Baldur’s Gate 3: Best Weapons for Sorcerer Class

In Baldur’s Gate 3, the Sorcerer class excels with spellcasting powers greatly complemented by these best weapons in BG3.

The Sorcerer is arguably the highest-damaged character in the game and the best spellcaster.  With Metamagic, the Sorcerer is able to cast multiple spells in one turn without haste, a consumable or multiclassing.  This gives them high damage potential, and you probably want to know the best weapon for the class.  In this guide, we answer that question by giving you multiple options per Acts all the way to the final choice. 

The Sorcerer’s default weapon proficiencies are Daggers, Quarterstaffs, and Light Crossbows. Unlock armor, equipping a non-proficient weapon, doesn’t remove the ability to cast spells.   This becomes important later on, but realize most Sorcerer will use a Quarterstaff throughout the entirety of the game.  Races and multi-class options can open up weapon options for the class.  However, the best weapon type is Quarterstaff because the weapon bonuses and extra spells align with the Sorcerer’s damaging spells. 

What is the Best Weapon for the Sorcerer Class in Baldur’s Gate 3

The Markoheshkir Legendary Quarterstaff is the best BG3 weapon in Baldur’s Gate 3 for the Sorcerers because of Arcane Battery ability, +2 bonus to spell attack rolls and Spell Save DC, and elemental resistance. The Arcane Battery ability allows you to cast the next spell you cast without spending a spell slot. This can be a huge advantage in a tough battle, giving you an extra spell to use without having to worry about running out of slots. You can also cast level 6 Disintegrate and use Twinned Magic, which allows you to attack two characters with one action. With this staff, you can do that twice before a long rest, further increasing the Sorcerer’s raw damage potential per turn.

Best Weapons for Sorcerer Class in BG3 overview:

  • Rain Dancer: Easy to Get Early Game Item
  • Staff of Crones: Great Early Game Item when Pired with Poisoner’s Robe
  • Mourning Frost: Simply Fantastic Staff in Early Game
  • Incandescent Staff: Two powerful Spells, add Damage
  • Infernal Rapier: Has powerful Spell and Summon
  • Staff of Spell Power: No Cost Spell Slot Bonus Makes it OP
  • Markoheshkir: The Best Staff in the game, many bonuses

7 Rain Dancer

Rain Dancer features in Baldur’s Gate 3:

  • Damage: 1D8 Bludgeoning
  • Type: Quarterstaff
  • Requirements: Simple Weapons Proficiency
  • Rarity: Uncommon
  • Location: Sold by Arron in the Druid Grove, Act 1

The Rain Dancer is the strongest choice in Act 1 early game because merchant Aaron sells it in the Druid Grove and provides a sneakily powerful spell, Create or Destroy Water.  While this seems weak, the spell on the Storm Sorcerer subclass is a match made in heaven.   Lighting and Water don’t mix in real life or in Baldur’s Gate 3.  When you cast a lighting-based spell on targets in water, you can cause the status effect to be electrocuted.  Takes 1d4 Lightning Damage at the start of each turn.  Shocking Grasp Cantrip, Witch Bolt, Thunderwave, and Chromatic Orb are available at level one, and can take advantage of this.

My favorite way to use this early on is Chromatic Orb, which you can use for lighting damage.  The Storm Sorcerer also gets a subclass feature at level 6 called Heart of the Storm: When you cast a Level 1 or higher spell that deals Lightning or Thunder damage, you cause a small, local storm. All enemies within 6m take 3 Lightning damage or 3 Thunder damage.  Now, you can combine this free spell for massive extra damage and, if anything, learn how to use status effects to your advantage in combat.

6 Staff of Crones

Staff of Crones features in Baldur’s Gate 3:

  • Damage: 1D8 Bludgeoning
  • Type: Quarterstaff
  • Requirements: Simple Weapons Proficiency
  • Rarity: Uncommon
  • Location: Auntie Ethel Treasure Room, Act 1

Next up on our list is another Act 1 Staff of Crones that gives a free level 1 necromancy Spell Ray of Sickness. Deals 1d8 poison damage and possibly poisons the target.  Poisoned status effect enemy suffers a Disadvantage On Attack Rolls And Ability Checks.  You can pair this with another Act 1 clothing item, Poisoner’s Robe: When the wearer casts a spell that deals Poison damage, it deals an additional 1d4 Poison Damage.

The two items together give you a free spell per long rest that can proc additional damage and status effects.  This becomes helpful, especially playing on Tactician difficulty, where long rest can be difficult because of the double resource requirement. This staff also isn’t subclass-specific, and you can get both items within a few hours of gameplay, giving you a high-octane damage combo very early.

5 Mourning Frost

BG3 Ice Storm Spell
Ice Storm Spell

Mourning Frost features in Baldur’s Gate 3:

  • Damage: 1D8 Bludgeoning + 1D4 Cold Damage
  • Type: Quarterstaff
  • Requirements: Simple Weapons Proficiency
  • Rarity: Very Rare
  • Location: Collect all items From Underdark to combine – Icy Crystal (X: -51, Y: -149), Icy Metal (X: 50, Y: -75. ), and Icy Helve (X: 114, Y: -252), Act 1

The last staff for Act 1 is a powerful one, Mourning Frost.  This staff has two useful attributes. The first Heart of Ice: The wielder deals 1 additional cold damage when dealing cold damage.  You also gain Insidious Cold: Dealing Cold damage with a spell possibly inflicts Chilled upon the target. Chilled is a Status effect that procs, yet another Status effect, Vulnerable, in which the target takes double damage to cold spells.

You can use this early on by using Chromatic Orb Twinned Metamagic. This will allow you to cast two single-target abilities with one action.  We select Cold and see if the Chilled Status effect procs.  Then, you follow it up with Quickened Magic, which allows your bonus action to cast another spell.  You follow that up with either Ice Knife (early game), Ice Storm, or Cone of Cold.  This creates a fun and interesting cold-bursting mechanic that will do a lot of damage with frost early in the game.

4 Incandescent Staff

Incandescent Staff features in Baldur’s Gate 3:

  • Damage: 1D8 Bludgeoning + 1
  • Type: Quarterstaff
  • Requirements: Simple Weapons Proficiency
  • Rarity: Very Rare
  • Location: Last Light Inn, Quartermaster Talli, Act 2

Moving onto our first Act 2 weapon, you get it very early on from the Quartermaster Talli in the Last Light Inn, Incandescent Staff.  This staff gives you a free level 3 Fireball spell per long rest.  And like any good Sorcerer, we make full use of this with Metamagic.  I used this combination well into Act 3 because it’s simple and powerful.

You use your Fireball free spell with your action. Activate Quickened Action and use another Fireball on turn one, and you can also “upscale” your second Fireball if you have levels 4, 5, or 6th spell slots available.  You add the Draconic Bloodline subclass feature Elemental Affinity: When you cast a spell that deals damage of the type associated with your draconic ancestry, you add your Charisma Modifier to the damage. If still not done, add the feat Elemental Adept Fire: Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1. Those two fireballs that normally do a lot of damage end up being a turn-one wipe for the opposition!

3 Infernal Rapier

Infernal Rapier features in Baldur’s Gate 3:

  • Damage: 1D8 Piercing + 2
  • Type: Rapier
  • Requirements: Martial Weapon Proficiency
  • Rarity: Very Rare
  • Location: Possible Reward From Mizora for Saving Her, Act 2

The second Act 2 weapon we have is the Infernal Rapier. We do not have weapon proficiency in Rapiers, but stick with me. The only penalty you suffer for equipping this weapon is you cannot use the weapon skills. In exchange, you summon a Planar Ally Cambion spell level 6!  This thing is a brutal force on the battlefield, and you can cast it free once per long rest.  The Cambion doesn’t require concentration or go away after 10 turns. This means that every long rest, you cast in conjunction with Mage Armour, and they both last until a long rest.

This is awarded to you at the very end of Act 2 and requires progression with Wyll, so it’s difficult to obtain.  It’s really meant for Wyll, but I used it for a lot of Act 3 just for the extra ally in tough fights with zero drawbacks. It’s not the best weapon, but it’s up there, especially if you love summoning allies.

2 Staff of Spell Power

Staff of Spell Power features in Baldur’s Gate 3:

  • Damage: 1D6 Bludgeoning + 1
  • Type: Quarterstaff
  • Requirements: Simple Weapons Proficiency
  • Rarity: Very Rare
  • Location: House of Hope vault in Baldur’s Gate, Act 3

We’ve reached Act 3, and there are a lot of good choices in this Act.  I prefer the Staff of Spell Power due to the Arcane Battery. This passive feature is also on the best weapon, the Markoheshkir Legendary Quarterstaff. What makes it so strong is its combination with Metamagic Twinned and Disintegrate.  Disintegrate is a level 6 spell that can be learned at level 11. You will only get one level 6 spell slot, and it’s a “single target” and does between 40-100 damage.  I’m partial because it reminds me of Lord Voldemort. Besides that, the Twinned Metamagic lets us cast a single target ability twice, hench the GIF at the top of this post.  You can consume the Arcane Battery passive on this spell or the next.

Action one, you cast Twinned Magic Disintegrate for 80-200 damage, but you can also use Quickened Magic as well as your bonus action or Freecast Illithid Power.  You can follow that up with another single target nuke or an area-based spell for insane damage. Back-to-back level 6 spells just aren’t supposed to happen. That’s what keeps your power limited; this staff and this passive bypass this completely. If done right with a single target in area damage, you can do 400+ damage in one turn. You get another action entirely if you have Haste or Potion of Speed active.  The Arcane Battery passive on the Sorcerer is critical for insane damage on your initial turn.

1 Markoheshkir

BG3 - Markoheshkir - Baldur's Gate 3

The Markoheshkir features in Baldur’s Gate 3:

  • Damage: 1D8 Bludgeoning + 1
  • Type: Quarterstaff
  • Requirements: Simple Weapons Proficiency
  • Rarity: Legendary
  • Location: Located inside a Globe of Invulnerability in Ramazith’s Tower, Act 3

We’ve reached the best weapon for the Sorcerer, the Legendary Quarterstaff Markoheshkir in BG3. Those two paragraphs I wrote about Arcane Battery above, yep, that still applies to this staff.  It also grants a +1  bonus to spell attack rolls and spell save DCs. This significantly boosts your magical power, making it easier to hit enemies with your spells and harder for them to resist your magic.

The staff also provides Kereska’s Favour: Level 4 Evocation Spell that allows its caster to imbue themselves with an element and unlock associated resistances and spells. This staff gives you a blend of offensive and defensive potential.  When you unlock level 5 and 6 spell slots, you feel powerful as a Sorcerer. This issue is that you can only use them frequently.  Arcane Battery solves this, and it’s extraordinarily useful on Tactician difficulty where long rest costs 80 resources, not 40.  Every spell slot is precious, and while you will have to wait and do a quest chain, it’s well worth it for the best Sorcerer Staff in Baldur’s Gate 3.

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