Sorcerer Creation Guide - Baldur's Gate 3 (D&D)

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments
Captions
[Music] there's not many like you and I born with magic in our blood the burden of Destiny placed upon us but that is who we are bound to the raw Magics of the Multiverse and with such power the only thing left up to us is how we'll reveal it this is what gives a sorcerer a sorceress their true power how will you wield yours oh [Music] hello and welcome to the sorcerer characters creation guide for Baldur's Gate 3. I'm zic and in this video we will cover everything you need to know to start playing a sorcerer in the world of Dungeons and Dragons if you know me from playing a sorcerer in Diablo 4 don't worry I'll still be doing a ton of that with my new power meteor build guide releasing with the next update sometimes though we must expand our magical Horizons to gain a better understanding of the Multiverse and what better way to do that than to wield our magic in the beautiful city of Baldur's Gate this video will cover the fundamentals of character creation and sorcerer mechanics to get you started playing your perfect version of sorcerer with future videos covering more advanced gameplay mechanics and builds let's get started so when you start a new game you will soon hit the legendary character creation screen which looks like this now the first thing you're going to see is this origin choice and this basically determines if you want to roll a custom character with custom appearance background and choices or if you want to play a pre-made character and of these pre-made characters they're all pretty cool you can play these little introductions to see what they're all about this wizard seems pretty rad honestly they all seem pretty Rad but if you're wanting to play a sorcer the only one you're really going to have access to is the dark urge and you can see this is the only one that is actually going to let your uh change your appearance in class to be fully customized with the origin story and this basically seems like it's going to be if you were wanting to do an evil playthrough on sorcerer or if you were wanting to have some sort of evil origin that you were battling against uh for the sake of good it seems like this choice would sort of uh meld those things into your story and so we're just going to do a custom fully custom choice and I think that's going to be the obvious choice for a lot of people but this dark urge one could be pretty cool if you're looking for something a bit different and darker obviously one of the first things you're going to want to do is go to class and change your class to Sorcerer And this is going to give you access to cantrips two level one spells and your class features which is basically level one spells unlocked right now which we'll have two casts of before a long rest then you'll want to decide on a race there's really a lot of cool options here and this is going to basically depend on how you want to play sorcer and there's sort of two ways you can kind of think about making decisions when creating a character in Dungeons and Dragons It's from a role play perspective or from a mechanic's perspective and so do you want your race to affect how you look and where your character come from and how they think and their world view or do you want your race to be chosen based on the features you're going to gain to enhance your ability in combat and so if you make a role-playing decision based on you know I want to be an elf from this place and think this certain way then you will basically be playing the game and you'll be playing around the features you already have as an elf whereas if you're choosing from a mechanic's perspective you're really going to want to take a close look at these class features as well as the sub race features and figure out exactly which ones are going to synergize best with your subclass and and the other choices you're making your cantrips your spells Etc both are very valid ways to play it really just depends on if you want more of that fantasy immersion and that's what drives you in these games or if you're looking for more of sort of the mechanics Mastery and dominating combat and so either one is a good choice just go with with your heart too so let's take a quick look at each race specifically for sorcerer and see what these race features offer Us in terms of advantage and so you can see most races have a move speed of 9 meters per turn the shorter races so halfling a half elf or sorry just halfling and gnome are going to have one and a half meters less movement speed uh unfortunately just because they're small uh dwarf as well right and so those three are going to have seven and a half every other one is going to have nine and then if you are picking a class like an elf all these have sub race not all of them some of the races have sub-race choices and so we can see if we play a Wood Elf one of the special features of a wood elf is they get an extra one and a half meters of movement speed right so that means every turn instead of being able to move nine meters I can now move ten and a half meters and so let's take a look first at the elf race and what these features offer so we have the move speed and then we have Elven weapon training and this is going to give us proficiency with the Longbow short sword short bow and Longbow and what this means is we're going to get to add our proficiency bonus which starts at a plus two to these rolls so if we come over here and look at our Weapons Under proficiencies you can see that long swords short swords Long bows and short bows were added to this proficiency list and that means when you make an attack roll when you roll the dice with along with any of these four weapons you will be able to add that plus to proficiency bonus to your roll if you don't have these proficiency bonuses if you are wielding a longbow you wouldn't get to add that plus to to your role you can see just by default most without any additional features sorcerer's base weapon proficiencies or daggers quarter staffs and like crossbows so if you're looking to wield other weapons or focus on more of a weapon style type of combat you may want to consider weapon proficiencies granted by your race so for an elf this is basically swords and Bows their next features they have dark vision so a lot of different races have this access to dark vision which basically lets them see up to 12 meters in the dark and then finally Fey enter ancestry which gives you advantage on saving throws against being Charmed and Magic can't put you to sleep so on any of these toolbs if you hit T you can actually inspect the tooltip and if you Mouse over these highlighted terms they'll tell you exactly what they do so advantage in Dungeons and Dragons means you get to roll two dice and take the higher value saving throws are basically what determines whether a Target resists a spell or condition and so you can use those to sort of navigate these tool tips better so now let's take a look at the sub race for Elf which basically this choice between High Health and wood elf So High Elves are going to get the fire bold candy trip and wolves are going to get Fleet of foot which is that extra movement speed we discussed so can trips are basically spells that you can cast usually as an action that have you can do an unlimited amount of times they don't consume spell slots and the other thing to note when dealing with spells is their base on some type of ability modifier and so if we look at Firebolt we can see basically it's an evocation can trips this tells you the school of magic and the type of spell can't trip and then this is the approximate damage based on the dice getting rolled in the damage type then it'll give you a spell description it'll show you the range 18 meters and then it'll show you the spell casting ability that it's using for that type of damage basically when you roll an attack roll for spills this is the attribute that will be influencing that role and if we hit T we can look at spell casting ability modifier and this says a bonus or penalty based on the ability your class uses to cast spells the ability is indicated on your character sheet with a star and so we can see for sorcer different than something like a wizard intellect is not actually our our spell casting uh ability it is charisma you can see it has the star over here so this shows primary ability the most important ability for your class it influences your chance to hit in your damage output with weapon attacks or spells and if we Mouse over Charisma we can basically see these different bonuses we're getting right now and where they're coming from and it says improve spell casting for Bard's Paladin Sorcerers and warlocks and so this is one of the main stats we want to focus on so note that if you pick a high L for Source or this Fireball cantrip is going to be interacting with intelligence not Charisma so keep that in mind so now going through the other races real quick tiefling the main thing we're gonna get we get dark vision as well and we're going to get resistance to fire damage and we look at the tiefling sub uh races the asmodius tiefling is going to get a produced flame can't drip little Fireball you can conjure for light and then throw uh Mephistopheles tiefling is going to get magehand which is a very useful at sort of utility uh hand you can cast to interact with stuff from a range and then zarya tiefling is going to get thalmaturgy which is going to give you advantage on intimidation and performance checks so you can basically choose your sub race for each race based on you know this little extra bonus you want to do do you want to be better in dialogue for intimidation performance do you want to be able to mess with stuff at a range with magic pull levers open doors Etc or do you want a little extra you know light with some extra fire damage for drow our class features are superior dark vision so these guys are going to be able to see uh double the distance in the dark so 24 meters instead of 12. they also have drow weapon training so you're going to gain proficiency with Rapier short sword and hand crossbow you can see those added over here so again that just means adding our plus two or as a proficiency bonus scales whatever that is to our attack rolls with those weapons and then Fey ancestry similar to elves right where we're going to get advantage on saving throws against being Charmed and Magic can't put us to sleep and if we look at the drowse of races you'll see no mechanics are really changing so this is basically a lower Choice with this Loth sworn being you know sort of the evil version and selderine being sort of repenting drow trying to be good and then of course humans so regular move speed and then civil militia so humans are going to gain weapon proficiency with several uh close range weapons such as Spears Pikes halverts and glaze and then they're also going to get armed proficiency with light armor and shields so armor in Dungeons and Dragons if you're playing a sorcerer by default you're actually not going to be able to wear armor because it will limit your spell casting and you will have disadvantage on your attacks but you see if you can gain armor proficiency from something like a trait like this civil militia as a human if you come over here this armor got added see it's not there before but with the with the proficiency you can now see we have Proficiency in light armor and shields as a human and basically what that's going to do is it's going to let you wear light armor without imposing disadvantage on your attack rolls or preventing you from casting spells same with shields and then for human versatility you're going to select an additional skill to be proficient in and your carrying capacity is going to be increased by a quarter so you'll be able to carry a little bit more and you will be able to choose another skill with proficiency which we can see right here under abilities so basically when you go into this list you're going to be able to select one more than you normally would and we will cover that in a minute here so for get Yankee one of the main things they have is this astral knowledgeability and this is going to let them gain Proficiency in all skills of a chosen ability and what this means basically is when they cast this until they take a long rest they're going to be able to gain Proficiency in any of these skills of their choosing so let's say when you casted it you chose dexterity that's going to give you proficiency so it's going to add your plus two modifier to anything that shows a dexterity under the name right here so we can see acrobatics sleight of hand and stealth are all affected by the dexterity ability and so if we cast that in choose to already we're going to get an extra plus two to these three until we take a long rest so this basically gives gith Yankee a sorcerer a bit of Versatility with how they're interacting with the world and what proficiency they're focused on at any point in time or sort of covering their weaknesses uh if they have certain things they're not that good at and then for cantrips you're going to get just a free Mage hand can trip and so for utility I think gith Yankee is a great choice for race because you're going to get a free Mage hand you're going to get this ability to change your proficiencies on the Fly and then the main feature you're going to get is you're going to get armor proficiency with light and medium armor as well as proficiency with shorts or long certain greatswords so the Yankees just a great mix of extra utility extra proficiency and extra weapon and armor proficiency where you're gonna be able to use armor where you normally can't you're also going to be able to use all these different kinds of Swords so if you're looking for a little bit more of a of a melee engaging sorcerer you're going to be able to do the armor with the swords I think get Yankee is a great choice for that you can see there's no sub race for the gift Yankee and a decent amount of these actually don't have a sub race so dwarf uh these are one of the ones with shorter movement speed you got the short stubby legs even though they're very powerful uh you can't run that fast and so you're gonna lose a meter and a half of movement speed per turn but you're hopefully gonna make up with that with your Dwarven combat training this is going to give you proficiency with battle X hand X light hammer and Warhammer we can see those added over here just like the other ones uh you're also going to get 12 meter dark vision and then you're gonna get Dwarven resilience which is going to give you advantage on saving throws against poison and you have resistance to poison damage so what that means is if you take poison damage it's literally going to be cut in half that's what resistance does in Dungeons and Dragons and you can see if we hit inspect here basically what advantage on saving throws means is we're going to get to roll two dice when we're making a saving throw against poison so doors are very Hardy against poison they have Advantage when they're trying to save against it and then they're also going to take half damage by default because they are resistant to it and so for the dwarf sub-races for gold dwarf you're gonna get a one hit point Max increase increased by another hit point every time you gain a level so you know more of a of a beefier health oriented build Shield dwarf is going to give you armor proficiency where you wouldn't have with these other two sub-braces in light and medium armor and then duragar is going to give you Superior dark vision similar to Doral where you're going to have double the distance you can see in the dark and then you're also going to have advantage on saving throws against Illusions uh and being Charmed or paralyzed so you'll basically get to roll two dice when saving against those effects then we have half elf so half elves have the normal movement speed they have civil militia just like the humans do where they are going to gain proficiencies with these four different melee weapons as well as light armor and Shields and then they are also going to get the 12 meter dark vision and they also have Fey ancestry similar to drow and elf where they are going to get advantage on saving throws against being Charmed at Magic cannot put you to sleep halfling got the short legs again so we're a little less movement speed one of the really cool things about halflings is this lucky uh feature and so basically what this is going to do is when you roll a one for any attack roll ability check or saving throw you can re-roll the dice and it says You must use the new roll but that's always going to be you know it might be a one again but it's usually going to be higher than a one so you're going to want to use uh the new rule anyways and so that's just going to save you from you know basically totally botching it with a natural one and then Brave is going to give you advantage on saving throws against being frightened and if we look at the halflink subraces if you're looking to be more of a stealthy sorcer this will be a good choice being a light foot halfling because you're going to get advantage of the stealth checks and being a strong heart halfling you're going to get advantage on saving throws against poison and resistance to poison damage this is going to basically give that same thing dwarfs have the resistance to poison with the advantage and then gnome short legs again gnome cunning is going to give you advantage on intelligence wisdom and Charisma saving throws so this is actually a huge uh a very useful feature that's going to come into play a lot and so if you're looking to not get influenced by spells and effects that use these three abilities which are a huge you know most of of spells and effects in the game fall under one of these three uh gnomes are a great choice for that and then if we look at the gnome sub races uh Rock gnome is going to have dark vision with artificers lore which is going to add twice your proficiency bonus to history checks basically what that means is you're going to get you know a plus if your proficiency bonus is plus two you're gonna get a plus four so like if we go over to our abilities we can see our proficiency bonus right here and if we check out here it says history times two now right and so we're actually going to get plus four uh on our history with our other whatever else is affecting it and so whatever our intelligence is giving us plus four so our intelligence right now is giving us plus one we can see here and it's an intelligence-based ability and so the one plus the 4 is going to give us a total of five right now with history and we're going to get into all this stuff in a Sega to discuss the details of that and then we have Forest gnome now we're just going to give you this really cool ability to cast speak with animals so during the story and the dialogue you'll be able to interact with beasts more than you would otherwise and then you're also going to get dark vision and then deep gnome is going to give you Superior dark vision similar to drow and you're also going to get advantage on sales checks and then Dragonborn uh one of the probably you know sort of coolest and most popular uh choices for sorcerer just because of their sort of magical Heritage as uh as uh dragons you can see the only feature they're getting uh is this move speed because a huge portion of what they get is based on their sub race and so we can see we have a ton of different sub race options here and these are basically the different chromatic uh colors and the different metallic jeans of dragons and this is going to influence uh basically uh what is it's called a class action but you're going to be able to cast this breath uh and the element is going to change based on your sub race and then you're also going to get resistance to that same damage type and so for black dragon you're going to get acid breath with resistance to acid damage blue dragon you're going to get lightning breath with resistance to lightning damage brass is fire with resistance to fire damage bronze is lightning again just the metallic sort of coral at the blue right copper is acid again so the metallic correlation to the chromatic black right gold is going to give us fire again green is going to give us poison red is going to give us fire silver is going to give us Frost and cold and then and then white is going to give us Frost and cold as well and then the last race for sorcerer is going to be half work and half Works features are they can they have the 12 meter dark vision they have this Relentless endurance which is a really cool thing unique to Orcs And if you reach zero hit points you hit one hit point instead of becoming down so basically you know if you get hit by an attack that takes away all your health and you're about to go down instead of going down you'll be uh you'll come back up with one hit point so that will enable you to you know take an additional action on your next turn instead of your character just being downed and then the other really cool one about half work is Savage attacks is when you land a critical hit with a melee weapon attack your damage dice are tripled instead of doubled so I think if you're looking to play uh like a daggers quarter staffs or like crossbow Focus sorcerer uh orc is a really good one because you're going to get you know this extra combat endurance combined with bigger criticals with your weapons in general those sorcers aren't usually focused on weapon type combat we are much more focused on our spells and can trips so let's take a look at that next but let's start with the subclass for sourcerer and this is probably one of the most important choices you're going to make as a sourcer and so this is basically going to influence a great deal of of how the class plays like this is basically your version of sorcerer so we can see there's three choices wild magic is the first one probably the most common or popular and basically what this is going to do is you're going to be able to trigger this tides of chaos and it's going to give you advantage on your next attack roll ability check or saving throw so basically a very useful way to be able to roll two dice instead of one in important situations when you're trying to save from something or make an attack that's really important or an ability check that you really need to succeed on and then when you do that it's going to increase the chance of wild magic surge afterward and wild magic is a pretty crazy thing where basically what it says is wild magic stems from the forces of chaos it churns within the sorcerers that wield it waiting to burst free and so this is going to unleash all kinds of crazy effects that are sort of unpredictable that are going to very much change the flow of combat and so if you watch the previous video with the developers talking about the different classes in Baldur's Gate 3 he references wild magic and a couple of the examples he gives is like all of a sudden your spells now heal instead of doing damage so all of a sudden your sorcer is the most powerful healer on your team while that wild magic surge is happening or you have the opportunity to swap places on the battlefield with another character um you know because you get one of these wild magic swords so if you're looking for a playstyle that offers a lot of like adaptability and creativity and sort of going with the moment based on chaos and RNG I think wild magic is a perfect choice for you the second one is draconic bloodline and your veins carried your conic magic the result of a powerful Dragon ancestor and what this is going to give us is a hit point uh maximum increase for each Source or level so something here if you're really looking to max out your hit points you could actually double up and go with the dwarf race the gold dwarf is going to get hit points additional hit points every level and then uh you know you can sort of double up on that with doing something like a draconic bloodline but there's little synergies like that that you'll want to look for in the race features that we just talked about if you're trying to do something specific with your sourcer so back to the draconic bloodline you're gonna get these extra hit points and then you're also going to get a base Armor class of 13 and so this is basically going to give you you know the equivalent or something similar of what wearing like light armor would give you uh just for free you'll just start with that Armor class because you have dragon scale skin and you also get this really cool sort of visual effect that you can change in the character appearance now if you do pick the draconic bloodline and that's basically going to mirror scales related to your ancestral heritage and the color or metallic Sheen of whatever Dragon you are tied to and then the final choice for sorcerer subclass is Storm sorcery and this one is uh it sounds like the one that larion added uh specifically for this game uh that's not necessarily in the normal Dungeons and Dragons rule set and what this is going to give you is probably one of the coolest things you could ask for as a sorcerer and after you cast a level one spell it's called tempestuous magic so after you cast a level one spell or higher you can fly as a bonus action until the end of your turn without receiving opportunity attacks so basically what this means an opportunity attack is when you try to move at a range of someone who is in melee combat with you and so as a sourcerer you're generally not going to want to be engaged in melee you're going to be want to keeping your distance so you can stay alive while dominating the battlefield with spells and so what this is going to give you the ability to do is if anyone engages you in melee after you cast the spell you're literally going to be able to fly away as a bonus action without take an opportunity attack so this is going to give your sorcerer a ton of mobility and the ability to survive a lot better by fleeing from melee attackers and potentially even going up to Ledges or places where you can gain range for a spell that you normally wouldn't be able to reach because you can't normally fly and so I think I'm going to be playing a storm sorcer just because of how totally rad that is all right now let's take a look at our abilities and the way you want to think of abilities is basically like your core stats and there's six core stats in the game you can see them all right here and like we talked about earlier for sorcerer Charisma is going to be our most important one because this is what's going to influence our spell casting and our damage with our spells I honestly feel like the recommended setup that I have here is really solid actually so if you wanted to just go next and not really care about these I think this setup will serve you just fine and will work for a large majority of builds but if you're looking to play more of a unique style of sorcerer where you're trying to customize your build a bit it is worth understanding what these are the only changes I would make is if I'm planning to have another intelligence based or wisdom based character in my party which I likely am you can redistribute these stats to be a little more effective and so what I'm probably going to do is take these two points out of wisdom and that's just going to bring me from a zero on those saving throws and checks to a negative one similar to my strength and this is basically because I'm going to be relying on other members in my party for these kinds of checks and such and so same with strength and I'm going to reinvest that power to be extra strong at the things I'm good at um and so I'm going to take these two points from wisdom and I'm going to add them in the Constitution that's giving me one more hit point you can see over here it just got added and so if I take it out I'm at eight if I put it back in and you can see I'm at plus two to checks and plus four to throws when we make the jump to 16 we'll be at plus three to Checks Plus five to throws um and we get our extra hit point and uh I'm gonna rely on someone else in my party to be wise intuitive but that's not me as a dragon board sorcerer apparently right the other thing I'm gonna do is I'm probably gonna actually have a wizard in my party uh for sure because I'm gonna run Source or wizard double spell caster and so I'm gonna actually take two points out of intelligence I don't want to be super dumb so I'm just gonna have to be a zero but I'm basically gonna reinvest those points into dexterity and you can see if I do that that's going to take me from a plus one on checks and a plus one on throws uh to a plus two on checks and a plus two on throws and I plan on doing some cool stuff with May Chan and sneaking around and flying on this guy so I know I'm going to be getting into some dexterity checks and so I just want that uh plus one extra to my roles and my dexterity related save and froze it's also going to affect my initiative and armor class where you can see that jump also took our initiative up by one as well and so dexterity is quite a valuable attribute sometimes to have so this setup is basically going to give us the max possible Charisma we can get starting and this is going to be the attribute that's scaling our attack rolls and damage right and then we're going to be not wise and not strong at all we're used to being weak as a sorcerer right but our strength comes from our mind and the raw magic in our blood now I will say if you are wanting to play like a dwarf melee sorcerer like a Geth Yankee sword sorcer it might be worth investing more heavily into strength or decks based on the weapon type you're planning on using right so a dwarf if you're using warhammers and stuff like that it's likely going to be strength um and if you're using like rapiers and bows and such it's going to be finesse but yeah this is the setup I'm going to go with plenty of health max damage pretty dexterous and not super dumb and unwise and weak but strong blooded right and then for our skill proficiencies this is very much related to our background but we can take a look in here and you can see this is basically the bonus we currently have to different roles types of checks that we've made in the game and these are basically based off of our attributes that we just distributed here and so you can see for the Charisma checks like deception or persuasion or intimidation we have a pretty high base we have a base of three and then our proficiency bonus if we select it here as a proficient one will give us a plus five total plus three plus two right and then we could move one of them you know we could take a three and move it to something like Insight if we didn't want to be super bad at Insight but again I think it's usually more worth it to rely on other characters to cover your weaknesses in a party-based game like this and take something that you're already good at to really lean into to being powerful at that one thing or those those few couple focused things right and you can see also we are getting a plus two bonus to arcana and history uh because of our background and so if we jump over here and look at background again similar to a race or a lot of the other decisions you make during character creation this is basically going to be a lower choice or a mechanic's choice and so you can sort of decide based on this description and where your character comes from and their world view what background suits them best or you could take a look at how these different skills are becoming proficient and basically decide uh the type of background you want based on that right so let's say I'm trying to be more of a sneaky sorcerer urchin might be a good one for that because it's going to give me um sleight of hand which is uh you know doing stuff like disarming traps and picking locks and pockets and it's going to uh increase my ability to hide and stay out of sight in the shadows so this plus four it's showing me right now two of it's coming from dexterity right and then two of it's coming from these being my bonuses now as an urchin uh that are getting added to my skill proficiencies here so I get to select two and then I get to have two on my background and a lot of times you want to try to sync these up at least a little bit with an attribute you're already built into for the same reason we talked about here where because I have a little bit of investment into decks I'm going to get a plus four instead of a plus three on these in the same way I'm getting a plus five on the Charisma right all right so the final big decision we are going to have to make as a source or a sorceress is what magic do we want to wield what sort of powers do we want to bring to the battlefield and what sort of a focus do we want to have because we're going to have to pick a few cantrips and level one spells to start out with and so let's start with cantrip so these are basically the lowest level types of spells and dungeons of dragons and uh the upside is they're going to get unlimited uses whereas your normal spells you're going to have a limited number of uses between each wrist and so you'll have to take a long rest to refresh these slots whereas your cantrips you'll be able to do over and over again regardless of whether you rest or not and so while they are the lowest level spells they're often end up being some of the most uh highly valued because of how often you can use them and how useful they can be for different situations so there's a lot going on here I'm going to basically describe the basics of what's going on in these tool tips and then I'll try to do a super quick description of each one but if we went through every spell and every cantrip in detail it's going to make this video like another hour long and so let's just take a look at sort of how they work so let's start out with blade Ward take only half the damage from bludgeoning piercing and slashing attacks so this is basically going to give you resistance to physical damage for two turns we can see it shows that it's an action here so this is what it's going to take to use it so most turns you're going to have an action a bonus action and movement and so this will take your action for that turn and it's going to give you this resistance for two turns and now we move on to the next one which is acid Splash there's a little more going on in this tool tip we can see it's basically going to designate the type of damage here so this is a conjuration school can trip and it's doing acid damage this is the average damage we will do and it's showing what dice gets rolled with the type of Elemental damage here and then it will give a description throw a bubble of acid that damages each Target it hits and then it'll show your range here so this is going to be a a non area of effect spell because it's not designated here it's going to go to 18 meters so it's going to hit one target up to 18 meters away and the target will have to make a saving throw so sort of the two different types of attacks we have here one is going to be a Target making a saving throw against your spell save DC and basically what this means is this is going to scale up as you increase in levels but this is basically any any spell where you see it has this save in the tool tip so acid Splash poison spray light you see it has this save designated here and basically what this means is instead of making a spell attack roll where we roll the dice our enemies are going to have to roll the dice to try to resist it and they're going to have to beat whatever our spell DC is so right now our spell DC is 13 so for this spell in order for it to go into effect the enemy has to roll a save and beat a 13 and they'll be adding their Dex modifier that's what this Dex Means versus poison spray where the enemy would be adding their con modifier so basically you know like acid Splash will work better against targets with low decks uh poison spray will work better against targets with low con Etc and then the other type of attacks is going to be a spell attack roll and similarly this is going to continue to scale up as we level and increase our charisma but right now because of our 16 and Charisma we're getting a plus five to our melee and range spell attack so for things like Ray of frost or Firebolt we are going to roll a dice ourselves and we're going to add plus five to that roll because it's a spell attack and that is going to determine whether we hit the target or not and so these types of spells can completely Miss and these types of spells can be resisted I hope that makes sense so let's keep going magehand this is going to be a super valuable utility spell it's going to let you interact with objects levers doors traps from a range 18 meters and it's going to last for 10 turns and we can see if we Mouse over here we can see the little conjured Specter stats where it's going to have three health 5ac and a movement of nine meters or a range of nine meters to navigate around and then poison spray when we looked at for the con save but it's basically going to be one D12 poison damage and it's going to be much shorter range you can see only 3 meters are still in action true strike is going to give you advantage on your next attack roll what that means is you're going to basically get this buff and you're gonna be able to roll two dice instead of one on any attack rolls you're making against the creature this is a concentration spell so something else very important to keep in mind is you can only have one concentration spell active at a time and so if you're using something like true strike you won't be able to cast friends during true strike because it's also concentration so if you try to cast friends while you have true Strike Up true strike will drop off and this holds true for dancing lights or any other concentration spell that shows this concentration tooltip the other thing to note about concentration is if you take damage above a certain threshold you will have to roll to try to maintain your concentration and so a lot of these concentration spells you're going to want to be in a position where you're not taking damage so you can keep them active because if you are taking damage you may have to make a roll to keep that effect up so the next one is friends this is going to be more of an out of combat spell and that's going to give you advantage on Charisma checks um and then you can see right here some of these have a little warning and so this says in higher difficulty modes the target might accuse you of enchanting them meaning your target might be aware that you cast friends after the friends wears off right so they might get pissed after their friendly type of thing right um Dancing Lights this is just going to illuminate a radius for 10 turns a cast up to 18 meters also concentration you know this will be useful if your party doesn't have much dark vision or if you're needing to navigate without light in a lot of Dark Places Firebolt is just like Ray of frost going to be just a standard spell attack roll with 1d10 fire damage up to 18 meters you can see Raya Frost is very similar it's just going to be 1d8 instead of one d10 the additional effect on Ray of frost is it's going to reduce their movement speed by three meters if you hit and so I I prefer Ray of frost over Fireball that's really going to depend on place to own what type of sorcer you're trying to rock and then light is going to do a similar thing to Dancing Lights it's going to illuminate a radius for seven and a half meters of light but it's can only affect one thing at a time and it's got to be cast on an object shocking grasp is actually going to be a melee spell so we can see right here the range is two meters of melee attack and so we're gonna have to get right up on stuff to use this and the cool thing about this spell is it's going to have advantage on creatures with metal armor and it's going to make the target not be able to use reactions for a turn so for example if you went up in shock and grasped a sorcerer uh the this uh Shield we looked at that's a reaction they wouldn't be able to cast Shield that next turn because they can't take reactions right and so there's a lot of different skills and abilities for different classes that are reactions that you'll be able to disable for a turn with this spell minor illusion this is going to be more of an out of combat um uh one that you're going to basically is going to compel creatures to go and investigate so if you're trying to do a lot of sneaking or if you're trying to you know navigate the world um using some creative and unique interactions with by misleading enemies uh this is a great spell for that type of stuff also can be cast while silenced and the final one is going to be bone chill and this is a necromancy can trip and this is going to do 1d8 necrotic damage it's going to prevent the target from healing until your next turn so if you're able to cast this successfully on something again going to be a spell attack roll adding your charisma your plus five right now it's going to make it so they can't heal for a turn so if their healer tries to heal them that turn or if they try to drink a potion or something like that it's not going to have any effect and uh and if the target happens to be Undead they also have disadvantage on attack roll so kind of a cool necro utility spell here so those are our can trips now let's take a look at our spells so real quick going through the spell list burning hands just gonna be a five meter radius deck save fire spell dealing 3d6 fire damage on a save the target will still take half damage so these ones where you see on Save Target still takes half damage uh these are really useful because they're gonna hit every time and do some amount of damage so even if the target you know is able to do this deck save and beat a 13 uh they're still going to take half of whatever fire damage you roll there's a couple other ones that are like that as well but burning hands is just a really cool radius uh damage pump spell charm person is going to be similar to friends uh where you're going to charm a humanoid to prevent it from attacking you and you're going to get advantage on Charisma checks and dialogue similar thing where they might accuse you of doing this to them also damage uh is going to end this effect early if you accidentally or purposely hit that Target next one is chromatic orb this is a super cool evocation spell probably one of my favorite spells because of how versatile tile it is because you can actually change the damage type on the fly with each cast and then that damage type has a chance to create a surface and so a lot of times those surfaces can be interacted with where if it's ice it's going to create like if we come over here and look at ice knife we can see this is going to create an ice surface in a two meter wherever we hit it and so what ice service does is it's going to be difficult to rain so movement speed is going to be halved and creatures may fall prone and so you can get a lot of cool different effects with these Services where if you cast a chromatic orb and you change the damage type to ice it will have a chance to spawn an ice surface and there's all kinds of different things you can do with these services and in previous games like divinity original sin 2 you could even do stuff like if it's a poison service lighted on fire if it's a water surface electrocuted uh really cool magic interactions like that color spray is going to Blind creatures up to a combined 33 hit points so it's a 5 meter radius what this hit points thing means so this is the condition of blind right but what this 33 hit points means is it's going to affect a total of that amount of hit points for that mini creature so it's not doing 33 hit points of damage or anything like that it's literally just blinding up to 33 hit points of enemies so if there's a 12 hp enemy and a 15 HP enemy and a 30 HP enemy all within 5 meters and you cast this it's going to effectively blind uh the the 10 HP enemy and the 12 hp enemy but will not blind the 30 HP enemy or whatever right it'll do a combined up to 33 and anything over 33 will sort of resist the effect I hope that makes sense the sky itself pretty self-explanatory just magically changed all aspects of your appearance to be someone else for a bit a pretty rad spell expedition's Retreat this one's really cool because you can see at the bottom it's not an action it's actually able to be cast as a bonus action so if you take an action on your turn like another attack or something like that you will be able to cast this as a bonus action in addition to that on the same turn also a concentration as well so so you won't be able to use it with the other concentration spells we talked about it but what's what it's basically going to do is give you this ability to Dash as a bonus action so you'll be able to do additional movement as a bonus action it's going to last until your next long rest so a lot of value if you can maintain your concentration by not getting hit a lot of times this extra movement will help you not get hit so this is like a pretty rad spell if you're looking to be a more mobile sourcerer false life you're going to gain temporary hit points so the way temporary hit points working D is essentially uh it's additional hit points like a barrier or a shield or something like that and um it's not going to be like actual hit points where you can't revive like a downed creature from them and um you can only have one set of temporary hit points at a time so you can't like stack barriers uh it's just gonna be like if you have this and you try to cast something else with temporary hit points it's going to override it if it's more right so you can only have one set of these up at a time and this is going to give us seven and we can see uh it can only be gained from One Source featherfall self-explanatory again just going to give you uh a slower fall in immunity to Falling damage but also can be cast as a bonus action instead of an action going to last for 10 turns fog Cloud concentration spell so to keep this fog Cloud off you will have to maintain concentration it's going to last for 10 turns 5 meter radius you'll be able to cast it up to 18 meters away and it's going to Blind which is going to do that effect that we looked at in one of the cantrip Spells where it gives stuff disadvantaged on attack rolls ranged attacks are reduced to three meters and you will have advantage on attacks against creatures that are blinded and it's going to do this condition where it heavily obscures that area and that's going to basically give you or other creatures the ability to try to hide in that cloud so if you're playing sort of a stealth based team or if you have a rogue in the party that's trying to hide a lot to get assassinations this is a very useful spell to enable stealth ice knife wicked cool spell that we looked at a second earlier um something to note with this is going to be a deck save instead of a spell attack roll but it's going to be up to 18 meters and it's going to be a very damaged type which is pretty rad most of our damage ends up being some type of Elemental damage this one's actually going to give us some piercing damage when we throw the knife and then it's going to explode in additional coal damage and it's going to create an ice surface 100 of time and then the spell can also be cast while we're silenced uh and you can see the science condition can't speak or cast spells with a verbal component and is immune to thunder damage which Thunder is like acoustic damage basically you want to think of it as and so if you're silenced you can't hear and so you'll be immune to thunder damage so the ice surface also really clutch we talked about but it's going to just for two turns create this two meter surface where movement speed is high up the creatures may fall prone so I really like this ice knife spell enhanced leap is going to Triple A creature's jumping distance for 10 minutes got to be within melee range to cast it Mage Armor if you don't have any armor proficiency because of your race uh and you're looking to add some extra defensives to your class if you're going to be maybe up in melee a little more than normal you can run this and this is going to basically make your base armor 13 plus your Dex modifier so us right now plus two this would give us a 15 Armor class without wearing any armor and it's going to last until our long rest and it's not concentration so you know you'll basically be able to cast this after you rest and you'll have this sort of magical armor on uh the whole time and you can't be wearing armor obviously if you do it but you'll have this magical armor on the whole time until you rest and then there are other classes like a monk for example where you could also cast this on them to give them AC if they're not wearing any armor you know other classes that do have sort of synergies with the no armor thing magic Missile super cool spell kind of one of the Staples of the DND magic verse where you're going to get three magical darts that shoot out each dealing two to five Force damage so you can see the roll is actually 3d4 plus three and they're always going to hit their target and so this is not a spell attack roll it's just going to hit 100 of the time the only way you're going to miss is if the target it has Shield up and shield is that special spell we looked at earlier that's a reaction where if you're about to get hit by an enemy you can cast it to increase your armor class and the other effect is you take no damage from magic Missile and so if you're running shield and an enemy Caster is trying to magic Missile you you can actually as a reaction cast shield on yourself but when those magic missiles are coming in and resist it and so this is in general though a very useful spell because someone will need to be a Caster running shield in order for it not to hit and it does good damage very solid at just you know guaranteed finishing targets off without that chance to miss Ray of sickness is going to be a con save and has a chance to poison the target so poison is pretty brutal and d d where you're going to suffer disadvantage on attack rolls and ability checks while you're poisoned and so that's a big deal because most of the things you're trying to do are one of those two things during combat so this would be 18 meters con save um 2d8 poison and then Shield we talked about quite a bit already the plus 5ac and no damage from Magic missiles able to be cass's reaction lasts until long rest sleep is going to put up to 24 hit points of enemies to sleep so same as our blind example you know if you have a 10 HP hit point and a 12 hp hit point and a 30 HP hit point those first two are going to fall asleep because they are less than 24 total but that 30 HP hit point will um you know not be affected and this is going to be actually this is it has no radius this will be a single Target spell so this will actually be if the target itself has less or more than 20 prayer points so if you try to cast this on that 30 HP Target not gonna work be sure to cast it on the 12 hp Target will work right and so we can see here the conditions of sleeping a lot of stuff kind of going on but they basically can't move or act and they'll automatically fail straight the deck saving throws Attack rules have advantage against them and any attack that hits the creature is a critical hit if the attacker is within melee range and it's removed once they they take damage or if they're helped by a teammate and so this is a cool spell for like setting up uh melee members of your party to get this guaranteed critical uh when the target is sleeping blunderwave another sort of staple of d d magic this is going to release a wave of thunderous force that pushes away all creatures and objects and on a save similar to burning hands the target will still take half damage it's going to be a con save and also five meter area effect and the really cool thing about this one is the push right where you can sort of create space and if something is engaged with you where if you moved away it would get an attack of opportunity this will let you push it away uh if it fails the con save and then you can move afterward without taking that attack of opportunity right and then which bolt probably one of the most powerful spells we can pick because of the sustained damage on that so basically what makes this one special is once we successfully cast it so we we're gonna have to make a spell attack roll with our Charisma with our plus five right now but if we hit and we maintain concentration we don't uh you know get hit and lose it or cast another concentration level we're actually being able to hold our witch ball up on our Target for an additional 10 turns so every turn that goes by we're going to be able to trigger it as an action still to do an additional 1d12 lightning damage and so this is a very good consistent DPS spell especially for larger HP targets and especially if you're out of your uh you know like other higher level spell slots you know this is a level one spell that over the course of its turn let's say you've got super lucky enrolled 10 12s in a row you could do 120 damage lightning damage with this uh you know level one evocation spell over 10 turns right and so just pretty rad pretty useful uh damage spell so I hope you enjoyed that my name is icarik I will be playing this sorcerer this storm sorcer uh quite a bit and I'll be live streaming some of it you can check out my stream at zikrik with a zero on Twitch I will also be making uh hopefully deeper build guides on different kinds of sorcerers starting with storm sorcer um I really love games like this but I also play games like Diablo 4 more action RPGs so if you play that I play a sorcerer in that have a bunch of different build guides playing for that as well so um I'll also be streaming a lot of Diablo 4 so if you want to say what's up have any questions or just hang out consider stopping by the stream otherwise enjoy your adventures in the world of dungeon dragons and the City of Baldur's Gate take care of yourself and I'll catch you in the next one peace to God him choose one
Info
Channel: Zikorik
Views: 14,671
Rating: undefined out of 5
Keywords: baldurs gate 3, sorcerer build guide, baldur's gate 3, sorcerer, baldur's gate 3 sorcerer, sorcerer baldurs gate 3, build guide, sorceress, sorc, bg3, sorcerer build, sorceress build, baldurs gate build, baldurs gate guide, builds, baldur's gate build guide, baldurs gate builds, dungeons & dragons, dungeons dragons, d&d, Baldur's Gate III
Id: 1rHmf7bTUvU
Channel Id: undefined
Length: 50min 39sec (3039 seconds)
Published: Fri Aug 04 2023
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.