The Dark Urge — the only original character in Baldur's Gate 3 who does not act as a companion. This character is specifically designed for the player. It stands out for its cruelty and a unique storyline that significantly affects gameplay. Initially, it appears as a dragonborn sorcerer, but you can change it according to your preferences. However, we have compiled this build specifically for the canonical sorcerer.
It's worth noting that playing as a sorcerer doesn't differ much from playing as any of the casters. In addition to spell slots, they have what's called Sorcery Points, which determine your ability to use metamagic abilities, but that's where the complexities end. The sorcerer's main characteristic is Charisma, which affects the damage of your spells. Then, we recommend leveling up Constitution, as it affects your HP and saving throws.
Recommended characteristics in the screenshot above. Don't worry about Wisdom; we'll get to that later.
The obvious subclass choice is Storm Sorcery, allowing you to take as little random damage as possible and deal as much of it as possible.
A good choice for first-level spells is Thunderwave and Magic Missile. The former is invaluable for your subclass because you later gain the ability to deal additional damage with lightning and thunder spells, and the latter spell always hits the target with a 100% chance.
For cantrips, we choose the following:
First, we take Burning Hands because it's a very powerful spell that allows you to deal damage to multiple opponents at once. Second, Misty Step.
With metamagic, it's also quite straightforward: we settle on Careful Spell (to avoid accidentally hitting an ally with the same Burning Hands), Distant Spell, increasing the range of any spell accordingly, and Quickened Spell, to cast as a bonus action. You can choose them in any order.
Cantrip — definitely Shocking Grasp, because for a sorcerer of this subclass, it's very important to use spells that relate to thunder and lightning.
Spell — Shatter, as it's one of the strongest abilities for all casters.
For the feat, we choose Tough, to double our HP.
The listed spells can be taken in any order, but it's essential to replace the now less useful Magic Missile with Lightning Bolt. Your final list of abilities should be as follows:
We take Dimension Door to gain an additional teleport not only for ourselves but now also for an ally.
Regarding the feat, we go back to Wisdom and choose Resilient, thereby increasing Wisdom to 12 and gaining proficiency in saving throws for this attribute.
Here it's clear: we take Insect Plague because it's very powerful and affects an area.
You may not need cantrips at level 10, but let's still take Poison Spray, as this cantrip is the least useless among those presented.
An important spell is Telekinesis. With it, you can lift your opponent into the air and throw them, for example, into a chasm.
From metamagic — definitely Subtle Spell. Closer to level 10, there are already creatures and other nuisances that love to cast Silence, so this will certainly come in handy.
Here, you must take Chain Lightning because we already have a good bonus for using spells related to lightning. This is a very powerful spell, and our subclass only enhances it.
Closer to the end of the game, Globe of Invulnerability will be your salvation, so it's not surprising that at level 12 you need to choose this spell. There are enough things in the game that cannot be survived without it even by the most prepared players.
Finally, we increase Charisma to 18 through Ability Score Improvement, thereby raising the final damage to the maximum.