Draconic Bloodline Sorcerer - ALL Spells And Abilities - Baldur's Gate 3 Subclass Guide

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with draconic blood flowing through your veins you'll be able to specialize in an element dealing more damage with that element type as well as gaining resistance to that type of damage you'll also get the ability to fly at will like a dragon on top of having the powerful meta magic that only is sorcerer can provide hey guys Omaha here and today I'm going over the jonic bloodline subass for the sorcerer I'm going to show you everything you unlock for levels 1 through 12 Sorcerers are natural spellcasters drawing on inherent Magic from gift or bloodline as a sorcerer you'll get weapon proficiencies in daggers quarter staffs and light crossbows which will add your proficiency bonus to attack rolls with those weapon types basically making it easier to hit you'll start off with two level one spell slots which are restored on a long rest and then you'll choose four can trips from blade Ward acid Splash Mage hand poison spray true strike friends Dancing Lights fireable light Ray of frost shocking grasp minor illusion and Bone chill and then you'll choose two spells from burning hands charm person chromatic orb color spray disguised self expeditious Retreat false life feather fall fog Cloud ice knife enhanced leap Mage Armor magic Missile Ray of sickness Shield sleep Thunder Wave and witch bolt and while we're on the subject of spells I've done spell guide videos for evocation enchantment and illusion at the time of recording this video so if you want to watch one of those after this I'll link it down in the description then you're going to choose your subass and for the video I'm choosing draconic bloodline your veins carry draconic magic the result of a powerful Dragon ancestor this is going to Grant you two subass features draconic resilience hit points so your hit point maximum is going to increase by one for each sorcerer level so at level 12 sorcerer you get 12 extra hit point maximum and then draconic resilience dragon-like scales cover parts of your skin when you aren't wearing armor your base Armor class is 13 the higher your armor class is the harder you are to hit here you'll see my armor class of 14 10 from base then plus three from deconic resilience and then plus one from dexterity you're then going to choose your ancestry so the damage type associated with that that Dragon will influence later features so first up there's draconic ancestry red fire so at level six spells that deal fire damage are more powerful and you can become resistant to fire damage it's also going to Grant you burning hands then there's black acid which has the same effect as fire but for acid and it'll Grant you grease then there's blue Lightning which does the same thing but lightning and it'll Grant you witch bolt there's white for cold and that'll Grant you armor of agathis then there's green for poison and that'll Grant you Ray of sickness there's all the elements again but different colors and with a different spell so there's gold with fire which will Grant you disguise self Silver And Cold which will grant you featherfall bronze lightning which grants you fog Cloud copper acid which grants You Tasha H's laughter and Brass fire which grants you sleep then you'll click over here to draconic Bloodline this is where you can add scales if you wish to do so here's the different types you can have no scales if you don't want to have them so that's what those look like and then you can choose your color so for red these are your five options but you can actually check this and choose from any of the colors so there's some black ones there's some cool looking blue ones you got white uh you got green which looks really cool guess I should zoom in a little more so you can see those better copper silver so yeah they look pretty cool I think you'll then choose your ability points so keep in mind Charisma is definitely going to be your most important ability as a sorcerer it's going to influence your spell casting ability and that's going to influence your chance to hit with certain spells then you're going to apply your skill proficiencies and you can choose two Arcana religion Insight deception intimidation and persuasion all right once you hit Level Two you're going to get your first Health increase your third level one spell slot and the class features sorcery points you'll start out with two of those so sorcery points can be used to alter your spells or create extra spell slots you'll get two actions so create sorcery points which uses a bonus action spend spell slots to gain sorcery points so for create sorcery points the amount of sorcery points you get is based on the level of spell slot that you use so level one it's one sorcery Point all the way up to five where you can use level five spell slot to get five back there is no level six for this right now I have 16 because I already used a level five but I'll show you what a level four looks like they all look the same so there I lost a level four spell slot and now I have 20 sorcery points and then there's create spell slot which also is a bonus action and you can spend sorcery points to unlock a spell slot you can create a level one spell slot for two sorcery points level two for three points a level three spell slot for five sorcery points level four for six and then level five spell slot for seven and then there's no level six for that so here I'll use a level five right now I have one out of two so I just use seven sorcery points now I'm down to 13 and then now I have two level five spell slots and you can actually go above your maximum with this for level one I can use a level one go up to five so you're really limited just by your sorcery points you'll then choose a spell from the level one spells I read off earlier and then you'll gain two passives which are your metam magic so you start out with four options there's metam magic careful spell so allies automatically succeed saving throws against spells that require them you can toggle that on and off at any time when you toggle it on it'll show you which spells it works for so here I have burning hands and acid Splash so here I'll try it with burning hands on Shadow heart and you'll see she took six damage the damage roll was actually 12 so with burning hands on a save they'll still take half damage that's why she still took six damage metam magic distance spell increase the range of spells by 50% melee spells get a range of 30 ft all right for distance spell also toggleable so if I equip Firebolt which has a range of 60 ft normally you'll see from there it goes up to roughly the edge of this tent I toggle that on goes out to there so it increases it to 90 ft and then for a melee spell like enhanced leap there's your melee range right there toggle it on gives it a range of 30t manam magic extended spell double the duration of conditions summons and surfaces by spells extended spells pretty self-explanatory it's going to double the duration of anything like condition summons and surfaces so enhance leap I use that on Shadow heart you'll see that'll last 10 turns I head over to Gale toggle that on use the the same spell it's now going to last 20 turns and then metam magic twin spell spells that only target one creature can Target an additional creature so that's going to cost one sorcery Point per spell slot level used and then canant trips also cost one sorcery point a level two spell would use two sorcery points and then a level one spell would use one three would use three and so on for spells that don't shoot a projectile the target needs to be close enough together so toggle that on again it'll highlight the spells that work with it so here's Firebolt can Target two different spots now instead of one and then you'll have the option to replace a spell since you're limited on how many spells you can have equipped at one time level three you're going to get that Health increase your fourth level one spell slot your first two level two spell slots you'll get another sorcery Point bringing you up to three you then choose another spell now you have access to the level two spells blindness blur cloud of daggers crown of Madness darkness dark vision detect thoughts enhance ability enlarge SL reduce gust of wind hold person invisibility knock Mirror Image Misty step fantasmal Force scorching ray sea invisibility shatter and web and again I have videos on three of the schools already so if you want to see those they're in the description you're then going to get another passive so this will be your third one and then you'll have some more options this time so you have metam magic heighten spell so targets of spells that require saving throws have disadvantage on their first saving throw and that's going to cost three sorcery points per spell so here with heighten spell I want to use acid Splash on Shadow heart I'm sorry it's 55% if I toggle that on it'll be 80% so it's just going to give him disadvantage on the first saving throw against that spell there's Quicken spell so spells that cost an action cost a bonus action instead that's going to cost three sorcery points per spell as well with it off burning hands cost an action toggle it on bonus action easy peasy and then you have subtle spell you can cast spells while silenced that's going to cost one sorcery Point per spell and then finally you have the option to replace another spell level four your Health's going to go up again you'll get your third level two spell slot your fourth sorcery point you can choose your fifth can trip you'll be able to choose another spell from levels one and two you can replace a spell and then you'll be able to choose your first feet as far as recommendations go ability Improvement I pretty much will always recommend getting your charisma as high as possible is huge Elemental Adept is also really good selecting probably fire if you're the fire type because your spells will ignore resistance to fire damage in addition when you use a fire spell you can't roll a one so selecting whichever element you win in within the beginning is a pretty good idea for that and then selecting like Mage initiate warlock to get some more can trips like eldrige blast which is really good that's a pretty decent idea but there's a lot of ways you can go with it leave some more recommendations down in the comments for everybody else if you uh have a good build for the sorcerer that you want to share once you hit Level five your Health's going to go up again you get your first two level three spell slots and then you'll get your fifth sorcery Point you'll also be able to choose another spell and now you'll have access to the level three spells blink counter spell daylight fear Fireball Grant flight gaseous form haste hypnotic pattern lightning bolt protection from energy sleet storm slow and stinking cloud and then finally you'll be able to replace a spell all right level six you're going to get that Health increase your third level three spell slot your sixth sorcery Point you're going to be able to choose another spell from the first three levels and then you'll get two subass features Elemental Affinity damage so when you cast a spell that deals damage of the type associated with your draconic ancestry you add your charisma modifier to the damage so right now with a Charisma of 17 I have a plus three to Charisma checks so all my fire spells since I'm the fire ancestry will deal plus three damage all right so here if I use a Firebolt on this guy hit him for 21 damage you'll see here I rolled a 17 cuz it was a 3d10 and then it added four from my Charisma modifier for the elemental Affinity additional fire damage and that Charisma modifier right now is plus four because I have a Charisma of 19 and then there's Elemental Affinity resistance when you cast a spell that deals damage of the type associated with your draconic ancestry you can spend one sorcery point to gain resistance to that damage type if I use that I would only take half damage from fire type damage so here I'll use a fireball once I use that it'll ask me if I want to use Elemental Affinity resistance for one sorcery point I do that and then I again fire resistance until a long rest and then you'll have an option to replace a spell again level seven your Health's going to go up again you'll get your first level four spell slot your seventh sorcery point and then you'll be able to choose a spell now having level four spells banishment blight confusion dimension door dominate Beast greater invisibility ice storm polymorph Stone skin and Wall of fire then you'll be able to replace a spell level eight get that Health bump your second level four spell slot your eighth sorcery Point can choose another spell from the first four levels you can replace a spell and then you can choose your second feet once you hit Level 9 your Health's going to go up again you'll get your third level four spell slot and your first level five spell slot as well as your ninth sorcery point you be able to choose another spell and now you have level five spells Cloud kill cone of cold dominate person hold monster insect plague seaming telekinesis and Wall of stone and then you can replace a spell again level 10 Health's going to go up again your second level five spell slot you'll get your 10th sorcery Point your sixth can trip can choose another spell from the first five levels and then you'll get another meta magic that you can choose you don't get any new ones this time but you can choose fourth one and then you have the option to replace a spell wow all right here we are at level 11 where you're going to get a health increase your first level six spell slot your 11th sorcery Point choose another spell now you have level six spells Arcane gate chain lightning Circle of Death disintegrate eyebite globe of invulnerability and Sunbeam then you get the class action fly so now you can use fly with a range of 60 ft and all it's going to use is movement Speed The Fly is pretty self-explanatory you can move up to 60 ft get up to hard to reach places and then in combat it's just going to use your movement speed just like walking wood so you can use a combination of the two to get to areas or you can just use fly or whatever you want and then finally you'll be able to replace a spell again finally we have level 12 where you're going to get your last Health increase your 12th sorcery Point you're going to be able to choose another spell from 1 through six you have your last chance to replace a spell and then you can choose your third and final feat don't forget to subscribe all right guys that's going to wrap it up for the Drake iic bloodline sorcerer if you guys enjoyed this video hit that like button it helps me out a ton it spreads the video out so other people can see it also be sure to check out some of my other subass guides and some of my spell guides let me know down in the comments what other kind of videos you want to see from me thank you guys again so much for watching we'll see you next time
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Channel: Omaha
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Keywords: baldurs gate 3 class guide, baldurs gate 3 classes, bg3 sorcerer subclasses, baldurs gate 3 sorcerer build guide, bg3 sorcerer multiclass, baldurs gate 3 sorcerer guide, baldurs gate 3 sorcerer build, baldur's gate 3 sorcerer guide, bg3 sorcerer draconic bloodline, bg3 sorcerer build, sorcerer guide, bg3 sorcerer wild magic, baldur's gate 3, best subclass for sorcerer bg3, baldur's gate 3 sorcerer, bg3 sorcerer storm sorcery, baldurs gate 3 builds, baldurs gate 3 tips
Id: RUaCsNW6jzg
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Length: 12min 14sec (734 seconds)
Published: Wed Oct 11 2023
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