Sorcerer Bard Multiclass Build - Lorecerer - Baldur's Gate 3 (BG3)
Contents
Sorcerer Bard Multicass - Lorecerer
This build is an interesting setup of two classes that use the same spellcasting ability. This is the class setup that we take:
- 6 Lore Bard
- 6 Sorcerer (subclass based on your preference)
First, we take Bard who has access to a lot of skill proficiencies and control spells. For Subclass the build uses Lore Bard for its Cutting Words effect and access to Magical Secrets at level 6.
The Sorcerer covers another aspect it improves casting capabilities by unlocking access to Metamagic. Moreover, you will get some good spells for stacking Arcane Acuity with Hat of Fire Acuity. That's not all Sorcerer will give some good offensive and defensive spells to further empower Lorecerer build.
The build allows for so many combinations with spells you will likely respec multiple times to try out what is possible. And let me tell you there is a lot to do. You can Command whole groups of enemies to follow you while Spirit Guardians shred them to pieces. Or use Hunger of Hadar to make everyone stuck in total darkness.
Progression Disclaimer
The way I suggest the leveling progression may be difficult for some people due to low survivability of Bard early in the game. However, if you follow the guide there should be no problems.
I will continue the guide with - 6 Levels of Bard -> respec 1 Sorcerer/6 Bard -> 6 Sorcerer. Of course, I will leave some other options below for others interested.
First, you do not have Mage Armor, so you require someone else to cast it - a Wizard or Sorcerer in the group. Second, the Bard class does not gain shield proficiency, so they have to get it from race or stay without it.
Of course, Bard will come with some control options allowing group members to exploit and not put themselves in a risky position. For a safe leveling option, I would recommend:
Progression | Description |
---|---|
1 Sorcerer -> 6 Bard -> 6 Sorcerer | This requires no respec, it's just that you delay level 3 spells by one level |
6 Sorcerer -> respec 1 Sorcerer/6 Bard -> 6 Sorcerer | As you can see there are multiple options for how to approach the build |
Leveling Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear as it is crucial.
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for Sorcerer Bard Multiclass build. 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 |
---|---|---|
Wood Half-Elf |
|
They will allow wearing a shield and come with longer moving distance. Although it may not be important as you are a caster, later if you will use Spirit Guardians, this can be a very powerful boost. |
Human |
|
This is one of the rare cases where I recommend this race. It complements well Bard's class with more Skill proficiencies and gets Shield Proficiency. It is a big survivability boost in the early game. |
Githyanki |
|
You can wear medium armor and get some good actions very useful for the main character to improve ability check rolls. |
Halfling |
|
Any subrace will work. What matters is the Halfling Luck that will improve role-playing aspects with high roll success chances. Moreover, these will also work well later, if you will plan on using some attack roll spells. |
Class
As I suggested first we go with the Bard. It's not the optimal choice, but multiple skill proficiencies will help from the first steps. Moreover, with correct spell picks you will empower your allies and disable enemies
Bard | |
Features | |
---|---|
Bardic Inspiration | Iconic bard feature, that can improve damage, dialogue dice rolls, and saving throws. |
Cantrips
Cantrip | Description |
---|---|
Vicious Mockery | Although the damage is roll, it has its purpose. The cantrip can be used to impose a disadvantage on enemy attacks, in case you see that you have to use a ranged attack, and will not kill the foe. However, the cantrip loses purpose in later levels. |
Friends | If you are the main character and do most of the dialogues, this is mandatory as it gives an advantage during rolls. |
Spells
Good spell picks will mean life and death, so let's go through them:
Spell | Description |
---|---|
Healing Word | Only take this one if you do not have a Paladin or Cleric which can heal. Otherwise, skip it and look at the spells below. |
Dissonant Whispers | The only truly offensive level-1 spell. It can also frighten enemies making them unable to move. Use this to deal ranged damage. |
Faerie Fire | Early game, this spell is wondrous as it makes it easy to get an Advantage on attack rolls. Once the spell is cast your party members or you can exploit this. |
Sleep | Very powerful spell against level 1-2 enemies, as it succeeds without any resistance checks. |
Tasha's Hideous Laughter | Early on this spell could be a lifesaver, moreover, it could be effective against low Wisdom enemies, so check their stats. Thanks to it you can disable an enemy and even hit it at the same time with a chance for Saving Throw. |
Starting Instrument
This is a matter of personal taste, so pick your preferred one. Moreover, as you play the game some unique instruments will be unlocked that you can wear.
Background
Backgrounds are mostly for role-playing and you can pick whatever you prefer. If you want to optimize, then it would be good to pick backgrounds that are based on your ability points of Charisma.
Moreover, due to high Dexterity, it is also a good choice to pick Sleight of Hand-related options. These will allow you to become the main lockpicker, pickpocketer, or trap disarmer.
Background | Skills | Description |
---|---|---|
Guild Artisan | Insight Persuasion |
Gives persuasion proficiency, for better dialogue checks. |
Entertainer | Acrobatics Performance |
Improves Acrobatics skills and gives bonuses to Performance for some dialogue checks. |
Charlatan | Deception Sleight of Hand |
A truly great option especially as you can be the one that unlocks and disarms most of the traps with Sleight of Hand proficiency. |
Noble | History Persuasion |
Although you will have low intelligence the Persuasion check improvement is good. But it's an inferior option to Guild Artisan in my opinion. |
Abilities
Now let's take a look at the abilities of the Lorecerer build. Correct allocation will allow us to maximize the early gameplay and get good modifier bonuses.
Ability | Value | Description |
---|---|---|
Strength | 8 | This build does not need strength. |
Dexterity | 16 (15+1) | This plays an important role in improving armor class and increasing initiative. I think Bard must go first due to low survivability and get some control spells activated. |
Constitution | 14 | Enough Constitution for better survivability. |
Intelligence | 8 | Do not need this ability. |
Wisdom | 10 | Additional Wisdom to avoid any negative modifiers as many spells target this ability. |
Charisma | 17 (15+2) | The most important stat for the caster build. It will improve dialogue roll checks, but most importantly improves spell success chance. If you plan on getting Auntie Ethel's Hair for +1 Charisma leave it at 17, otherwise set 16 and use two points for 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 and these are Dexterity-related.
- Sleight of Hand
For Charisma related:
- Deception
- Intimidation
- Performance
- Persuasion
Leveling Progression - Levels 2-12
Here is the detailed progression for the Bard Sorcerer build to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get the feel for the class you can start picking your options
The idea is to go to level 6 with full Bard and get access to the Magical Secrets feature. After that you will do a respec, to obtain Constitution Saving Throw proficiency to allow you to concentrate on spells better.
The biggest downside is that Bard can be risky in early game, so be sure to follow the recommended steps.
Level 2
This is where you will have left the tutorial area, and will start exploring the world. From the get-go, Bard gets some useful bonuses.
Features | Description |
---|---|
Jack of All Trades | A truly useful passive throughout the whole game to increase your chances of ability roll success. |
That is not all, there is another surprise waiting:
Actions | Description |
---|---|
Song of Rest | This is a very important action, and with it, you can freely use Short Rests to heal or restore class-specific resources. So do not save those, and use them to your heart's content. Moreover, classes like Warlock, Fighter, and others benefit greatly from instant restoration of their spell slots or special resources. |
Spells and Replace Spell
Feat | Description |
---|---|
Longstrider | In case no one else in the group has it, take it. You can cast it without spell slot cost and it benefits everyone, especially melee combatants. |
Tasha's Hideous Laughter | Can be used to immobilize enemies with low Wisdom. However, later in the game, there will be better options. |
For spell replacement, I don't think there is anything that would be useful.
Level 3
The Bard gets to choose its subclass. Moreover, level 2 spells are unlocked, giving some better offensive and control options.
Subclass
Overview | |
---|---|
College of Lore | |
Features | |
Cutting Words | This is a very powerful feature, you can use Bardic Inspiration to debilitate enemies and decrease their attack rolls or Saving Throws. It is one of the pillars of Lorecerer build that will guarantee a 100% spell success chance. |
Skills
By picking Lore Bard you get to pick three additional skills in which you gain proficiency. Again I would recommend picking anything that is Charisma related (if not yet picked). After that you can take - Perception, Sleight of Hand, or anything else.
Spells and Replace Spell
Now some good spells are unlocked that will improve your options.
Spells | Description |
---|---|
Enhance Ability | I would say this is mandatory on Honour Mode, and optional on lower difficulties. The spell can be a lifesaver as it will give a huge chance of success in case you need a roll advantage. |
Cloud of Daggers | The biggest damage spell at level 2. it damages two times - first when you cast, second after it is the enemy's turn. You could also use this as a replacement for any spells you do not use. |
Level 4
Now, you get some other great choice picks - the first feat is unlocked.
Cantrips
Cantrip | Description |
---|---|
Minor Illusion | My recommended pick, as you can use this to move enemies together. Once you reach the next level you can follow up with Glyph of Warding for a huge area of effect spell combo. |
Light | This will become useful later in the game once you reach Act 2. Moreover, it can be used to improve the damage of some items. Of course, you can delay it to later levels and get it from the Sorcerer multiclass. |
Spells and Replace Spell
It is also a good time to replace Sleep, in case you are still using it.
Spells | Description |
---|---|
Cloud of Daggers | If you did not take it, now is a good chance. It will get an alternative at the next level, but nothing will replace level 2 spell slots yet. |
Hold Person | A decent control spell, that you can use to Hold an enemy. be sure to follow up with someone from melee range for guaranteed critical hits. |
I recommend removing Sleep if you still have it, as it serves no purpose
Spells | Description |
---|---|
Blindness | A blind enemy cannot use ranged attacks and get a disadvantage on attacks. Moreover, those who attack the affected on get an advantage. |
Feat
Feat | Description |
---|---|
Ability Improvement | For the first feat, my recommendation is +2 Charisma, to improve spell success chance and better ability rolls. |
Level 5
Boom! The Bard is level 5 and this means the build can finally use some awesome level 3 spells.
Spells and Replace Spell
Spells | Description |
---|---|
Glyph of Warding | The only spell that you need, for now... It can cause damage using most elements, so if the enemy is wet, just use the Lightning/Cold element. However, the most important aspect is that it can put multiple targets to sleep. This can easily invalidate many fights. |
For replacement, I would recommend removing Faerie Fire and picking what you want to try.
Level 6
This is the last level of Bard, before moving to Sorcerer.
Action | Description |
---|---|
Countercharm | You and any allies within 9m have an advantage on Saving Throws against being Charmed or Frightened. Did not use much during the playthrough. |
Spells and Replace Spell
Spells | Description |
---|---|
Fear | This can be a deadly spell as enemies will drop their weapons and just flee. More or less this can guarantee a win if you can affect the majority of foes. |
I would also recommend replacing Cloud of Daggers. This is the last level where you can remove it, and you will have sufficient level 3 spell slots to cast Glyph of Warding for damage. Here are a few options I recommend:
Spells | Description |
---|---|
Blindness | Great way to disable ranged enemies and gain an advantage when attacking them. Moreover, higher-level spell casts will target more foes. |
Hypnotic Pattern | A great control spell. However, it has a big downside in that it can also target your allies. |
Magical Secrets
This is the main reason to take Lore Bard. It can now access many of the spells from other caster classes, allowing it to create a few interesting synergies. First, let's go through one mandatory spell
Spells | Description |
---|---|
Command | This is a very powerful spell that controls the enemy for 1 turn. With Metamagic: Extended Spell from sorcerer you can extend it to two turns, without concentration slot cost. You can make enemies drop their weapons, move to you, stand still, or flee. There are many possibilities. Higher level spell casting will make it target more enemies. |
Okay, now there is a second slot to fill. For this reason, I will recommend a few options, as they will synergize well with what Bard Sorcerer Build is trying to achieve - total control.
Spells | Description |
---|---|
Spirit Guardians | First choice, which is somewhat risky, but will be extremely powerful once you get to Sorcerer level 3 for Scorching Ray and can buff up Spell Save DC for 100%. Follow up with Command and make enemies come to you for some Radiant damage and stacks of Reverbation. |
Hunger of Hadar | Slow down enemies, make them blind and they also incure damage every turn while staying in the fog. This spell can trivialize most of the encounters. Follow up with Command, to make enemies stay in the cloud and slowly kill themselves. |
Counterspell | Only pick this if you do not have another caster who can use this. It is not as flashy compared to other choices, but it can save your life by disabling a deadly enemy spell like Dominate or Hold. |
Level 7 - Sorcerer Lv 1
Now, let's speed things up, by introducing Sorcerer Multiclasses.
Class
Overview | |
---|---|
Sorcerer | |
Features | |
Spell Slots | These can be used to cast spells and are restored each long rest. |
Cantrips
Cantrips | Description |
---|---|
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 the build needs Charisma |
Light | A very handy cantrip, especially in Act 2. |
Mage Hand | Can be used in some puzzles and shoving enemies. However, I did not use it much personally. |
Shocking Grasp | The cantrip is useful when you are fighting wet or lightning-vulnerable enemies. Use this for double damage. |
Ray of Frost | Another cantrip that can be used from long range to deal double damage against wet enemies. |
Spells
Spells | Description |
---|---|
Shield | This is a mandatory spell for the Bard Sorcerer build. It gives a good survivability chance by increasing armor class. This costs reaction to use, so don't waste them for opportunity attacks. |
Mage Armor | Take this only if you did not pick the Draconic Bloodline subclass or don't have anyone else to cast it. Otherwise, the spell will not be useful for the setup. |
Witch Bolt | This is an interesting choice, especially in the late game as you can easily apply sleep via Glyph of Warding or paralysis from Hold Person to guarantee a critical hit. The spell has good damage rolls and with an increased spell level you could do some crazy number - 10d12, 8d12, etc. damage. |
Subclass
This is a big topic in the context of Lore Bard Sorcerer build. I recommend going with Draconic Bloodline. Storm Sorcery is good, but I don't think it will be fully utilized as you have good uses for bonus action already and the concentration slot is packed.
There is one case where you might consider it - if you do not have anyone else applying the Wet status. Then again, it could be done by a companion throwing a Water bottle.
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. |
The main attractiveness is that Draconic Bloodline gets Elemental Affinity: Damage at level 6, boosting damage based on the Dragon Ancestor you pick, so let's jump to that
Dragon Ancestor
You can choose here from a few options and it depends on what elemental damage you plan on using. You can either go Fire or Lightning. However, I would just go with Fire, as you will be using Scorching Ray a lot. Moreover, Lightning will do a ton of damage already if enemies are wet. So pick one of these:
- Draconic Ancestry: Red (Fire)
- Draconic Ancestry: Gold (Fire)
- Draconic Ancestry: Brass (Fire)
Draconic Bloodline
Here just pick anything you prefer in terms of looks.
Level 8 - Sorcerer Lv 2
The second level gives more spells and unlocks metamagic.
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 |
Utilize Sorcery Points
This is a unique consumable resource for Sorcerers. These can be used for multiple use cases, that improve what the spellcaster can do:
- Use those points to activate Metamagic like - Metamagic: Quickened Spell or Metamagic: Extended Spell to improve spell effects or cast with bonus action.
- Create spell slots, in case an emergency arises from the available pool of Sorcery Points.
- Create Sorcery points from spell slots to fuel your use of metamagic, for the most important spells. In the late game, you can easily sacrifice level 2 spell slots, as you will not be using them much.
Spells and Replace Spell
Spells | Description |
---|---|
Magic Missile | Not that powerful of a spell, but could be useful where you want to land a kill or one or few enemies as they have a 100% chance to hit. |
Class Passives
Passives | Description |
---|---|
Metamagic: Twinned Spell | Spells that only target 1 creature can target an additional creature. This is an awesome option if you want to use something like Command to disable two enemies. |
Metamagic: Extended Spell | This choice is solely used for Command or other short-duration spells. It extends them, making their effect last two turns instead of one. |
Utilize Metamagic
This is another powerful tool in Sorcerer's arsenal. It needs Sorcery points to work and consumes them for unique effects:
- Use Metamagic: Twinned Spell to target or release two spells that have single targets. This works well with Command, Fireball, Chain Lightning, etc.
- Metamagic: Quickened Spell allows casting with a bonus action, allowing you to cast two times without needing Haste. This is perfect for setting up combos or removing foes with two strong spells.
There are more types of metamagic, so be sure to explore them for the best combos.
Level 9 - Sorcerer Lv 3
This is the level where I would say the Lorecerer - Bard Sorcerer build is fully finished. The main point is to obtain Scorching Ray, and Hat of Fire Acuity to stack Spell Save DC using Arcane Acuity.
Spells and Replace Spell
Spells | Description |
---|---|
Scorching Ray | Even if you do not plan on going with Fire Draconic Ancestry, this spell gives the easiest option of stacking Arcane Acuity while wearing Hat of Fire Acuity. I recommend casting it with Metamagic: Quickened Spell to boost Spell Save DC and have a 100% spell success chance afterward. |
For spell replacement, I don't think it is needed, but if you find that you did not use Witch Bolt, you could switch it up.
Class Passives
Passives | Description |
---|---|
Metamagic: Quickened Spell | The best choice by far. It will allow casting with Bonus Action, and double the amount of spells you can use per turn (without Haste spell) |
Level 10 - Sorcerer Lv 4
A second feat is unlocked together with an additional spell.
Cantrips
Here feel free to pick anything. Here are the ones that I would recommend already having if you did not pick them up before:
Cantrips | Description |
---|---|
Friends | If you are the main character and do most of the dialogues, this is mandatory as it gives an advantage during rolls. |
Shocking Grasp | The cantrip is useful when you are fighting wet or lightning-vulnerable enemies. Use this for double damage. |
Minor Illusion | My recommended pick, as you can use this to move enemies together. Once you reach the next level you can follow up with Glyph of Warding for a huge area of effect spell combo. |
Spells
There are a few spells that I think you should have before moving on if you did not take them:
Spells | Description |
---|---|
Hold Person | Already covered this one, but it allows you to guarantee critical hits from melee range. This is an amazing setup for group martials or yourself if you get in melee range |
Mirror Image | A good survivability boost for 10 turns. It gives 9 Armor Class in total that chips away after each hit. I would recommend precasting it before the upcoming fight. |
Feat
I see a few main choices based on your setup.
Feats | Description |
---|---|
Dual Wielder | I would say this is the best choice. It allows wearing to weapons, that in the late game can be Markoheshkir and Staff of Spell Power for double Arcane Battery and improve Spell Save DC. |
Alert | This is the perfect option if you have another caster in the group, who will be a contender for weapons. I would only pick this in case you will be wearing a shield. Otherwise going with Dual Wielder and taking Act 2 or Act 3 early weapons is better. |
Level 11 - Sorcerer Lv 5
Now, this is a major step for the build as you will unlock level 3 spells. These will give both offensive and defensive picks.
Spells and Replace Spell
Spells | Description |
---|---|
Counterspell | I would say this is a mandatory spell. It can be a lifesaver in many encounters. I would only skip it if other casters have but still, I think it's too important to leave. |
For spell replacement, I would suggest checking if you do not use anything. For example, I did not use Magic Missiles much, so decided to drop it for:
Spells | Description |
---|---|
Fireball | As a Fire Draconic Ancestry, this spell will benefit from Elemental Affinity: Damage in the next level, and I love using this spell just to blast multiple targets. |
Lightning Bolt | Another option is if you picked the Lightning element Draconic Ancestry or just want to increase the variation of your spells. This also works well in Act 3 where some strong enemies will be weak to Lightning. |
Level 12 - Sorcerer Lv 6
And the final level of Lorecerer has been reached. The last few optimizations will be made and the build will be a powerhouse.
Features | Description |
---|---|
Elemental Affinity: Damage | When you cast a spell that deals damage of the type associated with your draconic ancestry, you add your Charisma Modifier to the damage. |
Elemental Affinity: Resistance | When you cast a spell that deals damage of the type associated with your draconic ancestry, you can spend 1 Sorcery point to gain Resistance to that damage type. |
Spells and Replace Spell
Okay let me make a list of spells that are worth having and you can pick them or get them from the Replace Spell option.
Features | Description |
---|---|
Lightning Bolt | Another option is if you picked the Lightning element Draconic Ancestry or just want to increase the variation of your spells. This also works well in Act 3 where some strong enemies will be weak to Lightning. |
Sleet Storm | Although it costs concentration you can cast it, and cancel it with another spell. The most important aspect is the huge area that will be covered with Ice. Follow up with Hunger of Hadar for full control. |
Haste | Amazing spell that gives additional action to use in combat. With Metamagic: Twinned Spell it can target two party members. However, evaluate the availability of your Concentration spell. |
Hypnotic Pattern | Has a big radius and can make many of the fights trivial. However, it can also affect allies so be aware of that. |
With this the build progression is finished so let's move to other sections of the build.
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.
- Act 3 - Mirror of Loss - pick +2 Charisma.
This will allow you to reach 22 natural Charisma, and result in a +6 ability modifier on your spells and rolls.
Potions, Elixirs and Consumables
Let's take a look at what consumables we can use to further empower the build.
Potions
These are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.
Consumable | Description |
---|---|
Potion of Speed | In case you or your other casters have a Concentration spell slot taken and cannot cast Haste, use this potion. It acts similarly, but the effect is just for 3 turns. |
Potion of Animal Speaking | Although not something powerful, it is worth stocking up and saving a spell slot. |
Potion of Invisibility | Can be used to get a perfect position before the encounter starts. |
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 | You gain additional action by killing an enemy. This is one of the best options that you can use especially if you plan on striking a single target using Scorching Ray. |
Elixir of Vigilance | For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. |
Elixir of Peerless Focus | Another good choice, particularly once you start using Spirit Guardians and control spells. |
Elixir of Battlemage's Power | Gain 3 stacks of Arcane Acuity. With this elixir, you could even skip Hat of Fire Acuity and use some other options. |
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. However, its main use is to Sorcery Points. |
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. However, its main use is to Sorcery Points. |
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, a very powerful action to have, and works with Scorching Ray or Witch Bolt. |
3 | Concentrated Blast | Taking only for progression, to unlock the next power. |
4 | Cull the Weak | Passive feature that does not cost anything and automatically deals bonus psychic damage around the target, once it is close to death. |
5 | Transfuse Health | Taking it for progression |
6 | Shield of Thralls | Taking for progression, to unlock the next power, but it also provides a good bonus as temporary health, that can be cast before combat. |
7 | Force Tunnel | Mainly taking for progression |
8 | Displace | Mainly taking 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 |
---|---|---|
1 | Freecast | Removes any cost of spell slots or consumable resources |
2 | Black Hole | Amazing power, that pulls enemies together and slows them. After that, you can follow up with Fireball, Fear, etc. |
3 | Psionic Dominance | You can use this similarly to Counterspell, and disable enemy spell. |
4 | Illithid Expertise | Expertise in bonus skills from this power is not mandatory as Bard already covers most of these. |
6 | Mind Sanctuary | Extremely valuable power that can also help other casters to use up their Bonus action effectively. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Lore Bard Sorcerer Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Act 1
This part of the game can be tough for Bard. If you are Githyanki, be sure to get Medium Armour, as it is the best option before you can get one of those mentioned in the list.
Another caveat is that only Humans and Half-Elves can wear shields. These are a great Armour Class boosts early in the game.
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | Melf's First Staff | This is the best item that you can use in Act 1. It improves your spell success chance. |
Ranged | Bow of Awareness | Gives bonus initiative, allowing one to go earlier in combat |
Hand Crossbow +1 | Equip two of these so that you can attack with your bonus action. | |
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 | The best headwear in Act 1. Just be sure to be obscured if you can. |
Cap of Curing | The restored health is a good bonus when you use up Bardic Inspiration. | |
Cloak | The Deathstalker Mantle | The only option in Act 1 that is okay, is by providing once-per-turn invisibility. Only available to Dark Urge origin. |
Armor | The Protecty Sparkswall | Best clothing for caster in Act 1. |
Blazer of Benevolence | Bard item, that gives bonus HP after Bardic Inspiration use. | |
Gloves | Gloves of Belligerent Skies | Just make sure to get these gloves. For now, you do not have many options for dealing Thunder, Lightning, or Radiant Damage. However, if you get Spirit Guardians and can cast two spells with Metamagic: Quickened Spell you will see some interesting combos. Moreover, these gloves are extremely useful if you decide to go with Lightning Bolt. |
Wondrous Gloves | Gloves specific for Bard, allowing to gain one more Bardic Inspiration charge. | |
Bracers of Defence | Defensive gloves that can improve Armour Class especially if you don't have Shield Proficiency. | |
Gloves of Cinder and Sizzle | These gloves are an interesting choice. Once you get Hat of Fire Acuity. They allow casting Scorching Ray once per Longe Rest, this allows you to access the Arcane Acuity stack before Sorcerer Level 3. | |
Boots | Boots of Stormy Clamour | These will be the boots you use throughout the game. |
Amulet | Amulet of Branding | Until you get metamagic from sorcerer, this amulet is perfect for setting up bonus damage for martial classes in the party. |
Pearl of Power Amulet | Restore up to level 3 spell slot. Can be unequipped after use. | |
Amulet of Misty Step | Gives mobility improvement thanks to the Misty Step spell. | |
Rings | Ring of Protection | The best option for Act 1. The bonus Armour Class is a great boost for survivability. |
The Sparkswall | A great ring that gives resistance to lightning damage. | |
Crusher's Ring | Improves movement speed, but most likely this will be used by your melee party members. |
Act 2 - mid-game
Act 2 changes the landscape and there will be a lot of dark areas. Moreover, it will provide some amazing items for you to find, that will improve the build damage.
Slot | Item | Description |
---|---|---|
Melee (One-handed) | Melf's First Staff | The staff is still the best contender for Act 2. |
Ranged | Darkfire Shortbow | Amazing bow that allows to precast Haste before combat. This may not seem big as you can use Potion of Speed, but sometimes its short duration is not enough. |
Hellfire Hand Crossbow | This crossbow can cast Scorching Ray each Short Rest. So you can try using it with Hat of Fire Acuity to stack Spell Save DC before obtaining a level 3 Sorcerer. | |
Bow of Awareness | Still a solid choice, especially if you only need initiative. | |
Shield | Ketheric's Shield | The best shield there is for a caster. |
Adamantine Shield | It provides a substantial defensive boost by reducing critical hit damage. | |
Head | Hat of Fire Acuity | This is the best helmet for most of the game. It will allow you to stack Spell Save DC with each successful hit from Scorching Ray. |
Fistbreaker Helm | If for some reason you are not able to get Fistbreaker Helm this is an alternative. | |
Cloak | Thunderskin Cloak | As you will be constantly applying Reverbation, this cloak is amazing and allows Dazing enemies who dare to attack you. |
Cloak of Protection | Improves survivability and Saving Throw success. | |
Armor | Moon Devotion Robe | Combos with Gloves of Belligerent Skies for Reverbation stacks. It also has Constitution saving throw proficiency ensuring that your spells stay active even if hit. |
The Protecty Sparkswall | Still the best option even in Act 2. This requires Lightning Charges, to unlock full potential. | |
Robe of Exquisite Focus | Another robe that gives +1 Spell Save DC. | |
Gloves | Gloves of Belligerent Skies | These gloves will be perfect to use in Act 2 as you start to stack up various spells. Only use these if utilizing Lightning Bolt or Spirit Guardians. |
Luminous Gloves | Another alternative if using Spirit Guardians setup to apply Radiating Orbs for Attack roll debuffs. | |
Boots | Boots of Stormy Clamour | The boots are the best option due to the Reverbation stacking. |
Amulet | Spineshudder Amulet | Once you start using Scorching Ray the amulet will allow easy stacking Reverbation on a single target. |
Amulet of the Harpers | Allows casting Shield spell, can be a lifesaver if attacked heavily for one turn. | |
Rings | Callous Glow Ring | The best ring that improves damage and works well with Scorching Ray and Spirit Guardians. |
Ring of Mental Inhibition | Using Spirit Guardians and other control spells will apply Mental Fatigue | |
Ring of Twilight | An easy way to get bonus Armour Class 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.
There are two main setups that I see, that I would like to cover with weapons:
Now, for the other equipment:
Slot | Item | Description |
---|---|---|
Melee (One - Handed) | Markoheshkir (BiS) |
The best staff in the game. You can use it to activate Bolts of Doom for Lightning Charge stacking, Chain Lightning, or Lightning Bolt. Or you could take Bone-shaking Thunder for even more Reverbation stacking. Moreover, you get Arcane Battery for free spell cast up to level 6. |
Staff of Spell Power | Use this one in an off-hand. It has an Arcane Battery, allowing you to cast a spell for free. Moreover, it improves spell attack rolls. | |
Staff of the Emperor | Gives bonus Spell Save DC and spell attack rolls. Moreover, its unique effect allows you to Stun enemies if you succeed in a Saving Throw against their effects. | |
Ranged | Hellrider Longbow (BiS) |
Gives a big boost to the initiative, guaranteeing that you can go first. However, you will need to get Longbow proficiency from race. |
Head | Hat of Fire Acuity (BiS) |
The best headwear until the late game. Use Scorching Ray while wearing it, to stack Spell Save DC. |
Hood of the Weave | If for some reason you were not able to obtain Hat of Fire Acuity this is a good alternative that gives a good stat boost for spellcasters. | |
Cloak | Cloak of The Weave | Improve Spell Save DC by one, the best option for a direct increase in build effectiveness. |
Cloak of Displacement |
Improves the chances of attacks missing the wearer until getting hit for that turn. | |
Thunderskin Cloak | As you will be constantly applying Reverbation, this cloak is amazing and allows Dazing enemies who dare to attack you. | |
Armor | Robe of the Weave (BiS) |
The best clothing for caster. Not only improves spellcasting but also provides +2 Armour Class. |
Moon Devotion Robe | This armor can combo well with Gloves of Belligerent Skies to apply reverbation. It also has Constitution saving throw proficiency ensuring that your spells stay active even if hit. | |
Gloves | Gloves of Belligerent Skies | The best gloves if using the Spirit Guardians option. If not, check the options below |
Helldusk Gloves | These give improved spell attack rolls and Spell Save DC. | |
Gauntlet of the Tyrant | Another option in Act 3, that also gives a level 3 Command spell each Long Rest, synergizing well with Bard Sorcerer Build. | |
Boots | Boots of Stormy Clamour (BiS) |
The best boots to use with the build |
Amulet | Amulet of The Devout (BiS) |
The Best amulet for this build. However, if you have a cleric, I would say it is better used on it. |
Spellcrux Amulet | Restores up to level 6 spell slots. After using it, you can unequip it for another amulet. | |
Rings | Callous Glow Ring (BiS) |
The best ring for bonus damage and reverbation stacking. |
Ring of Mental Inhibition (BiS) |
Provides an easy way to apply Mental Fatigue with spells. |
Build Mechanics
In this section, I would like to dive deep into how to play the Sorcerer Bard Build. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.
Important Mechanics and Combos
This build is a treasure trove of various combos. You can mix various spells from Sorcerer and Bard spell lists. Bard Sorcerer can then fully control the battlefield and follow up with damage spells.
Arcane Acuity - Scorching Ray + Hat of Fire Acuity
This will be the bread and butter of the build. You will use Scorching Ray to build up Arcane Acuity stacks for higher Spell Save DC. After that many of your spells, like Command, Fireball, and Hold Person, will have a 100% success chance.
I recommend using this to open up in combat.
Spirit Guardians + Command
This is a very powerful setup, which I recommend doing once you feel comfortable with the build and can ensure a very high Spell Save DC.
As you can see, by activating Spirit Guardians all enemies around you get Radiant damage. This damage then applies Reverbation from Gloves of Belligerent Skies. However, this is not all. Spirit Guardians also apply a condition, meaning that two more stacks are added from Boots of Stormy Clamour.
This is a very powerful setup that relies on you being able to cast Command: Approach with 100% success. This way you need to move less around saving your movement speed. This can also be done in one turn:
Paralysis effects (Hold Person, Sleep, etc.) + Spell with Attack Rolls
This is a very powerful single-target combo. You need to paralyze an enemy so that you would have a guaranteed critical hit. This can be done using Hold Person, Glyph of Warding (Sleep), etc.
After that, you have a few choices:
- Witch Bolt - use levels 5-6 against sleeping target, to deal very high single-target damage. I would also recommend making the enemy wet as this will double the damage further. Sadly, the spell has a wide damage range of 24-240+ so this can create huge deviations. Another option...
- Scorching Ray - if you have fire Draconic Ancestry, and activate Hold Person, each ray will deal a guaranteed critical hit, stacking up damage very high.
Hunger of Hadar
My favourite spell which works extremely well the moment you can get it at level 6. What it does, is create an environment that causes all targets to become Blindeed. They also take damage at the start and the end of their turns.
The good thing is that your group can attack from the outside giving an advantage against all of the foes inside.
You can also mix this with Command: Hold, to make enemies stay inside or Sleet Storm, to make them fall on ice and take damage.
Early Game Combat
Because the build starts as Bard, and later College of Lore, you do not have many offensive options. Here is what I would do throughout the fight:
- Very early in the game, I would use Faerie Fire, to set up Advantage for martials. This way they can guarantee a hit and most likely a kill as enemies have very low HP.
- Dissonant Whispers does not have attack rolls so it will always deal at least half damage. I would also use it on melee enemies as the Frighten effect does not allow them to move.
- Cloud of Daggers - is a great option if there are at least two enemies close by. This way you can hit them for 2 attacks (one at the start of the turn, a second once they start it)
- I would use Bonus Action for healing or attacking with Hand Crossbow +1.
- Hold Person is another wondrous spell. If you have a high chance of 80%+, use it. Your martials can then easily finish off the target. Just use it on the enemy with a decent amount of HP.
- Level 5, you can start using Glyph of Warding to put multiple enemies to sleep. After that follow up with party members to take them out one by one. Glyph o Warding can also be selected with different elements. So if the enemy is Wet you can use lightning or Cold elements.
- Once you get Command, you can upcast it to target multiple enemies.
Late Game Combat
Okay, this can become a bit hectic, but here are the main ideas.
Now if you picked Spirit Guardians:
- If you can have someone precast Haste (or use Potion of Speed) before combat.
- Always start the combat with Scorching Ray to build up Spell Save DC. Of course,
- Cast Spirit Guardians, and follow up with Command: Approach (use Metamagic: Extended Spell to increase the duration by 1 turn). Then you can move to the nearest enemies to start damaging them and applying reverbation.
- On enemies turn they will start moving towards you, and get damaged again.
- Once your turn starts, you have a few options - cast Command on more enemies, reapply it or use something like Fireball, or Scorching Ray to deal tons of damage to grouped foes.
If you picked Hunger of Hadar:
- You can start with casting Hunger of Hadar, this will make enemies Blind.
- Now based on spell success chance like Command: Hold, you can either use it or Scorching Ray to build up Spell Save DC.
- Use damaging spells like Fireball, Lightning Bolt, and Scorching Ray to further thin out enemy groups.
- You can also go into the mist yourself, and have enemies follow you with Command: Approach.
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 |
---|---|
|
This is also a "decent" setup. One thing that I find attractive is that Bard gets level 4 spells - particularly Confusion. This spell is amazing in disabling enemy groups and even starting to attack each other. Sadly, you lose level 6 Sorcerer features. |
Conclusion
Thank you for reading the Bard Sorcerer build for Baldur's Gate 3. This was an interesting build to try and find ways to make it work. The build heavily relies on some items, but once you have them, every combat encounter becomes a breeze.
Cheers!
References
BG3 Discord - Curar and Ember for challenging and suggesting the ideas of build implementation and item usage
Discussion