Sorcerer
Born knowing magic and able to bend its rules: it can cast two spells in one turn or twin a single spell.
Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026
You know few spells, but you cast them like no one else: twinned and quickened. Everything from level 1 to 12 is below.
Quick summary
Sorcerer — summary
Game version: 4.1.1 (Patch 8) · Last updated: 3 August 2026
- Hit die — d6
- Main ability — Charisma
- Saving throws — Constitution, Charisma
- Armour — None: you rely on Mage Armour or Draconic Resilience
- Weapons — A few simple weapons such as quarterstaffs and daggers
- Resource — Spell slots plus Sorcery Points, which fuel Metamagic
- Feat levels — 4, 8, 12
- Ability scores — Strength 8, Dexterity 15, Constitution 15, Intelligence 10, Wisdom 10, Charisma 17
- Party role — In a party this class covers: Ranged damage, Area control, Face.
Two ready-made builds
- Easy path: Draconic Bloodline — Sturdy Artillery — One class. Extra health and free armour make this the caster that does not shatter.
- Strong path: Draconic Bloodline — Twin-Spell Burst — Same bloodline, different use: you spend Metamagic on twinning and quickening. Two Hastes, or two Chain Lightnings, in a single turn.
Subclasses
- Draconic Bloodline — Unlocks at level 1. Extra health, free armour and bonus damage in your chosen element: the sturdiest and simplest bloodline.
- Storm Sorcery — Unlocks at level 1. You fly to a new spot after casting: the movement-focused bloodline.
- Wild Magic — Unlocks at level 1. Your spells trigger random side effects: fun, but out of your control.
- Shadow Magic — Unlocks at level 1. You return from death once and summon a hound of shadow: Patch 8's new bloodline.
Recommended races
- Half-Elf — +2 Charisma, +1 to two more abilities and free shield proficiency.
- Dragonborn — +1 Charisma and a breath weapon, which also fits the Draconic Bloodline thematically.
- Drow — +1 Charisma, +2 Dexterity and superior darkvision.
Recommended backgrounds
- Charlatan (Deception, Sleight of Hand) — Deception from Charisma, Sleight of Hand from Dexterity — the first works at full strength since Charisma is the Sorcerer's casting ability.
- Noble (History, Persuasion) — Persuasion feeds on Charisma, making the Sorcerer both the area controller and the party's talker.
Companions who play this class
No story companion plays this class: if you want it in the party you have to play it yourself.
Resource rhythm
- Sorcery Points and slots both return on a LONG rest. You can turn points into slots, but the reverse is expensive: plan the exchange before the fight, not during it.
- Twinned and Quickened Spell burn points fast. Use them two turns running in the day's first fight and you reach the boss as an ordinary caster.
In Honour Mode
- Twinned Spell hits two targets in one turn but burns Sorcery Points fast; in Honour Mode it is better to save them for the boss's second phase.
- The durable artillery build is safer: the Draconic Bloodline's extra health and resistance let you take an out-of-turn Legendary Action and keep going.
Level by level: Draconic Bloodline — Sturdy Artillery
- Level 1 — Bloodline: Draconic · 4 cantrips and 2 spells · Gain: Draconic Resilience
- Fire Bolt — Your free, unlimited fire attack: you fall back on it when spells run out. Useless against fire-immune foes like fire elementals and devils; switch to Ray of Frost.
- Ray of Frost — Slows the enemy it hits so they cannot reach you.
- Light — Lets you see in dark caves, where you would otherwise miss more.
- Minor Illusion — Creates a fake noise that pulls enemies into the corner you choose.
- Magic Missile — Never misses: your only guarantee against invisible or dodgy enemies.
- Shield — Triggers even when it is not your turn, turning a hit into a miss.
- Level 2 — 2 Metamagics and 1 spell · Gain: Metamagic
- Metamagic: Quickened Spell — Turns a spell into a bonus action, so you cast twice in one turn.
- Metamagic: Twinned Spell — Casts a single-target spell at two enemies at once.
- Chromatic Orb — You choose the damage type, and it leaves ice or fire on the ground.
- Level 3 — 1 Metamagic and 1 spell · Gain: Spell Slots
- Metamagic: Distant Spell — Doubles the range of your spells so you cast from safety.
- Scorching Ray — Fires three separate rays, which stack into serious damage on one target. All three rays weaken on a fire-resistant target; switch to ice or lightning.
- Level 4 — A feat, 1 cantrip and 1 spell · Gain: Ability Improvement
- War Caster — Damage no longer breaks your spell, essential for anything needing concentration.
- Shocking Grasp — The enemy you hit cannot retreat that turn, pinning anyone trying to flee.
- Misty Step — A bonus-action teleport that gets you out of an enemy pile-up.
- Level 5 — Pick 1 spell: Fireball is here · Gain: Spell Slots
- Fireball — Wipes out a crowd in one cast: the most famous spell in the game. No effect on fire-immune enemies; switch to ice or lightning.
- Level 6 — Pick 1 spell · Gain: Elemental Affinity
- Haste — Gives an ally an extra action: the strongest support spell in the game.
- Level 7 — Pick 1 spell: fourth-level slots opened · Gain: Spell Slots
- Wall of Fire — Raises a wall of fire, so enemies either burn or go around. Fire-immune enemies walk straight through it without hesitation.
- Level 8 — Ability Improvement and 1 spell · Gain: Ability Improvement
- Ability Improvement (Charisma +2)
- Polymorph — Turns a dangerous enemy into a harmless sheep.
- Level 9 — Pick 1 spell: fifth-level slots opened · Gain: Spell Slots
- Cone of Cold — Freezes a wide cone, for enemies that resist Fireball.
- Level 10 — 1 Metamagic, 1 cantrip and 1 spell · Gain: Heightened Spell
- Metamagic: Heightened Spell — Lowers the target's chance to resist: save it for critical spells.
- Bone Chill — The enemy you hit cannot be healed that turn, which matters in boss fights.
- Hold Monster — Paralyses a boss, and every hit against it counts as a critical. This also fails against undead; skeletons and zombies need a different tactic.
- Level 11 — Pick 1 spell: sixth-level slots opened · Gain: Chain Lightning
- Chain Lightning — One spell sends lightning arcing to several enemies.
- Level 12 — Ability Improvement and 1 spell · Gain: Ability Improvement
- Ability Improvement (Charisma +1, Constitution +1)
- Disintegrate — Enormous damage to one target: your hardest single-target spell.
Level by level: Draconic Bloodline — Twin-Spell Burst
- Level 1 — Bloodline: Draconic · 4 cantrips and 2 spells · Gain: Draconic Resilience
- Fire Bolt — Your free, unlimited fire attack: you fall back on it when spells run out. Useless against fire-immune foes like fire elementals and devils; switch to Ray of Frost.
- Ray of Frost — Slows the enemy it hits so they cannot reach you.
- Light — Lets you see in dark caves, where you would otherwise miss more.
- Minor Illusion — Creates a fake noise that pulls enemies into the corner you choose.
- Magic Missile — Never misses: your only guarantee against invisible or dodgy enemies.
- Shield — Triggers even when it is not your turn, turning a hit into a miss.
- Level 2 — 2 Metamagics and 1 spell · Gain: Twinned Spell
- Metamagic: Twinned Spell — Casts a single-target spell at two enemies at once.
- Metamagic: Quickened Spell — Turns a spell into a bonus action, so you cast twice in one turn.
- Chromatic Orb — You choose the damage type, and it leaves ice or fire on the ground.
- Level 3 — 1 Metamagic and 1 spell · Gain: Spell Slots
- Metamagic: Careful Spell — Your allies are spared from your area spells.
- Misty Step — A bonus-action teleport that gets you out of an enemy pile-up.
- Level 4 — A feat, 1 cantrip and 1 spell · Gain: Ability Improvement
- War Caster — Damage no longer breaks your spell, essential for anything needing concentration.
- Bone Chill — The enemy you hit cannot be healed that turn, which matters in boss fights.
- Mirror Image — Creates three fake copies, so enemies swing at them instead of you.
- Level 5 — Pick 1 spell: Haste is here · Gain: Spell Slots
- Haste — Twin it and two allies each gain an extra attack.
- Level 6 — Pick 1 spell · Gain: Elemental Affinity
- Fireball — Wipes out a crowd in one cast: the most famous spell in the game. No effect on fire-immune enemies; switch to ice or lightning.
- Level 7 — Pick 1 spell: fourth-level slots opened · Gain: Spell Slots
- Greater Invisibility — You stay invisible even while attacking, so enemies rarely hit you.
- Level 8 — Ability Improvement and 1 spell · Gain: Ability Improvement
- Ability Improvement (Charisma +2)
- Dimension Door — Teleports you and one ally far away, for escape or ambush.
- Level 9 — Pick 1 spell: fifth-level slots opened · Gain: Spell Slots
- Hold Monster — Paralyses a boss, and every hit against it counts as a critical. This also fails against undead; skeletons and zombies need a different tactic.
- Level 10 — 1 Metamagic, 1 cantrip and 1 spell · Gain: Heightened Spell
- Metamagic: Heightened Spell — Lowers the target's chance to resist: save it for critical spells.
- Shocking Grasp — The enemy you hit cannot retreat that turn, pinning anyone trying to flee.
- Cone of Cold — Freezes a wide cone, for enemies that resist Fireball.
- Level 11 — Pick 1 spell: sixth-level slots opened · Gain: Chain Lightning
- Chain Lightning — One spell sends lightning arcing to several enemies.
- Level 12 — Ability Improvement and 1 spell · Gain: Ability Improvement
- Ability Improvement (Charisma +1, Constitution +1)
- Disintegrate — Enormous damage to one target: your hardest single-target spell.
Key equipment
- Circlet of Blasting (Act 1) — Casts a free Scorching Ray once a day, giving a Sorcerer extra damage early on without burning its scarce spell slots. Where: Act 1, Ebonlake Grotto in the Underdark — sold by the trader Blurg.
- Spellmight Gloves (Act 3) — Substantially increases your spell damage. Where: Circus of the Last Days — a reward from Lucretious for completing Find Dribbles the Clown.
- Potent Robe (Act 2) — Adds your Charisma bonus to cantrips and grants temporary health. Where: Act 2, Last Light Inn — a reward from Alfira for completing Rescue the Tieflings.
- Markoheshkir (Act 3) — A staff that raises your spell accuracy and damage across the board. Where: Act 3, Ramazith's Tower — inside a Globe of Invulnerability.
- Cloak of Displacement (Act 3) — Gives the first attack against you disadvantage. Where: Act 3, Wyrm's Crossing — sold by the merchant Danthelon.
Combat tips
- Quickened Spell lets you cast twice in one turn, which is how your biggest turns happen.
- Twin Haste and drop it on two allies at once.
- You can convert spell slots into Sorcery Points and back again.
- Your Charisma is high, so lead the conversations if there is no Bard.
Common mistakes
- Do not try to learn scrolls like a Wizard: the Sorcerer cannot learn spells from them.
- Your spell list is narrow, so choose carefully: changing your mind later is hard.
- Do not hoard Sorcery Points and never spend them: that is what they are for.
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