
Sorlock - Sorcerer Warlock Multiclass Build - Baldur's Gate 3 (BG3)
Contents
Sorlock - Sorcerer Warlock Build
Wanted to thank Frostbite from Baldur's Gate 3 Discord for the help with the build.
As the name implies this is mainly a combination of Sorcerer and Warlock. These are both caster classes that synergize well. First, both of them have the same primary attribute - Charisma. This makes them perfect party-face characters. Second, Sorcerer provides a variety of options for spellcasting and Metamagic mechanics. Warlock, on the other hand, comes with the most powerful cantrip in the game, that this build will utilize.
In the end, the build will be able to both support the group and go all in on the offense based on what the situation requires. Want to concentrate on a boss and take it out. Blast 3 Eldritch Blasts per turn and push it to the corner of the map. Want to disable enemies for a few turns? Just activate Command or Hypnotic Pattern, to leave them actionless.
Sorlock build variations
Another thing is that you can make a few setups based on the classes you pick. Here are some most important ones:
Setup | Pros | Cons |
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Vanilla Sorlock: 2 Lv Warlock 10 Lv Sorcerer |
A safe vanilla option, that has access to a lot of Sorcery points, can spam Eldritch Blast and use various spells. I would say this is the most interesting and versatile option, as you can both use Eldritch Blast, Crowd Control spells, and Area of Effect spells. | Although quite powerful, it is not as strong in terms of blasting Eldritch Blasts compared to the setups below. |
Fighter dip Sorlock: 2 Lv Warlock 2 Lv Fighter 8 Lv Sorcerer |
The Fighter class gives access to additional armor proficiencies but you would be mainly interested in Action Surge. This allows additional Eldritch Blast releases every short rest. | Action Surge only works once per Short Turn and going for 2 levels of warrior makes you lose level 5 Sorcerer spells and spell slots. Moreover, you lose additional Sorcery points. |
Crit Eldritch Blast Spammer: 2 Lv Warlock 5 Lv Sorcerer 4 Lv Fighter 1 Lv Free to any class |
A purpose-built Critical hit Eldritch Blaster. It has a high crit chance and can clear out a lot of enemies on the first turns. it can also cast level 3 Sorcerer spells. | The only downside is a lower amount of spell slots, meaning that even with additional spells, you will mostly use them a few times. And it may get boring easily as you mostly use Eldritch Blast. |
First-turn Eldritch Spammer: 2 Lv Warlock 4 Lv Sorcerer 3 Lv Fighter 3 Lv Rogue |
If you are min-maxing and want to dish out as many Blasts as possible, especially on the first turn. It is truly a deadly option but requires a lot of short and long rests. | Lose level 3 spells from Sorcerer. So something like Haste has to come from items or external sources. Moreover, all of Sorcery's points will be used up on the first turn. That is not all, it also gets only one Feat, further losing its edge on multiple encounters. |
Short overview
This is a short overview and progression of the build. Use it to get a 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 Sorcerer Warlocks. Some of these choices are impactful as you cannot respec them.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc. Also, keep in mind whether your picked race has Shield proficiency as this can improve survivability or give benefits for offensive.
Race | Features | Description |
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Although they cannot wear a shield, they are the perfect choice for builds that aim to land critical hits. | |
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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 Sorcerer | |
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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. |
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 Fireball, Haste, etc. After that, you can pick Warlock.
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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A very handy spell, especially in Act 2. |
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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 decision 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 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. The missiles scale with higher spell slots, and are useful throughout the game. |
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This is a very versatile spell, that can be used to create various surfaces and deal different elemental damage. |
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This spell will give us 13 Armour Class. Pair this with a dexterity bonus and we have 16 Armour Class at the start of the game. The same as a heavy armor user. Moreover, getting a shield will also net 18. Only take this with Storm Sorcerer, Draconic Bloodline does not need it |
Subclass
You can generally go for any subclass, here is an overview of what each does:
- Wild Magic - best for some fun gimmicks with
Wild Magic Surge. However, as we will be going to 2 Warlock, we will not get the level 11 subclass feature
Controlled Chaos. Without it, this option is the weakest in my opinion.
- Draconic Bloodline - This is a great option, especially if you will add something like Scorching Ray or Fireball to the mix. it also shines early in the game as get 13 base Armour Class. Moreover,
Draconic Ancestry: Brass (Fire) provides bonus elemental damage at level 6. So when using Fire spells with Fire Ancestry each hit will get bonus damage based on Charisma Modifier. Something like a Scorching Ray or Fireball hitting 5 times or 5 enemies is especially action-efficient.
- Storm Sorcerer - you get an additional Fly mechanic after the spell cast. However, because your Eldritch Blast has
Repelling Blast free movement has a lower impact. On the positive side you unlock bonus spells - Create Water, Call Lightning, etc. These are very useful and allow for some sick combinations and dealing double damage with Ice and Lightning spells. This can be a perfect choice to respec later in the game, when Draconic Bloodline bonuses may not be as useful.
For this build walkthrough, I will go through the Draconic Bloodline subclass
Overview | |
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Features | |
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After you cast a Level 1 spell or higher you can Fly as a bonus action until the end of your turn without receiving Opportunity Attacks. |
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Gain bonus maximum HP for each Sorcerer level. |
Dragon Ancestor
This is a unique choice for the Draconic Bloodline subclass. It is important as a level 6 Sorcerer you will obtain a special Elemental Affinity: Damage that will increase related element damage. For this build, I would take any that has Fire. My preferred choice would be
Draconic Ancestry: Brass (Fire) as it gives Sleep which can be useful early in the game.
Abilities
Now let's take a look at the abilities of the Sorlock 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 an 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. If you will not use Auntie Ethel's Hair to get +1 to Charisma, set it to 16 and use those points on Wisdom. |
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
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 options
Level 2
Instantly at level 2, we get a lot of improvements. First, the Sorcerer gets an additional level 1 spell slot, and 2 Sorcery points are added. They can be used for creating spell slots, additional spellcasting, etc.
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
My recommendation for the spells to be included in the spellbook:
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 or a Command spell to disable two targets. |
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Get a huge distance boost, allowing you to take out enemies before they even see you. |
Level 3
We unlock the level 2 spell slots and spells. We also gain another option for metamagic, this time much better
Spells and Replace Spell
Because we get level 2 spells it gets interesting. Although there is no "all-powerful" spell at this level, there are multiple ones that are decent. I would like to recommend a few that you can pick from:
Spells | Description |
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Oh, baby! This spell will get very powerful as we level up. Specifically for ![]() |
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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. |
I do not recommend replacing any spells yet, as all of them still serve a purpose.
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. |
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. Nothing important here but you can get this one:
Cantrips | Description |
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Quality of Life spell, that you can use to summon a hand. It can solve some puzzles, and pick and throw objects. It can also shove enemies from ledges. |
Spells
As now you have a decent amount of spell slots getting this option makes sense:
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 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. You should choose one hard hitter that will be your bread and butter for damage dealing:
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. With Draconic Bloodline Fire ancestry, each enemy hit will get bonus damage based on the charisma modifier |
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A lightning spell that hits all enemies in a direct line. Try to get the best position possible to hit as many foes as you can. Moreover, try to wet enemies with party members for double damage. Get this for the Tempest Sorcerer subclass. |
Replace Spell
Because we also unlock Haste, I would try getting it as soon as possible. I recommend removing Thunderwave, as in a few levels you will have Eldritch Blast for knockouts:
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 ![]() ![]() |
Level 6 - Warlock Lv 1
This is the first dip into the Warlock multiclass. Unfortunately, we do not get the most important bonuses yet, however, it will still be helpful
Class
Overview | |
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Features | |
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These spell slots can be used to cast spells and refill each Short Rest. |
Cantrips
We only need the Eldritch Blast cantrip. For the other choose, what you prefer.
Cantrip | Description |
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One of the cornerstones of this build. We will be using Eldritch Blast to shred enemies to pieces and knock them down. It will become very powerful on the next Warlock level |
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A utility spell, that can summon a spectral hand. It can help with puzzles and shove enemies. |
Subclass
Now for subclasses, each Warlock option brings something to the table. One has more defensive capabilities, another is perfect for controlling, etc. So let's do a short overview of each of them
- The Fiend - can get temporary HP for each enemy killed -
Dark One's Blessing. Moreover, another attractive option is the level 1 Command spell. It allows you to Crowd control foes without using a Concentration slot, which is very powerful. Add
Metamagic: Twinned Spell for taking out two enemies
- The Great Old One - this is a more offensive option. This subclass can apply Freighten to nearby enemies with -
Mortal Reminder. Because you will be releasing multiple shots per turn from Eldritch Blast or Scorching Ray, it will be easy to land a critical hit. So while you deal damage, you also can crowd control foes. Moreover, if you are going with Draconic Bloodline and Scorching Ray, this fits the theme even better.
- Archfey - gets the unique spell Faerie Fire. It can be useful to get an advantage on attacks. However, this requires concentration, meaning that you may lose something like Haste. So I do not recommend this one.
For this walkthrough, I will go with The Great Old One, as I think it fits the build a little bit better.
Overview | |
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Features | |
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As the build uses spells with multihits, this ensures that you can easily land critical hits and make enemies Frightened. |
Spells
Spells | Description |
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This is a very powerful spell, that we can empower with Sorcerer metamagic. Only can be selected with The Fiend subclass. It works as crowd control without the need for Concentration. Moreover, with ![]() ![]() |
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By using Bonus Action, you can weaken the enemy. Moreover, each hit will deal an additional 1-6 Necrotic damage on top. Use it together with Eldritch Blast and Scorching Ray for a pure boss-killer combo |
If you chose The Great Old One subclass, pick whichever spell besides Hex.
Level 7 - Warlock 2
Level 2 will unlock the full potential of Eldritch Blast and we can now utilize it in combat for maximum damage. We also gain the second spell slot, which could be used to create sorcery points.
Spells
Take whatever spell you prefer, for this level we are mainly interested in Eldritch Invocations.
Spell | Description |
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I recommend this defensive spell. It will give temporary HP and return cold damage to foes that attack you in melee. |
Eldritch Invocations
Invocation | Description |
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Improves Eldritch Blast damage by including your Charisma ability modifier in the damage calculation. |
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Eldritch Blast now knocks back. This is very powerful as you can throw enemies from ledges. That is more or less the main reason to take the Warlock multiclass for Sorlock. |
Level 8 - Sorcerer Lv 6
Reaching Level 6 Sorcerer gives bonus subclass features. For example, going as Storm SOrcere unlocks Call Lightning, Create Water, etc. Draconic Bloodline would unlock Elemental Affinity: Damage giving a bonus to elemental damage based on ancestry and charisma modifier.
Features | Description |
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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. |
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Somewhat situational feature, I have not used it much as I would rather spend sorcery points on metamagic. |
Spells and Replace Spell
Spell | Description |
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An extremely good crowd-control spell should be used at the start of the combat. It will remove enemies from combat for two turns. Cast it with ![]() ![]() |
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A 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 |
Also if you are not using any spells in the current spell list, feel free to replace them
Level 9 - Sorcerer Lv 7
We finally unlock level 4 spells. These will be a great addition to the spellbook, but nothing that will have drastic changes
Spells and Replace Spell
Spell | Description |
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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. |
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A powerful spell that can be deadly in a choke point. I would not say that it is mandatory as you already have important spells that utilize Concentration. So I put it more as an option. |
For replacement, it's your choice, you can pick something you want to try or discard a spell you do not use. One thing I recommend trying out for replacement:
Spell | Description |
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Makes enemies lose control of themselves and do unexpected things. They may skip a turn, attack allies, run around, etc. This lasts for 3 turns and can be an effective way to control a large area. |
Level 10 - Sorcerer Lv 8
This is a big step, as we fully unlock the potential of Eldritch Blast. From level 10 it gains 3 shots. This means you could potentially knock back three enemies from Chasm or into some detrimental effect.
Spells and Replace Spell
Pick one of the spells. Just keep in mind that your Concentration slots may be already constantly in use, so you may avoid Dominate Beast.
Spell | Description |
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A powerful single-target spell, it has 8d8 rolls and can one-shot most medium enemies. It's a good spell to have alternative spell damage |
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Take control of enemy beasts to fight on your side. Targeting someone with low Wisdom will allow you to break enemy ranks as they scramble and start fighting each other. |
Feat
Feat | Description |
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With this, you can wear two staves at the same time. It is a perfect option for going all in on the offense. You can use something like ![]() ![]() ![]() |
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This feat will ensure that you almost go first and with the deadly spell arsenal Sorlock will be able to take out or weaken at least a few enemies. |
Level 11 - Sorcerer Lv 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 and Replace Spell
Spell | Description |
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A cold spell that can be used from melee range in a large cone. Make enemies wet before using it for double damage. It also freezes the wet ground. |
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Deals 4d10 damage and makes the terrain difficult. Moreover, enemies get a Disadvantage on Perception checks. A perfect spell to control a choke point |
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Similar to Hold Person, it allows putting monsters in place. Add a nearby melee attacker or go close with your spell for guaranteed critical hits. Use Metamagic: Twinned Spell for double effect! |
Level 12 - Sorcerer Lv 10
We are at the last level of the build, and get some cool picks from level 10 Sorcerer. Moreover, we unlock an additional level 5 spell slot.
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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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
Feel free to take any previous spell from level 9 Sorcerer, if you want to include it in the build. Otherwise, I can recommend trying this one:
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 chance of spell success. But overall, at this point in the game, it will not matter much. |
Illithid Powers
This is a special mechanic in Baldur's Gate 3, that allows you to consume tadpoles and unlock special Illithid Powers. These range from somewhat useful, to extremely deadly. I would like to leave a few recommendations:
Base Illithid Powers
Order | Illithid Power | Description |
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1 | ![]() |
Very useful power to take as it does not have any costs, and provides only benefits on the first hits. |
2 | ![]() |
Guarantees a critical hit, a very powerful action to have. |
3 | ![]() |
Taking only for progression, to unlock the next power. |
4 | ![]() |
This can be extremely powerful if used correctly. Target a boss or other stronger enemy and delete them in one turn with your party. |
5 | ![]() |
Taking only for progression, to unlock the next power. |
6 | ![]() |
Taking only for progression, to unlock the next power. |
7 | ![]() |
Taking for progression, to unlock the next power, but it also provides a good bonus as temporary health. |
Elite Illithid Powers
These become unlocked later in the game as you progress. They are extremely powerful additions to the build.
Order | Illithid Power | Description |
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1 | ![]() |
Removes any cost of spell slots or charges, allowing you to cast some very powerful spells in case you cannot do that |
2 | ![]() |
Take full control of a group of enemies and suck them into one place. After this you can follow up with area of effect spell like Lightning Bolt or Fireball. |
General Tips
Now I would like to cover some general tips on how to play Sorlock Build.
Dual Wielding or One-Handed with a Shield
This is an important aspect of this build as you can go both ways. The general rule of thumb would be that if race does not have Shield proficiency go with dual wielding. This will give an edge in offensive spell casting by giving good bonuses or increasing attack roll success.
However, shields can also be a good option, especially if other group members have equipped the most powerful items. Moreover, the bonus Armour Class is a great addition to survivability.
Auntie Ethel's Hair and Mirror of Loss
During your playthrough you will have two major points in the game, where you can increase the ability points in this case - Charisma:
- Act 1 - Auntie Ethel, by sparing her life and getting her hair. This can be used to increase Charisma by 1. This is the reason why we leave it at 17 so that in Act 1 we could have it at 18 (or 20 with Feat)
- Mirror of Loss. This also provides bonus ability points based on your decisions. It gives +2 to Charisma, but with specific choices, this can be +3. Overall the result should be 24 Charisma (maximum) if you also equip Birthright.
Use Spell slots to create Sorcery Points
Once you expend your Sorcerer Spell slots, you still have Warlock ones. They can be used to cast spells, but more importantly, you can use them to make Sorcery Points. For example, using constant Eldritch Blasts will easily drain them with Metamagic: Quickened Spell.
Moreover, a level 1 or 2 spell slot is mostly useless in the late game (although keep one level 1 spell slot for Shield spell). So use them as fuel to restore your Sorcery Points via the Create Sorcery Points action. Then use these to continue multiple casts with Metamagic: Quickened Spell​ or improve success rates via
Metamagic: Heightened Spell​ in late game fights.
Attacks with Damage Riders - Hex, Lightning Charges, etc.
When using multihit attacks like Scorching Ray and Eldritch Blast, be sure to utilize Damage Riders. These are bonus damage effects that go with the main damage source. The perfect example of this is The Spellsparkler which can be obtained in Act 1, in Waukeen's Rest. The staff gives bonus lightning charges for each time a cantrip hits. In addition, include Hex and you get some good damage per single target
Later you can also get Markoheshkir and dual-wield it together with
The Spellsparkler for double the amount of lightning charges. So if you are fighting a strong enemy, be sure to use Hex on them, as this will provide a ton of additional damage. There are more damage sources like this -
Phalar Aluve,
Callous Glow Ring, etc.
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 Metamagic: Quickened Spell. It allows casting a spell via bonus action. Moreover, you can use
Metamagic: Heightened Spell to create a disadvantage on Saving Throws on enemies. This means your spells have a much higher chance of success. Here are some good combos:
- Cast Haste on yourself and then cast two spells on the first turn and three on the second by using
Metamagic: Quickened Spell. Or have an ally apply it on you via
Darkfire Shortbow for instant multiple casts on the first turn.
- Activate
Metamagic: Heightened Spell and use Hypnotic Patterns, Fear, and Confusion to debilitate and fully control groups of enemies.
- Hold Person or Monster, and then cast spells for guaranteed critical hits.
Switch from Draconic Bloodline to Storm Sorcerer
One of the things that I would recommend trying late in the game (level 7+) is respeccing for Storm Sorcerer. Previously Draconic Bloodline ancestry buffs would work with Lightning Charges for bonus damage. Now this has been fixed. So the build uses Fire ancestry to improve Fire spells. Of course, Fireball and Scorching Ray are truly powerful spells, but in Act 3 things may change or you may want some fresh take on the build.
Getting Storm Sorcerer will give bonus spells (most notably Create Water) at level 6 and some positioning advantage with the Fly spell. However, all of this depends on how heavily you are using Fire spells to exploit bonus damage from Draconic Ancestry: Brass (Fire).
This also becomes more important once you get Markoheshkir and activate Kereska's Favour for Bolts of Doom. These will allow casting Chain Lightning (one of the most powerful spells in the game) with Lightning Bolt. So by using Create Water, you can double the damage these spells do.
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Sorlock build effectiveness. Items are especially important as they take the build to the next level thanks to their unique effects.
One-Handed Weapons
There are two main approaches that you can get. One is increasing Critical chances, another is getting Lightning Charges. Because you will hit multiple times, Critical Chance is very useful. So I will also include its recommendations.
Weapon | Act | Description |
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3 | The most powerful stave in the game. You can imbue it with different elements - fire, for bonus fire damage, lightning - for higher lightning charge generation. So if going all in on Eldritch Blast, set Bolts of Doom. |
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3 | The unique effect that gives +1 damage for each Scarlet Remittance stack, can be activated by destroying, tables, barrels, etc. The effect is a good damage rider. This makes it a very powerful alternative for the build to be used in the offhand. However, this weapon will probably be in very high demand to other characters in the build. |
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3 | A perfect choice in case you want additional critical chances and other options are taken by other characters |
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3 | Gives a bonus to Spell Attack Rolls and Spell Save DC. Also allows casting a spell without using a spell slot per long rest. You can also get Dual Wielder feat and use this together with ![]() ![]() ![]() |
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2 | You can try this dagger as a variation to ![]() |
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1 | A perfect match for multihit spells like Scorching Ray and Eldritch Blast. Each hit generates Lightning Charges that later detonate for bonus lightning damage. This staff should also support you in Act 2. |
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1 | Gives +1 to spell attack rolls or DC. An alternative to ![]() |
Ranged Weapons
These weapons can be used to hit enemies from a distance. Moreover, their status effects also apply if not using them but are equipped.
Weapon | Act | Description |
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3 | Decreases the roll requirement for Critical Hit by 1. This is very useful even if you do not use the ranged attacks. |
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2 | Gives some elemental resistances, but more importantly Haste spell, without using any spell slots |
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1 | Very useful early in the game as it will make your turns earlier |
Shields
What if you want additional survivability and have Shield Proficiency? You can go with Shields. Overall, multiple options give some edge in survivability. But for better spellcasting, there is only one choice.
Shields | Act | Description |
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3 | Allows casting Shield as a reaction, giving a bonus layer of protection. |
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2 | The only shield that improves the Spell Difficulty class and attack rolls. |
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1 | Provides a substantial defensive boost by reducing critical hit damage. |
Helmet
There are a wide array of options that you can choose from for this equipment slot.
Helmet | Act | Description |
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3 | I think this is the best choice as it gives higher Charisma and allows reaching the maximum of 24 if you take the Ability Improvement, Mirror of Loss, and Auntie Ethel's Hair. This will maximize spell success chance and damage. |
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3 | Increases critical chance and stacks with other items, a worthwhile choice if Birthright is taken. |
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3 | Provides +2 to spell attack rolls leading to higher hit chance and overall better damage output. |
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3 | Improves damage output by rerolling low damage rolls. |
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2 | The best choice in Act 2 for any caster. Gives bonus initiative and Spell Save Difficulty Counter. |
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2 | Increases the chance of a critical hit. This only works while obscured, which can be activated by standing in dark areas. (Use Shift to see if the area is obscured) |
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2 | Critical hit fishing helmet activates if obscured - staying in dim places. |
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2 | Improves attack rolls, making more successful spell attacks. Overall, if you do not care about critical hits, this is the way to go. |
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1 | 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. |
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1 | The best defensive option in Act 1. Works extremely well with ![]() |
Cloak
Cloak | Act | Description |
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3 | This is the best cloak for this build as it gives a direct boost to attack rolls. The result is more successful spells. |
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3 | Alternative option, that boosts critical chance. The caveat is that you have to attack from hiding for this to activate, which sometimes can be complicated. |
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3 | Improves the chances of attacks missing the wearer until getting hit for that turn. |
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2 | Improves survivability and Saving Throw success. |
Armour
Armour | Act | Description |
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3 | A very good overall robe that improves spell effectiveness and success rate. |
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3 | Gives advantages to Constitution Saving Throws, increases Spell Save Difficulty Counter, and an additional spell. |
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2 | The best Robe for this build as it empowers Eldritch Blast with bonus Charisma modifiers. The only downside is that it requires specific choices to obtain. |
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2 | A decent choice, but only take it if The Protecty Sparkswall is equipped by someone else. |
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1 | Works well with ![]() |
Gloves
Gloves | Act | Description |
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3 | The best gloves for any spellcaster. The downside is that they give penalties to attack rolls, but these should be negated either by higher ground or obtaining Advantage. |
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3 | Another option in case Spellmight Gloves are in use, that gives a bonus to attack rolls. |
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1 | Gives whooping +2 Armouc Class. This is the perfect option especially if you do not have shield proficiency. |
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1 | Defensive gloves that allow to negate enemy ranged attack. |
Footwear
Unfortunately, none of the boots provide any direct damage improvements, so they are mostly based on their utility. Another aspect is that they have no armour class so even Act 1 items can be useful.
Boots | Act | Description |
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3 | These boots have a wide array of uses - allowing succeeding Saving Throws while using Reaction, a teleportation spell, and ignoring difficult terrain. |
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3 | Optimal choice if you are wearing a robe and go all in on the dual wielding, this way you get bonus armor class. |
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2 | Gives armor class an increase. Best choice if you are using Shield |
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1/2 | Because you will be casting spells with Concentration often these Boots will give an additional survivability boost. |
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1 | Avoids slipping on various terrains and most importantly unlocks Misty Step each short rest. |
Necklace
Amulets | Act | Description |
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3 | Gives whooping +2 Spell Save DC. However, this item will be a contender for any other caster builds in the group, specifically clerics. |
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3 | In case you do not have Risky Ring, this is a good option to gain an Advantage on important spellcasting. |
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2 | An awesome amulet that allows applying Reverbation with Each spell attack. This will reduce the success of some Saving Throws. I would say this is the second-best amulet for this build. |
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2 | Very interesting choice. Because the build will deal a decent amount of critical hits, this will allow it to paralyze many humanoid enemies. Give this one a try. |
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1 | A decent choice early in the game as the Misty Step spell can be a lifesaver. |
Rings
Rings | Act | Description |
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2 | One of the best rings in the game, guaranteeing a critical hit. Of course, this is can be used by any build so be sure to look at alternatives. |
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2 | Very powerful ring that is perfect for caster class staying in the backlines. The guaranteed advantage does wonders for offense. However, the disadvantage of saving throws can be detrimental. So be careful. |
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2 | A better option than Callous Glow Ring in my opinion. It is fairly easy to cast any light spell on yourself or have an ally do that. |
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2 | Can be used to weaken illuminated enemies with Radiant Orbs. |
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2 | As a ranged caster you want to avoid being Blind at all costs. |
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2 | Because it is easy to be obscured this allows to gain bonus armour class. Very useful in Act 2. |
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1 | Gives defensive bonuses to Armour Class and Saving Throws. |
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1 | Increases movement speed, allowing to reach higher positions. |
Conclusion
Thank you for reading the Sorlock - Warlock and Sorcerer multiclass build for Baldur's Gate 3. We went through the progression of the build, what spells to take, and how to best utilize everything that both of these classes bring.
The build is very versatile and can spam Eldritch Blast, Fire spells, and crowd-control groups of enemies.
Cheers!
Discussion
Just tested this build yesterday and I’m quite pleased with the results! Thank you for sharing both your build but also providing your insight for the reasoning
Glad to hear!
I think that draconic fire ancestry is the optimal way to go here If you want to use storm sorcerer you get more out of taking two levels in tempest cleric instead.
Yeah I have Storm Sorcerer build like that. This one concentrates more on Eldritch Blast spamming (and some Scorching Ray). I see some improvements going forward with Draconic Bloodline, but currently I am busy with other games.
Can't see any of the builds..
Should be fixed
You recommend first feat to put 19 Char? Why not choose actor or performer?
I was going to comment the same thing.
I am assuming you will get Aunt Ethel Hair for +1 to Charisma. So the total would be 20.
What are some other assumptions you make? Any gear that we should be shooting for? Thanks :)
You wrote sorcadin on this page on sorlock
Thank you, fixed it. The attributes were correct, just forgot to update the text. Cheers!