Baldur's Gate 3

Baldur's Gate 3

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daveyfunk Jun 15, 2024 @ 8:55am
Has anyone tried a Sorcerer with 1 dip Wizard before?
Currently playing a build as 3 Sorcerer for extended blur and 1 War Cleric for armor prof and war priest charges to get extra attacks.

Moving forward I'd want to keep the 3 Sorc, but move into Bard or Paladin for more attack/utility. Currently using strength potions for weapon attacks, but I'd want extra attack from a build and as high levels of spells as possible.

I think magic is much stronger later and so planning towards that, but unless you invest in Sorc you don't get the best spells and so I'd need a dip in wizard to then get better spells, but then would need high intelligence.

I'm tempted to go high into Paladin to get aura of protection but this would then mean having high charisma.

High AC, Aura of Protection and blur would make you pretty much invulnerable, but wouldn't give many spellslots or spells to do damage that way. Obviously smites are powerful, but I like the idea of having high level spells at my disposal. Over other is to only go 3 Pally for smites and vow of enmity from vengeance pally and then spend elsewhere.

Would anyone have any suggestions as I'm keen on high AC, blur and smites but then want options for high level spells

So looking towards end game I'm thinking 3 Sorc/3Paladin and then have 6 levels spare.

I'm wondering if anyone has achieved a build that has high charisma and high intelligence to prove effective? Would anyone be able to tell me how you get helmet of arcane acuity to work off a specific magic ability?
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Showing 1-11 of 11 comments
[TG] zac Jun 15, 2024 @ 9:15am 
The stat spread for needing both wizard spells and sorcerer or cleric spells to both be effective would not really work in game.

The only way It could really work is if you only got spells that don't rely on a DC or attack roll (buff spells, summons etc...) and at that point it would be very limited.

As for the helmet & multiclassing start as bard or paladin, go deep enough to grab extra attack then going sorcerer or warlock works fine.
Last edited by [TG] zac; Jun 15, 2024 @ 9:15am
alanc9 Jun 15, 2024 @ 9:21am 
With pure caster levels you'll actually Smite harder than a pure Paladin. As half-casters Paladins don't get 4th-level slots at level 12, but you will.

The idea of a Wizard dip is to get all the utility spells you don't normally take on a Sorcerer. This is a bad idea for this build, since you'll never get 5th level sorcerer slots if you really are taking P3. I suppose P2/W1/S9 could work, though. I don't think high INT makes sense. Your attack spells should be on the Sorcerer side.

P5/S7 gets you an extra attack, but limits you to 4th-level spells.
Last edited by alanc9; Jun 15, 2024 @ 9:28am
daveyfunk Jun 15, 2024 @ 9:34am 
Yeah, I'm starting to think a 6 Sorc/6 Paladin is best for what I want and at least with storm Sorc I get create water and lightning bolt to mix things up a bit and I'll get two feats. !st feat is war caster as keeping blur up is the whole point of the build. I guess at least the 6/6 split means I can focus into charisma

Did think of looking to boost int to 14 and then using the helmet of arcane acuity to boost spell attack
alanc9 Jun 15, 2024 @ 9:48am 
Trading off 5th-level sorcerer spells for Aura of Protection, then?
daveyfunk Jun 15, 2024 @ 10:00am 
Originally posted by alanc9:
Trading off 5th-level sorcerer spells for Aura of Protection, then?

Yeah. I always like to play a Gish character and I like magic as a buff to a melee character but still having the ability to pop off a powerful spell. I do like helmet of arcane acuity to CC the battlefield, which is obviously OP, but I'm liking how blur works early on and so looking to continue with that and that will take my concentration. I'll have command from the Paladin for CC

soloed the goblin camp and goblin attack on green grove with the 3 sorc/1war cleric and it's the strongest build I've tried early after SO many builds!!! Obviously moving forward I'd need more damage and so changing into Pally should give me that

Think having high'ish AC, blur and aura of protection should be pretty OP defence to then go and whack things and use the odd spell
[TG] zac Jun 15, 2024 @ 10:21am 
Originally posted by daveyfunk:
Yeah, I'm starting to think a 6 Sorc/6 Paladin is best for what I want and at least with storm Sorc I get create water and lightning bolt to mix things up a bit and I'll get two feats. !st feat is war caster as keeping blur up is the whole point of the build. I guess at least the 6/6 split means I can focus into charisma

Did think of looking to boost int to 14 and then using the helmet of arcane acuity to boost spell attack


7 paladin can also be really nice as it gives you a nice aura.
Ancients paladin gets one that gives them and all nearby allies a bonus to saves = to their charisma mod.

giving up higher level spell slots kinda sucks tho.

If you want a build even more powerful then sorcerer/ war cleric though give storm cleric a try.

At 2 storm cleric you get the ability once per short rest to max any lightning or thunder damage you deal.

With storm sorcerer and all those lightning spells that can get rather insane, especially if you abuse water (containers or the cleric summon spell) which will cause all lightning damage to be doubled.


Sadly as far as True Gishes bladesinger doesn't exist in game and a lot of the older gish classes don't exist in 5e anymore.
So some weird mix of eldritch knight + wizard or paladin/bard + sorcerer or warlock is as close as you can really get.
Last edited by [TG] zac; Jun 15, 2024 @ 10:23am
daveyfunk Jun 15, 2024 @ 10:25am 
Originally posted by TG zac:
Originally posted by daveyfunk:
Yeah, I'm starting to think a 6 Sorc/6 Paladin is best for what I want and at least with storm Sorc I get create water and lightning bolt to mix things up a bit and I'll get two feats. !st feat is war caster as keeping blur up is the whole point of the build. I guess at least the 6/6 split means I can focus into charisma

Did think of looking to boost int to 14 and then using the helmet of arcane acuity to boost spell attack


7 paladin can also be really nice as it gives you a nice aura.
Ancients paladin gets one that gives them and all nearby allies a bonus to saves = to their charisma mod.

giving up higher level spell slots kinda sucks tho.

If you want a build even more powerful then sorcerer/ war cleric though give storm cleric a try.

At 2 storm cleric you get the ability once per short rest to max any lightning or thunder damage you deal.

With storm sorcerer and all those lightning spells that can get rather insane, especially if you abuse water (containers or the cleric summon spell) which will cause all lightning damage to be doubled.

I've so far been going through 'solo' and have Gale cast warding bond and so have resistance. Purists will say it's not solo and I'd maybe agree, but I'm not doing it for any flex and simply for my own enjoyment and so the challenge is whatever I make it.

Yeah, the storm cleric is obviously OP but would limit even more so what I'm looking to build for
[TG] zac Jun 15, 2024 @ 10:42am 
Originally posted by daveyfunk:
Originally posted by TG zac:


7 paladin can also be really nice as it gives you a nice aura.
Ancients paladin gets one that gives them and all nearby allies a bonus to saves = to their charisma mod.

giving up higher level spell slots kinda sucks tho.

If you want a build even more powerful then sorcerer/ war cleric though give storm cleric a try.

At 2 storm cleric you get the ability once per short rest to max any lightning or thunder damage you deal.

With storm sorcerer and all those lightning spells that can get rather insane, especially if you abuse water (containers or the cleric summon spell) which will cause all lightning damage to be doubled.

I've so far been going through 'solo' and have Gale cast warding bond and so have resistance. Purists will say it's not solo and I'd maybe agree, but I'm not doing it for any flex and simply for my own enjoyment and so the challenge is whatever I make it.

Yeah, the storm cleric is obviously OP but would limit even more so what I'm looking to build for

I honestly wouldnt suggest solo.

It makes the fights harder which some may like, but increasing difficulty can do the same.

The big reason I don't suggest it though is no character can ever really be good at a wide enough range of things to handle even a quarter of the checks in game at most.

There is a reason they suggest having a party and a mix of people in it.

By being solo you also miss quite a bit of story.
Last edited by [TG] zac; Jun 15, 2024 @ 10:43am
Brian_the_Brute Jun 15, 2024 @ 5:22pm 
It's often good to take 1 level in Wizard. With 1 in wizard you can learn spells from scrolls and have wizard spell levels up to your total caster levels of all magic user classes combined.

The number of wizard spells you can keep at the ready are equal to your int modifier. For a sorcerer build that dumps INT as a stat, just equip the ogre's headband to get INT 17.
alanc9 Jun 15, 2024 @ 7:52pm 
Yeah, but the downside is putting off your real class' abilities. Unless you wait until level 12 to take the wizard dip.
daveyfunk Jun 16, 2024 @ 5:35am 
Originally posted by Brian_the_Brute:
It's often good to take 1 level in Wizard. With 1 in wizard you can learn spells from scrolls and have wizard spell levels up to your total caster levels of all magic user classes combined.

The number of wizard spells you can keep at the ready are equal to your int modifier. For a sorcerer build that dumps INT as a stat, just equip the ogre's headband to get INT 17.

I'm just not sure 16 int is good enough for late game? Any ideas/advice for how to push int higher?
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Date Posted: Jun 15, 2024 @ 8:55am
Posts: 11