Baldur's Gate 3's Shadow Sorcerer is up to no good with the arrival of Patch 8. Summoning from their depths of darkness itself, these Shadowfell-blessed mages will snuff out the light of their enemies with nary a sound.
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Posts 1However, Shadow Sorcerers are not as straightforward as their subclass counterparts. Requiring a bit more craft, these subtle casters need some prior planning before they go blasting their first Fireball.
Best Shadow Sorcerer Races And Backgrounds
The Shadow Sorcerer class comes with innate Darkvision, meaning classes normally set aside for their lack of sight are now much more viable. You can choose any class you wish, but the better options are:
- Wood Elf for access to larger movement
- Githyanki for free Misty Step
- Mephistopheles Tiefling for free Burning Hands and resistance to Fire damage
- Duergar Dwarf for free Enlarge/Reduce and Invisibility and resistance to Poison
- Any Half-Elf, Elf, or Drow class for Fey Ancestry benefits
For Backgrounds, you'll want Backgrounds that include a Charisma skill:
- Charlatan: Deception and Sleight of Hand
- Criminal: Deception and Stealth
- Guild Artisan: Insight and Persuasion
- Haunted One: Medicine and Intimidation
- Noble: History and Persuasion
- Soldier: Athletics and Intimidation
- Urchin: Sleight of Hand and Stealth
The Dark Urge (Haunted One) is both thematic and possibly the best fit for this build. With a relevant skill proficiency in Intimidation and access to the Shade-Slayer Cloak, its potential cannot be understated.
Multiclassing As A Shadow Sorcerer
Lacking options for damage potential, the Shadow Sorcerer is a build that greatly benefits from being multiclassed.
As a Charisma-based class, the best option for multiclassing is the Hexblade Warlock, which will be used for this guide. We recommend leveling them as such:
1-3
Shadow Sorcerer
4-5
Hexblade Warlock
6-8
Shadow Sorcerer
9-12
Hexblade Warlock
The greatest asset that Hexblade Warlock can give is the ability to use the Bind Hexed Weapon feature on the Shadow Blade spell.
By choosing the Hexblade, you'll have access to the following benefits:
- Access to Eldritch Blast for ranged power
- Ability to cast Hex for extra Necrotic damage on weapon attacks
- Ability to use Hexblade's Curse for extra damage, more health, and lower Critical Hit requirement
- Access to Devil's Sight to ignore Magical Darkness from the Shadow Sorcerer kit
- Extended spell casting list
- Extra Attack every round
As for the other potential obvious candidates:
Class
Recommended?
Why?
Bard
Y
As a Charisma caster, the bard can synergize well with the Shadow Sorcerer. As the Shadow Sorcerer is more utility than raw damage, a utility-Shadow Sorcerer and Lore College Bard may be an excellent team member.
Paladin
N
Although it is a spellcasting class, the Shadow Sorcerer does not particularly benefit any of the paladin subclasses or vice versa.
Wizard
Y
Although requiring the recommended stats below to change (or wearing the Warped Headband Of Intellect) to accommodate the Intelligence requirement, this multiclass greatly expands the Shadow Sorcerer's spellcasting repertoire. The Conjuration and Enchantment schools are prime candidates for multiclassing here.
Best Shadow Sorcerer Spells
Spell Level
Best Spell Choices
Cantrips
Booming Blade, Shocking Grasp, Acid Splash, Eldritch Blast
One
Shield, Hex, Wrathful Smite
Two
Shadow Blade, Crown of Madness, Misty Step, Darkness, Hold Person
Three
Counterspell, Fear, Slow, Fireball
For Cantrips, the obvious choices for this build are Shocking Grasp for the ability to flee melee without consequence and Eldritch Blast for ranged power.
Acid Splash will help deal with enemies that are difficult to hit, while Booming Blade adds more raw damage when not wielding Shadow Blade.
You'll be able to take several more cantrips throughout your journey, so alternative options include Ray of Frost to control movement and Bone Chill to hinder constantly healing enemies.
The Shadow Sorcerer's first-level spells will primarily be focused on survivability.
- Shield will offer most of your protection
- Mage Armour will increase early-level AC
Most early damage will be dealt with cantrips, but taking Ray of Sickness can be a great choice to hinder the enemy and deal considerable early damage.
Alternatively, you may consider taking Thunderwave to weed out early threats vulnerable to fall damage. It works well with the Displace Illithid ability.
In the early levels, the best AC you'll be able to reach is a combination of the Mage Armour and the Bracers of Defence. When you switch for the Braindrain Gloves in Act Two, you can swap your Mage Armour spell out for another spell since medium armour at this point will be more beneficial.
Second-level spells are where the Shadow Sorcerer shines most.
- Shadow Blade will be doing a large portion of your damage.
- Darkness will create opportunities to punish your foes unseen.
- Crown of Madness will turn enemies against one another, creating allies for you.
- Hold Person will work where Fear and Darkness are redundant (such as in 1v1 combat), granting you Critical Hits.
On top of these spells, Shatter is an excellent choice for weeding out enemy packs, and Misty Step will provide some extra movement.
At level three spells, the Shadow Sorcerer importantly gets access to Fear and Counterspell.
While Counterspell shuts down enemy spellcasters, Fear will trap your enemies in place while lowering the chances to hit. This is especially important for enemies that are Immune to Blindness (and therefore immune to Darkness).
For other level three choices, one might consider taking the spell Vampiric Touch to restore health as needed for the very squishy sorcerer.
Best Shadow Sorcerer Ability Scores And Feats
Ability
Base Score
Goal Scores
Method Achieved
Strength
10
10
--
Dexterity
14
14
--
Constitution
14
14
--
Intelligence
10
10
--
Wisdom
10
10
--
Charisma
17
20
+1 Auntie Ethel, +2 Ability Score Improvement
This build is very straightforward and requires only one thing: raise your Charisma.
Dexterity and Constitution are secondary stats, building your AC and your Concentration rolls to an appropriate level.
Strength, Intelligence, and Wisdom are unnecessary but should be evened out to prevent negative Saving Throws in the early game.
As you increase in levels, you'll have two opportunities for feat choices. You should take:
- Ability Score Improvement: Charisma
- War Caster
Unfortunately, as a multiclass that will want six levels in both Shadow Sorcerer and Hexblade Warlock, you will miss out on your third feat choice.
As for optional features you can pick up with side-quests, we recommend:
- Githzerai Mind Barrier - Absorb the Waking Mind in the Mind Flayer Colony in Act Two
- Awakened - Resist the zaith'isk in Creche Y'ellek
- Loviatar's Love - Allow Abdirak to torture you in the goblin camp
- Volo's Ersatz Eye - Allow Volo to 'operate' on you after saving him from the goblin camp
As a Shadow Sorcerer, you'll get to pick your Metamagics. We took:
- Twinned Spell
- Extended Spell
- Quickened Spell
The latter will allow you to recast Darkness as needed or use Fear on enemies before coming in for melee attacks.
When classing into Hexblade Warlock, you'll have some feat options here as well.
- Agonising Blast is a given to power up your Eldritch Blasts.
- Devil's Sight is a must-have to allow you to see through your own Darkness spells.
- Pact of the Blade will give you an additional attack action each round.
- Mire the Mind will allow you to cast Slow on enemies that might be immune to Fear.
Best Illithid Powers For The Shadow Sorcerer
In line with the theme, the Shadow Sorcerer greatly benefits from investing into tadpole powers. Below is a list of unique powers benefiting this build:
Concentrated Blast
Deal 3d6 Psychic damage when concentrating on a spell (will end spell if used). If the target was also concentrating on a spell, heal as much as the damage inflicted.
Stage Fright
Your targets have disadvantage attack rolls and will be dealt 2d6 Psychic damage each time they miss.
Ability Drain
When you make an attack roll, lower your enemy's corresponding ability score by -1.
Displace
Deal an extra 1d8 Psychic damage to creatures that take fall damage because of your actions.
Psionic Backlash
When an enemy casts a spell within 9m (30ft), use your reaction to deal 1d4 Psychic damage per spell level.
Cull the Weak
When an enemy has less HP than the number of your Illithid powers, they perish and deal 1d4 Psychic damage to all nearby creatures.
When using the Resonance Stone, we recommend toggling off Psionic Overload or drinking an Elixir of Psychic Resistance. The damage will add up quickly.
Best Shadow Sorcerer Equipment
Equipment Type
Equipment Piece
Act Available
Effect
Method Obtained
Helm/Hat
Diadem of Arcane Synergy
1
Gain two turns of Arcane Synergy when you inflict a condition. With Arcane Synergy, the damage of weapon attack rolls is increased by spell modifier.
Dropped by Arden Jhe'rezath in the Inquistor's Chambers at Creche Y'llek.
Armor
Elegant Studded Leather
2
Gain +2 to Initiative rolls, Advantage on Stealth checks, and a free cast of the Shield spell.
Inside High Security Vault no9 in the Counting House.
Gauntlets
Braindrain Gloves
2
When you deal Psychic damage, deal Mental Fatigue for two turns.
Inside the Mind Flayer Colony, behind the door locked by the Necrotic Laboratory puzzle, and lootable from the skeleton to the left.
Boots
Slinging Shoes (optional; funny)
1
When thrown at a target, the struck creature takes 2d4 Psychic damage. Additionally, gain +1 to Dexterity Saving Throws. The boots return when thrown.
Sold by Tara the Tressym on the roof of Highberry's home.
Helldusk Boots
3
Cannot be forcibly moved and ignore the effects of Difficult Terrain. Additionally, gain the ability to auto-succeed on a Saving Throw you failed and to teleport while dealing 2d8 Fire damage where you land in a 3m radius.
Found in a chest in Wyrm's Rock in Gortash's room.
Cape
Deathstalker Mantle
1
After killing an enemy, the wearer becomes Invisible for two turns.
Given as a reward for murdering Alfira or Quil Grootslang as the Dark Urge.
Ring #1
Ring of Mental Inhibition
2
When an enemy creature fails a Saving Throw against a spell or action, it gains two turns of Mental Fatigue.
Inside a chest east of the Shadowed Battlefield Waypoint (east of the House in Deep Shadows where Oliver resides).
Ring #2
Strange Conduit Ring
1
Deal +1d4 Psychic damage with weapon attacks while concentrating on a spell.
Inside a chest in the Inquisitor's Chamber in Rosymorn Monastery Creche.
Amulet
Corvid Token (Thematic)
3
Gain the ability to shapeshift into a raven. Additionally, gain additional jump distance and flying speed. If Feather Fall has been cast on the wearer, it lasts even when the wearer is polymorphed or wild-shaped.
Sold by Mattis at the Requisitioned Barn in Rivington.
Amulet of Greater Health
3
Set your Constitution to 23 and gain advantage on Concentration saving throws.
Found in the Archives Room in the House of Hope.
Melee Hand Weapon
Rhapsody (Main-Hand)
3
For every creature slain, gain +1 to your Spell Save DC, attack rolls, and damage up to +3. When attacking a creature while Hiding or Invisible, you may inflict the Bleeding condition on a struck enemy.
Loot reward for defeating Cazador Szarr.
Render of Mind and Body (Off-Hand)
2
When attacking with Advantage, your weapon attacks deal an extra +1d8 Psychic damage.
Sold by Lann Tarv in Moonrise Towers.
Ranged Weapon
Bow of the Banshee
1
When a creature is struck, it must make a Wisdom Saving Throw or become Frightened. Gain +1d4 to your attack rolls and damage against Frightened creatures.
Bought or looted from Corsair Greymon in Grymforge.
Inventory Item
Resonance Stone
2
All creatures within 9m (30ft) have Advantage on physical checks but Disadvantage on mental Saving Throws. Additionally, all creatures within range become Vulnerable to Psychic damage.
Picked up at the Mind Archive Interface in the Necrotic Laboratory inside the Mind Flayer Colony.
read moreWhat armour is chosen for your equipment doesn't matter much, as the Shadow Sorcerer will be able to make use of most things. Either keep Mage Armour and wear simple clothing or an armour piece of 14AC, such as the Elegant Studded Leather, or higher.
However, the Braindrain Gloves are an important aspect of this build as Psychic damage will be a huge part.
With so much melee attacking going on, you'll want the Diadem of Arcane Synergy to deal extra damage when you aren't using your Shadow Blade.
The Braindrain Gloves will turn your Render of Mind and Body sword's damage into Mental Fatigue to trigger your diadem's power, or your Rhapsody's Bleeding will do the same.
Alternatively, you can trigger your Diadem of Arcane Synergy with the Bow of the Banshee - which also serves to trap opponents in place before casting Darkness, and the hilarious Slinging Shoes.
As your Mental Fatigue stacks increase, your enemy will become less and less likely to save themselves from Fear and Crown of Madness. Using either will trigger the Ring of Mental Inhibition for even more Mental Fatigue.
When you cast Fear and hold it successfully, you'll be concentrating and dealing extra Psychic damage with the Strange Conduit Ring. That Psychic damage triggers the diadem, too.
To get the drop on your enemies, the Deathstalker Mantle will stack nicely with the Render of Mind and Body, giving you Advantage with your attacks.
Additionally, becoming invisible will help your less-than-stellar defenses as a Sorcerer and Warlock multiclass.
If you are not playing as the Dark Urge, you can alternatively try the Cloak of Displacement.
Finally, the Resonance Stone ties this all together. By giving the Steeped in Bliss condition in an area, you'll deal double damage on all Psychic damage.
As a damage breakdown with the Resonance Stone, a single attack (non-critical) against a Frightened enemy may look like:
Shadow Blade
+4d8 Psychic
Render of Mind and Body Bonus
+2d8 Psychic
Strange Conduit Ring Bonus
+2d4 Psychic
Diadem of Arcane Synergy Bonus
+5 Damage
Bow of the Banshee Bonus
+1d4
Rhapsody Bonus
+3
Hexed Weapon
+ Charisma Modifier * 2
Average Total
42.5
And the Shadow Sorcerer can make two full attacks in one round and use Concentrated Blast as a Bonus Action for an additional 6d6 Psychic damage.
That's an average of 106 damage per turn.
You can balance out the disadvantages of the Resonance Stone on yourself by consuming the Waking Mind in the Necrotic Laboratory and drinking an Elixir of Psychic Resistance.
How To Use A Shadow Sorcerer - Battle Tips, Strategy, And Analysis
The endgame of the Shadow Sorcerer build should be similar to:
Ability Scores
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
10 (0)
14 (+2)
14 (+2)
10 (0)
10 (0)
20 (+5)
Health
80
AC
16
Spell Save DC
17
Top 5 Prepared Spells
Shield, Hex, Shadow Blade, Darkness, Fear
Feats
War Caster, Eyes of the Dark, Devil's Sight, Agonising Blast, Hex Warrior, Extra Attack, Steeped in Bliss, Mire the Mind, Strength of the Grave
As a sorcerer class, the first instinct is to place the shadow sorcerer at range. However, this build isn't meant for the backline.
With access to the Deathstalker Mantle and high damage output, this build has a very specific strategy:
- Cast Darkness on your enemies
- Use Shadow Blade to strike enemies within the cloud.
- Finish enemies to turn invisible, setting up to kill again in the next turn.
However, not all enemies can be blinded. And sometimes, Darkness is not large enough to be useful for a large group.
Fear can be used instead, locking enemies in place to finish off and continue the primary strategy with a twist.
Although squishy, the Shadow Sorcerer makes up for their poor defence and health with invisibility and Shield.
When it needs to run away, Misty Step is there to take it out of unfavorable circumstances.
To start encounters where enemies are far away, the Shadow Sorcerer also has a range of attack options. The most favourable is Eldritch Blast.
Otherwise, starting with an attack from the Bow of the Banshee is ideal as it will also inflict Fear.
No matter the scenario, however, the Shadow Sorcerer is more endeared toward melee fighting, taking advantage of its dark attributes.
Later, when the Shadow Hound becomes available at Level 6, you can use it as well to gain pack advantage. It will act as even more additional damage and possibly take the attention of other enemies that might prove a threat.
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