orb | Can be used with different elements and target enemies based on what they are weak in. |
Subclass
Overview | |
---|---|
Draconic Bloodline | |
Features | |
Draconic Resilience | This negates the need for Mage Armour. |
Draconic Resilience: Hit Points | Just a bonus 1 HP for this build, so it's nothing fancy. |
Dragon Ancestor
Only interested in lightning-related Ancestry.
Ancestor | Description |
---|---|
Draconic Ancestry: Blue (Lightning) | I would prefer the Draconic Ancestry: Blue (Lightning) as I think Witch Bolt is more useful, especially later in the game, when you can inflict huge amounts of lightning damage on a single target. It is also a decent spell early in the game, to save spell slots. |
Draconic Ancestry: Bronze (Lightning) |
Background
Backgrounds are mostly for role-playing and you can pick whatever you prefer. If you want to optimize, then it would be good to pick backgrounds that are based on your ability points.
Background | Skills | Description |
---|---|---|
Guild Artisan | Insight Persuasion |
Gives persuasion proficiency, for better dialogue checks. |
Entertainer | Acrobatics Performance |
Improves Acrobatics skills and gives bonuses to Performance for some dialogue checks. |
Noble | History Persuasion |
Although you will have low intelligence the Persuasion check improvement is good. But it's an inferior option to Guild Artisan in my opinion. |
Abilities
Now let's take a look at the abilities of the Fire Sorcerer build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
The core mechanic to understand for ability points is that they give "ability modifiers" that apply to various skill checks. For example, Charisma works on Intimidation and persuasion checks. Wisdom on Survival or Animal Handling and so on.
You get a higher ability modifier on even values - 10, 12, 14, etc. So keeping it on odd may be useless. However, there are various +1/2 modifiers in the game, specifically Auntie Ethel Hair or Feats that help round this up.
Ability | Value | Description |
---|---|---|
Strength | 8 | This build does not need strength. |
Dexterity | 16 (15+1) | High Dexterity will ensure that you go early in combat. Moreover, you will get a bonus Armour Class, for better survivability. |
Constitution | 14 | It is important to ensure sufficient HP and good survivability by having a decent Constitution ability score. |
Intelligence | 8 | Not needed for the build |
Wisdom | 10 | Overall, leaving it at 10 is a good choice as you will not get a negative modifier on Wisdom Saving Throws. Wisdom is targeted by many spells. |
Charisma | 17 (15+2) | Charisma is the main spellcasting ability for Sorcerer and also helps with dialogue checks. |
Skills and Expertise
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendations are to pick those at which you have a high ability modifier and these are Charisma-related.
- Deception
- Intimidation
- Persuasion
Leveling Progression - Levels 2-12
Here is the detailed progression for the Lightning Sorcerer build to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class you can start picking your options
Level 2
This is where you will have left the tutorial area, and will start exploring the world.
Actions | Description |
---|---|
Create Sorcery Points | Spend Spell Slots to gain Sorcery Points. Once you get some more metamagic options, you could sacrifice spell slots, to cast two spells in one turn or increase your range. |
Create Spell Slot | Spend Sorcery Points to unlock a Spell Slot. You could create a higher tier spell slot, to increase the damage over what you can at the current level |
Spells
My recommendation for the spells to be included in the spellbook:
Spells | Description |
---|---|
Shield | I cannot stress enough how powerful this spell is. You can use the level 1 spell slot, to increase your armour class by 5. The result is that you can avoid most of the attacks during the turn. I would delay this a few levels to lower the difficulties, as you have limited spell slots. However, on Honour Mode, getting hit can be the end of the run. |
Metamagic
Sorcerers get access to unique actions. They allow to consumption of sorcery points to enhance spellcasting. New metamagic options will be unlocked as we level up as you have more and more Sorcery Points. Pick two:
Passives | Description |
---|---|
Metamagic: Twinned Spell | Spells that only target 1 creature can target an additional creature. Later on, you can use this to apply Haste on two allies or a Command spell to disable two targets. |
Metamagic: Extended Spell | This is especially useful if you will cast spells with short duration like Command. It would extend their effect period. |
Metamagic: Distant Spell | Get a huge distance boost, allowing you to take out enemies before they see you. |
Replace Spell
Nothing for now.
Level 3
The level-up unlocks the level 2 spell slots and spells. You also gain another option for metamagic, this time much better.
Spells
Spells | Description |
---|---|
Cloud of Daggers | This can be used to target multiple enemies and is very good in passages or choke points. The spell deals damage when it's cast and when the enemy's turn begins. This means you do 2x damage by default. |
Metamagic
Passives | Description |
---|---|
Metamagic: Quickened Spell | By consuming 3 Sorcery points a spell can be cast using bonus action instead of action points. You can cast two damage spells one after another. Or cast a control spell followed by an offensive one. This opens a lot of possibilities to combo various spells. |
Replace Spell
There are plenty of good spells that you could take - Hold Person, Enhance Ability, etc. However, I think you can delay them, as everything that you have is still useful.
Level 4
Cantrips
Pick one of the cantrips:
Cantrip | Description |
---|---|
Mage Hand | Can be used in various situations - combat, exploration, and interactions. |
Bone Chill | There is one encounter in Grymforge against an elemental where this is especially useful. Otherwise, if you know how to handle strong health regeneration I would skip it. Overall, I would make sure that at least one member of the party has this spell. |
Spells
As now you have a decent amount of spell slots getting this option makes sense:
Spells | Description |
---|---|
Blindness | A decent spell that can Blind enemies and does not use a concentration slot. |
Replace Spell
Nothing to replace.
Feat
There are 2 main choices depending on which race you have picked:
Feat | Description |
---|---|
Ability Improvement +2 Charisma | This is the most obvious one and is perfect if your race has access to shield proficiency (like Humans or Half-Elves). Later, you will multiclass into a cleric and obtain the shield proficiency at level 7. |
Dual Wielder | If you have shield proficiency this can be delayed to later. However, if not, then dual-wielding Melf's First Staff with The Spellsparkler is the best setup in Acts 1 and 2. This will also give +1 AC. |
Level 5
And you finally reach level 3 spells, which makes the build stronger, and gives access to powerful lightning spells.
Spells
Spells | Description |
---|---|
Lightning Bolt | The core spell of this build that you will use during most of the encounters. I will cover how to maximize the damage with it in the mechanics section. Overall, just make sure to use it on wet enemies to maximize lightning damage. |
Replace Spell
Nothing to replace it as of yet.
Level 6
Reaching Level 6 Sorcerer gives bonus subclass features, which will be a huge improvement for the build.
Features | Description |
---|---|
Elemental Affinity: Damage | The ability will activate every time we use relevant elemental spells. In your case, this will be bonus Lightning damage with spells like Lightning Bolt or Witch Bolt. |
Elemental Affinity: Resistance | Somewhat situational feature, I have not used it much as I would rather spend sorcery points on metamagic. |
Spells
I would be sure to pick up some kind of control spell. This will prove vital especially later on, to disable multiple foes. Here are my suggestions:
Spells | Description |
---|---|
Haste | You can use Metamagic: Twinned Spell to target yourself and an ally. This is a very powerful combo almost guaranteeing a win. |
Fear | A very powerful spell that frightens enemies and forces them to drop their weapons. This does require you to come close to them, which can prove risky. |
Sleet Storm | One of my favorite spells, that can immobilize many foes as they slip on ice. You will obtain this later, with Cleric multiclass, so it's a low priority. |
Replace Spell
Remove Spell | Add Spell | Description |
---|---|---|
Cloud of Daggers | Counterspell | Can be a lifesaver against enemy casters in case they will be able to cast a powerful spell. |
Level 7 - Respec to Lv 1 Cleric
This level is important as you will now start going for Cleric multiclass. Still, there is a slight problem that needs to be addressed. When casting spells with items (Markoheshkir, Spell Scrolls), the spellcasting modifier is based on the latest lvl 1 multiclass you picked.
For this build the goal is high Charisma as you will mostly use offensive Sorcerer spells. So to make sure that the build always uses Charisma, Sorcerer needs to become the last level 1 multiclass. This can be achieved by first taking Cleric.
This does sound complicated, but solves an important problem later down the road, when you will get some powerful spell scrolls and items. So go respec at Withers and pick Cleric as a first class.
Class
Overview | |
---|---|
Cleric | |
Clerics are representatives of the gods they worship, wielding potent divine magic for good or ill. | |
Features | |
Spell Slots | These can be used to cast spells and are restored each long rest. |
Domain Spells | Unique spell list accessible based on your cleric subclass. |
Cantrips
Cantrip | Description |
---|---|
Guidance | The spell can be used to improve the ability check rolls |
Light | A decent spell that will be useful in Act 2, to avoid heavily obscured areas. |
Thaumaturgy | Advantage source when doing Intimidation dialogue checks. |
Subclass
Overview | |
---|---|
Tempest Domain | |
Features | |
Wrath of the Storm | Unique reaction that can deal lightning or thunder damage to the targets attacking you. |
Thunderwave | It can be used to push back enemies from ledges. |
Fog Cloud | Create an obscured area, that can be used to pickpocket or blind enemies. |
Deity
The build is all about lightning so the perfect pick is Talos.
Abilities
Reuse the same ones from the 1st level - STR - 8, DEX - 16, CON - 14, INT - 8, WIS - 10, CHA - 17.
Prepare Spells
Don't forget to pick prepared spells once you leave the level-up screen. Here are my recommendations:
Spells | Description |
---|---|
Create or Destroy Water |
The core spell of this build will allow your Lightning-based spells to deal double damage. In most cases, you will be able to destroy simple grunt foes. |
Level 8 - Cleric Lv 2
The most powerful feature of the tempest domain cleric will be unlocked here.
Action | Description |
---|---|
Turn Undead | Excellent against undead enemies, making them run away. |
Destructive Wrath | The main feature of Tempest Domain allows it to deal maximum damage with Thunder and Lightning spells. |
Prepare Spells
Add one spell:
Spells | Description |
---|---|
Sanctuary | A very good spell to save an ally or yourself if the situation becomes dire. |
Level 9 - Cleric Lv 3
The build gets access to level 2 spells. The offensive spells are not that useful as they will have Wisdom as a spellcasting modifier.
Spells | Description |
---|---|
Gust of Wind | You won't be using these spells as they will have Wisdom as a spellcasting modifier. |
Shatter |
Prepared Spells
Add one spell:
Spells | Description |
---|---|
Enhance Ability | It's almost a mandatory spell to have by someone in the group. This can help with various ability checks and turn the tables to your side. |
Level 10 - Cleric Lv 4
You will get the second feat from the cleric leveling.
Cantrips
You can pick anything, as all the important ones have already been learned.
Prepare Spells
Add one spell:
Spells | Description |
---|---|
Warding Bond | Allows to split damage with a warded ally, improving survivability. |
Feat
Here you can select from a few choices, based on your playstyle and what kind of playthrough you are doing.
Feat | Description |
---|---|
Ability Improvement - +2 Charisma | Pick this if you have not taken it yet. This will improve the spellcasting modifier. |
Dual Wielder | Should be picked if you did not take it earlier. However, you might skip it if you have another caster in the party, as you will be limited to good caster weapons |
Alert | Very powerful feat that more or less guarantees that you go first in most combat situations. |
Level 11 - Cleric Lv 5
This level is a huge milestone, and that is why no multiclassing happened before. Access to level 3 spells makes Tempest Cleric an extremely powerful build.
Feature | Description |
---|---|
Destroy Undead | When you use Turn Undead, you will also deal bonus radiant damage. I think this is a good addition, but nothing fancy as it has niche uses. |
The Tempest Domain subclass also gains special spells:
Spell | Description |
---|---|
Call Lightning | As the build uses the Charisma spellcasting modifier, this spell is sadly irrelevant. |
Sleet Storm | Extremely powerful control spell that is usually overlooked, because it does not have any damage. However, you can make enemies prone with it, cancel the concentration of spells, and cover an area in ice. After this, enemies will have to pass Dexterity checks to avoid falling once they start moving. |
Prepared Spells
Overall, you can take any non-offensive spell. As I mentioned a few times, these will use the Spellcasting modifier of wisdom, so anything with Saving Throws or attack rolls will not be as effective.
Level 12 - Cleric Lv 6
The last level of the build gives a significant boost - a new feature and the second Channel Divinity Charge. It's quite unfortunate that these are obtained on the last level, as they would be extremely useful in the mid-game.
Feature | Description |
---|---|
Thunderbolt Strike | With this feature, you will be able to see some silly situations, where enemies are pummeled around from your spells. It does not provide too many practical bonuses and sometimes can even have negative effects, of spreading enemies apart. |
Prepared Spells
Overall, you can take any non-offensive spell. As I mentioned a few times, these will use the Spellcasting modifier of wisdom, so anything with Saving Throws or attack rolls will not be as effective.
Maximizing Ability Scores
Now, as the build progression is covered there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.
Charisma
- 17 Charisma - the base from character creation.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Charisma if you pick this choice.
- Feat- Ability Improvement - +2 Charisma.
- Act 3 - Mirror of Loss - pick +2 Charisma.
- Act 3 - Mirror of Loss - Patriar's Memory additional +1 Charisma, to counteract Auntie Ethel Hair if it was skipped in Act 1.
These will allow you to reach 22 natural Charisma, which results in a +6 spellcasting modifier and improved Spell Save DC.
Potions, Elixirs and Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
These are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.
Consumable | Description |
---|---|
Potion of Speed | In case you or your other casters have a Concentration spell slot taken and cannot cast Haste, use this potion. It acts similarly, but the effect is just for 3 turns. |
Potion of Animal Speaking | Although not something powerful, it is worth stocking up and saving a spell slot. |
Potion of Invisibility | Can be used to get a perfect position before the encounter starts or leave the encounter if it comes to worst. |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat as otherwise, you will need to use Bonus Action.
Consumable | Description |
---|---|
Elixir of Bloodlust | Very effective elixir that gives another action point if you kill an enemy. I would say this is the best one to use to maximize your output through the turn. |
Elixir of Battlemage's Power | Gain 3 stacks of Arcane Acuity. I would say this should be the most used elixir for higher spell success. |
Elixir of Peerless Focus | Another good choice that allows to better maintain spell Concentration. |
Superior Elixir of Arcane Cultivation | Grant's a single level 3 spell slot. Could be useful in case you are preparing for a longer encounter. |
Supreme Elixir of Arcane Cultivation | Grant's a single level 4 spell slot. Could be useful in case you are preparing for a longer encounter. |
Elixir of Vigilance | For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. However, if you have Alert this becomes redundant. |
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers.
At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers also called Elite.
Illithid Power | Type | Description |
---|---|---|
Favourable Beginnings | Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. |
Luck of the Far Realms | Base | An easy way to ensure you land critical hits. |
Cull the Weak | Base | Can help to kill an enemy faster if it is left with a few HP. |
Psionic Backlash | Base | A great way to weaponize your reaction before obtaining Counterspell. |
Illithid Expertise | Elite | Can be used to maximize the effectiveness of charisma-based skills, especially relevant to the main character. |
Black Hole | Elite | Very powerful spell that can be used to pull enemies together. You can then follow up with area-of-effect spells or attacks. In general, it is a very effective action in the hands of any character. |
Psionic Dominance | Elite | Can be used to save yourself from a deadly spell. This is especially relevant as you will have a disadvantage on mental saving throws. |
Freecast | Elite | Remove the cost of spell slots or charges. |
Mind Sanctuary | Elite | You can now use action and bonus action interchangeably, giving two full spell casts each turn. It's not as important for you, but it will help other casters in the group. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Lightning Sorcerer Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Act 1
For most of Act 1, your melee weapon slots will be free, so use anything there.
Slot | Item | Description |
---|---|---|
Melee (One-Handed) | The Spellsparkler | When used with Magic Missile you can generate multiple Lightning Charges and drastically improve the damage output of the spell. |
Melf's First Staff | Gives +1 to spell attack rolls or DC. An alternative to The Spellsparkler in case it is used by someone else. | |
Phalar Aluve | It can be used to apply damage and attack roll buffs in various combat encounters. Wearing it together with other staves will require Dual Wielder feat. | |
Ranged | Bow of Awareness | The higher initiative bonus will allow you to start your turn earlier. |
Hand Crossbow +1 | Equipping two of these will allow you to attack with off-hand. This is important as you may not have used for bonus action if your Sorcery points have been expended, so this will allow some bonus damage. | |
Shield | Adamantine Shield | It provides a substantial defensive boost by reducing critical hit damage. |
Safeguard Shield | Gives a bonus to saving throws, easily accessible early in the game. | |
Head | The Shadespell Circlet | Increases Spell Save Difficulty Counter, while obscured. Very easy to activate, use Shift, to see the sun icon, it should be half or full empty. |
The Lifebringer | The best defensive option in Act 1. Works well with The Spellsparkler. Without it, the item loses its purpose. | |
Cloak | - | Nothing relevant for the build |
Armor | The Protecty Sparkswall | The best spellcaster robe in Act 1. Works well with The Spellsparkler for additional bonuses to Armour Class and Saving Throws with Lightning Charges. |
Gloves | Gloves of Belligerent Skies | Applies Reverbation when dealing thunder or lightning damage. With 5 stacks, this will deal a bonus 1d4 damage and can make enemies Prone. This can be easily achieved once you have The Spellsparkler. |
Bracers of Defence | Gives whooping +2 Armour Class. This is the perfect option especially if you do not have shield proficiency. | |
Gloves of Missile Snaring | Defensive gloves that allow to negate enemy ranged attack. | |
Boots | Boots of Stormy Clamour | Excellent shoes for applying Reverbation. However, if you have a Cleric or other Spirit Guardians user I would save these on them. |
Disintegrating Night Walkers | One of the best boots, giving a total advantage for movement on difficult surfaces. It also gives Misty Step to increase that mobility. | |
Boots of Striding | Gives additional protection against being Prone. | |
Amulet | Psychic Spark | Excellent amulet which improves Magic Missile effectiveness, making it one of the best spells in the early game. |
Pearl of Power Amulet | A good amulet that allows restoring level 3 or lower spell slots. This way you could get additional sorcery points. | |
Amulet of Misty Step | A good amulet to obtain mobility via Misty Step. | |
Rings | Ring of Protection | Gives defensive bonuses to Armour Class and Saving Throws. |
Fetish of Callarduran Smoothhands | Allows Casting invisibility for free once per long rest. | |
Ring of Absolute Force | Bonus thunder damage to thunder spells works with 5 Reverbation stacks from Boots of Stormy Clamour. |
Act 2 - mid-game
Slot | Item | Description |
---|---|---|
Melee (One-Handed) | - | Continue using weapons from Act 1, as nothing comes close in terms of usefulness. |
Ranged | Ne'er Misser | Gives an additional cast of level 3 Magic Missile. Be sure to equip a second, hand crossbow like Hand Crossbow +1. |
Bow of Awareness | Still the best bow, as initiative plays a vital role for first mover advantage during encounters. | |
Darkfire Shortbow | Can be useful to precast Haste in some encounters. | |
Shield | Ketheric's Shield | The best shield for casters as it gives +1 Spell Save DC, increasing spell success. |
Sentinel Shield | What makes this shield amazing is that by wearing it you will be going first most of the time during encounters. | |
Head | Fistbreaker Helm | Adds +1 Spell Save DC improving spell success. |
Cloak | Cloak of Protection | Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. |
Thunderskin Cloak | Because most of the enemies you come across will have Reverbation this cloak will further help to weaken those foes. | |
Armor | The Protecty Sparkswall | Same armor from Act 1 that improves Spell Save DC. |
Robe of Exquisite Focus | Gives bonus Spell Save DC. | |
Gloves | Gloves of Belligerent Skies | The best gloves in terms of stacking bonus Reverbation, especially via Callous Glow Ring effect. |
Hr'a'cknir Bracers | Decent gloves with the ability to cast Telekinesis. | |
- | Anything from Act 1. | |
Boots | Boots of Stormy Clamour | They are still the best boots for applying various conditions. |
Evasive Shoes | Slightly improves Armour Class resulting in a higher survivability. | |
Amulet | - | Previous Act Amulets. |
Amulet of the Harpers | The Shield spell is pretty good, but you will get this spell from Sorcerer. | |
Rings | Ring of Mental Inhibition | Once you reach level 9 and unlock Magical Ambush this ring can help with debuffing foes when you scroll cast. |
Callous Glow Ring | The ring's bonus radiant damage will help activate Gloves of Belligerent Skies and get more Reverbation stacks. | |
Coruscation Ring | It is fairly easy to cast any light spell on yourself or have an ally do that. The Radiating Orb effect will debuff enemies, making it harder for them to hit targets. |
Act 3 - Final Build setup
This is the last act of the game, where you will get access to the most powerful items. To get them as early as possible you will need some planning, but overall, it should not be a problem.
Slot | Item | Description |
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Melee (One-Handed) | Markoheshkir | The ultimate caster weapon that enables the Arcane Battery effect, special Kereska's Favour action, and other bonuses. You can pick Bolts of Doom, depending on whether you want an improved Scorching Ray or Fireball. |
Rhapsody | A very powerful weapon, that improves damage and attack rolls with each killed foe up to +3. | |
Staff of Spell Power | It gives the Arcane Battery effect which will save spell slots when casting high-level spells. Moreover, it improves Spell Save DC. | |
Woe | Vampiric staff with improvements to Spell Save DC. | |
Ranged | Hellrider Longbow | The bonus initiative is an excellent boost to go early in combat. If it is not a surprise round, it is almost guaranteed. |
Head | Hood of the Weave | A good caster headwear that gives bonuses to spell attack rolls and spell save DC. |
Birthright | Gives +2 Charisma, which will allow you to reach 24 with all the bonuses. | |
Cloak | Cloak of The Weave | Improves Spell Save DC. However, the main caveat is that this cloak is in demand by all casters. |
Cloak of Displacement | Provides an increased chance of avoiding enemy attacks with attack rolls. | |
Armor | Armour of Landfall | If you have light armor proficiency from race, this is a very powerful armor and the best one for the caster. The Constitution Saving Throw advantage is a huge boon. It also improves Spell Save DC. |
Robe of the Weave | Improves Spell Save DC and also Armour Class. Excellent caster robe. | |
Robe of Supreme Defences | Improves Saving Throw success by giving a bonus based on your spellcasting modifier. | |
Gloves | Helldusk Gloves | Good gloves with a boost to Spell Save DC |
Gauntlet of the Tyrant | Boosts Spell Save DC by 1. | |
Boots | Helldusk Boots | Gives an option to pass a Saving Throw using reaction. Moreover, improves the movement via Difficult Terrain. |
Disintegrating Night Walkers | One of the best boots in the game, enabling free movement on difficult terrains and giving Misty Step. | |
Amulet | Amulet of The Devout | Provides +2 Spell Save DC. However, it is better used on Cleric to get the bonus Channel Divinity charge. |
Spellcrux Amulet | Allows restoring any level of spell slot. | |
Rings | Ring of Feywild Sparks | A somewhat overlooked ring, but it gives +1 Spell Save DC. It can help land that initial spell. |
Ring of Mental Inhibition | This ring can help with debuffing foes when you scroll cast and they fail saving throws. | |
Callous Glow Ring | Will give additional radiant damage rider and will affect multiple targets. | |
Ring of Protection | The armor class boost from the ring slot is valuable throughout the game. |
Build Mechanics
In this section, I would like to dive deep into how to play the Lightning Build Build. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.
Important Mechanics and Combos
Let's go through key mechanics and tips on how to use the build effectively.
Easily apply Wet
The build revolves around very high lightning damage. To reach it, you should apply Wet status on enemies whenever that is possible. This is pretty easy and there are a few ways of doing that:
- Have someone cast Create or Destroy Water. You can also cast it yourself, but this will limit the number of action points available. Having Metamagic: Quickened Spell is perfect for this.
- Drag the Water Bottle from the inventory onto the ground or close to the enemies. The next step will require some kind of Hand Crossbow +1 so that you can shoot with offhand. Now hit the bottle with your arrow, and it will break, applying wet to the nearby targets.
- Have someone (like Wizard or Druid) with a level 6 spellslot and access to Conjure Elemental. This allows summoning Conjure Elemental: Water Myrmidon, which can use Healing Vapours to apply wet on everyone in the area.
With these options, you can greatly improve the build damage from the early levels.
Maximum Lightning Damage
So, the main build highlight is Lightning damage. To get huge numbers you will need a few things:
- Apply Wet status, which was mentioned above for double damage.
- Use Lightning spells like Witch Bolt, Lightning Bolt, or Chain Lightning (accessible via level 11 wizard/sorcerer, scrolls, or Markoheshkir).
- Once casting a spell activate Destructive Wrath for maximum rolls. This will most likely kill any normal enemies and inflict heavy damage on bosses.
Destructive Wrath is the highlight of the build, however, it is limited as it uses Channel Divinity Charge, which is restored each short rest.
Metamagic effectiveness
One of the core mechanics that sorcerers have and get an edge on other casters is Metamagic. The first actions are obtained at level 2, and you get more and more as you level up. Here are a few that I recommend:
- Metamagic: Quickened Spell - allows casting spells with bonus action, which is an extremely powerful option for Nova rounds, or just inflicting damage and control on the same turn.
- Metamagic: Heightened Spell - enemies have a disadvantage on Saving Throws against your spells.
- Metamagic: Subtle Spell - you can overcome Silence, in case there is a situation where your character is affected by it.
- Metamagic: Twinned Spell - if the spell is a single target, it can now affect two targets - Haste, Command level 1, etc.
The main problem is that these require Sorcer Points which are limited. Still, you can use Create Sorcery Points and consume level 2 spell slots, which have limited uses in the late game.
Minor Illusion to divert enemies
On the other hand, you can also use something like Minor Illusion to pull enemies together, change their vision cones, and attack with the same spell but hit all of them. This is a very powerful cantrip that can be overlooked.
First, it does not break Invisibility or stealth (unless you get seen). Second, enemies when not in combat will chase it, meaning they will change their vision direction. Third, on most occasions, they will come closer to investigate the illusion.
This creates various opportunities like landing a powerful Area of Effect spell from caster or scrolls or hitting with wide attacks.
Early Game Combat
Let's cover how you should progress combat levels 1-6.
- Magic Missile is one of the best picks for early games. You get a 100% hit chance and get bonus damage via The Spellsparkler + Psychic Spark.
- Shield is perfect for avoiding early-game wipes. Just make sure to have a free level 1 spell slot to activate it.
- Once you unlock level 2 spell slots Cloud of Daggers can be used to hit enemies that are stacked together. There are few encounters where you can hit up to 3 enemies in one turn.
- Minor Illusion can be used to lure enemies into one place before combat. This works extremely well with Cloud of Daggers and other area-of-effect spells.
- Once you get Lightning Bolt use it together with wet status (Water Bottle or Create Water), to inflict huge amounts of damage.
- You can do a nova round with Metamagic: Quickened Spell + Haste/Potion of Speed, to unleash up to 3 spells per turn, in most scenarios easily beating the encounter.
Mid to Late Game Combat
- When using lightning spells, especially Lightning Bolt be sure to activate Destructive Wrath for maximum possible damage.
- Once you obtain Markoheshkir, be sure to activate Kereska's Favour with Bolts of Doom to access Chain Lightning - one of the strongest spells in the game.
- Feel free to use Cleric spells like Sanctuary, and Healing Word if some support is needed for the party.
- Chromatic Orb can still be used to inflict decent damage on a single target.
- Use the Arcane Battery feature from items like Markoheshkir and Staff of Spell Power to cast high-level spells for free.
- Otherwise, the tactics stay the same throughout the game.
Build Variations
Here are some variations that work similarly and utilize the same classes at their core.
Setup | Description |
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Storm Sorcerer Build:
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Can be a good lightning caster and gains access to 3 feats and learning additional level 6 spells like Globe of Invulnerability or Chain Lightning. |
Lightning and Cold Draconic Bloodline Sorcerer Build:
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A similar variation to this build, which offers access to Destructive Wrath. You also get to access level 5 spells like Cone of Cold, Ice Storm, Confusion, which can be equally important. This does make for a somewhat more versatile build. |
Conclusion
Thank you for reading the Talos Dragonling Build for Baldur's Gate 3. I hope you enjoyed reading about this unique build with the mix of Sorcerer and Cleric. The combo offers unique roleplay perspective but also a very powerful build.
Cheers!
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