Equipping the right gear is crucial for maximizing a Sorcerer's potential in Baldur's Gate 3. Focus on items that boost Charisma, Spell Save DC, Spell Attack Rolls, provide additional spell slots, or offer powerful spell-like effects.
Head
- Birthright: Grants +2 Charisma (up to 22), directly increasing your spellcasting modifier, spell save DC, and spell attack rolls.
- Hood of the Weave: Provides a direct +2 bonus to both Spell Save DC and Spell Attack Rolls.
Cloak
- Cloak of the Weave: Offers +1 to Spell Save DC and Spell Attack Rolls. Also allows the wearer to cast Absorb Elements once per Short Rest, providing valuable elemental resistance and retaliatory damage.
- Deathstalker Mantle: Grants invisibility for 2 turns upon killing an enemy. Excellent for repositioning or escaping focus fire.
Body Armor
- Potent Robe: Adds your Charisma modifier to cantrip damage. Also grants temporary hit points equal to your Charisma modifier at the start of your turn if you aren't wearing armour. (Acquired from Alfira for saving the Tieflings in Act 2).
- Robe of the Weave: Provides +1 to Spell Save DC and +2 Armour Class. Additionally, it heals the wearer for 1d6 hit points when they succeed on a saving throw against a spell.
Gloves
- Quickspell Gloves: Allows you to cast a cantrip as a bonus action once per short rest, significantly improving action economy.
- Spellmight Gloves: Opt to take a -5 penalty to your spell attack roll to deal an additional 1d8 damage. Best used with spells that target saving throws or when you have a high chance to hit.
- Daredevil Gloves: Your ranged spell attacks gain Advantage when you are within 3m of your target, but melee attacks against you also have Advantage. Situational but powerful.
Boots
- Disintegrating Night Walkers: Makes the wearer immune to Enwebbed, Ensnared, Entangled, and slipping on grease or ice. Grants Misty Step once per short rest for excellent mobility.
- Helldusk Boots: The wearer cannot be forcibly moved by spells or actions and ignores the effects of Difficult Terrain. Grants Hellcrawler, a teleport that deals fire damage, once per short rest.
Amulets
- Spellcrux Amulet: Allows the wearer to restore one expended spell slot of any level, once per long rest. Extremely valuable for Sorcerers.
- Amulet of Greater Health: Sets the wearer's Constitution score to 23, greatly enhancing survivability and concentration checks.
- Necklace of Elemental Augmentation: Adds your spellcasting modifier (Charisma for Sorcerers) to the damage of cantrips that deal Acid, Cold, Fire, Lightning, or Thunder damage.
Rings
- Ring of Mental Inhibition: When a foe fails a Saving Throw against one of your spells or cantrips, they gain Mental Fatigue for 2 turns, imposing a -1 penalty to Wisdom, Intelligence, and Charisma Saving Throws per turn remaining.
- Callous Glow Ring: The wearer deals an additional 2 Radiant damage against creatures illuminated by an external light source or by the wearer.
- The Sparkswall: The wearer cannot be Electrocuted and gains Resistance to Lightning damage. If the wearer takes Lightning damage, they gain 1 Lightning Charge.
- Ring of Free Action: The wearer ignores the effects of Difficult Terrain, and cannot be Paralysed or Restrained.
Weapons (Quarterstaves)
- Markoheshkir: Legendary staff. Provides +1 to Spell Save DC and Spell Attack Rolls. Grants Kereska's Favour, offering a choice of powerful elemental resistances and spells. Features Arcane Battery, allowing one spell to be cast without expending a spell slot, once per long rest.
- Staff of Spellpower: Grants +1 to Spell Save DC and Spell Attack Rolls. Also features Arcane Battery, allowing one spell to be cast without expending a spell slot, once per long rest.
- Woe: Grants +1 to Spell Save DC. Comes with the spell Blight (Level 4 Necromancy) and the passive "Blighted Vengeance": when the wearer takes damage, the attacker must succeed a Constitution save or take 2d6 Necrotic damage.
- Mourning Frost: Enhances cold damage. Grants the Ray of Frost cantrip. When dealing Cold damage, inflict Chilled for 1 turn. Cold damage dealt is increased by +1.
Shields (If Proficient - e.g., Human/Half-Elf race or Feat)
- Ketheric's Shield: Provides +1 to Spell Save DC and Spell Attack Rolls. Also grants Advantage on Dexterity saving throws and the Shield Bash reaction.
- Viconia's Walking Fortress: Legendary shield. Grants Advantage on saving throws to maintain Concentration on a spell. Allows casting Rebuke of the Mighty and Warding Bond.
- Shield of Devotion: Grants an additional Level 1 Spell Slot and allows casting Aid once per long rest.