Best Draconic Fire Sorcerer Build - Scorching Ray - Baldur's Gate 3 (BG3)
Contents
Draconi Fire Sorcerer Build - Scorching Ray
Fire Sorcerer, is one of the deadliest builds in the game becoming a deadly fire incarnate. As most of the casters, early games can be painful - weak spells, limited spell slots, and low item bonuses. Slowly the Sorcerer progresses and unlocks better and better spells.
Two major upgrades are at level 5 and later in Act 2, once you get Hat of Fire Acuity. This will be one of the core items of the build. Of course, you can go without it, but it will give an edge to other setups with a 100% spell success chance.
Fire spells will be the Fire Sorcerer's bread and butter - Fireball and Scorching Ray are all very powerful options. One will be used against targets stacked up together, another is a single target killer able to unleash hundreds of damage. In addition, spells like Hypnotic Pattern, Confusion, and Hold Person will allow you to disable groups of foes leaving them helpless to your fire attacks.
Of course, there are some caveats. The main one is that you will be weak against foes with Fire Resistance and helpless against those with Fire invulnerability. There are workarounds like Elemental Adept: Fire feat or Arsonist oil to overcome the resistances. Still having some Ice or Lightning spells like Chain Lightning or Lightning Bolt is useful in various situations throughout the game.
So let's go into the build!
Class Contribution
The build mostly goes into a single class. I do cover some options in the Build Variations section, but overall this is an extremely powerful full-class setup.
12 Draconic Fire Sorcerer
- Access to a wide array of fire spells - Fireball, Scorching Ray, Wall of Fire, etc. These will be your main damage source.
- Bonus damage of fire spells via Elemental Affinity: Damage.
- Permanent 13 Armour Class with Draconic Resilience saving you the use of Mage Armour.
- Powerful metamagic features like Metamagic: Quickened Spell allowing to cast spells with bonus action or double the number of targets.
- A wide variety of control spells - Hold Monster, Hold Person, Ice Storm, Hypnotic Pattern, etc.
- Access to powerful spells like Chain Lightning, and Globe of Invulnerability, which can guarantee a won fight.
- Proficiency in Constitution Saving Throws enabling to better maintain spell concentration.
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, Fire Bolt, Ray of Frost, Shocking Grasp |
Spells: Magic Missile, Chromatic Orb | ||
Subclass: Draconic Bloodline | ||
Dragon Ancestor: Draconic Ancestry: Red (Fire) | ||
STR - 8, DEX - 16, CON - 14, INT - 8, WIS - 10, CHA - 17 | ||
Skills: Deception, Intimidation, Persuasion | ||
2 | Sorcerer 2 | Spells: Shield |
Metamagic: Metamagic: Twinned Spell, Metamagic: Extended Spell | ||
3 | Sorcerer 3 | Spells: Cloud of Daggers |
Metamagic: Metamagic: Quickened Spell |
||
4 | Sorcerer 4 | Cantrips: Minor Illusion |
Spells: Scorching Ray | ||
Feat: Ability Improvement - +2 Charisma OR Dual Wielder |
||
5 | Sorcerer 5 | Spells: Fireball |
6 | Sorcerer 6 | Spells: Fear |
Replace Spell: Cloud of Daggers -> Counterspell | ||
7 | Sorcerer 7 | Spells: Ice Storm |
Replace Spell: Chromatic Orb -> Haste | ||
8 | Sorcerer 8 | Spells: Hold Person |
Replace Spell: Hypnotic Pattern -> Confusion | ||
Feat: Elemental Adept: Fire or any of the ones from level 4. | ||
9 | Sorcerer 9 | Spells: Hold Monster |
10 | Sorcerer 10 | Cantrips: Light |
Spells: Cone of Cold or Lightning Bolt | ||
Metamagic: Metamagic: Heightened Spell | ||
11 | Sorcerer 11 | Spells: Globe of Invulnerability |
12 | Sorcerer 12 | Spells: Chain Lightning |
Feat: Alert |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Fire Draconic Sorcerer build.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc. This pick cannot be respec so choose wisely.
Race | Features | Description |
---|---|---|
Halfling | One of the best races especially for Honour Mode. The Halfling Luck is a huge boost and improves the success of spells like Scorching Ray and various other checks. | |
High Half-Elf |
|
One of the more popular races. Gives an option to learn additional cantrip. I recommend picking something of utility as otherwise it will scale based on Intelligence. They also come with shield proficiency which makes sorcerers very good for survivability early on. |
Human |
|
Humans are rarely recommended race, but getting Shield proficiency early on gives a huge survivability boost for Sorcerer. |
Brass Dragonborn |
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Although the race is fairly weak by itself, having roots of fire dragon is the coolest hting that you can choose! |
Gold Dragonborn |
|
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. |
Fire Bolt | A fire-related cantrip that is great when you want to preserve your spell slots. |
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 nothing fancy. |
Dragon Ancestor
Only interested in fire-related Ancestry.
Ancestor | Description |
---|---|
Draconic Ancestry: Red (Fire) | Pick any that interests you. Brass is great for the early game, as it gives Sleep, which works well for the first few levels. Later, it loses its purpose. Disguise Self can be used throughout the exploration to easily pass some dialogue checks. |
Draconic Ancestry: Gold (Fire) | |
Draconic Ancestry: Brass (Fire) |
Background
Backgrounds are mostly for role-playing and you can pick whatever you prefer. However, for optimizations, I would do some strategic prioritizing. I would pick anything related to Charisma.
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 Fire 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 | 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
Level 4 brings the first feat, it will be a huge improvement.
Cantrips
Pick one of the cantrips:
Cantrip | Description |
---|---|
Minor Illusion | A very powerful cantrip that when used correctly can prepare you for huge damage rounds. Lure enemies into one place and follow up with Cloud of Daggers, Fireball, or another area of effect spell. This can be used while sneaking before combat initiation. |
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. |
Spells
As now you have a decent amount of spell slots getting this option makes sense:
Spells | Description |
---|---|
Scorching Ray | This will be one of the strongest spells in your arsenal against single targets. For now, I would only use it if your hit chance is above 80%. It will increase steadily throughout the game. |
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). |
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 Sorcerer much stronger from now on.
Spells
There are a lot of good spells at this tier. Still, as Fire Sorcerer, the first pick is obvious:
Spells | Description |
---|---|
Fireball | A very powerful and trustworthy fire spell. You can hit enemies in a decent area of effect for 8d6 damage. With Draconic Bloodline Fire ancestry, each enemy hit will get bonus damage based on the charisma modifier. |
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 Fire damage, when using Scorching Ray or Fireball. |
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 |
---|---|
Hypnotic Pattern | A very powerful spell that can disable multiple foes. However, it does have its issues, like hypnosis being removed when the enemy is hit. |
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. |
Replace Spell
I recommend removing Cloud of Daggers for:
Spells | Description |
---|---|
Counterspell | Can be a lifesaver against enemy casters in case they will be able to cast a powerful spell. |
Level 7
We finally unlock level 4 spells. These will be a great addition to the spellbook, but nothing that will have drastic changes.
Spells
Spell | Description |
---|---|
Ice Storm | I recommend having this spell. It can provide instant crowd control by applying Ice surfaces, making enemies fall. Moreover, using it on wet enemies will deal bonus damage. Another important aspect is that half of its damage comes as Bludgeoning, making it very effective against particular enemies. |
Replace Spell
I would remove Chromatic Orb as you will have access to powerful non-fire spells already:
Spell | Description |
---|---|
Haste | Although not mandatory as you can use Potion of Speed, it can be double cast using Metamagic: Twinned Spell and unleashing a deadly round with bonus action points. |
Level 8
This is a major milestone as the second feat is unlocked. Moreover, at this time you should already have Hat of Fire Acuity for maximum spell effectiveness.
Spells
Here are my picks:
Spell | Description |
---|---|
Hold Person | As you can easily make a 100% spell success chance, this together with guaranteed crits from Scorching Ray can destroy most of the enemies easily. |
Replace Spell
My personal recommendation and favorite option is to switch Hypnotic Pattern for:
Spell | Description |
---|---|
Confusion | One of the most used spells in my arsenal. Can easily wreak havoc among foes. |
Feat
Feat | Description |
---|---|
Ability Improvement +2 Charisma | Take this if you have not picked it at level 4 |
Dual Wielder | If it has not been taken at level 4, and you have 2 free staves - The Spellsparkler and Melf's First Staff now would be a good time to get the Dual Wielder. However, it could be delayed till Act 3, as this is when you will unlock truly powerful caster weapons. |
Elemental Adept: Fire | Enables you to overcome enemy fire resistance. This is a useful feat, at least until you start using Oil of Combustion. |
Alert | This feat will ensure that you almost go first and can shut down foes with your Hat of Fire Acuity and control foes before they even move. |
Level 9
Level 5 Spells are unlocked, but more importantly, we get 1 of each spell slot for levels 4 and 5. These can be used to turn them into sorcery points or cast/upcast spells
Spells
Spell | Description |
---|---|
Hold Monster | One of the deadliest spells in the game against bosses. With Hat of Fire Acuity + Scorching Ray combo, you can disable a foe and later rain down constant critical hits. |
Replace Spell
I leave the replacement options for you to decide.
Level 10
It is a major level-up, you will most likely be entering Act 3 by this time.
Cantrips
I would pick one of these:
Cantrip | Description |
---|---|
Light | Can be used to get benefits from some items with Radiant effects. |
Mage Hand | Useful for some world exploration stuff, where it can interact with levers. Moreover, it can shove foes and throw items. |
Spells
To be fair, the core arsenal of spells is covered before you unlock level 6 spells. So there are a few recommendations from my side that you can pick:
Spell | Description |
---|---|
Cone of Cold | A powerful cold spell that would be extremely effective against wet foes by doubling its damage. |
Lightning Bolt | Another option to the fire element spells when enemies are immune to it. Works well when enemies are wet. |
Greater Invisibility | If you have a character with high Stealth proficiency and expertise + a source of Pass Without Trace, this can be used to safely clear out enemies before the main encounter. |
Dimension Door | Excellent spell to improve the movement speed of allies in some specific encounters. |
Metamagic
Passives | Description |
---|---|
Metamagic: Heightened Spell | Targets of spells that require Saving Throws have a Disadvantage on their first Saving Throw. It will give a higher chance of spell success. But overall, at this point in the game, it will not matter much. |
Replace Spell
Nothing to replace
Level 11
This is a major level as you will gain access to level 6 spells. They are incredibly powerful and can make some of the game's hardest fights a cakewalk.
Feature | Description |
---|---|
Fly | Allows flying at the half cost of movement speed. |
Spells
Spell | Description |
---|---|
Globe of Invulnerability | One of the best spells in the game, giving an easy way to protect yourself or party members from enemy attacks. This is extremely powerful and makes some of the late-game fights easier to manage. |
Replace Spell
You could do a spell replacement if there is something that you do not use or haven't used in a long time.
Level 12
This is the last level of the build.
Spells
Spell | Description |
---|---|
Chain Lightning | One of the strongest spells in the game. Use it on enemies that are immune to fire damage and double the damage with Wet status. |
Replace Spell
You could do a spell replacement if there is something that you do not use or haven't used in a long time.
Feat
I would make sure to take any of the feats that I mentioned before, otherwise the last pick would be:
Feat | Description |
---|---|
Alert | With this feat you will be immune to surprise mechanics and the initiative bonus will ensure you go first. |
Lucky | Can be used to change the dice roll and gain an advantage on attack rolls and saving throws. |
War Caster: Concentration | An easy way to gain an advantage on Concentration Saving throws if you don't have it from items. |
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. Sorcerer is mainly interested in high 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 | This is semi-useful. Although you will use Scorching Ray which can crit, this will only result in one Ray's damage increase, so the benefits are negligible. |
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. |
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 Fire Sorcerer Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Act 1
One thing that will help with making this build powerful in the late game is not killing the Strange Ox in the Druid's Grove. He will later provide you with Hat of Fire Acuity in Act 2 (you will have to kill it)
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 | 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 | Works well with The Spellsparkler for additional bonuses to Armour Class and Saving Throws with Lightning Charges. The best choice in Act 1. |
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 | 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 | Hat of Fire Acuity | The core item of the build, that enables using Scorching Ray to get 100% spell success chance. |
Fistbreaker Helm | Adds +1 Spell Save DC improving spell success. | |
Cloak | Thunderskin Cloak | Because most of the enemies you come across will have Reverbation this cloak will further help to weaken those foes. |
Cloak of Protection | Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. | |
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. |
Boots | Boots of Stormy Clamour | Still the best boots in terms of applying various conditions. |
Evasive Shoes | Defensive shoes that improve Armor Class. | |
Amulet | Spineshudder Amulet | Very powerful amulet with single target spells like Scorching Ray. Each hit will apply reverbation, allowing for bonus thunder damage and constant Prone effects. |
Amulet of the Harpers | It allows casting a Shield spell and can be a lifesaver if attacked heavily for one turn. | |
Rings | Callous Glow Ring | The ring's bonus radiant damage will help activate Gloves of Belligerent Skies and get more Reverbation stacks. |
Ring of Mental Inhibition | It is an excellent ring that can be used to apply Mental Fatigue from failed Saving Throws against your spells. | |
Risky Ring | Ensures high attack rolls with Scorching Ray. Of course, the disadvantage to saving throw is a big problem, so evaluate how well you can hit your foes. | |
Ring of Spiteful Thunder | Adds another Dazed effect that can be procced after 5 Reverbation stacks are activated and Thunder damage gets applied. |
Act 3 - Final Build setup
Slot | Item | Description |
---|---|---|
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 Flame of Wrath or Bolts of Doom, depending on whether you want improvements in terms of fire damage or lightning riders. |
Rhapsody | A very powerful weapon, that improves damage and attack rolls with each killed foe up to +3. | |
Staff of Spell Power | Gives the Arcane Battery effect which will save spell slots when casting high-level spells. Moreover, it improves 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. |
Shield | Viconia's Walking Fortress | One of the best shields in the game. Overall, it serves more of a defensive role giving advantages on Spell Saving Throws. |
Ketheric's Shield | The best shield for casters as it gives +1 Spell Save DC, increasing spell success. | |
Head | Hat of Fire Acuity | The best helmet throughout the game, it will help you stack Spell Save DC using Scorching Ray. |
Birthright | Gives +2 Charisma, which will allow you to reach 24 with all the bonuses. | |
Hood of the Weave | A good caster headwear that gives bonuses to spell attack rolls and spell save DC. | |
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 | Spellmight Gloves | The best gloves in terms of damage, however, they do decrease attack rolls. |
Craterflesh Gloves | These gloves are ridiculously powerful as they have a bugged mechanic of doubling the damage riders and their force damage rolls. | |
Helldusk Gloves | Good gloves with a boost to Spell Save DC | |
Gauntlet of the Tyrant | Boosts Spell Save DC by 1. | |
Boots | Boots of Stormy Clamour | Still, excellent boots as they will help generate stacks of Reverbation. |
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 | Spineshudder Amulet | Very powerful amulet with single target spells like Scorching Ray. Each hit will apply reverbation, allowing for bonus thunder damage and constant Prone effects. |
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 | - | Use the ones from previous acts. |
Build Mechanics
In this section, I would like to dive deep into how to play the Fire Sorcerer 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. Fire Sorcerer has very interesting combos if you are willing to invest some time in the setup.
Overcoming enemy resistance to Fire
One of the main problems of this build is enemies resistant to fire. This means that they will take only half of the damage from the fire element and as a fire Sorcerer, this is a major problem that needs to be addressed. There are a few main ways to deal with it:
- The most obvious one is to use different elements - Chain Lightning, Ice Storm, etc. Ice and Cold ones also get double damage if the enemy has wet status.
- Elemental Adept: Fire feat allows overcoming enemy fire resistance and dealing full damage.
However, I would like to cover a bit more complicated but extremely powerful combo that you will most likely need in Act 3.
Use Arsonist's Oil - take an archer build like Swords Bard Archer or Gloomstalker Assassin and apply Arsonist's Oil on your weapon. Use Arrow of Many Targets if there are multiple enemies and apply the effect. Now enemies have their fire resistance removed (it should also apply vulnerability but this is currently bugged). You can then follow up with Fire Sorcerer's Scorching Ray or Fireball to inflict huge amounts of damage.
This of course has some issues. First, the archers have to attack first, as otherwise, the Fire Sorcerer will have issues inflicting damage. However, this is still a perfect option to build up Spell Save DC using Scorching Ray and unleash the full potential on the next turn once enemies are under the effects of Arsonsit's Oil.
Dealing with enemies immune to Fire
This is the most difficult part of the build. There are a few enemies in the game that are immune to fire damage. Sadly, there is no effective workaround and the best option is to use lightning or Ice spells with wet status and inflict double damage - Chain Lightning, Lightning Bolt, Cone of Cold, etc.
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.
Very high spell success chance
So one of the core aspects of the build is Hat of Fire Acuity which enables you to stack spell save DC when attacking with fire spells. The best choice here is Scorching Ray which can hit multiple times in a row easily helping to stack the buff.
Once you have 6-10 stacks you have a huge bonus to Spell Save DC and can use any kind of control spell with 100% spell success chance. This enables you to outright disable and destroy multiple foes.
Guaranteed Crits
So you can combo the above mechanic of very high Spell Save DC and reach some ridiculous damage numbers. First, once you have a high spell success chance you can use Hold Person/Hold Monster.
With the effect in place, you can come close to the enemy (3-meter range) and use any attack roll spell. The obvious one is Scorching Ray which will make each of the hit crit, and result in a huge damage stacking.
Markoheskir Mechanics
The most powerful staff in the game is Markoheshkir. It comes with various bonuses that empower the build. However, the most interesting one is Kereska's Favour. This allows you to choose different elements that imbue your spells.
The build is mainly interested in two options: Bolts of Doom and Flame of Wrath. The former gives Lightning charges which add additional lightning damage on each Scorching Ray projectile. Moreover, you get access to Lightning Bolt and Chain Lightning spells in case enemies are invulnerable to fire.
The Flame of Wrath is where things get interesting. You get an additional damage boost on fire spells. Moreover, each fire hit generates Heat, which can be used for Heat Convergence. It is a buff that gives bonus damage on fire spells. The problem is that it works on the first hit, so Scorching Ray should not be used. However, Fireball will get a bonus on each of the enemy hits, greatly increasing the total damage.
Reverbation and status effects
The build also dips into some reverbation stacking. The main sources are Spineshudder Amulet and Boots of Stormy Clamour. This results in an easy way of applying reverbation with each Scorching Ray projectile.
When 5 stacks are generated, enemies can become prone and also incur additional thunder damage. This is a great addition to optimize for even more damage and control.
Early Game Combat
Let's cover how you should progress combat levels 1-6. This plays as a normal Sorcerer.
- 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 level 3 spells like Fireball they can wipe hordes of enemies with correct placement.
Late Game Combat
The main difference in the late game is that you get access Hat of Fire Acuity which enables stacking Spell Save DC.
- The main rotation is starting the fight with Scorching Ray to stack Spell Save DC with Hat of Fire Acuity. You can easily reach 6-10 stacks which will result in an almost 100% spell success chance.
- Follow up with another offensive spell like Fireball, Scorching Ray, etc., Or cast a control spell to disable foes - Hypnotic Pattern, Confusion, etc.
- Using Metamagic: Quickened Spell enables casting two spells in one turn without Haste or Potion of Speed.
- Globe of Invulnerability is a game cheat code, that enables you to fight in the hardest fights in the game safely.
- For enemies that are resistant to Fire, use different element spells, Elemental Adept: Fire or Arsonist's Oil with archers to counteract it.
- For enemies that are invulnerable to Fire use Chain Lightning, Cone of Cold, or other elemental spells with scrolls.
Build Variations
Here are some variations that work similarly and utilize the same classes at their core.
Setup | Description |
---|---|
|
A solid build variation, that forgoes the third feat but gains access to Command and bonus warlock spell slots that reset on short rest. |
Conclusion
Thank you for reading the best Draconic Fire Sorcerer Build - Scorching Ray for Baldur's Gate 3. It is one of the most powerful casters in the game, being able to reach 100% spell success chance and destroy enemies single-handedly. This also makes it an excellent controller with an array of debilitating spells.
Cheers!
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