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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.
However, 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 classcomes with innate Darkvision, meaning classes normally set aside for their lack of sight are now much more viable. You canchoose any class you wish, but the better options are:
For Backgrounds, you’ll wantBackgrounds that include a Charisma skill:
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 isa 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
4-5

6-8
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.
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
Although requiring the recommended stats below to change (or wearing theWarped 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.
Three
Counterspell,Fear, Slow,Fireball
For Cantrips, the obvious choices for this build areShocking Grasp for the ability to flee meleewithout consequence andEldritch Blast for ranged power.
Acid Splashwill help deal with enemies that are difficult to hit, whileBooming Blade adds more raw damagewhen not wielding Shadow Blade.

You’ll be able to take several more cantrips throughout your journey, so alternative options includeRay of Frostto control movement andBone Chillto hinder constantly healing enemies.
The Shadow Sorcerer’sfirst-level spells will primarily be focused on survivability.
Most early damage will be dealt with cantrips, but takingRay of Sicknesscan be a great choice to hinder the enemy and deal considerable early damage.
Alternatively, youmay consider takingThunderwaveto 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 theBracers of Defence. When you switch for theBraindrain Glovesin 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.
On top of these spells,Shatteris an excellent choice for weeding out enemy packs, andMisty Stepwill provide some extra movement.
At level three spells, the Shadow Sorcerer importantlygets access toFearandCounterspell.
While Counterspell shuts down enemy spellcasters,Fear will trap your enemies in placewhile lowering the chances to hit. This is especiallyimportant 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.

10
–

14
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 unnecessarybut 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:
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:
As a Shadow Sorcerer, you’ll get topick your Metamagics. We took:
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.
Best Illithid Powers For The Shadow Sorcerer
In line with the theme, the Shadow Sorcerer greatly benefits frominvesting 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.
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.
Elegant Studded Leather
2
Gain +2 to Initiative rolls, Advantage on Stealth checks, and a free cast of the Shield spell.
Braindrain Gloves
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.
Slinging Shoes (optional; funny)
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.
Deathstalker Mantle
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 of Mental Inhibition
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).
Strange Conduit Ring
Deal +1d4 Psychic damage with weapon attacks while concentrating on a spell.
Inside a chest in the Inquisitor’s Chamber in Rosymorn Monastery Creche.
Corvid Token (Thematic)
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.
Amulet of Greater Health
Set your Constitution to 23 and gain advantage on Concentration saving throws.
Rhapsody(Main-Hand)
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.
Render of Mind and Body(Off-Hand)
When attacking with Advantage, your weapon attacks deal an extra +1d8 Psychic damage.
Bow of the Banshee
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.
Resonance Stone
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.
What 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,theBraindrain Glovesare an important aspect of this build as Psychic damage will be a huge part.
With so much melee attacking going on,you’ll want theDiadem of Arcane Synergyto deal extra damage when you aren’t using your Shadow Blade.
The Braindrain Gloves willturn yourRender of Mind and Bodysword’s damage into Mental Fatigue to trigger your diadem’s power, or yourRhapsody’s Bleeding will do the same.
Alternatively, you may trigger your Diadem of Arcane Synergy with theBow 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 becomeless and less likely to save themselves fromFearandCrown of Madness. Using eitherwill trigger the Ring of Mental Inhibitionfor even more Mental Fatigue.
When you cast Fear and hold it successfully, you’ll be concentrating anddealing extra Psychic damage with theStrange 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 invisiblewill help your less-than-stellar defensesas 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’lldeal 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:
+4d8 Psychic
Render of Mind and Body Bonus
+2d8 Psychic
+2d4 Psychic
+1d4
+3
Average Total
42.5
And the Shadow Sorcerercan make two full attacksin one roundand use Concentrated Blast as a Bonus Actionfor an additional 6d6 Psychic damage.
That’san average of 106 damage per turn.
you may 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.
10 (0)
14 (+2)
20 (+5)
80
16
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:
However,not all enemies can be blinded.And sometimes, Darkness is not large enough to be useful for a large group.
Fearcan be used instead, locking enemies in place to finish off and continue the primary strategy with a twist.
Although squishy, the Shadow Sorcerermakes up for their poor defence and health with invisibility and Shield.
When it needs to run away,Misty Stepis there to take it out of unfavorable circumstances.
To start encounters where enemies are far away, theShadow Sorcerer also has a range of attack options.The most favourable isEldritch Blast.
Otherwise,starting with an attack from theBow of the Bansheeis 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.