
Draconic Bloodline Fire Sorcerer Build - Baldur's Gate 3 (BG3)
Contents
Draconic Fire Sorcerer Build
With this build the aim is to use the Draconic's Bloodline unique effect of Elemental Affinity: Damage. It allows adding bonus damage to fire spells based on the Charisma modifier. Although this may not seem much, there is a trick. Each of the enemies affected by the fire spell or each projectile that hits activates this effect.
So imagine releasing Fireball on 6 enemies and having a +5 Charisma modifier. That is in total 30 bonus damage. But this is just the beginning. Now imagine, you have Scorching Ray as a level 5 spell. This is 6 rays released. each of these rays will deal a bonus of 5 damage. You will easily do 80+ damage with a single spell to one target. Include some critical hits and they will be deleted from the battlefield.
On top of this add Sorcerer metamagic actions, and you can multicast spells per one turn, cast spells with a bonus action, etc. We will also have a wide arsenal of spells to be able to combat enemies that have resistance to fire spells. We do not want to be useless in case this kind of situation arises.
If this sounds like what you are looking for and want crisp enemies to ashes, read on!
Short overview
This is a short overview and progression of the build. Use it to get a quick glance if you want to pick the best options without going deep into the explanations. A more detailed description with texts, suggestions, and improvements can be found in the next sections.
Starting the Game
We start with the early game. I would go into what are the best Races, Abilities, and Skills for Draconic Sorcerer. Some of these choices are impactful as you cannot respec them.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc. I think races that have shield proficiency really benefit the Sorcerer build.
Race | Features | Description |
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I think this is the "optimal" choice. High Half-Elfs get a cantrip, Darkvision, and also shield proficiency. More or less everything that you need for a good Sorcorer |
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This is one of the rare occasions where I would recommend going with a human. You can get Shield proficiency that will be valuable throughout the game for various bonuses and increased Armour class. |
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They have a few unique actions like Misty Step and Psyonic Jump. Moreover, they get Medium armor proficiency for higher AC. |
Class
We start the build with Sorcerer. First, it will give us Constitution Saving Throw proficiency. Second, we want to get level 3 spells as soon as possible. They have very powerful options like Lightning Bolt. After that we can dip into Cleric.
Overview | |
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Features | |
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These can be used to cast spells and are restored each long rest. |
Cantrips
The sorcerer gets 4 cantrips. This is a lot, allowing us to make some good choices:
Cantrips | Description |
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If you are the main character and do most of the dialogues, this is also a good choice as it gives an advantage during rolls. |
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Use this cantrip to deal moderate damage or light up barrels with oil. Perfect if you want to save spell slots. Note: Take this Fire bolt even if you have the one from elf or half-elf. The other scales with Intelligence and we need Charisma |
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Opposite to Fire Bolt, you can deal ice damage if enemies are resistant to fire damage. |
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Lure enemies together from stealth with the cantrip. Then use Shatter, Thudnerwave, or any other area of effect spell, to deal huge damage. |
Spells
Sorcerers cannot prepare spells. This means that what they choose during the level-up screen - is what they can use. This can easily cause paralysis especially if you are new to the game. Here are my recommendations for what to pick early:
Spells | Description |
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I really recommend this spell. It is not very powerful, but it can hit multiple enemies and does not miss. You can easily finish off a straggler with a few HP and damage the second foe |
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This spell can be changed to any element. It is a powerful early game choice, as you can use whatever the enemy is weak to. |
Subclass
Overview | |
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Features | |
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Your Hit Point maximum increase by 1 for each Sorcerer level. |
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Dragon-like scales cover parts of your skin. When you aren't wearing armour, your Base Armour Class increased to 13. Together with +3 AC from dexterity this is 16 armor class, the same as heavy armor. |
Dragon Ancestor
As Draconic Bloodline, we can pick our Dragon Ancestor. These give additional spells and at level 6 will give bonus elemental resistances and damage on the chosen ancestry. I recommend:
Ancestry | Description |
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Although any Fire Ancestry works, I recommend this one. Burning Hands is a perfect spell in close range when starting the game. The other choices are subpar, and Sleep scales well until level 3. |
Abilities
Now let's take a look at the abilities of the Sorcadin build. Correct allocation will allow us to maximize the early gameplay and get good modifier bonuses.
Ability | Value | Description |
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8 | We do not need strength as we will not be in close range often. |
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16 (15+1) | High dexterity will give a bonus Armour Class and higher initiative. This can be used to go first during combat encounters and take out a few enemies before they get to do anything. |
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14 | The constitution will give us bonus HP and increase the success of Constitution Saving Throws |
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8 | Not really important stat for us |
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10 | We get 10, to not get any negative modifier for Wisdom Saving Throws, as there are many of them. |
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17 (15+2) | The main ability of Sorcer build. It determines our spell success, and spell difficulty. Moreover, it is used for many dialogue checks, ensuring that you can trick or persuade NPCs. |
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:
- Acrobatics
- Persuasion
- Deception
- Performance
- Intimidation
Detailed Leveling Progression
Here is the detailed progression for the 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 the feel for the class you can start picking your own options
Level 2
Instantly at level 2, we get a lot of improvements. First, Sorcerer gets an additional level 1 spell slot, and second 2 sorcery points are added. They can be used for creating spell slots, additional spellcasting, etc. Last, we unlock special metamagic mechanic
Actions | Description |
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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 |
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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
Although we are doing a Fire Sorcerer build, the spell below is too good to pass.
Spells | Description |
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Do you see an enemy close to the ledge? Or they are close to you? Use Thunderwave to knock them back and deal thunder damage. It can instantly kill foes that are thrown from the ledge. |
Class Passives
Sorcerers get access to unique actions - metamagic. 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.
Passives | Description |
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Spells that only target 1 creature can target an additional creature. Later on, you can use this to apply Haste on two allies |
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Increase the range of spells by 50%. You can easily now avoid the penalty for the lack of range if this situation happens when spellcasting |
Level 3
We unlock the level 2 spell slots and spells. We also gain another option for metamagic, this time much better
Spells and
Level 2 spells are okay, nothing that is groundbreaking. Here are a few recommendations of what you can take. You also can replace spells, but I do not recommend doing that yet at this stage.
Spells | Description |
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Oh, baby! This spell will get very powerful as we level up. For now, it is a decent one, and can definitely be used to target multiple enemies. However, from level 6, it will start wrecking foes |
Class Passives
We are getting another metamagic selection. The good thing is that two new options are introduced. Here is my recommendation:
Passives | Description |
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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 later, you could use Haste and then two spells at the same turn. This unlocks tactical possibilities. |
Replace Spell
This will be a tough decision, but I would recommend removing (if you are Githyanki) either Magic Missiles or Chromatic Orb. These are great spells, however, we are able to obtain Misty Step, which provides crucial mobility that the Sorcerer needs:
Spells | Description |
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You can move away without triggering opportunity attacks. This only costs bonus action, and you can position yourself on a higher ground easily. Also, you can use it in stealth. |
Level 4
We get our first Feat selection that will greatly improve both offense and defense. The Sorcerer also unlocks another level 2 spell slot and can select an additional spell.
Cantrips
We can choose another cantrip. Here is my recommendation:
Cantrips | Description |
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Can be useful in some encounters as you can disable enemy healing and greatly weaken undead enemies. |
Spells
Spells | Description |
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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. |
Feat
For the first Feat, there is nothing much to recommend. You really only want to improve your ability score for a higher spell success chance and more damage
Feat | Description |
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Allocate 2 ability points to Charisma. This will increase the modifier by 1 resulting in higher spell success. |
Level 5
And we finally reach level 3 spells. Moreover, we get 2 level 3 spell slots for upcasting.
Spells
There are a lot of good spells at this tier, so it's hard to choose what to pick. For Fire Sorcerer, the plain choice is:
Spells | Description |
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A very powerful and trustworthy fire spell. You can hit enemies in a decent area of effect for 8d6 damage. At the next level, it will also get a little damage boost |
Replace Spell
Because we also unlock Haste, I would try getting it as soon as possible. I recommend removing either Thunderwave or Magic Missiles, the one which you use less.
Spells | Description |
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A very powerful spell that gives an additional action point. In a sense, you can cast two spells. Add Metamagic: Quickened Spell, and you can cast 3 spells per turn! |
Level 6
We gain an additional level 3 spell slot and reach new subclass features of the Draocnic bloodline.
Spell | Description |
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When you cast a spell that deals damage of the type associated with your draconic ancestry, you add your Charisma Modifier to the damage. Your fire damage spells will not get bonus damage. |
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When you cast a spell that deals damage of the type associated with your draconic ancestry, you can spend 1 Sorcery point to gain Resistance to that damage type. |
Spells and Replace Spell
We are still able to choose between level 3 spells. There are two main contenders in my opinion
Spells | Description |
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Another powerful spell that can counter almost any spell that foe casts. Even if you don't use it often, it is good to have it as it will notify you of what enemies are casting and let you decide the next steps |
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You can target up to 6 foes to slow them down. If most of them succeed the combat will become drastically easier and you can overwhelm almost anyone |
You could also take Counterspell as a spell, and Slow as a replacement to something that you do not use. I removed Thunderwave
Level 7
We reach level 4 spells. Besides that nothing much
Spells and Replace Spell
Spell | Description |
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You can create a straight wall of fire, that allows targeting enemies in wider positions. It also damages nearby foes but for less damage. The downside is that it requires concentration, meaning something like Haste will not work at the same time. |
I do not recommend replacing any spell. All of them serve a different purpose.
Level 8
We further increase the arsenal of Sorcerer spells and we get access to the second feat.
Spells and Replace Spell
Spell | Description |
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A very strong single-target spell, it has 8d8 rolls and can one-shot most medium enemies. I would personally recommend this. It does not take concentration slot and you will have alternative spell damage at your disposal |
For replacement, it's your choice, you can pick something you want to try or discard a spell you do not use.
Feat
Feat | Description |
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Put one point into Charisma, and another where you prefer. The result is maximized Charisma with maximum spell success. |
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Doubles the chance of spell spell-critical hit, making your lightning spells even more powerful. Moreover, you gain additional cantrip choices. Pick Eldritch Blast, it is the most powerful cantrip in the game. You can then use metamagic to cast it twice or thrice. Note: As of Patch #2 this feat does not work |
Level 9
And we get to Level 5 spells. To be honest, I think they are not really useful for our Draconic build.
Spells and Replace Spell
If you are interested you can take level 5 spells, but I do not recommend them. My options would be these:
Spell | Description |
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Targets enemies in a straight line giving a good spell range. If enemies are wet the damage is doubled |
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Release icicles that also deal bludgeoning damage. Although this is a fire sorcerer build, you can go for the option above. However, Bludgeoning damage is a good alternative to expand your sources of damage. |
Level 10
We get a new cantrip option, an additional spell, and the last Metamagic.
Cantrips
You are free to take any cantrip that you find useful. More or less the build has been finished, so this is just a good addition:
Cantrips | Description |
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Quality of Life spell, that you can use to summon a hand. It can solve some puzzles, pick and throw objects. It can also shove enemies from ledges. |
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Reduce incoming piercing, slashing, and bludgeoning damage by half. If you are fighting against enemies that use physical attacks this in theory doubles your HP. |
Spells and Replace Spell
Spell | Description |
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I love this spell. First thing it allows you to play with enemies and throw them around the battlefield. Second, it can be recast without using a spell slot, which is another huge benefit. However, it requires a concentration slot. |
Class Passives
Passives | Description |
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Targets of spells that require Saving Throws have a Disadvantage on their first Saving Throw. It will give a higher success of spell success. But overall, at this point in the game, it will not matter much. |
Level 11
At level 11 we reach the highest tier of spells in the game. We also unlock the unique actions of the Draconic bloodline subclass
Action | Description |
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You can now Fly instead of running utilizing the movement speed. However, this still triggers opportunity attacks, so it does not replace Misty Step. Just makes it easier to traverse places. |
Spells
Because we are doing Fire Sorcerer there are no options for level 6 fire spells. However, we can still a take a few very powerful options:
Spell | Description |
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An interesting spell that is similar to Lightning Bolt. However, this deals Radiant damage. Unfortunately, it requires a Concentration slot, so you may lose something like Haste |
Level 12
We reach the last level of Draconic Bloodline Fire Build. We get our last spell pick and a new Feat option.
Spells
Spell | Description |
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A very deadly spell that can do a maximum of 100 damage without a critical hit. It only targets a single enemy, but deals force damage which not many foes can resist. |
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You can use it to target multiple enemies with lightning damage. Add Metamagic: Twinned Spell for even more targets. |
Feat
Feat | Description |
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Pick this if you have not yet maximized the Charisma ability to 20. Otherwise, check other options below |
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Use Luck points to get an advantage on your attack rolls, ensuring that you do not miss an attack or pass a Saving Throw |
General Tips
Now I would like to cover some general tips on how to play Draconic Fire Sorcerer Build.
Utilize Elemental Affinity
The Draconic Sorcerer gets a unique mechanic at level 6 that allows getting bonus elemental damage based on their ancestry. Because we took Fire, our fire spell damage will get buffed by the Charisma modifier.
At first glance this would not seem much, however, pair this with high-level Scorching Ray and each of the projectiles gets a bonus charisma modifier. Later on, you will be able to get some powerful items that further boost the damage.
Twinned Spell and Haste
Even if you did not plan this, Sorcerer can be extremely powerful support. At level 5 you gain access to level 3 spell slots and Haste. This spell gives 2 action points per turn, meaning you could double your damage output.
To do this you need to activate Metamagic: Twinned Spell and then cast Haste. You can now target two targets. I recommend doing this on yourself and another group member. This way two members in your party have double amount of actions. This will make your combat encounters much easier.
Use metamagic to empower your first turn
You can use the Metamagic mechanic to create some powerful spell combos. My favorite would be Quickened Spell. It allows casting a spell via bonus action. Here are some good combos:
- Haste and then cast two spells on the first turn and three on the second.
- Hold Person or Monster, and then cast spells for guaranteed critical hits.
Moreover, you can use Metamagic: Heightened Spell to create a disadvantage on Saving Throws on enemies. Meaning your spells have a much higher chance of success
Conclusion
Thank you for reading the Draconic Bloodline Fire Sorcerer build for Baldur's Gate 3. We went through great details on how to build Fire based magician that can utilize Draconic Bloodline's unique elemental effects. Moreover, we make use of Metamagic to maximize what our spells can do
Cheers!
Discussion
Why not take elemental adept to nullify fire resistance?
as I am a bit more knowledgeable of the game now, I would take Dual Wielder instead, to equip Markoheshkir and something like Rhapsody. The build also has a decent amount of alternative element spells to Fire.
Moreover, if you are worried, you could take Lightning Bolt earlier. Decreasing enemy resistance sounds good (you cannot make them vulnerable), but it works on a subset of enemies. This is a bit disappointing when there are options that work on all enemies.