
Best Storm Sorcerer Build - Eye of the Storm - Baldur's Gate 3 (BG3)
Contents
- Storm Sorcerer Build
- Build Overview
- Synergy with other builds
- Level 1 - Character Creation
- Act 1 - Levels 2-6 - Wilderness
- Act 1.5 - Level 7 - Rosymorn Monastery
- Act 2 - Level 8-10 - Shadow Lands
- Act 3 - Level 11-12 - Rivington and Lower City
- Maximizing - Abilities, Illithid Powers, Consumables
- Conclusion
Storm Sorcerer Build - Eye of the Storm
Storm Sorcerer is a really simple yet extremely powerful build. The core of it revolves on two things - how to make targets
Wet and landing the most powerful lightning spell in your arsenal to obliterate your targets, and you have various options to do that.
The main attractive part as an offensive caster is that you get
Create Water. Generally, Sorcerers would not have that. Second, metamagic, and namely
Metamagic: Quickened Spell allows you to use your bonus action to cast a normal spell, which is ridicilously powerful combination. By yourself, you can wipe out multiple enemies on the first turn.
Another aspect is that you get
Heart of the Storm, it is a pretty neat feature that adds bonus damage to your lightning and thunder spells, especially if there are multiple enemies around. It's not much, but it has 0 costs of using it.
With all of this in mind, the build is pretty straightforward, easy to use, and results in really high damage, without needing to learn or understand game mechanics a lot.
So let's go into the build!
Following the guide and a few tips:
- Build Overview covers the quick aspects and choices for the build - gear, levelling, etc.
- The progression by Acts cover the build in great detail, from spell selection to how utilize various features. Be sure to check the equipment sections for gear options and explanations. The mechanics section explains how to fully utilize the build in combat
- I also add additional section for build maximizing like consumables, illithid powers and others. This can help to make the build even more powerful and optimised if needed.
Class Contribution
12 Storm Sorcerer
- Constitution saving throw proficiency to help maintain spell
Concentration when being hit.
Tempestuous Magic is a great utility spell that allows you to fly around the battlefield once you cast a spell. This does have its uses when you want to get into a perfect position.- Access to good defensive spells like
Shield to improve survivability. - Access to cold and lightning spells -
Lightning Bolt,
Cone of Cold,
Chain Lightning, etc. - Access to a variety of cantrips like
Friends, which are especially useful if you are the main character, as you can win over the dialogues - Metamagic mechanic and Sorcery points. You will be able to cast full spells using
Metamagic: Quickened Spell, giving a unique advantage over normal cleric builds.
Heart of the Storm allows for additional damage when casting lightning or thunder spells. This is a slight damage boost against foes that hit multiple targets.- Additional storm-themed spells -
Create or Destroy Water,
Sleet Storm,
Call Lightning, etc.
Build Variations
Here are some variations that work similarly and utilise the same classes at their core.
| Setup | Description |
|---|---|
Draconic Bloodline Sorcerer:
|
A similar variation to this build offers access to |
The Talos Dragonling:
|
This variation gets 2x Channel Divinity charges for |
Build Overview
Here is a concise table with all the main picks during your levelling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear, as it is crucial.
This is a general overview of the build that contains item and leveling choices. I go deeper into the setup, combat approach and gear selection reasons for the progression of each act.
Leveling
| Level | Class | Selection |
|---|---|---|
| 1 | Sorcerer 1 | Cantrips: |
| Spells: |
||
| Subclass: Storm Sorcery | ||
| Abilities: STR - 8, DEX - 16 (15+1), CON - 14, INT - 8, WIS - 10, CHA - 17 (15+2) | ||
| Skills: Deception, Intimidation, Persuasion | ||
| 2 | Sorcerer 2 | Spells: |
| Metamagic: |
||
| 3 | Sorcerer 3 | Spell: |
| Metamagic: |
||
| 4 | Sorcerer 4 | Cantrips: |
| Spells: |
||
| Feat: |
||
| 5 | Sorcerer 5 | Spells: |
| 6 | Sorcerer 6 | Spells: |
| Replace Spell: |
||
| 7 | Sorcerer 7 | Spells: |
| 8 | Sorcerer 8 | Spells: |
| Feat: |
||
| 9 | Sorcerer 9 | Spells: |
| 10 | Sorcerer 10 | Cantrips: |
| Spells: |
||
| 11 | Sorcerer 11 | Spells: |
| 12 | Sorcerer 12 | Spells: |
| Feat: |
Gear Choices
Build ID: 1655
Mode: Paper Doll
Sets: Act 1, Act 2, Act 3
Synergy with other builds
The build is pretty self-sufficient in terms of synergies. It can by itself setup
Wet via
Create Water or
Water and then unleash lightning spells with double damage. Still, there are a few things that can help you in the right direction:
Having a Cleric in the party
Clerics, especially those with popular reverberation setup -
Spirit Guardians +
Boots of Stormy Clamour +
Luminous Armour +
Gloves of Belligerent Skies are a very powerful setup for this. Many of your lightning spells use Dexterity saving throws and
Reverberation or
Prone give increased chances of success. Here are good options for that:
- Light Cleric, Stars Cleric and more
- Tempest Cleric - also gets access to plenty of lightning spells
- Revorb blender - although it is a Lore Bard, it still utilizes
Spirit Guardians as its core rotation.
Another good thing is that clerics get access to
Create Water, which can help you to save an action point and land an additional offensive spell if needed.
Other lightning or cold casters
As you will be applying
Wet on enemies, you can add to your group almost any caster that can use cold or lightning spells. This will make it very easy to deal huge amounts of damage in a single turn.
- The main highlight would be Land Druid. A very popular variation of it is Thundersnow Herald, which comes with both Cold and Lightning spells for total annihilation.
- Sorcadin with access to
Lightning Bolt. - Giant Barbarian with its
Elemental Cleaver that allows it to imbue both cold and lightning damage. - Many of the Sorcerer and Wizard variations - Storm Sorcerer, Talos Dragonling Build, Cold Sorcerer, Abjuration Wizard, etc.
Level 1 - Character Creation
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Storm Sorcerer build. If you have already started playing, feel free to do a respec at Withers and follow along. This will make it easy to follow the build step by step.
Races
Picking a race provides various benefits - abilities, dialogue options, looks, etc.
| Race | Features | Description |
|---|---|---|
Halfling |
The good thing is that Storm Sorcerer does not need to be as much on the frontlines and can play as a caster. This opens up options for shorter races. | |
High Half-Elf |
|
Comes with a selection of additional cantrip and shield proficiency. For the former, pick something utility. Sadly, the cantrip spellcasting modifier is intelligence. |
Blue Dragonborn |
|
Although the race is somewhat disappointing, it still fits the theme pretty well, as it represents lightning elements. |
Bronze Dragonborn |
|
|
Human |
|
This is one of the rare occasions where I would recommend going with a human. You can get Shield proficiency that will be valuable throughout the game for various bonuses and increased Armour class. |
Deep Gnome |
|
With a general |
Class Choices
This section will cover what class-related choices you should pick for the optimal setup
Class
| Overview | |
|---|---|
Sorcerer |
|
| Features | |
Spell Slots |
These can be used to cast spells and are restored each long rest. |
Cantrips
| Cantrips | Description |
|---|---|
| A very useful melee range spell, that allows to disable enemy reactions. | |
| A powerful cantrip that can help lure enemies to one place before combat. Then you can exploit this for area of effect spells or attacks to inflict large amounts of damage or control. | |
| An offensive cantrip giving ranged cold damage and slowing enemies down. | |
| This can be situationally useful, especially as the main character. The main problem is that if it is cancelled near the target NPC, they will attack. So, only do that once you are further away. |
Spells
| Spells | Description |
|---|---|
| A good spell to have in the arsenal, in the early game, as it has a 100% hit chance and is perfect for eliminating specific targets. The missiles can target enemies that you cannot see. | |
| Easily guarantees 13 Armour Class while wearing robes. With 16 Dexterity, this will result in 16 Armour Class, on par with Heavy armour users. Later on, you will have light and medium armour options, so the spell loses its value. |
Subclass
| Overview | |
|---|---|
Storm Sorcery |
|
| Features | |
| After you cast a Level 1 spell or higher you can Fly as a bonus action until the end of your turn without receiving Opportunity Attacks. | |
Background
Backgrounds are generally for roleplay and skill proficiency, so in a generally well-made party, they will serve minimal purposes.
- They give a role-playing option of your previous history, if you are into that.
- It gives skill proficiencies, meaning that you get an additional bonus when you roll that skill check in which you are proficient. This depends on your proficiency bonus, which increases as you level up.
Here are my recommendations based on this build
| Background | Skills | Description |
|---|---|---|
| Guild Artisan | Insight Persuasion |
Gives persuasion proficiency, for better dialogue checks. |
| Entertainer | Acrobatics Performance |
Improves Acrobatics skills and gives bonuses to Performance for some dialogue checks. |
| Noble | History Persuasion |
Although you will have low intelligence the Persuasion check improvement is good. But it's an inferior option to Guild Artisan in my opinion. |
Abilities
Now, let's take a look at the abilities of the Storm Sorc build. Correct allocation will allow you to maximise the early gameplay and get good modifier bonuses.
Here are some key points to know about ability points:
- They give "ability modifiers" that apply to various skill checks. For example, Charisma works on Intimidation and persuasion checks. Wisdom on Survival or Animal Handling, and so on.
- You get a higher ability modifier on even values - 10, 12, 14, etc. So keeping it on odd may be useless. However, there are various +1/2 modifiers in the game, specifically
Auntie Ethel's Hair or Feats that help round this up. - Weapons can benefit from either Dexterity or Strength, depending on their type
- You also have a spellcasting modifier, which can be Wisdom, Charisma, or Intelligence, depending on your class.
Build ID: 1655
Skill Proficiencies
Overall, skill selection should be influenced by your role-playing and background decisions. However, you generally still want options that offer the best benefits. I recommend picking skills for which you have a high ability modifier or those that are useful in general:
- Deception
- Intimidation
- Persuasion
Act 1 - Levels 2-6 - Wilderness
By this time, you should have landed on the
Ravaged beach already and started exploring the initial area. You might need 1 additional encounter if you did not obtain enough XP in the Nautiloid.
Leveling Progression
Level 2
You already get a pretty good source of features:
| Actions | Description |
|---|---|
| Spend Spell Slots to gain Sorcery Points. Once you get some more metamagic options, you could sacrifice spell slots to cast two spells in one turn or increase your range. | |
| Spend Sorcery Points to unlock a Spell Slot. You could create a higher-tier spell slot to increase the damage over what you can at the current level |
Now the key is to choose appropriate spells, as Sorcerers are very limited in their choices:
| Spells | Description |
|---|---|
| A very valuable spell, that can give an instant +5 Armour Class for a cost of reaction to avoid enemy hits. |
The last choice is metamagic:
| Metamagic | Description |
|---|---|
| Enables you to twin-cast single-target spells, enabling very powerful setups. For example, double |
|
| Can help extend duration of spells. For example |
Stacking Sorcery Points
The main point that you will want to utilise from Sorcerer is Sorcery Points. They play a big role in the whole combat loop and allow you to utilise Metamagic (I will cover its options in the next section).
The points can be pretty limited if you heavily utilize them. You can work around this by using
Create Sorcery Points and consuming spell slots. They are important for spellcasting, so using all of them is quite expensive for Sorcery Points. However, 2 items in particular give free spell slots:
Pearl of Power Amulet - restores up to a level 3 spell slot, so 3 sorcery points, obtained in Act 1.
Spellcrux Amulet - allows restoring up to a level 6 spell slot, but
Create Sorcery Points only works max on a level 5 spell slot. Available in Act 2.
So with these, you can get 8 Sorcery points every long rest, which is substantial and can help you use something like
Metamagic: Quickened Spell or
Metamagic: Extended Spell multiple times per long rest.
Of course, you can go crazy and use
Potion of Angelic Reprieve, which allows you to restore level 1-2 spell slots. Use those with
Create Sorcery Points, where you can end up with 20 or even more points. This is kind of a glitch, so I leave this to your discretion.
Metamagic
This one is pretty important and is the main feature that allows sorcerers to stand out from other casters. At first, you get two metamagic options, and as you progress 2 more will be available. Let me cover their main usages:
Metamagic: Twinned Spell - this one can be very powerful, especially if used correctly, with weaker spells. For example, in the early game, you can twin
Chromatic Orb which gives a huge damage boost for a very cheap cost. Same for other spells, like
Haste or
Blindness. The major caveat is the Act 3 staff
Markoheshkir. When activating
Bolts of Doom you can twin
Chain Lightning, specifically from this weapon.
Metamagic: Extended Spell - is another very powerful tool. First, some encounters might be longer so extending spells like
Command,
Hypnotic Pattern or others is beneficial.
Metamagic: Quickened Spell - gives the ability to cast a full spell with a bonus action. This means you can cast very powerful spell options and greatly increase your damage and combat potential for the cost of 3 sorcery points. This is unlocked at level 3.
Level 3
This level is mainly for unlocking the new level 2 spells.
| Spell | Description |
|---|---|
| This can be used to target multiple enemies and is very good in passages or choke points. The spell deals damage when it's cast and when the enemy's turn begins. This means you do 2x damage by default. |
The last choice is metamagic:
| Metamagic | Description |
|---|---|
| This is a very powerful option as it enables you to cast a full spell using the bonus action. |
Level 4
This level gives additional spell selection, a cantrip and a new feat.
| Cantrips | Description |
|---|---|
| There are a few encounters where this can be extremely helpful to disable the enemy health regeneration: |
Now you can also choose a spell
| Spell | Description |
|---|---|
| This spell is pretty good, as it can use different elements. Moreover, the |
The main improvement of this level is Feat, which unlocks a few potential options:
| Feat | Description |
|---|---|
| Ability Improvement +2 Charisma | This is the most obvious one and is perfect if your race has access to shield proficiency (like Humans or Half-Elves). |
| If you have shield proficiency this can be delayed to later. However, if not, then dual-wielding |
Level 5
Level 3 spells are unlocked
| Spells | Description |
|---|---|
| The core spell of this build that you will use during most of the encounters. I will cover how to maximize the damage with it in the mechanics section. Overall, just make sure to use it on |
Level 6
A new feature and spell options are unlocked:
| Features | Description |
|---|---|
| When you cast a Spell of level 1 or higher that deals Lightning or Thunder damage, you cause a small, local storm. All enemies within 6m take additional Lightning or Thunder damage equal to half your Sorcerer level. | |
| You are resistant to Lightning and Thunder damage. | |
| A perfect skill to hit multiple enemies that are close to each other. Also, it can be reused next turns without expending spell slots if your |
|
| Amazing crowd control spell that disrupts spellcaster concentration and creates Ice surfaces. After one turn this changes into water. It can be electrified or wet enemies can be hit for double damage. | |
| Creates a wide cone of wind that pushes enemies 5 meters and throws them off balance. I use Thunderwave which also deals damage. | |
| You can use this spell to make your foes wet. It is a perfect choice to be used with |
|
| It allows you to knock back targets and deal thunder damage. |
For spells, there are multiple good options:
| Spells | Description |
|---|---|
| You can use |
|
| Can help to disable a wide area of targets. The spell is somewhat limited and also targets allies. |
I would also do a spell replacement, as one of them will no longer be relevant:
| Remove Spell | Add Spell | Description |
|---|---|---|
| Can be a lifesaver against enemy casters in case they try to cast a powerful spell. |
Gear Recommendations
Here are some recommendations on how to follow the gear picks:
- I recommend checking the Item Checklists or Interactive Map, depending on which is easier to use for you. This will help you track which items and when you should pick them.
- Gear for each slot is listed Best -> Worst. Generally, this means that you would start with lower gear recommendations (as they are available earlier) and upgrade to higher ones. However, in some cases, the best items can be obtained early, like
Titanstring Bow, and some others. - I mention Stat Sticks in caster and ranged builds. These are items that you do not use directly (like
Club of Hill Giant Strength,
Knife of the Undermountain King,
The Dead Shot, etc.), but their bonuses still apply to other weapon attacks or actions. - If an item is taken by another character, use the one with lower priority or even those from previous acts. If you want to have the best items for all builds, this will require planning, which is not for everyone.
Build ID: 1655
Mode: Full Equipment
Sets: Act 1
Gameplay and mechanics
Using Minor Illusion
On the other hand, you can also use something like
Minor Illusion to pull enemies together, changing their vision cones, and attacking with the same spell but hitting all of them. This is a very powerful cantrip that can be overlooked.
First, it does not break Invisibility or stealth (unless you get seen). Second, enemies, when not in combat, will chase it, meaning they will change their vision direction. Third, on most occasions, they will come closer to investigate the illusion.
This creates various opportunities like landing a powerful Area of Effect spell from caster or scrolls, or hitting with wide attacks.
The recommended combat loop
Sorcerer is pretty straightforward to play, especially if you do plenty of long rests to restore spell slots. Here are some tips:
Magic Missile is one of the best picks for early games. You get a 100% hit chance and get bonus damage via
The Spellsparkler +
Psychic Spark.
Shield is perfect for avoiding early-game wipes. Just make sure to have a free level 1 spell slot to activate it.- You can use
Chromatic Orb and then
Metamagic: Twinned Spell for really good damage output. The
Chromatic Orb: Thunder version has 3d8 base damage. - Once you unlock level 2 spell slots
Cloud of Daggers can be used to hit enemies that are stacked together. There are a few encounters where you can hit up to 3 enemies in one turn.
Minor Illusion can be used to lure enemies into one place before combat. This works extremely well with
Cloud of Daggers and other area-of-effect spells.- Once you get
Lightning Bolt use it together with wet status (Water Bottle or
Create Water), to inflict huge amounts of damage. - You can do a nova round with
Metamagic: Quickened Spell +
Haste/Potion of Speed, to unleash up to 3 spells per turn, in most scenarios easily beating the encounter.
Sleet Storm can be an extremely potent spell if well placed. Try casting it on a group of enemies, specifically melee ones, so that they would be forced to move through the ice.- You can use
Thunderwave to instantly kill enemies by pushing them off the ledges into Chasms.
Act 1.5 - Level 7 - Rosymorn Monastery
I will assume that you have reached level 7 as you reach the
Rosymorn Monastery Trail. It has plenty of stuff to explore and some important story bits. The whole map also contains significant gear that you should be on the lookout for.
Leveling Progression
Level 7 - Sorcerer Lv 7
Level 4 spells are unlocked:
| Spell | Description |
|---|---|
| Drops Icicles from the sky that deal both ice and physical damage. Creates an Ice surface, which can make enemies |
Gear Recommendations
There are a couple of items that I would take a look here; otherwise, the previous Act ones are already enough
Build ID: 1655
Mode: Full Equipment
Sets: Act 1.5
Gameplay and mechanics
The recommended combat loop
No major changes to the playstyle, just remember to utilise the newly obtained
Ice Storm if needed on a large group of enemies.
Act 2 - Level 8-10 - Shadow Lands
Depending on your choices, you might even reach Act 2 at level 7, so check the previous recommendations. In most cases, people will enter Act 2 via
Path to Rosymorn Monastery Trail
Leveling Progression
Level 8 - Sorcerer Lv 8
Another feat and additional spell slot is unlocked. Here are my spell recommendation:
| Spell | Description |
|---|---|
| Makes enemies lose control of themselves and do unexpected things. They may skip a turn, attack allies, run around, etc. This lasts for 3 turns and can be an effective way to control a large area. | |
| This is a great spell especially if you have a stealthy character in your party. They can then use their high stealth rolls to attack enemies multiple times before being detected. | |
| Can be situationally useful to give a movement speed boost to allies. But it's more of a utility spell than an offensive one. |
For feats:
| Feat | Description |
|---|---|
| Ability Improvement - +2 Charisma | Pick this if you have not taken it yet. This will improve the spellcasting modifier. |
| Should be picked if you did not take it earlier. The upcoming Act 3, will have plenty of good weapons that you will want to dual-wield. | |
| Another option, that almost guarantees that you go first, and cannot be |
Level 9 - Sorcerer Lv 9
Level 5 spells are unlocked
| Spell | Description |
|---|---|
| It is a cold spell that can be used from the melee range in a large cone. Make enemies wet before using it for double damage. It also freezes the |
Level 10 - Sorcerer Lv 10
First, you can pick the last cantrip from Sorcerer:
| Cantrips | Description |
|---|---|
| Can be situationally useful, to throw various items or interact with ingame objects. | |
| By casting it on an object or a character, it can help activate various items like |
Of course, here is my spell recommendation:
| Spell | Description |
|---|---|
| In some cases, this spell can disable a powerful foe, which opens up guaranteed critical hits for your allies. |
Gear Recommendations
Build ID: 1655
Mode: Full Equipment
Sets: Act 2
Gameplay and mechanics
This is an important section, as the build gains major changes in how it plays, thanks to various unlocked items.
The recommended combat loop
- You can utilize
Sleet Storm in various Act 2 encounters, where it will outright force enemies to fall down and skip their turns. - I really love
Confusion, and it can really break enemy combat potential. Another good thing is that it does not target allies.
Hold Monster can be really useful against strong targets, where
Hold Person might not work. If you have other characters like melee figters or archers, they can immensely benefit from the guaranteed critical hits.
Act 3 - Level 11-12 - Rivington and Lower City
You are close to reaching the game finale, or so you think. The last part of the game is huge and can be both intimidating and overwhelming.
Here are some recommendations from me:
- You don't need to do all the side quests here; they can take up to 40 hours or more, depending on what you decide to do
- Leave some quests for other runs. As you reach the maximum level, the game might become less satisfying. This will give a new perspective for your next playthroughs, to find novelty and discovery.
- There is a lot of good gear that improves the build, so be sure to get it.
Leveling Progression
Level 11 - Sorcerer Lv 11
| Features | Description |
|---|---|
| Gives protection against melee-range enemies that dare to attack you. Good use of your reaction. |
For spells:
| Spell | Description |
|---|---|
| This is a mandatory pick as it enables you to hit 4 times or 4 enemies. With wet status applied this can win an encounter in one turn. |
Level 12 - Sorcerer Lv 12
The last spell to pick:
| Spell | Description |
|---|---|
| I do recommend having this spell at least on one caster. It is very powerful and can make the end game bosses much easier and safer. | |
| A deadly single-target spell. You can also use it together with |
Overall, the core of the build should be done, especially as you have all bases covered via gear or previous feats. Here are some nice options:
| Feat | Description |
|---|---|
| Helps ensure that you go first in most of the encounters, especially if not using |
|
| Can help you round up Charisma if this was not done. | |
| The concentration |
You can also make one adjustment if you are no longer using
Mage Armour:
| Remove Spell | Add Spell | Description |
|---|---|---|
| If you went with |
To be fair, there are a lot of good alternatives here -
Hold Person,
Telekinesis,
Fear, etc. So don't be afraid to test out various spell options.
Gear Recommendations
Build ID: 1655
Mode: Full Equipment
Sets: Act 3
Gameplay and mechanics
In general, Act 3 does not bring much in terms of how the gameplay changes. It's just optimisations to your gear and higher-level spell unlocks
The recommended combat loop
With level 5 and level 6 spell slots unlocked, and ultimate items at your disposal, stuff gets really serious:
- The main priority for the caster is getting
Markoheshkir. Now you can use
Bolts of Doom from
Kereska's Favour to get access to free
Chain Lightning. This version is special as it works with
Metamagic: Twinned Spell - Remember to keep enemies
Wet. The easiest, but somewhat expensive option is
Create Water, followed by destroying
Water near enemy's feet. After that you can follow up with
Chain Lightning,
Lightning Bolt,
Call Lightning, etc.
Call Lightning can be especailly spell slot efficient, if your Concentration slot is free, as only the first cast uses spellslots- Try to group enemies either with something like
Black Hole or
Minor Illusion (before combat).
Void Bulb is another good option. If you have 4+ enemies stacked use upcasted
Lightning Bolt for huge damage output. - If you are using the best staves try to keep
Arcane Battery on hand, in case you will need a level 6 spell at any instant.
Globe of Invulnerability is ridicilously powerful spell. I recommend having it in case you want to be careful with an encounter, and don't know what will happen.
Maximizing - Abilities, Illithid Powers, Consumables
Maximising Ability Scores
Now, as the build progression is covered, there are a few aspects and important decisions you will have to make throughout the game. These will decide your final score for abilities.
Charisma
- 17 Charisma - the base for character creation.
- Act 1 -
Auntie Ethel's Hair - you will want to get +1 Charisma if you pick this choice. - Feat - +2 Charisma
- Act 3 - Mirror of Loss - Patriar's Memory - +1 Charisma if you did not take
Auntie Ethel's Hair - Act 3 - Mirror of Loss - +2 Charisma
- You can reach 24 Charisma if you take both Patriar's Memory +
Auntie Ethel's Hair and pick
Actor feat
Reasonably, you can reach 22 Charisma, with 24 if maximising all the choices.
Illithid Powers
This special mechanic in Baldur's Gate 3 allows you to consume tadpoles and unlock special Illithid Powers.
At first, you can only use the base powers. As you move to Act 3, you will be able to unlock the outer ring powers, also called Elite.
| Illithid Power | Type | Description |
|---|---|---|
| Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. | |
| Base | An easy way to ensure you land critical hits. | |
| Base | Can help to kill an enemy faster if it is left with a few HP. | |
| Base | A great way to weaponise your reaction before obtaining |
|
| Base | Excellent option for bonus temporary HP. It can also apply |
|
| Elite | Can be used to maximise the effectiveness of charisma-based skills, especially relevant to the main character. | |
| Elite | Very powerful spell that can be used to pull enemies together. You can then follow up with area-of-effect spells or attacks. In general, it is a very effective action in the hands of any character. | |
| Elite | Can be used to save yourself from a deadly spell. This is especially relevant as you will have a |
|
| Elite | Remove the cost of spell slots or charges. | |
| Elite | You can now use action and bonus action interchangeably, giving two full spell casts each turn. It's not as important for you, but it will help other casters in the group. | |
| Elite | Weakens enemies by reducing their Armour Class. Now it's easier to hit them. |
Potions, Elixirs and other Consumables
Let's take a look at what consumables you can use to further empower the build.
Potions
These are general consumables, and most of them are activated for a few turns. Potions are separate from Elixirs and can be active together.
| Consumable | Description |
|---|---|
| This is a very powerful potion. It gives an additional action point, which can be used to cast a spell or attack. The activation is generally by drinking using a bonus action. However, you can stack together with party members and make one member |
|
| It can be used in two ways - the first one is to enter combat with a |
|
| An easy way to get the |
|
| Gives |
|
| Restores level 1 and 2 spell slots. This can be used to turn spell slots into Sorcery points via |
|
| Acts as a Long Rest, restoring all spell slots. Can be used with |
Elixirs
Unfortunately, only one Elixir can be active at a time. However, the good thing is that they last until a long rest, making them very useful and economical.
Be sure to activate them before combat, as otherwise, you will need to use Bonus Action.
| Consumable | Description |
|---|---|
| The elixir gives an easy option to get an additional action point - just kill a foe. This can then be used to attack one more time or cast a full spell. | |
| Improves Spell Save DC, making it easier to land spells. | |
| Makes it easier to maintain spell Concentration | |
| For some encounters, you will want to go first. This elixir will ensure that it overcomes even |
Scrolls
This is one of the most overpowered mechanics in the game. At first, it might seem that you earn those old, boring spells that you can learn yourself. However, as you play more and more, and get higher-level spells, you can see - wait, I can save a spell slot casting this.
Yeah, and this is where their power comes. During the whole playthrough, you will probably collect a lot of these, so I recommend using them whenever you can.
Conclusion
Thank you for reading the Storm Sorcerer Build for Baldur's Gate 3. This is truly simple and yet a very powerful build that can carry the whole party in terms of damage potential. If you want to release lightning spells left and right, this build is for you.
Cheers!
Like, Dislike, comment, or share!

Halfling
High Half-Elf
Blue Dragonborn
Human
Deep Gnome
Sorcerer
Spell Slots
Storm Sorcery
Discussion
No comments yet.
Be the first one to leave a comment!