Baldur's Gate 3

Baldur's Gate 3

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[EN] The Cold Sorcerer Support - A Versatile Control Support
By VolusFM_
Are you tired of seeing the support role always falling to Clerics? Tired of having to choose between Haste and basically anything else for your concentration slot?

Introducing the Cold Sorcerer Support, here to make your life easier, especially as a spellcaster.
   
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The idea
A bit of context

Recently, I was running a group full of full casters (Gatling Gun Wizard, Storm Lord Sorcerer, and War Priest - okay, the last one is more like a two thirds caster) and sought to complement it.

Casters especially love to be Hastened. I was going to have my Storm Lord twin haste both themselves and my Wizard, and then thought “Actually, it would be great if a third caster provided the Twin Haste and my casters could keep their concentration slot”. And I built it from here.

The result is a great support for spellcasters, which excellent ground control options and decent damage.

This build is not:
  • A healer. By definition, this is not the build’s primary role. Even if you play the Cleric Variant, you will have not have a lot of room in your cleric grimoire, and that should be spent on utility/buffing rather than healing.
  • A frontline. You probably figured as much, but this build doesn’t want to be in the thick of the fight
  • rather the opposite.
  • A damage dealer. We’ll have some decent options but damage just isn’t the main purpose of the build.

Wyll is a great candidate for this build. He starts as a Warlock, just like you would with this build, and with OK stats. He also gets a dedicated item that is very cool, although not for this build. And finally, he’s a human, which allows to wear a shield without multiclassing.

This build also fits in any party where you don’t have a need of a support that’s more oriented towards healing (you could also just play two supports, but your damage dealers better be really good). Even if you’re not running spellcasters, martials will benefit from Haste just as much.

Class contribution

We’re going to go for 12 Cold Sorcerer. That’s right, I finally made a build without multiclassing. Even better - you should almost never deviate to a multiclassing with this build.

I was debating getting 1 Warlock level and/or 1 Cleric level, but there isn’t much point to it. Warlock would give us Command, which in general is great with Sorcerer as it still has CHA scaling and can be extended with metamagic. But our spell save DC isn’t going to get that high, and we have other means of control. Cleric would give us create water and extra protection (with Light Cleric’s signature reaction), but that is overkill. We’ll have enough protection as it is, and we should always have another spellcaster who can use Create Water.

The only case where you should get a level 1 cleric dip is to get Shield Proficiency if you don’t want to be restricted for species creation (see Character Creation below).

12 Cold Sorcerer
  • Gives us our three much needed feats.
  • Gives us access to all the spells we need.
  • Boosts our Cold magic.
  • The Metamagic kit will be used extensively here. Twinned Spell will be a key mechanic of our build, but Extended, Quickened and Heightened spells will also be used.

Strengths and weaknesses

Strengths
  • Great support for other spellcasters. Twin Haste them, have them enjoy it and keep their own concentration slot. You can also cast Haste on martials. Worst case scenario, you can Hasten a spellcaster and then yourself.
  • Excellent synergy with Cold/Lightning based builds (Arctic Druid, Storm Lord).
  • Excellent ground control with ground ice and movement reduction. The DEX saving throw to avoid slipping on ice is a fixed DC 12, which is weak, but at least you don’t have to worry about your spell save DC.
  • Absolutely no contested items. Your key weapon isn’t even contested. You don’t need to wear it yourself, someone else in your party can (like my Arctic Druid). This frees up your weapon slot for other options, like Infernal Rapier or Staff of Interruption.
  • Super easy to play and build.

Weaknesses
  • Can’t really do much outside of Cold damage and support. You have enough options for your job, but it can be kind of dull to play.
  • Obviously can’t be ran with anything that leans more or less heavily in Fire damage.
Character creation
Ability scores

Open Draconic Bloodline Sorcerer. Take 17 CHA, 14 DEX and 16 CON. Choose White Ancestry, Armour of Agathys will help.

Species

You want to wear a shield. For some mysterious reason, Shield Dwarves are not proficient with shields, which means that your only choices are Human or Half-elf. If you really don’t want to, you can either forego shields (absolutely not recommended) or take at level 1 Cleric dip somewhere in act 2 (probably at level 7 or 8).

I should also mention that you want Alfira alive, as she gives you a pretty good item for this character. So unless you’re pretty confident in your ability to not get her killed, do not play as The Dark Urge.
Leveling plan
Plan is simple - Sorcerer all the way.

At level 2, take Extended and Twinned Spell metamagic options. Follow this up with Quickened Spell at level 3.

At level 4, take the War Caster feat. This isn’t going to serve just yet,

At level 5, you get Haste. Your build is now online. Start twin Hasting people and enjoy.

At level 6, our Cold spells’ damage now scales with CHA. This is actually pretty big. More on this later.

Do not waste Hag’s Hair on this character, you’ll get Patriar’s Memory later for the same purpose.

If you need the level 1 Cleric dip for shield proficiency, take it at level 7. It’s the perfect timing, as you have most of your kit available and good shields start popping up in Act 2.

At level 8, take the Elemental Adept: Cold feat. Between this and Twinned spells with Ray of Frost, Chromatic Orb and Ice Knife, or your AoE spells like Ice Storm, you have nice damage options.

At level 10, your last Metamagic option should be Heightened Spell, though it doesn’t matter a lot.

Your last feat will be Ability Score Improvement for +2 CHA. Make sure you grab Patriar’s Memory and +2 CHA from Mirror of Loss to reach 22 CHA. If for some reason you don’t get Patriar’s Memory, you can replace the ASI with Actor for extra proficiencies.
Spells selection
If you take a Cleric level, always take Create or Destroy Water, and the Guidance, Resistance and Thaumaturgy cantrips.

On the Sorcerer Cantrips side, make sure you get Ray of Frost, Shocking Grasp, Mage Hand, Light. Friends is good too.

Here’s a table for your Sorcerer spell choices :
Level
Learn
1
Chromatic Orb, Shield
2
Ice Knife
3
Enhance Ability
4
Misty Step
5
Haste
6
Counterspell
7
Confusion
8
Ice Storm
9
Cone of Cold
10
Anything you like
11
Globe of Invulnerability
12
Disintegrate (or anything else you like)

I included it because it fits the theme, but Ice Knife is arguably underwhelming and not worth its slot. You can use it in the early game and replace it with something else when you reach level 5, at which point Ray of Frost will always be better.

You can get Counterspell with Haste at level 5. Just replace something (like Ice Knife).

Daylight is also pretty good, especially in Act 2.

Disintegrate is pretty fun with Twinned Spell. Your level 6 slot should mainly be used for
Loot to use
Act 1

Make sure you grab any robe early on. Once you get your first sorcerer level, you’ll want to drop any piece of armor (not clothing) you’re wearing to get the Draconic Bloodline armor passive (it is basically a free Mage Armor).

Early on, you can grab the Bracers of Defence[bg3.wiki] and wear them.

Your absolute core item for this build is the Mourning Frost[bg3.wiki], which will require you to find three different items in the Underdark and assemble them. You don’t have to wear this item to make the build work. Give it to someone else if they need it, it’s fine. That means you can run this build with Frost Eldritch Knight, Arctic Druid etc.

Charm effects are rare, but regardless, you should wear Ring of Mind-Shielding[bg3.wiki] for peace of mind.

Late in the Act, make sure you grab the Winter’s Clutches[bg3.wiki] from Esther. You can buy them, then trick her into paying you with the Owlbear egg, then kill her and get back the egg, making the whole thing essentially free.

The Necklace of Elemental Augmentation[bg3.wiki] will be one of your tools to deal 40+ damage with Ray of Frost. It’s basically Agonizing Blast for elemental cantrips.

Act 2

At Moonrise, make sure you get the Coldbrim Hat[bg3.wiki]. Combined with your gloves, you’re going to inflict many turns of Encrusted With Frost. Targets rarely survive long enough to get the Frozen status, but the disadvantage on DEX save is great to help damage spells (Ice Storm, Call Lightning, etc.) deal max damage. While you’re there, you can also grab Sentinel Shield[bg3.wiki] for its Initiative and Perception bonuses. If it’s contested, you can stick to any other good shield.

Finally, still at Moonrise, absolutely buy the Ring of Free Action[bg3.wiki].

If you can, get the Potent Robe[bg3.wiki] from Alfira. Once again, Agonizing Blast on steroids. With this, the necklace, and the level 6 draconic sorcerer passive, your charisma will be added three times to your cold cantrips. Add double damage from frost vulnerability (Wet or Chilled conditions) and Ray of Frost just makes Eldritch Blast look miserable. Just imagine being an enemy in Act 2 and dying to a 40+ damage Ray of Frost.

Ketheric’s Shield[bg3.wiki] isn’t your best shield, but a good option if Sentinel Shield is not available.

Act 3

Unless you are not wielding Mourning Frost, there’s no real reason to consider any new weapon. If you are not, you can consider Staff of Interruption[bg3.wiki] which is (quite literally) Counterspell on a stick, once per day. It’s cast as a level 5, too, so it’s pretty nice to have in a fight.

Considering you’re going to be Twin Hasting other party members, you absolutely don’t want to break Concentration. You can consider dropping Pontent Robe in favour of Robe of Supreme Defences[bg3.wiki]. If you got Light Armor Proficiency, you can also get Armour of Landfall[bg3.wiki] and remove the War Caster feat for something else. But sticking to Potent Robe is absolutely fine.

Fey Semblance Amulet[bg3.wiki] is your best amulet. You can drop the Ring of Mind Shielding once you get this.

Helldusk Helmet[bg3.wiki] is a great late helmet for you as it will protect you from critical hits. If you have a level 1 cleric dip, you can also wear the Helm of Balduran[bg3.wiki].

On a less defensive side, you can also wear Birthright[bg3.wiki] for extra charisma. It becomes useless if you reach 22 CHA with feats and Mirror of loss.

Cloak of Displacement[bg3.wiki] is probably your best cloak, to lessen even more the risks of you breaking concentration.

Up until now, boots have been pretty whatever. You can wear Helldusk Boots[bg3.wiki] if they are available.

If available, Viconia’s Walking Fortress[bg3.wiki] is the best shield for you.
How to play the build
Early on, you’ll be using Ray of Frost and Chromatic Orbs. Twinned Cold Orb is great. Feel free to use your Cleric to apply the Wet status as much as you need.

Once you have Mourning Frost, your Cold spells will inflict double damage on any target that receives the Chilled status. Ray of Frost for single targets, Cold Orb (possibly Twinned) for a bit more single (or double) target damage, and then Ice Storm and Cone of Cold for AoE.

Use Ice Storm to create ground ice and control enemy movements, not just for damage. Remember you can turn any puddle of water to ground ice if you hit it (or the enemy standing in it) with a cold spell.

Twin Haste two members of your party for every important fight. This costs 3 Sorcery points per cast, so you’ll want to spare those (basically don’t Twin Haste against four Flaming Fists). Remember that you can create Sorcery Points from Spell Slots (and vice-versa). Usually you’ll want to create sorcery points with level 1 or 2 spell slots. Your other spell slots are too valuable.

Stay far from the mess of the fight at all times. Make it easier for the rest of your party to fight, support them, but don’t overexpose yourself. Losing concentration on Twinned Haste means half of your party skips a turn. You want to be the annoying caster that can’t be targeted by enemies because he is impossible to catch. You can create ground ice to make it hard to walk to you. You can fly to well defended positions. You have high AC, displacement, crit immunity, and you have advantage + CON proficiency for concentration saving throws. If you play your cards well, your Haste is never dropping.

Don’t ever cast a concentration spell if you’re already concentrating on Haste (that’s why we don’t really go for Concentration or Hold X spells).

Save your level 6 spell slot for Globe of Invulnerability for tough fights (Ansur, Raphael, the Elder Brain). If you know you’re going to use it, do not cast Twin Haste, obviously. When you’re not going to need the Globe, Twinned Disintegration is fun.
Alternative approaches
I still believe that pure 12 Cold Sorcerer is by far the best approach for this build (outside of the level 1 Cleric dip if you need Shield proficiency). However, here are two multiclassing alternatives that I thought of (not tested). Both keep Sorcerer at level 6 (for CHA scaling on Cold spells) and bring alternative spells and support ways. You lose on a feat, which should be Ability Score Improvement or War Caster (once you can wear a robe or armor that provides a similar security).

6 Divination Wizard / 6 Cold Sorcerer

Divinazion school is a bit of a meme to me. There aren’t many Divination spells and the subclass doesn’t really give much. However, in a support role, having three Dice that can be used to alter enemy or ally rolls can help. You also get the wizard utility spells (Shield, Feather Fall, Longstrider, Jump, Knock, to name a few). Don’t waste a spell slot on Mage Armor, you have a natural one with Draconic Bloodline.

You won’t need INT too much as your spells should be purely utility. If necessary, you can wear the Warped Headband of Intellect[bg3.wiki]. You lose direct access to level 4+ spells, but should be able to learn most of them (Ice Storm, Cone of Cold, Globe of Invulnerability) through scrolls.

6 War Cleric / 6 Cold Sorcerer

This version allows you to provide healing and other buffs. Get The Whispering Promise[bg3.wiki] and Hellrider’s Pride[bg3.wiki]. Feel free to wear heavy armor if you want more AC. You get Guided Strike to help you and your allies, and utility spells like Enhance Ability, Aid, Daylight, etc. Cold Glyph of Warding is pretty nice.

Unfortunately you lose all access to level 4+ spells, there’s no room for a level 1 Wizard dip, and WIS scaling is going to be a problem. I included this version for science, but it’s probably bad unless you don’t want to run a Cleric and want to fit some of its utility into this build.
Thoughts? Suggestions?
If something isn't clear to you, or if you feel like I missed something, let me know in the comments below. I read every single comment I get, and will do my best to answer yours.

Thanks for reading the guide and I hope you have fun with the build!
6 Comments
VolusFM_  [author] Aug 16, 2024 @ 6:30pm 
Yeah I didn't even bother using Haste that much in Honour mode. I was mostly creating water and icy surfaces for ground control, the latter not really being a support task.

I personally can't be bothered to do the potion of speed trick, if I'm going to use haste I either cast the spell and protect the caster, or I just drink one directly (rare occasions like a certain underwater prison).

Concentration spells like Hold Person are amazing, but in that case you'll want some Spell Save DC gear, which like you said, are better on DPS characters. Ultimately this build doesn't need such spells as it already has ice for ground control.

N.B. this build is "groud control oriented" because I cooked it at a time where I was getting kind of bored of spamming Command / Hold X. But you can still fit those in, especially with Heightened metamagic like you said. Command would be acquired via a Level 1 Fiend Warlock, classic
Bikibi Aug 16, 2024 @ 1:20pm 
you would want your support (if you plan on using him without the main focus as healing) to setup the fight. Thats atleast how i would consider using one. Making wet surface(which does not require any spell DC gears that your actual DPS would wanna use), spamming heals and stacking radiant orb to not lose concentration. Haste spell is not that broken on Honour mode any ways. Potions of speed exists and you can throw it to apply to all 4 party member and you can nullify the negative effect by just chugging another one. I would prefer using my concentration on a spell that actually help me do dmg like Hold person. Works for caster too if you go into melee. Sorcerer can also easily land crowd control using Heightened spell which is severely underrated, especially on a low budget character
VolusFM_  [author] Aug 14, 2024 @ 10:11am 
I did mention species as a way to get shields already :)

Not sure about your comment on initiative. You have +5 init, which is pretty good, until you swap out Sentinel Shield late game, and you can wear bows (Awareness, Hellrider) to get back to +3/+5. At the end of the day raw initiative doesn't matter as much as being synced with the rest of the party for this build (although, yes, in Honour mode you do want to play before the enemies).

I hadn't considered the possibility of 6 Light Cleric / 6 Cold Sorc with radorb, it's seels doable. But I would never make a frontline out of an Haste caster, that's just asking for trouble.
Bikibi Aug 14, 2024 @ 6:24am 
If you are taking cleric just for shield proficiency i suggest picking a race that has it innately like a Half elf or a Human. Also im not sure about your initiative. Not taking turn 1 on a support is pretty bad.I dislike taking turn 2, especially in act 3 fights. You do not want them to last for very long since Honour mode fights can deal a lot of dmg turn 1, or have some very annoying debuffs. Haste is a decent way to play as a support along with cold sorc and since you are playing full caster, i would advice going Cleric Cold sorcerer for Quickened spell Haste into create water for the party Lightning damage to do very high damage. You can also use this cleric sorcerer as the frontline of the party, using the stacking radiant orb build so you basically can never lose concentration. Something like Light Cleric 6-6 Cold sorcerer should suffice.
VolusFM_  [author] Aug 9, 2024 @ 11:59am 
Thank you for the nice comment! I'm glad you enjoyed the build :)
Iggy Stardust Aug 9, 2024 @ 10:57am 
Thank you for this nice build, I enjoeyd it very much playing with Wyll