How do I create a dual-wielding Sorcerer in Baldur's Gate 3?

Creating a dual-wielding Sorcerer in Baldur's Gate 3 is an unconventional but potentially powerful build that combines the raw magical power of the Sorcerer class with the versatility of melee combat. This build requires careful planning and understanding of both the Sorcerer class mechanics and the rules surrounding dual-wielding in Dungeons & Dragons 5th Edition, which Baldur's Gate 3 is based on. Below is a detailed guide on how to achieve this build, including mechanics, strategies, tips, and considerations.

First, let's discuss the mechanics involved. Sorcerers are primarily spellcasters who rely on Charisma as their primary ability score. They have access to a limited number of spells but can manipulate them using Sorcery Points, which allow for powerful effects like Twinned Spell or Quickened Spell. Dual-wielding, on the other hand, involves wielding two weapons, one in each hand, and making an additional attack with your bonus action. To dual-wield effectively, you need the Dual Wielder feat, which allows you to use two weapons that are not light and grants a +1 bonus to AC while wielding two weapons.

To create a dual-wielding Sorcerer, you need to balance your ability scores, feats, and spell selection. Start by choosing a race that complements this build. Half-Elf is an excellent choice due to its +2 Charisma bonus and additional ability score increases. Alternatively, Human provides a bonus to all ability scores, which can help with the stat distribution needed for this build. For your ability scores, prioritize Charisma for spellcasting, Dexterity for weapon attacks and AC, and Constitution for survivability. A good starting spread might be 16 Charisma, 16 Dexterity, and 14 Constitution, with the remaining points distributed as needed.

At level 1, you will start as a Sorcerer. Choose a subclass that complements your playstyle. Draconic Bloodline is a strong option, as it provides additional hit points and resistance to a specific damage type, making you more durable in melee combat. Wild Magic can also be fun, though it is less predictable. For your starting spells, focus on those that enhance your melee capabilities or provide utility. Shield is a must-have for survivability, and Magic Missile can help you deal consistent damage when you're not in melee range.

At level 4, you will gain your first Ability Score Improvement (ASI). Instead of increasing your ability scores, take the Dual Wielder feat. This feat is essential for this build, as it allows you to dual-wield non-light weapons and provides a +1 bonus to AC. This will enable you to use weapons like rapiers or longswords, which deal more damage than light weapons like daggers or shortswords. Additionally, the AC bonus helps offset the fact that Sorcerers typically have lower AC due to their lack of armor proficiency.

For your weapon choices, consider using a rapier in your main hand and a shortsword or another light weapon in your off-hand. Rapiers deal 1d8 piercing damage and are finesse weapons, meaning they use Dexterity for attack and damage rolls, which synergizes well with your high Dexterity score. Your off-hand weapon should ideally be light unless you have the Dual Wielder feat, as light weapons are required for dual-wielding without the feat.

In combat, your strategy will involve a mix of melee attacks and spellcasting. Use your bonus action to make an off-hand attack, and use your action to cast spells or make a main-hand attack. Quickened Spell is a valuable Metamagic option for this build, as it allows you to cast a spell as a bonus action, freeing up your action for a melee attack. For example, you could cast a spell like Chromatic Orb as a bonus action and then make a melee attack with your rapier. This combination allows you to deal both magical and physical damage in a single turn, making you a versatile threat on the battlefield.

One common mistake to avoid is neglecting your defenses. Sorcerers are inherently squishy, so you need to take steps to improve your survivability. Shield is an excellent spell for this purpose, as it provides a +5 bonus to AC until the start of your next turn. Additionally, consider taking the Mage Armor spell, which increases your AC to 13 + Dexterity modifier when you're not wearing armor. This is especially useful for a dual-wielding Sorcerer, as you won't be wearing heavy armor.

Advanced techniques for this build include multiclassing and optimizing your spell selection. Multiclassing into a martial class like Fighter or Rogue can provide additional benefits. A one-level dip into Fighter grants you proficiency with all armor and shields, as well as the Fighting Style feature. Choosing the Two-Weapon Fighting style allows you to add your ability modifier to the damage of your off-hand attacks, increasing your overall damage output. Alternatively, a two-level dip into Rogue grants Cunning Action, which allows you to Dash, Disengage, or Hide as a bonus action, providing additional mobility and survivability.

In terms of spell selection, focus on spells that enhance your melee capabilities or provide utility. Haste is an excellent choice, as it grants you an additional action each turn, allowing you to make an extra attack or cast another spell. Mirror Image is another useful spell, as it creates duplicates of yourself that can distract enemies and reduce the chances of you being hit. For offensive spells, consider spells like Scorching Ray or Fireball, which can deal significant damage to multiple enemies.

In summary, creating a dual-wielding Sorcerer in Baldur's Gate 3 is a challenging but rewarding endeavor. By carefully balancing your ability scores, feats, and spell selection, you can create a character that excels in both melee combat and spellcasting. Remember to prioritize survivability, as Sorcerers are naturally fragile, and consider multiclassing to further enhance your capabilities. With the right strategy and preparation, a dual-wielding Sorcerer can be a formidable force on the battlefield.