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.
    Tip: The Sorcerer picks its bloodline at level 1.
  • 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.
    Tip: Quickened Spell lets you cast two spells in one turn: the strongest option.
  • 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.
    Tip: If you chose fire, every Fireball now carries your Charisma bonus.
  • 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.
    Tip: Makes one target's saving throw harder. Sorcery Points are expensive: spend this on the single control spell that turns the fight, not on trash.
  • Level 11 — Pick 1 spell: sixth-level slots opened · Gain: Chain Lightning
    • Chain Lightning — One spell sends lightning arcing to several enemies.
    Tip: Arcs from the first target to nearby enemies. Use it when they are clustered, not spread out, or it turns into a single-target spell.
  • 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.
    Tip: Twinning Haste gives two allies an extra attack each.
  • 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.
    Tip: Makes one target's saving throw harder. Sorcery Points are expensive: spend this on the single control spell that turns the fight, not on trash.
  • Level 11 — Pick 1 spell: sixth-level slots opened · Gain: Chain Lightning
    • Chain Lightning — One spell sends lightning arcing to several enemies.
    Tip: Arcs from the first target to nearby enemies. Use it when they are clustered, not spread out, or it turns into a single-target spell.
  • 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.

All twelve classes and the party picker

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