BG3 Draconic Bloodline Sorcerer Build Guide
Welcome to the best Draconic Bloodline Sorcerer Build for Baldur’s Gate 3. The Sorcerer is a powerful Charisma Spellcaster with access to a wide range of Spells. The BG3 Draconic Sorcerer Build was last updated in October 2025. It works for both PC and Console (PS5 and Xbox Series X/S).
Please visit our Best BG3 Builds overview page for more builds or check out our Best BG3 Sorcerer Build with the Wild Magic subclass. To get an overview of all classes please visit the BG3 Classes overview page.
For this build, we’ll be using the Draconic Bloodline subclass of Sorcerer. Draconic Sorcerers can choose a specific dragon bloodline which grants them bonuses related to a particular type of elemental magic. This is a good subclass if you want your Sorcerer to be highly specialized with a certain type of elemental magic.
Table of Contents for the BG3 Draconic Bloodline Sorcerer Build:
- BG3 Draconic Sorcerer Build Overview
- Draconic Sorcerer Build Character Creation
- Draconic Sorcerer Build Levelling Progression
- Draconic Sorcerer Equipment
- Draconic Sorcerer Build Extras and Tips & Tricks
Draconic Sorcerer Strengths
Draconic Sorcerer Weaknesses

BG3 Draconic Bloodline Sorcerer Build Overview
To begin with, we will provide a quick summary of the Sorcerer Class and the Draconic Bloodline Subclass, which we’ll be using for this build. If you already know how they work, please skip this section.
Sorcerer Class Summary
Here are the most important aspects of the Sorcerer Class in Baldur’s Gate 3:
Sorcery Points (Level 1) – A Sorcerer class resource that is replenished each time you do a Long Rest. They are used to power some Sorcerer Class Actions. You begin with 2 points, and will earn more as you level up.- Metamagic (Level 1) – You can spend your Sorcery Points to empower your Spells with special effects. For example:
Distant Spell – Increases the Range of the spell by 50%, or increases the Range of a melee spell to 9 metres.
Extended Spell – Double the duration of a spell.
Twinned Spell – A spell that normally targets one creature can now target two.
Create Spell Slot (Level 1) – Spend
Sorcery Points to replenish a Spell Slot.
Create Sorcery Points (Level 1) – Spend Spell Slots to replenish
Sorcery Points.
As you level up, you will unlock more powerful Actions to spend your Sorcery Points on.
Draconic Bloodline Subclass Summary
Draconic Resilience (Level 1) – Your base
Armour Class is increased from 10 to 13, which means you don’t need to cast
Mage Armour like other Sorcerers.- Draconic Ancestry (Level 1) – Choose a Draconic Ancestry. Your choice will grant you one extra spell and a special affinity with an elemental damage type. More info in the Character Creation section below.
Elemental Affinity: Damage (Level 6) – When you cast a spell that deals damage of the same type associated with your Draconic Ancestry, add your Charisma Modifier to the damage.
Elemental Affinity: Resistance (Level 6) – When you cast a spell that deals damage matching your Draconic Ancestry, spend a
Sorcery Point and a
Reaction to gain Resistance to that damage type until your next Long Rest.
Fly (Level 11) – You can fly to the target position, ignoring surfaces and most obstructions.
Draconic Sorcerer Build Character Creation (Level 1) for BG3
In this section, we’ll be explaining the best picks for your Draconic Sorcerer Build during Character Creation, namely the best Background, Skills, Race, Abilities, Cantrips and Spells.
Best Race
Below are our top 5 picks for this build’s race (and subrace). If you don’t like any of the options on this list, feel free to choose something different. Generally speaking, the differences between the races are fairly small; this choice can be helpful, but it isn’t a major concern.
| Race | Strengths | Info |
|---|---|---|
Wood Elf |
|
Wood Elves are one of the best races in BG3, thanks to their increased Movement Speed which can give you an upper hand in many situations.
Their immunity to Sleep is especially useful in the early-game, where your low HP will cause you to fall victim to enemy mages who love to cast the Sleep spell. You can also choose Wood Half-Elf, which comes with many of the same benefits. |
|
High Elf |
|
Very similar to Wood Elf, but missing the Stealth Proficiency and doesn’t get extra Movement Speed. You can choose an extra Cantrip to learn, which is handy but not super important. |
Duergar |
|
With their wide choice of armour and weapon proficiencies, and resistances to poison, charm, and paralysis, Duergar are one of the strongest races in BG3.
The only downside of Duergar is their small stature – this reduces their base Movement Speed to 7.5 metres per turn (most races get 9 metres). |
Drow |
|
Drow have similar bonuses to other Elves, but also come with a couple of extra Spells and Superior Darkvision. |
Deep Gnome |
|
The Deep Gnome does a good job of shrugging off a variety of hostile conditions, thanks to its Gnome Cunning. They can also see in the dark.
However, their small size means that they have reduced Movement Speed, like the Duergar. |
Draconic Ancestry
You must choose one Draconic Ancestry. Each Ancestry gives you affinity with an elemental damage type and grants you one spell. The options are listed in the table below:
| Ancestry | Elemental Affinity | Spell |
|---|---|---|
Black |
||
Blue |
||
Brass |
||
Bronze |
||
Copper |
||
Gold |
||
Green |
||
Red |
||
Silver |
||
White |
You can choose whichever option you like. For the easiest synergy with attacking spells, go with a Fire bloodline (Brass, Gold or Red).
Important: For the rest of this guide, keep in mind that it’s beneficial to use spells that match your bloodline’s damage type. Therefore, you may want to deviate from our spell recommendations sometimes. You can always respec if a spell choice doesn’t work out.
Cantrips
You’ll need to choose four Cantrips for your Best Sorcerer Build during Character Creation. Cantrips are basic Spells that can be cast as many times as you like, with no limitations besides turns and actions. You can cast the same Cantrip every turn if you want.
We recommend choosing the following four Cantrips:
Fire Bolt – Hurl a mote of Fire, dealing 1-10
Fire Damage. Use this as your main damage Cantrip.
Ray of Frost – Call forth a beam of Frost, reducing the target’s movement speed and dealing 1-8
Cold Damage. Use this when you need to slow down an enemy, or against a foe who is resistant to Fire.
Poison Spray – Projects a puff of poisonous gas. Deals 1-12
Poison Damage, but can only be used at close range.
Bone Chill – Deals 1-8
Necrotic Damage, prevents an enemy from regaining HP and also inflicts Disadvantage on Undead Attack Rolls.
Spells
The Sorcerer in Baldur’s Gate 3 must also choose two Spells to start the game with. Spells consume a Spell Slot when cast, and Spell Slots can only be replenished by taking a Long Rest.
We recommend starting with the following Spells for our Sorcerer Build:
Thunderwave – Deals
Thunder Damage in a conal AoE in front of your character. Also attempts to push the targets backwards, potentially knocking them off ledges for extra falling damage.
Magic Missile – A very good early-game damage spell that shoots three projectiles at an enemy, each one dealing 2-5
Force Damage. The target cannot avoid this damage, and the projectiles cannot miss. If you need to guarantee some decent damage against an enemy, then this is the Spell to use.
Background & Skills
The most important Abilities for the Sorcerer are Charisma and Dexterity. Therefore, it makes the most sense to choose Backgrounds that will buff CHA and DEX Skills.
For your Background, I recommend choosing Entertainer, which gives you the following Skill Proficiencies:
Acrobatics (DEX) – Helps you to resist being pushed around by enemies, which can be a lifesaver (the AI loves to push characters off high ledges whenever it can). Also reduces falling damage.
Performance (CHA) – Occasionally used in dialogue checks to impress or distract NPCs.
For your Skills, choose:
Deception (CHA) – Used in dialogue checks to trick NPCs.
Intimidation (CHA) – Used in dialogue checks to frighten NPCs into doing what you want.
If you chose the Human race, you will have one more unrestricted skill choice. The best choice for this is
Persuasion (CHA), which is used to sway characters to your point of view in dialogue, and is one of the most common Skill rolls in the game. Another good choice is
Sleight of Hand (DEX) which is used for Lockpicking and Pickpocketing.
Ability Points
The most important Ability for the Sorcerer is Charisma, which is used as your Spellcasting Attribute when playing this class. High Charisma will improve the reliability of your spells.
Dexterity is also very important; in this case, it’s primarily used to improve your Armour Class – Sorcerers have no Armour Proficiency. This means they’ll have to settle for wearing Clothing, and a high Dexterity score is vital for defending themselves. It also helps to scale some important Skills, like the aforementioned Acrobatics skill.
The third most important ability is Constitution. This is used to increase your Maximum Hitpoints, and also increases the likelihood of you passing Concentration Checks (continuing to channel the effects of an ongoing Concentration Spell after taking damage).
With all of this in mind, we recommend going for an ability spread that looks something like the following:
8 Strength
16 Dexterity
14 Constitution
10 Intelligence
10 Wisdom
16 Charisma

Draconic Sorcerer Build Levelling Guide – Baldur’s Gate 3
Below is a step-by-step guide for levelling up with this Draconic Bloodline Sorcerer build, including the recommended choices where needed.
BG3 Early-Game Draconic Sorcerer Build Levelling Guide
We’ll start with the earliest levels 2-4, where you will begin adding to your arsenal of spells and learn how Metamagic can be used to empower your spells.
Level 2
At Level 2, your Draconic Sorcerer Build will unlock a powerful feature unique to the class – Sorcery Points.
You start with two Sorcery Points unlocked, and will gain more as you level up further. You can convert Sorcery Points to Spell Slots and vice versa, or you can spend the Sorcery Points to empower your spells by using Metamagic abilities.
For now, you can only choose two Metamagic abilities to unlock, from the following options:
Careful Spell – Allies automatically succeed Saving Throws against spells that require them.
Distant Spell – Increases the range of the spell by 50%. Spells with a range of 1.5m are increased to 9m.
Extended Spell – Double the duration of Conditions, summons, and surfaces caused by spells.
Twinned Spell – Spells that only target 1 creature can target an additional creature. Costs 1 Sorcery Point per Spell Slot level used. Cantrips also cost 1 Sorcery Point. For spells that don’t shoot a projectile, the targets need to be close enough together.
For now, we recommend unlocking Distant Spell and Twinned Spell, as these are the most powerful Metamagic abilities available to the Sorcerer at Level 2.
In addition, you can now unlock 1 additional Spell. We recommend choosing
Magic Missile, which is worth picking for any class that has access to it, because this spell cannot miss its target. Its damage is fairly modest, but having a 100% hit chance is very valuable for obvious reasons.
Level 3
At Level 3, your Draconic Sorcerer Build will gain another Sorcery Point, and must also choose another Metamagic ability, either from the two that you didn’t choose previously or one of the following three new ones:
Heightened Spell – Targets of spells that require Saving Throws have
Disadvantage on their first Saving Throw. Costs 3 Sorcery Point per spell.
Quickened Spell – Spells that take an
Action take a
Bonus Action instead. Cost 3 Sorcery Point per spell.
Subtle Spell – You can cast spells while Silenced. Costs 1 Sorcery Point per spell.
Of these options, we highly recommend choosing Quickened Spell, which basically allows you to cast two Spells in the same turn. This is great if you need to deal a lot of damage (or other effects) very quickly.
You also gain access to Second Level Spells at Level 3, and can choose one new Spell to unlock.
We recommend unlocking
Scorching Ray, a Second Level Spell that launches 3 rays of Fire at specific targets, each one dealing 2-6 damage when it hits. You can launch them at different targets or the same target. This makes for a nice combo with Quickened Spell too, potentially allowing you to deal heaps of Fire Damage in one turn.
Alternative: If you want your Draconic Sorcerer to specialise more in imposing debuffs and stuns on enemies rather than dealing damage, then go with Heightened Spell instead of Quickened Spell, and replace Scorching Ray with
Hold Person. Then, from now on, when you want to ensure you have a very good chance of stunning a dangerous enemy, you can combo Heightened Spell with Hold Person. Enemies stunned with Hold Person also take guaranteed Critical Hits when attacked in melee, but will make a new attempt to break free from the stun at the start of each turn.
Level 4
At Level 4, you gain another Sorcery Point, and you’ll also need to choose a new Feat for your Draconic Sorcerer Build.
Feats are strong passive effects that can be used to enable a particular type of build, or simply to provide a buff to your Abilities. In this case, we’ll be doing the latter. Take Ability Improvement and put both points into Charisma. This will increase your CHA to 18. Your Spellcasting Ability will be considerably better after doing this.
You also get to choose one more Cantrip. I recommend taking
Blade Ward, a neat little spell that gives you 50% resistance to enemy melee weapon damage. This is useful to have on turns when you don’t have any good spellcasting options available and want to give yourself a bit of extra protection instead.
Finally, at Level 4 you can also unlock another new Spell. Since we still don’t have any good Concentration Spells, we’ll grab
Cloud of Daggers, a fairly small AOE that deals decent slashing damage to all within. The AOE lasts for up to 10 turns, as long as you can keep Concentration. It works especially well in chokepoints.
BG3 Mid-Game Draconic Sorcerer Build Levelling Guide
This is the mid-game section of our levelling guide. In this part of the game, enemies are getting tougher, and you need to ensure you’re getting the most out of your class. These levelling choices will help you to do that.
Level 5
At Level 5, you’ll get another Sorcery Point, access to Third Level Spells, and one more Spell to unlock. Your Skill Proficiency Bonus is also improved from +2 to +3.
We recommend grabbing
Fireball, a huge AOE spell that deals up to 48 damage to all creatures in the area.
Level 6
At Level 6, you unlock another Sorcery Point. You’ll also be able to choose one more Spell to learn.
We recommend grabbing the
Haste spell, which allows you to buff yourself or an ally with the Hastened buff, granting double Movement Speed, an extra Action each turn, +2 to Armour Class, and Advantage on Dexterity Saving Throws. This is the same buff that you get from the Potion of Speed, however with the spell it can potentially last for longer. The target can remain Hasted for up to 10 turns, but it will end early if you lose Concentration.
Beware that when the spell ends, the Hastened creature will become
Lethargic for 1 turn, unable to move or take actions. In spite of this downside, Haste is one of the most powerful buffs in the game, and careful use of this spell (ideally targeted on your most powerful damage dealer) can make even tough fights considerably more manageable. You can combo this with Twinned Spell to Haste two allies at once!
Your Draconic Sorcerer will now unlock a couple of extra benefits specific to the subclass:
Elemental Affinity: Damage – When you cast a spell that deals damage of the same type associated with your Draconic Ancestry, add your Charisma Modifier to the damage. This will be 4 extra damage if you followed the guide so far.
Elemental Affinity: Resistance – When you cast a spell that deals damage matching your Draconic Ancestry, spend a
Sorcery Point and a
Reaction to gain Resistance to that damage type until your next Long Rest.
Level 7
At Level 7, you’ll gain access to some more powerful spells.
You earn your first Fourth Level Spell Slot, and can learn one more spell, as usual.
Ice Storm is a strong AOE spell that you can now pick up, dealing
Cold Damage in a fairly large area and creating an ice surface, which may knock characters prone when they try to traverse it.
You’ll also earn one additional Sorcery Point.
Level 8
As with all classes in Baldur’s Gate 3, at Level 8 it’s time to unlock another Feat for your character.
We recommend choosing the Ability Improvement Feat and using it to increase your Charisma to 20. This will give you the best possible spellcasting rolls for your Draconic Sorcerer.
As usual, you’ll unlock another Sorcery point and another spell. Depending on what you feel your party is lacking, any of the following spells may be good options for you to get here:
Confusion – An AOE that causes all characters within to become confused, forcing them to spend their turn attacking random creatures (including their allies), running around aimlessly or just passing their turn. Enemies can resist the effect by winning a Saving Throw, however.
Blight – Deals 8-64 Necrotic Damage to a single target. Undead and Constructs are immune, while Plants are vulnerable and roll their Saving Throw with a Disadvantage. The main weakness of this spell is that targets who Save will take no damage at all, so it’s risky using it if your success chance isn’t really high.
Dimension Door – Teleport yourself and one adjacent character to a location that’s within sight. Great for getting yourself and a friend out of trouble, or to a useful location that’s not easily accessible by walking/jumping.
I find Dimension Door to be the most useful of these spells, but if your party is already well kitted out with mobility spells then it might be better to branch out and grab one of the other options instead.
Finally, at Level 8, you will receive one more Fourth Level Spell Slot, allowing you to cast 2 spells of this tier per Long Rest.
Late-Game Levelling Guide for the BG3 Draconic Sorcerer Build
We’ll now wrap up this levelling guide with the final four levels, 9-12.
Level 9
At Level 9, you’ll gain access to even more powerful forms of magic for your Sorcerer Build.
You unlock the following features at this level:
- Another Sorcery Point, now giving you 9 in total.
- Another Fourth Level Spell Slot, giving you 3 in total.
- Your first Fifth Level Spell Slot, allowing you to learn and cast spells of this tier.
You can choose one more spell to unlock, too. At this point, I strongly recommend getting
Insect Plague. This summons a large AOE of swarming locusts, causing the area to be Difficult Terrain and dealing 4-40
Piercing Damage to any who enter the swarm. This works especially well in Chokepoints and can put you firmly in control of a fight that would otherwise be difficult.

Level 10
At Level 10, you’ll gain another Sorcery Point, and another Fifth Level Spell Slot, giving you 2 in total.
You can also choose one more Spell. I recommend getting
Hold Monster, essentially an upgraded version of the Hold Person spell that can completely stun any creature that fails the Saving Throw.
You’ll also need to choose one more Metamagic at this level. I recommend going with
Heightened Spell, which is useful for landing stuns and other effects on powerful enemies with high Ability Scores. Normally, those targets are quite likely to succeed their Saving Throw against spells like Confusion or Hold Monster, but with Heightened Spell, they must roll with a
Disadvantage.
Level 11
At Level 11, your Draconic Sorcerer Build becomes even more powerful at Spellcasting.
As usual, you gain another Sorcery Point at this level, giving you 11 in total.
You gain a Sixth Level Spell Slot, and the ability to learn and cast these spells. You can choose one new spell to unlock here, too.
Chain Lightning is a great spell to unlock here. It deals 10-80
Lightning Damage, which can fork from the primary target to up to three secondary targets. This is great for dispatching tightly packed groups of enemies. It can get especially crazy if you use it as a Twinned Spell.
Finally, you’ll unlock a new Draconic Bloodline feature:
Fly – You can now use your Movement Speed to fly at will.
Level 12
If you reached this point, then you have finished levelling your Sorcerer up to the highest level. Congratulations!
At Level 12, you’ll need to select one more Feat for your character. I recommend choosing the War Caster Feat. This will give you
Advantage on Concentration Saving Throws, which should help to reduce those annoying situations where you take a light hit and lose Concentration on your spell. You can also use your
Reaction to cast
Shocking Grasp on an enemy who is passing out of your melee range.
Aside from your Feat, you’ll gain another Sorcery Point and be able to choose one more spell to unlock. If you’re having a hard time surviving the combat, then choosing
Globe of Invulnerability will help you to stay alive during tough fights. It summons an AOE that makes everyone within immune to damage for 3 turns.
Otherwise, go with
Sunbeam, a Concentration Spell that lets you summon a powerful beam of sunlight every turn, dealing heavy
Radiant Damage in a linear AoE. Try to keep your Sorcerer safe from damage when using this spell, as losing Concentration on a Level 6 spell usually means you won’t be able to use another one until after your next Long Rest. You can get a lot of value out of Sunbeam if you maintain Concentration and get off several successful recasts.
Best Draconic Sorcerer Build Equipment for BG3 – PC/PS5
In this section, we have powerful equipment recommendations for the Draconic Sorcerer. We’ve included both an early-game and a late-game variant of the build, so you don’t need to wait until Act III to make use of it. Early-Game equipment is obtainable in Act I and the earlier parts of Act II, while Late-Game equipment is found in Act III and the latter parts of Act II. Sometimes early-game equipment may make it into the late-game section, as a few items obtained early in BG3 are powerful enough to compete with items not found until much later in the game.
Early-Game Gear
The table below shows the recommended early-game setup for the Draconic Sorcerer. Check below the table for more information about each item, including where to obtain it. Don’t worry if you don’t have all of the items, and don’t be afraid to try new things not mentioned here, either. This is only a guideline, and the build can still work fine if some equipment is different for you.
| Slot | Icon | Item | Effects | Location |
|---|---|---|---|---|
| Head | ![]() |
The Shadespell Circlet |
|
Sold by Omeluum in the Underdark, after helping him to investigate the Parasite |
| Cloak | ![]() |
Cloak of Protection |
|
Purchased from Quartermaster Talli in Last Light Inn |
| Chest | ![]() |
The Protecty Sparkswall |
|
Looted from a gilded chest at the far end of the trapped bridge in Grymforge |
| Gloves | ![]() |
Bracers of Defence |
|
Looted from a gilded chest in the secret area of the Apothecary’s Cellar |
| Boots | ![]() |
Boots of Genial Striding |
|
Sold by Blurg in the Myconid Colony |
| Necklace | ![]() |
Pearl of Power Amulet |
|
Sold by Omeluum in the Myconid Colony |
| Ring 1 | ![]() |
Ring of Protection |
|
Steal the Sacred Idol in Druid Grove (quest) |
| Ring 2 | ![]() |
Crusher’s Ring |
|
Dropped by Crusher in the Goblin Camp |
| Main Weapon | ![]() |
The Spellsparkler |
|
Rescue Counsellor Florrick from the fire in Waukeen’s Rest |
| Second Weapon | Any |
|
N/A |
The Shadespell Circlet
The Shadespell Circlet adds +1 to your Spell Save DC rating whenever your character is standing in a shadowy area. This makes it harder for enemies to resist all of your Spells and Cantrips that impose a Saving Throw (i.e. not Attack Rolls). For example, an enemy trying to roll a save against your Hold Person spell will now need to roll 1 higher to be successful.
The Shadespell Circlet can be purchased from Omeluum in the Underdark Myconid Colony. You must first complete his quest to help him investigate the parasite.
Cloak of Protection
One of the first cloaks available in BG3 and also one of the most useful, the Cloak of Protection gives you a +1 buff to your Armour Class and Saving Throws, making for a solid defensive item. It is sold by Quartermaster Talli in Last Light Inn, Act II.
The Protecty Sparkswall
The Protecty Sparkswall improves your Spell Save Difficulty Class by 1, making all of your spells that impose Saving Throws a little bit harder for enemies to resist. You’ll also gain a +1 bonus to your own Armour Class and Saving Throws as long as you have at least one Lightning Charge, something that you’ll be able to get with the early-game melee weapon of this build. Looted from a gilded chest at the far end of the trapped bridge in Grymforge, Act I.
Bracers of Defence
The Bracers of Defence boost your Armour Class by+2 as long as you are not wearing armour or a shield. This condition applies to us all the time, making this an excellent defensive item. It can be looted from a gilded chest in the secret area of the Apothecary’s Cellar, beneath the Blighted Village in Act I.
Boots of Genial Striding
The Boots of Genial Striding prevent you from being slowed down by Difficult Terrain, providing you with a decent boost to your mobility. Note that other affects associated with terrain types, such as the chance to slip on ice or taking damage from spikes, will still apply even with the boots equipped. These boots are sold by Blurg in the Myconid Colony in the Underdark, Act I.
Pearl of Power Amulet
The Pearl of Power Amulet is a decent early-game item for any spellcaster in BG3. Once per Long Rest, it allows you to restore a Spell Slot of third level or lower. This lets you cast an extra spell before you need to take a Long Rest to replenish your Spell Slots. It is sold by Omeluum in the Myconid Colony, however you must complete his quest to investigate the parasite before you can trade with him.
Crusher’s Ring
Crusher’s Ring gives you 3 metres of extra Movement Speed per turn, which is great for improving your mobility and staying one step ahead of melee enemies who might be chasing you. This is especially important if you chose a race with low mobility, such as a dwarf, halfling or gnome. It is dropped by Crusher in the Goblin Camp, Act I.
Ring of Protection
The Ring of Protection has the same effect as the Cloak of Protection, making it another decent defensive item, important for a class like the Sorcerer which cannot wear armour. It is granted to you as a reward by Mol in the Druid Grove for completing the quest to steal the sacred idol.
The Spellsparkler
The Spellsparkler is an excellent early-game weapon for any spellcaster. Whenever you deal damage with a Spell or Cantrip, you gain 2 Lightning Charges, a special type of buff only granted by some equipment.
Each Lightning Charge gives you a +1 bonus to Attack Rolls and causes your attacks to do 1 bonus Lightning Damage. When you reach 5 charges, they are consumed to deal 1d8 bonus Lightning Damage on your next attack. This gives you a considerable bonus when attacking enemies, and with this staff all you need to do is keep casting Spells and Cantrips to benefit from this mechanic. This staff also activates the defensive buff on The Protecty Sparkswall, mentioned above.
To get the Spellsparkler, you need to rescue Counsellor Florrick from the fire in Waukeen’s Rest during the Rescue the Grand Duke quest in Act I. Meet with the Counsellor outside the burning building and you’ll get a choice of rewards, one of which is the Spellsparkler.
Late-Game
The table below shows the recommended late/end-game setup for the Draconic Sorcerer. In the late-game we will be putting a little more emphasis on improving the Spell Save Difficulty Class stat, making it harder for enemies to succeed their Saving Throws against our spells.
| Slot | Icon | Item | Effects | Location |
|---|---|---|---|---|
| Head | ![]() |
Hood of the Weave |
|
Sold by Mystic Carrion in Philgrave’s Mansion |
| Cloak | ![]() |
Cloak of the Weave |
|
Sold by Helsik at the Devil’s Fee, once her special stock is unlocked |
| Chest | ![]() |
Potent Robe |
|
Given as a reward by Alfira for completing the Rescue the Tieflings quest in Act II |
| Gloves | ![]() |
Helldusk Gloves |
|
Dropped by Haarlep in the House of Hope. |
| Boots | ![]() |
Helldusk Boots |
|
Looted from a locked gilded chest on the top floor of Wyrm’s Rock Fortress |
| Necklace | ![]() |
Spellcrux Amulet |
|
Looted from the Warden in Moonrise Towers Prison |
| Ring 1 | ![]() |
Ring of Protection |
|
Steal the Sacred Idol in Druid Grove (quest) |
| Ring 2 | ![]() |
Ring of Feywild Sparks |
|
Carried by Auntie Ethel in The Blushing Mermaid – Basement |
| Main Weapon | ![]() |
Markoheshkir |
|
Found inside a Globe of Invulnerability in Ramazith’s Tower |
| Second Weapon | Any |
|
N/A |
Hood of the Weave
The Hood of the Weave improves your Spell Save DC by +2, meaning enemies will have to roll 2 more points in any given Saving Throw to succeed it. This makes many of your spell effects harder to resist. It is sold by Mystic Carrion in Philgrave’s Mansion, Act III.
Cloak of the Weave
The Cloak of the Weave is useful mainly because it adds another +1 bonus to your Spell Save DC and Spell Attack Rolls, making your spells harder to resist. This cloak also lets you absorb elemental damage once per Short Rest, reducing the damage of the incoming attack by 50% and then adding 1d6 of the same element to your next attack. It is sold by Helsik at the Devil’s Fee, once her special stock is unlocked.
Potent Robe
The Potent Robe improves your Armour Class by 1, but more importantly, it gives bonuses to characters with high Charisma, which is perfect for a Charisma-based spell caster. Once you have increased your Charisma to 20, you’ll get the following benefits:
- Your Cantrips deal +5 bonus damage
- At the start of your turn, you gain 5 Temporary HP.
If your Charisma is still at 19 when you get the Potent Robe, these bonuses will be +4 instead of +5.
It is given as a reward by Alfira for completing the Rescue the Tieflings quest in Act II. This quest will only be available if you completed Save the Refugees in Act I and protected the Druid Grove from the Goblins. If that applies to you, then you can start the quest by speaking to the Tieflings at Last Light Inn.
Helldusk Gloves
The Helldusk Gloves give a +1 bonus to your Strength Saving Throws and infuse your weapon attacks with 1d6 bonus Fire Damage. More importantly, they give a +1 bonus to spell Attack Rolls and Spell Save DC, making all of your spells more likely to have the desired effect against enemy targets.
The gloves are dropped by Haarlep in the House of Hope.
Helldusk Boots
The Helldusk Boots prevent you from being forcefully moved by an enemy’s spells or actions, and give you immunity to the effects of Difficult Terrain. You can also use a Reaction to succeed a Saving Throw that you would have failed, making these extremely good defensive boots. As another added bonus, you get access to the Hellcrawler action, which allows you to teleport and deals fire damage to anyone at the destination.
These boots can be looted from a locked gilded chest on the top floor of Wyrm’s Rock Fortress. Take them before Gortash’s coronation to avoid making NPCs in the area hostile.
Spellcrux Amulet
The Spellcrux Amulet is pretty much a direct upgrade from the Pearl of Power Amulet that we were using in the early-game section. It allows you to replenish one spell slot of any level, once per Long Rest. Unlike the Pearl of Power amulet, you can use the effect in combat, and doing so only costs a Bonus Action, making the amulet easier to use.
It is looted from the Warden in Moonrise Towers Prison, Act II.
Ring of Feywild Sparks
The Ring of Feywild Sparks is a late-game ring that is especially designed for the Wild Magic Sorcerer subclass. While we are not using that subclass, we’re still using this ring because it has a hidden +1 bonus to Spell Save DC, making your spells more potent.
This ring is carried by Auntie Ethel in The Blushing Mermaid – Basement.
Markoheshkir
A Legendary quarterstaff, Markoheshkir is one of the strongest weapons in the game for “full spellcaster” classes like the Sorcerer. It gives several bonuses:
- +1 bonus to Spell Save DC and Spell Attack Rolls
- Arcane Battery – Once per Long Rest, remove the Spell Slot cost of your next spell.
- Kereska’s Favour – Gain a special elemental buff of your choice until your next Long Rest, unlocking a special buff and new abilities. This is especially good because it doesn’t require Concentration. You can choose from the following variants:
- Sizzling Cataclysm – Gain 50% Resistance to Acid Damage. Can cast Melf’s Acid Arrow and Hunger of Hadar once per Short Rest. Acid Spells deal extra Acid Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Noxious Fumes, causing nearby creatures to take 1d4 Acid Damage per turn.
- Deadlier than Arsenic – Gain 50% Resistance to Poison Damage. Can cast Cloudkill and Ray of Sickness once per Short Rest. Poison Spells deal extra Poison Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Poisoned on the target, causing Disadvantage on Attack Rolls and Ability Checks.
- Bone-Shaking Thunder – Gain 50% Resistance to Thunder Damage. Can cast Shatter and Destructive Wave once per Short Rest. Thunder Spells deal extra Thunder Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Reverberation on the target, causing a -1 penalty to Strength, Dexterity and Constitution Saving Throws.
- Bolts of Doom – Gain 50% Resistance to Lightning Damage. Can cast Chain Lightning and Lightning Bolt once per Short Rest. Lightning Spells deal extra Lightning Damage equal to your Proficiency Bonus. When you deal Spell damage, you gain 1 Lightning Charge.
- Frost of Dark Winter – Gain 50% Resistance to Cold Damage. Can cast Cone of Cold and Ice Storm once per Short Rest. Cold Spells deal extra Cold Damage equal to your Proficiency Bonus. When you deal Spell damage, you inflict 1 turn of Encrusted with Frost, causing Disadvantage on Dexterity Saving Throws and possibly Freezing the target if they reach 7 stacks.
- Flame of Wrath – Gain 50% Resistance to Fire Damage. Can cast Fireball and Wall of Fire once per Short Rest. Fire Spells deal extra Fire Damage equal to your Proficiency Bonus. When you deal Spell damage, you gain 1 turn of Heat, causing you to take 1d4 Fire Damage per turn but allowing you to use Heat Convergence to convert your Heat stacks to bonus Fire damage on your next attack.
The staff is found inside a Globe of Invulnerability in Ramazith’s Tower in Act III. Use a See Invisibility Spell, Scroll or Elixir to find the lever which disables the globe.
Draconic Sorcerer Build Extra Info
Here is some additional information about the Draconic Bloodline Sorcerer that will help you to get the most out of the build.
Draconic Bloodline Sorcerer Build Tips & Tricks
While other Sorcerers typically use Mage Armour to increase their basic Armour Class to 13, we don’t need to do this due to our draconic scales that grant the same effect passively.
Keep looking out for inventive ways to make use of your Metamagic Abilities. Used correctly, you can double the value of your spells, or come up with solutions that would normally be impossible, like hitting a distant enemy with what is usually a close-range spell. Don’t be afraid to sacrifice Sorcery Points for Spell Slots instead, too. You can always reverse the process if you don’t consume all of your Spell Slots.
Try to stay mindful of positioning when playing your Sorcerer Build in combat. Remember that having melee enemies in your face will give you a Disadvantage on your Attacks, and having the High Ground will give you an Advantage. It will get a little easier to manage this when you unlock the Misty Step Spell. Make use of Crowd Control Spells like Thunderwave to keep enemies from reaching you.
If you have no Spell Slots left or don’t want to expend any at the moment, then your best bet is usually to cast a Cantrip like Fire Bolt on the enemy, as these have unlimited uses. Swinging your melee weapon is only advised if a melee enemy has got into close range (thus giving your spells Disadvantage) and you have no way of retreating safely without provoking an Opportunist Attack.
When using Concentration Spells, you should play a little more cautiously than usual because you risk losing Concentration every time you take damage. Stay away from melee attackers and try to break the line of sight from ranged enemies by using distance and obstacles. When you reach Level 11, use your new ability to fly to help you in this endeavour.
Draconic Sorcerer Build Illithid Powers (optional)

Illithid Powers are unlocked later in BG3 when you learn more about Mind Flayers and Tadpoles. By eating Jars of Mind Flayer Parasites you gain one point. This is another optional skill tree that you can get access to if you want. Here are some of the best Illithid Powers for the BG3 Sorcerer Build with the Draconic Bloodline subclass:
Concentrated Blast: Allows you to deal extra damage to a target when you are Concentrating on a spell, potentially also healing if the target is Concentrating too. Ideally, you will spend a lot of time Concentrating on spells, so you should be able to get good use from this.
Cull the Weak: When you reduce a creature’s hit points below a certain threshold, this power instantly kills it and deals 1-4
Psychic Damage to nearby enemies. This is particularly effective when engaging groups of weaker foes, enabling you to thin their numbers rapidly.
Fly: This can be used to reach hard to get to places or change positions in combat. Use this to keep your Sorcerer safe from enemy attacks, so your Concentration won’t get disrupted as easily.
Black Hole: This power creates an area-based effect that pulls in and slows targets. It’s particularly useful for crowd control, allowing you to cluster enemies together for area-of-effect attacks or to isolate them from vulnerable allies.
Psionic Backlash: This is a top-tier reaction from the Illithid Powers skill tree in BG3. This allows you to deal psychic damage when a nearby enemy casts a spell. This is especially useful if the target is casting a Concentration Spell. The damage from Psionic Backlash can immediately break their Concentration, ending the spell’s effects.
Related Content
- Druid Build – Circle of the Moon
- Bard Build – College of Lore
- Ranger Build – Hunter
- Monk Build – Way of Shadow
- Monk Build – Way of the Four Elements
- Monk Build – Way of the Open Hand
- Fighter Build – Battle Master
- Barbarian Build – Berserker
- Warlock Build – Great Old One
- Cleric Build – Light Domain
- Rogue Build – Thief
- Wizard Build – Evocation School
- Paladin – Oath of Ancients
- More Baldur’s Gate Guides & Builds
If you want to check out the map of Baldur’s Gate 3, please visit the Baldur’s Gate 3 Interactive Map.
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