Best Sorlock Build - the Ultimate Guide - Baldur's Gate 3 (BG3)
Contents
Sorlock Build - Sorcerer Warlock Multiclass
This build is the epitome of highest-tier spellcasting, able to handle almost any situation that the game throws at it. It can be support, control, damage, and anything else the caster wants to do.
Sorcerer - provides a wide array of spells up to level 5 like Fireball, Cone of Cold, Sleet Storm, etc. Moreover, you get access to metamagic. This will allow you to cast spells with bonus action or double their amount - yes you heard that right. Moreover, Sorcerer gives interesting features based on the subclass you pick.
Warlock is another side of the coin, with the main highlight - Eldritch Blast. This will be the bread and butter of your control - Radiating Orbs, Reverbation, and damage without spell slot usage. Based on the gear you can get it will also deal decent damage against most grunts.
However, you can also check pure Eldritch Blast Spammer Build, which concentrates on as many blasts as possible with a very high critical chance. It is not as versatile, but could satiate that wish - just to blast everything.
Big thank you to Sensha from BG3 Discord, she mentioned some flaws and recommended better equipment setup to maximize the build.
Leveling Overview
Starting the Game - Level 1
We start with the early game. I would go into what are the best Races, Abilities, and Skills for Sorlock. 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 |
---|---|---|
Halfling | Although they cannot wear a shield, they are the perfect choice for builds that aim to land critical hits. | |
High Half-Elf |
|
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 Warlock build |
Human | 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 | |
---|---|
Sorcerer | |
Features | |
Spell Slots | 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 |
---|---|
Friends | 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. |
Fire Bolt | 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 you need Charisma |
Light | A very handy spell, especially in Act 2. |
Minor Illusion | Lure enemies together from stealth with the cantrip. Then use Shatter, Thunderwave, 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 |
---|---|
Magic Missile | 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. |
Chromatic Orb | This is a very versatile spell, that can be used to create various surfaces and deal different elemental damage. later you can use Metamagic: Twinned Spell to double its damage. |
Mage Armour | This spell will give 13 Armour Class. Pair this with a dexterity bonus and you have 16 Armour Class at the start of the game. It's more than 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:
Subclass | Description |
---|---|
Draconic Bloodline | This is a great option, especially if you will add something like Scorching Ray or Fireball to the mix. It is very useful early in the game with Draconic Resilience. Moreover, Elemental Affinity: Damage will improve relevant element damage at level 6, which can be a big boost when hitting multiple times or multiple enemies |
Storm Sorcerer | You get an additional Tempestuous Magic: Flight mechanic after the spell cast. Moreover, you unlock bonus spells - Create Water, Call Lightning, etc. These are very useful and allow for sick combinations and dealing double damage with Ice and Lightning spells. |
For this build progression, I will be taking the one below. however, there is nothing wrong with picking another subclass.
Overview | |
---|---|
Draconic Bloodline | |
Features | |
Draconic Resilience | An excellent passive for early game which saves you Mage Armor spell every long rest. Later on, as spell slots become readily available it loses its significance. |
Draconic Resilience: Hit Points | 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. I recommend concentrating on two choices, based on what kind of magic you want to use mostly later on - fire, lightning, or Ice.
All of them are amazing. Fire is straightforward, just blast things with high damage. Ice - gives good crowd control capabilities, but lacks in the damage department, at least before level 9. Lightning, is ridiculously powerful, especially on Wet enemies. However, if you do not have anyone who could apply Wet, I would just go with Storm Sorcerer altogether.
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.
Background
Backgrounds are mostly for role-playing and you can pick whatever you prefer with Sorlock. If you want to optimize, then it would be good to pick backgrounds that are based on your ability points of Charisma.
Background | Skills | Description |
---|---|---|
Charlatan/ Criminal | Deception Sleight of Hand/Stealth |
Both of these are very similar, however, I think there will be no need for Sleight of Hand or Stealth as these will be handled by others in the group. Unless you are doing a solo run. |
Noble | History Persuasion |
Persuasion is a good choice to pick as it will be very useful in multiple dialogue choices. |
Guild Artisan | Insight Persuasion |
Another relevant choice as it covers Persuasion and gives bonus proficiency to Insight. |
Entertainer | Acrobatics Performance |
Improves Acrobatics skills and gives bonuses to Performance for some dialogue checks. |
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 |
---|---|---|
Strength | 8 | We do not need strength as we will not be in close range often. |
Dexterity | 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. |
Constitution | 14 | The constitution will give us bonus HP and increase the success of Constitution Saving Throws |
Intelligence | 8 | Not an important stat for us |
Wisdom | 10 | Leave it at 10, to not get any negative modifier for Wisdom Saving Throws, as there are many of them. |
Charisma | 17 (15+2) | The main ability of Sorcerer 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 Charisma:
- Intimidation
- Persuasion
Leveling Progression - Level 2-12
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 |
---|---|
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. However, I would recommend delaying it to level 4 if you are playing on tactician or balanced as the usage cost is very steep this early in the game. |
Thunderwave | 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. 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 to replace.
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
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:
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. |
Class Passives
We are getting another metamagic selection. The good thing is that two new options are introduced. Here is my recommendation:
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 later, you could use Haste and then two spells at the same turn. This unlocks tactical possibilities. |
Replace Spell
I do not recommend replacing any spells yet, as all of them still serve a purpose.
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 |
---|---|
Ray of Frost | A cantrip that deals ice damage, slows enemies, and can double its damage on wet foes. |
Spells
As now you have a decent amount of spell slots getting this option makes sense:
Spells | Description |
---|---|
Darkness | This spell is okay for now. However, it can become invaluable if you take Devil's Sight with Warlock when multiclassing. |
Scorching Ray | This spell will get very powerful as you level up, Specifically for Draconic Ancestry: Brass (Fire). For now, it is a decent one and can be used to target multiple enemies. Also, it will be invaluable if you will use Hat of Fire Acuity. |
Replace Spell
Nothing to replace.
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 |
---|---|
Ability Improvement | Allocate 2 ability points to Charisma. This will increase the modifier by 1 resulting in higher spell success. |
Dual Wielder | If you don't have any other caster you could run The Spellsparkler + Melf's First Staff/Phalar Aluve. This is an especially good pick if your race does not have Shield proficiency, as you will get a +1 AC bonus. |
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, 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 |
---|---|
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 |
Lightning Bolt | 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 Storm Sorcerer subclass. |
Replace Spell
My recommendation would be to get Haste. However, at this stage in-game, the other spells still serve a purpose. So I would not do anything yet.
Level 6
Reaching Level 6 Sorcerer gives bonus subclass features. For example, going as Storm Sorcerer 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 |
---|---|
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
Spells | Description |
---|---|
Haste | 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! Adding Metamagic: Twinned Spell allows you to cast for both yourself and an ally. |
Sleet Storm | Excellent spell that can be used for crowd controlling and making foes slip on ice. Take this if you do not care about doubling action points. |
Replace Spell
I recommend removing Cloud of Daggers for:
Spell | Description |
---|---|
Counterspell | 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 |
Hypnotic Pattern | 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 Metamagic: Extended Spell for a duration of 4 turns. Also, its success can be increased with Metamagic: Heightened Spell. Use it to take out enemies one by one, so it would not be canceled on all of them. |
Level 7 - Warlock Lv 1
This is the first dip into the Warlock multiclass. Unfortunately, you do not get the most important bonuses yet, however, it will still be helpful
Class
Overview | |
---|---|
Warlock | |
Features | |
Warlock Spell Slots | 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 |
---|---|
Eldritch Blast | 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 |
Mage Hand | 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
Subclass | Description |
---|---|
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. |
The Fiend | You 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: Extended Spell to extend the effect for 2 turns. |
Overview | |
---|---|
The Great Old One | |
Features | |
Mortal Reminder | As the build uses spells with multihits, this ensures that you can easily land critical hits and make enemies Frightened. |
Spells
Spells | Description |
---|---|
Hex | By using Bonus Action, you can weaken the enemy. Moreover, each hit will deal an additional 1-6 Necrotic damage on top. However, it is not as strong as you can use Metamagic: Quickened Spell to cast any spell. |
Expeditious Retreat | This spell is useful as later on you can use it to improve Eldritch Blast damage using Boots of Arcane Bolstering. So this is optional. |
Command | 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 Metamagic: Twinned Spell, you can cast it on two enemies. On the other hand Metamagic: Extended Spell increases its duration to two turns. |
Level 8 - Warlock Lv 2
Level 2 will unlock the full potential of Eldritch Blast and you can fully utilize the sorcerer warlock build synergy.
Spells
Take whatever spell you prefer, for this level we are mainly interested in Eldritch Invocations.
Spell | Description |
---|---|
Hellish Rebuke | I think this can be useful as you get additional cast on the enemy's turn. |
Eldritch Invocations
You can only pick two, so here are the options.
Invocation | Description |
---|---|
Agonising Blast | Improves Eldritch Blast damage by including your Charisma ability modifier in the damage calculation. |
Repelling Blast | 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. |
Devil's Sight | This invocation is very powerful if you utilize the Darkness spell. This way you can just blast enemies from within darkness. |
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
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
Feel free to replace anything if you feel you have no use for it.
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
Pick one of the spells. Just keep in mind that your Concentration slots may be already constantly in use:
Spell | Description |
---|---|
Confusion | 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. |
Wall of Fire | It is 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. |
Blight | It is a powerful single-target spell with 8d8 rolls and can one-shot most medium enemies. It's a good spell to have alternative spell damage |
Replace Spell
I did not replace anything.
Feat
Feat | Description |
---|---|
Dual Wielder | 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 Markoheshkir with a few amazing weapons offhand during Act 3. Check the equipment section for the recommendations. |
Ability Improvement | +2 Charisma if you have not picked it previously. |
Alert | 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. I suggest only taking this if you have multiple casters, and are limited on weapon options with Dual Wielder. |
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
Spell | Description |
---|---|
Cone of Cold | It is a cold spell that can be used from the melee range in a large cone. Make enemies wet before using it for double damage. It also freezes the wet ground. |
Replace Spell
I leave the replacement options for you to decide.
Level 12 - Sorcerer Lv 10
We are at the last level of the build, and get some cool picks from level 10 Sorcerer. Moreover, you 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 |
---|---|
Shocking Grasp | Gives a melee spell option and disables enemy reactions, so you can run away. |
Spells
Now this is your last spell pick, so here are my recommended options to make the final decision:
Spell | Description |
---|---|
Insect Plague | A useful spell that can choke control an entry point that slows down and damages foes. |
Sleet Storm | This is an amazing spell, that you can use together with other spells to create Ice terrains and immobilize groups of enemies. |
Greater Invisibility | If you have a rogue or other stealth character in the group, this can be used to make it easy for them to land attacks without revealing themselves. |
Class Passives
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
Again, I leave this decision in your hands.
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.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Charisma if you pick this choice.
- Ability Improvement - +2 Charisma
- Birthright - add +2 Charisma.
- Act 3 - Mirror of Loss - pick +2 Charisma.
This will allow you to reach 24 natural Charisma, and result in a +7 ability modifier on your spells and rolls. You can sacrifice Ability Improvement feat, for something like Alert. Even with 22 (+6 Abiliti modifier) this will be a very powerful build.
Potions, Elixirs and Consumables
Let's take a look at what consumables we can use to further empower the Sorcerer Warlock multiclass 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 for some dialogues in the game. |
Potion of Invisibility | Can be used to get a perfect position before the encounter starts. |
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. |
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. |
Elixir of Peerless Focus | Another good choice that allows to better maintain spell Concentration. |
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 |
---|---|---|
1 | Favourable Beginnings | Very useful power to take as it does not have any costs, and provides only benefits on the first hits. |
2 | Luck of the Far Realms | Guarantees a critical hit, it's not mandatory, but would give a bit more damage for Eldritch Blast or other spells with attack rolls. |
3 | Force Tunnel | Mainly taking for progression |
4 | Displace | A good ability to have if you decide to take Repelling Blast, otherwise it is needed for progression. |
5 | Concentrated Blast | Taking this for progression |
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 |
---|---|---|
0 | Fly | Automatically unlocked. You can use this to initiate attacks of opportunity without spending any movement. |
1 | Black Hole | Amazing power, that pulls enemies together and slows them. After that, it can be followed up with any area-of-effect damage spell. |
2 | Mind Sanctuary | Extremely valuable power that can also help other casters to use up their Bonus action effectively. |
3 | Freecast | Removes any cost of spell slots or consumable resources. |
4 | Psionic Dominance | This can be used to save spell slots instead of using Counterspell. |
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.
Dual Wielding or One-Handed with a Shield
This is an important aspect of this build as you can go both ways. Generally, dual wielding will give much higher damage output as weapons in Act 3 come with very powerful additions. However, if you have multiple casters, in the group, you will need to make some sacrifices.
Shields are also very good early in the game, where there are not many options for mage to dual-wield. However, especially in Act 3, some amazing weapons get unlocked, and Sorlock skyrockets with Dual Wielder feat.
Act 1
The early game can be hard, as you do not know where to find items. Picking the correct spells should cover most of the needs.
Slot | Item | Description |
---|---|---|
Melee | The Spellsparkler | Each hit generates Lightning Charges that later detonate for bonus lightning damage. This staff should also support you in Act 2. |
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. | |
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 | - | Anything will work as Act 1 does not have any good options. |
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. |
Daredevil Gloves | Gives bonus spell attack rolls, making Scorching Ray and later Eldritch Blast succeed better. | |
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 | Vital Conduit Boots | Because you will be casting spells with Concentration often these Boots will give an additional survivability boost. |
Disintegrating Night Walkers | Avoids slipping on various terrains and most importantly unlocks Misty Step each short rest. | |
Boots of Striding | Gives additional protection against being Prone. | |
Amulet | 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 Elemental Torment | This amulet can be used to improve the damage of spells like Eldritch Blast and Scorching Ray when standing on an element surface. | |
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. |
Act 2 - mid-game
This is the mid-game, where most of the areas will be covered by dark. Radiant equipment will shine here and having Darkvision is recommended.
Slot | Item | Description |
---|---|---|
Melee | Melf's First Staff | These items are still relevant in Act 2 and provide very good bonuses. |
The Spellsparkler | ||
Ranged | Darkfire Shortbow | This bow allows casting Haste without using a spell slot. However, if you do not care about that, continue using the items from Act 1. |
Shield | Ketheric's Shield | The only shield that improves the Spell Difficulty class and attack rolls. |
Shield of Devotion | The extra level 1 spell slot can be used for Sorcery Points. | |
Head | Fistbreaker Helm | The best choice in Act 2 for any caster. Gives bonus initiative and Spell Save Difficulty Counter. |
Hat of Fire Acuity | This headwear unlocks a very effective synergy. Where you can use Scorching Ray to stack Arcane Acuity and get almost guaranteed spell success. | |
Covert Cowl | 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) | |
Cloak | Cloak of Protection | Improves survivability and Saving Throw success. |
Thunderskin Cloak | Use this Cloak if you will still be using Reverbation items like Gloves of Belligerent Skies | |
Armor | Potent Robe | One of the main items that makes the build as powerful as it is. This requires to make some specific decisions during Act 1. However, the boost to Eldritch Blast damage is worth it. |
Gloves | Gloves of Belligerent Skies | You can continue using the same items from Act 1. |
Daredevil Gloves | ||
Boots | Boots of Stormy Clamour | Although these boots could be used in Act 1, as we did not have a decent way to apply statuses consistently we delayed them till Act 2. |
Evasive Shoes | Gives armor class an increase. Best choice if you are not using Shield | |
Amulet | Spineshudder Amulet | 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. |
Surgeon's Subjugation Amulet | 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. | |
Rings | Callous Glow Ring | When creatures are illuminated you deal bonus damage to them, this should not be hard, as your cleric will probably be carrying something like Blood of Lathander to illuminate them. Or you could stand closer to enemies and have a Light spell on yourself. |
Coruscation Ring | It is fairly easy to cast any light spell on yourself or have an ally do that. The Radiating Orb effect will debuff enemies, making it harder for them to hit targets. | |
Ring of Twilight | Because it is easy to be obscured this allows to gain bonus armour class. Very useful in Act 2. |
Act 3 - Final Build setup
This is the last act of the game, where you will get access to the most powerful items. To get them as early as possible you will need some planning, but overall, it should not be a problem.
Slot | Item | Description |
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Melee | Markoheshkir (BiS) |
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. |
Rhapsody (BiS) |
The unique effect that gives +1 damage for each Scarlet Remittance stack. This requires you to kill enemies (previously you could destroy barrels), but this should be easy in late game where normal grunts will be dead from your blasts in a few hits. | |
Staff of Spell Power | 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 Markoheshkir. But it is outclassed in my opinion by The Spellsparkler and Rhapsody. | |
Blade of the First Blood |
A perfect choice in case you want additional critical chances and other options are taken by other characters. Synergizes well with Mortal Reminder. | |
Ranged | The Dead Shot (BiS) |
The best bow to increase critical hit roll range. Although it may be taken by other characters in the group. |
Hellrider Longbow | Improved bow of Bow of Awareness, with higher initiative boost. | |
Shield | Ketheric's Shield | This is still the top contender for the build if you will opt out for a shield instead of dual wielding weapons. |
Head | Birthright (BiS) |
I think this is the best choice as it gives higher Charisma and allows reaching the maximum of 24. It also improves every aspect of Sorcerer Warlock - spellcasting, ability checks, attack rolls, etc. |
Hat of Fire Acuity | This headwear unlocks a very effective synergy. Where you can use Scorching Ray to stack Arcane Acuity and get almost guaranteed spell success. | |
Hood of the Weave | Provides +2 to spell attack rolls leading to higher hit chance and overall better damage output. | |
Sarevok's Horned Helmet | Increases critical chance and stacks with other items, a worthwhile choice if the ones above are taken. This one is also relevant if you are playing The Great Old One Warlock. | |
Hat of the Sharp Caster | Improves damage output by rerolling low damage rolls. | |
Cloak | Cloak of The Weave (BiS) |
This is the best cloak for this build as it gives a direct boost to attack rolls. The result is more successful spells. |
Cloak of Displacement | Improves the chances of attacks missing the wearer until getting hit for that turn. | |
Armor | Potent Robe (BiS) |
This continues to be the best robe for Sorlock if you will heavily rely on Eldritch Blast. |
Robe of the Weave | A very good overall robe that improves spell effectiveness and success rate. | |
Armour of Landfall | Gives advantages to Constitution Saving Throws, increases Spell Save DC, and an additional spell. | |
Gloves | Gloves of Belligerent Skies (BiS) |
The gloves are even better with all the bonuses that you can get with lightning and radiant damage. |
Craterflesh Gloves | Ridicilously powerful gloves, that are bugged, and create a separate instance of damage with Eldritch Blast for each hit. | |
Spellmight Gloves | Amazing gloves, that work with spells that use attack rolls. If they are taken by other characters, use the ones from previous acts. However, they will lower attack rolls, so be sure to have Risky Ring to improve success chances. | |
Helldusk Gloves | One of the best gloves in the game. They would improve your attack rolls and Spell Save DC. | |
Boots | Boots of Stormy Clamour (BiS) |
The boots become even more powerful as your critical chance increases and you can apply conditions more easily from Mortal Reminder. This also works with the Coruscation Ring. |
Bonespike Boots | Optimal choice if you are wearing a robe and go all in on the dual wielding, this way you get bonus armor class. | |
Amulet | Spineshudder Amulet (BiS) |
You can use this amulet to get more bonuses for Reverbation activation. |
Amulet of The Devout | Gives whooping +2 Spell Save DC. However, this item will be a contender for any other caster builds in the group, specifically clerics. | |
Rings | Coruscation Ring (BiS) |
This ring can be used to hit multiple foes with Eldritch Blast and apply a radiating orb. |
Callous Glow Ring (BiS) |
Deals bonus 2 damage against illuminated enemies. Although it is not much, this also works with spells. Just be sure to cast Light on yourself. I recommend using the ring together with Gloves of Belligerent Skies. | |
Ring of Feywild Sparks | The ring gives +1 Sepll Save DC even if it is not listed. | |
Risky Ring | Provides an Advantage on attack rolls. This works well with Spellmight Gloves. Without those, I would equip the ring on someone else as it is very valuable for almost any build. |
How to use the Build
In this section, I would like to dive deep into how to play the Sorlock. 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 effectively use the build.
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 Blast will easily drain them with Metamagic: Quickened Spell.
Moreover, keeping Level 2 spell slots is useless in the late game. 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.
The same thing could be said about level 1 spell slots, but they will be used for Shield, so keep at least two of them for the encounter.
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.
Elemental Torment
This is the last improvement to do to maximize your Eldritch Blast damage. In Act 3 you can obtain Amulet of Elemental Torment. With it, you can further add 1d4 fire damage to each missile.
The setup can be done in multiple ways:
- Walk on a fire surface from a spell like Fireball or some explosive grease.
- Use Alchemist's Fire consumable. First, drop it on the ground and then destroy it with offhand attack.
If you are not lazy with this setup this is another 2.5 average damage bonus on each missile.
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.
Darkness and Eldritch Invocations
With Warlock at level 2, you can gain access to Devil's Sight invocation. I briefly mentioned it a few times in the build, but how to use this correctly? You will want to have someone cast Darkness spells.
Once you have the dark area set up, you can freely stay in it and cast from it without enemies being able to hit with ranged attacks. If they decide to enter they will become blinded, greatly reducing their combat potential.
This also pairs well with other builds like Bladelock and Shadow Monk, which can utilize dark areas for combat advantage.
Wet + Lightning and Cold Spells
I think this is the most important mechanic to learn in Baldur's Gate 3 for the caster. It is very easy to set up and can guarantee you easy wins for most encounters.
The first step is to apply water here are some options for how to do that:
- Have a Cleric, Druid, or yourself cast Create or Destroy Water
- Throw Water bottle
- Have someone Conjure Elemental to summon Water Myrmidon and apply Healing Vapours.
- The easiest, drop the water bottle on the ground and destroy it with an attack (an offhand attack with a bonus action is perfect for that). Once the enemy is wet, they will become vulnerable to Ice and Lightning damage. This means you deal double the amount. After this follow up with your favorite spell - Chain Lightning (with Markoheshkir), Lightning Bolt, Cone of Cold, etc.
Early Game Combat
Let's cover how you should progress combat levels 1-6. overall, you will be a simple Sorcerer, so there are no huge secret combos yet.
- Very early in the game, you play as a normal caster. use Magic Missile, Cloud of Daggers on grouped enemies, and Chromatic Orb on wet foes. Sleep is perfect for disabling them.
- You can use Metamagic: Twinned Spell to deal some great damage by double-casting your single-target spells. This will double your damage at the cost of only one Sorcery point.
- To further improve your damage output you can also use Metamagic: Quickened Spell for bonus cast using bonus action.
- Fireball and Lightning Bolt are very powerful spells from level 5. For the latter one, I also recommend applying Wet status via Water Bottle or Create Water to double damage.
- Haste is amazing. Use it together with Metamagic: Twinned Spell to buff up yourself and an ally. Doing this before a combat will give a huge edge over the foes.
Late Game Combat
This is where you will start utilizing Sorcerer Warlock builds fully.
- You can turn level 2 spell slots into Sorcery Points using Create Sorcery Points. This way you can use improved spellcasting on almost every turn. I would leave level 1 spells for spells like Shield.
- Eldritch Blast is your main action for dealing damage when you have control spells in action or want to save spell slots. With correct equipment like Potent Robe and Spellmight Gloves they will deal substantial damage.
- Eldritch Blast also applies various conditions if you are equipped with Spineshudder Amulet, Boots of Stormy Clamour, etc. These include Radiating Orbs, Freighten, and Reverbation. The conditions are perfect for controlling without any Concentration spell usage.
- Ice Storm and Sleet Storm are great spells to create ice surfaces. Cone of Cold is another good spell, that deals more damage, but creates Ice Surfaces only if the floor is wet. These can be cast on the first rounds before you start using Eldritch Blast.
- Darkness can be used to create a safe zone from which you can cast spells.
- Confusion is an amazing spell, that can be cast on the first turn. I recommend using it if you see multiple enemies bunched up together. This way most of them will get affected, and make encounters easy.
Build Variations
There are a few variations that the build could be changed about. I think it is more for advanced players who are likely doing some deeper optimizations.
Setup | Description |
---|---|
Fire Sorlock:
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This is one of the strongest control builds, that relies on fire spells and Hat of Fire Acuity. The level 1 warlock gives a Command to disable multiple enemies which you follow up with fire spells - Scorching Ray, Fireball, Wall of Fire, etc. |
Fighter dip Sorlock:
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You get access to the level 4 spells, and a decent amount of spell slots. Moreover, 2 levels of Fighter give Action Surge, which is great for that initial burst round. |
Crit Eldritch Blast Spammer:
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The build is made to capitalize on Eldritch Blast and has a high critical chance. The downside is that you get limited access to spells and especially spell slots, but you have the ultimate cantrip at your disposal. |
First-turn Eldritch Spammer:
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Want to kill a boss in one turn with as many blasts as possible? Well here is a variation for you. It is meant to be a one-turn wonder that lights up like fireworks and exhausts its resources instantly. |
Conclusion
Thank you for reading the Sorlock Build for Warlock Sorcerer Multiclass. The build was created with a lot of effort and tons of testing. The gear section and leveling progression should cover all the needs so you could progress through the game smoothly
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