Quick Links
Most wielders of magic inBaldur’s Gate 3must learn how to manifest the Weave over years of practice. Sorcerers, however, are magic incarnate, able to wield spells almost instinctually. Sorcerers with draconic lineage can trace the source of their magic to one of the ancient dragons–creatures so steeped in magic they can’t help but pass it on as a genetic trait.
Draconic Bloodline sorcerers are generally more resilient than your average spellcaster owing to their draconic parentage. They also gain certain innate magics corresponding with the color of their dragon bloodline and later the dragon’s ability to magically fly. If that all sounds appealing, here’s how to make a Draconic Bloodline sorcerer in Baldur’s Gate 3.

4 plus Constitution modifier
Spellcasting Ability
Charisma
With only six hit points per level, sorcerers are tied with wizards for the lowest potential hit point pool. However, where Wild Magic and Storm Sorcery sorcerers struggle to survive, sorcerers of the Draconic Bloodline receive aninnate armor class of 13and receive anextra hit point per level. This allows Draconic Bloodline Sorcerers to be a little more aggressive on the battlefield than their counterparts.
We can alsofurther enhance this natural resiliencebychoosing the right race. More on that later.

In return for this natural resilience, Draconic Bloodline sorcerers learn fewer spells than most other spellcasters. YourDraconic Ancestry will present you with one extra spell, but other than that, you’re limited tolearning a single spell each time you level up.
Like all sorcerers, Draconic Bloodline sorcerers receiveMetamagic abilitiesthatfurther enhance their magical powers. While this can effectively allow you to cast more spells per turn than most spellcasters, itcan also be a significant drain on limited spell slots. Thankfully, you’re able to also spend Sorcery Points to regain spent spell slots.

8(-1)
14(+2)

16(+3)
10(0)
WithCharisma as your spellcasting modifier, you’ll want this ability score to be as high as possible. We’ll be pumping this to 20 first, with other ability scores to follow later.
PuttingConstitution on par with your Charisma(at least to start) will provide you with ahealthy hit point bufferthat will out-class Gale and even lesser spellcasters like Wyll and Shadowheart. Having14 Dexterityalsoprovides you with an additional +2 to armor class, providing almost as much protection as Lae’zel.
IntelligenceandWisdomcan be left at a reasonable amount (enough to avoid negative modifiers) and Strength can take a -1 hit as your damage will be entirely spell-based. That’senough Strength to make a few important jumps, but only barely.
Level Six Damage Bonus And Resistance
Sleep
Add Charisma modifier to fire-based spells, resistance to fire damage.
Upon deciding to play a Draconic Bloodline sorcery, you’ll immediately have tochoose your Draconic Ancestry–that is, which type of dragon provided your Draconic heritage. At level one, this decision will grantone additional level-one spell, and later on, will providebonus damage and resistance to the element associated with your Draconic Ancestry.
You’ll want to pick the element that will benefit you the most throughout the game. As bothfireandcold elementshave a plethora of potent spells and cantrips, it’s recommended to pick eitherRed,White,Gold,Silver, orBrassfor your Draconic Ancestry.
GoldandSilverancestrieseach offer a utility spell(Disguise SelfandFeather Fall) that remains useful throughout the game. For this reason, these two are the best Draconic Ancestries to pick.
You’ll start your Draconic Bloodline sorcerer build by picking your attributes (defined above), yourDraconic Ancestry(either Gold or Silver preferred), and your starting spells.Fire BoltandRay of Frostprovide ranged attacks with utility, whileFriendsgives you advantage in most conversation checks (but beware of using this cantrip at higher difficulty levels).Shieldprovides you with a useful reaction that further enhances your resilience.
At level two, yourMetamagiccomes online.Twinned Spellworks perfectly withChromatic Orband can be absolutely devastating in the early portions of Baldur’s Gate 3. ChooseMagic Missileas your next spell as it provides something no other spell in the game can: guaranteed damage.
Justdon’t use Magic Missile against mages. The only thing that stops a Magic Missile is the Shield spell.
At level three, another Metamagic feature comes online.Heightened Spellhelps ensure your enemies fail their saving throws.Scorching Rayprovides another damage spell that scales extremely well even into the late game.
PickShocking Graspas your level four cantrip for a decent melee spell andMisty Stepas your spell for a get-out-of-jail-free ability. Your first feat should be anAbility Score Improvement of +2 to your Charisma, bringing it to 18.
Fireballat level five provides your first target forCareful Spell, and at level six, it gains additional damage equal to your Charisma modifier (if you picked Gold as your Draconic Ancestry). Level six also bringsHaste, which whencombined with Twinned Spell, can turn your martial characters into whirling dervishes of destruction.
Ice Stormis the level seven equivalent of Fireball with additional crowd control applications (and also receives a damage bonus if you picked Silver as your Draconic Ancestry).At level eight, max out your Charisma at 20and also learnCounterspellfor another potential reaction that can save your bacon.
At level nine,Hold Monstercan utterly trivialize certain encounters whencombined with Heightened Spell. At level 10, chooseQuickened Spellas your Metamagic option for more bonus action potential, andBone Chillfor another damage type that helps against undead.
At level 11,Disintegrateis so strong that it simply cannot be ignored, even if it doesn’t deal an elemental damage type. Finally, at level 12, pickElemental Adept as your featto prevent your cold or fire spells from being resisted.
you’re able to also pick Toughnessif you think you don’t have enough hit points,orincrease your Constitution to 18if you want your twin-cast Haste to stand up to a bit more punishment.
Best Races For Draconic Bloodline Sorcerer
Several races provide beneficial bonuses to a Draconic Blood Sorcerer. Below we have thepotential races ranked best to worst.
Dwarf
Skip Shield Dwarf as those armor proficiencies are unnecessary. Gold Dwarf, however, can give you more hit points than a bard or warlock (almost as much as a fighter), while Duergar provides most of the benefits of being a Gnome but also the Enlarge and Invisibility spells. Poison resistance is also a big benefit here.
Half-Elf
You get most of the benefits of being an Elf, but you also have proficiency with shields to further enhance your armor class. Drow Half-Elf is the best choice for the extra spells.
Human
Weapon and light armor proficiencies are unnecessary, but you can use shields to further boost your AC. A skill proficiency and 25 percent additional carrying capacity are also nice bonuses.
Halfling
There is a lot of poison damage in Baldur’s Gate 3, which makes Strongheart Halfling an excellent choice for its poison advantage. Halfling Luck cuts out critical misses, and Brave provides advantage against being frightened. A good pick overall.
Githyanki
Sword and armor proficiencies are largely wasted, but Astral Knowledge can help provide missing skill proficiencies while Githyanki Psionics offers three useful spells. A decent choice.
Drow
The additional spells and Superior Darkvision make Drow a better choice than either a High Elf or Wood Elf, but not by much.
Elf
Elf provides the same advantages as Half-Elf, but you get perception proficiency instead of shield proficiency. Keep in mind that High Elf gets a wizard cantrip that uses Intelligence as its modifier, so be sure to pick a cantrip that doesn’t require a roll.
Tiefling
Tiefling can be a great way to gain access to more spells as a sorcerer, but be sure to avoid picking a Draconic Ancestry associated with fire as you already have fire resistance.
Gnome
Advantage against all Intelligence, Wisdom, and Charisma saving throws can significantly improve a sorcerer’s magic defenses, but that’s about all Gnomes provide.
Dragohborn
So long as your Dragonborn Draconic Ancestry doesn’t match the Draconic Ancestry of your Draconic Bloodline, then you’ll wind up with two elemental damage resistances and a breath attack. Neat, but that’s all you get.
Half-Orc
Savage Attacks is completely wasted as sorcerers rarely attack with weapons. Relentless, Darkvision, and intimidation proficiency are nice, but you get more out of other races.
Amulet
The Protecty Sparkswall
+1 to spell save DC, +1 AC and saving throws so long as you have Lightning Charges.
Ring #1
Bracers of Defence
+2 AC so long as you’re not wearing armor or wielding a shield.
Ring #2
The Watersparkers
When standing in water, it becomes electrified. If you start the first turn of combat on an electrified surface, gain 3 Lightning Charges.
Off-Hand Weapon
The Spellsparkler
1d8 + Strength Modifier bludgeoning Gain 2 Lightning Charges when dealing damage with a spell or cantrip.
None
N/A
The early game uses a bit of aLightning Charge-based buildsimply because you’re not able to use armor and there are few non-armor options during Act One.
The Spellsparklerwill ensure a steady supply of Lightning Charges, which will provide temporary hit points thanks toThe Lifebringeras well as an AC and saving throw bonus thanks toThe Protecty Sparkswall.The Watersparkersare more situational, but still a potential source of Lightning Charges.
Since you’re not wearing armor,Bracers of Defencewill provide even more armor class, bringing your total to 18. Your rings and amulets largely provide spells you otherwise don’t have access to.
If you’re aHumanorHalf-Elf, you canuse the Safeguard Shieldto provide as much of a bonus to your AC as Bracers of Defense but also a bonus to saving throws. You can then use different gloves, like Gloves of Missile Snaring.
Hood of the Weave
Gain +2 to spell save DC and spell attack rolls
Cloak Of The Weave
Gain +1 to spell save DC and spell attack rolls. Cast Absorb Elements once per short rest.
Robe of the Weave
12 AC Clothing. Gain +1 to spell save DC and spell attack rolls. Regain 1d6 hit points whenever you successfully succeed in a saving throw against a spell.
Spellcrux Amulet
Restore any expended spell slot as a bonus action once per long rest.
Gemini Gloves
Cantrips can target an additional creature, or the same creature twice.
Gain +1 to AC and all saving throws.
Bonespike Boots
+1 to AC and saving throws when not wearing armor or holding a shield. Jump distance increased by 1.5m/5ft, can leap at a target to possibly knock it prone.
Killer’s Sweetheart
Once per long rest, after killing a creature, your next attack roll will be a critical hit.
Markoheshkir
Gain +1 to spell save DC and spell attack rolls. Arcane Battery: Once per long rest, the next spell cast doesn’t cost a spell slot. Kereska’s Favour.
For the end game, you’ll want to lean into what makes the sorcerer great:incredible cosmic power.
Hood,Cloak, andRobe of the Weaveall provide bonuses to spell attack and spell save DC rolls, whileSpellcrux AmuletandMarkoheshkiroffer a free spell slot, potentially providing three level six spell slots per long rest.
Even with all those spells, you’ll likely find yourself casting cantrips half the time.Gemini GlovesandKiller’s Sweetheartensure that those Fire Bolts and Rays of Frost are multiplicatively more destructive thanks to being cast twice and potentially for a critical hit.
After you receive the ability to fly,Bonespike Bootsreally only offers armor class and saving throws, but that’s still pretty good for a pair of boots.Ring of Protectionlikewise improves your armor and saving throws, giving you an armor class of 19. Quite respectable for a spellcaster.
If you’re aHumanorHalf-Elf, you canuse Ketheric’s Shield in your off-handto gain an additional two armor class and a bonus to your attack and spell save DC.