
Best Storm Sorcerer Build - Baldur's Gate 3 (BG3)
Contents
Storm Sorcerer Build
The build concentrates on making a Sorcerer that primarily casts Lightning spells. We take the Storm Sorcerer subclass which is perfect for this. It also gives a huge mobility boost by allowing you to Fly via bonus action after a spell is cast. The goal is to reach level 5 as soon as possible to unlock Lightning Bolt, hitting multiple enemies in a straight line.
Being a sorcerer is also a good choice for the main character. As you will participate in dialogues, there will be many options to roll Persuasion, Performance, etc. checks. You can easily be the face of the party as you have high Charisma, and cantrips like Friends and Thaumaturgy allowing you to easily pass these checks.
With this build I will go 12 levels into Sorcerer, however, there are some Multiclass choices if you are interested.
So let's go into the build!
Class Contribution
The build consists mainly of 1 class:
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.
Leveling Overview
Here is a concise table with all the main picks during your leveling progression. For more detailed reasoning, I go further in the article. Also, do not forget to check the recommended gear as it is crucial.
Level | Class | Selection |
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1 | Sorcerer 1 | Cantrips: ![]() ![]() ![]() ![]() |
Spells: ![]() ![]() |
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Subclass: Storm Sorcery | ||
Abilities: STR - 8, DEX - 16, CON - 14, INT - 8, WIS - 10, CHA - 17 | ||
Skills: Deception, Persuasion | ||
2 | Sorcerer 2 | Spells: ![]() |
Metamagic: ![]() ![]() |
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3 | Sorcerer 3 | Spells: ![]() |
Metamagic: ![]() |
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4 | Sorcerer 4 | Cantrips: ![]() |
Spells: ![]() |
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Feat: ![]() |
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5 | Sorcerer 5 | Spells: ![]() |
6 | Sorcerer 6 | Spells: ![]() |
Replace Spell: ![]() ![]() |
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7 | Sorcerer 7 | Spells: ![]() |
8 | Sorcerer 8 | Spells: ![]() |
Feat: ![]() |
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9 | Sorcerer 9 | Spells: ![]() |
10 | Sorcerer 10 | Cantrips: anything |
Spells: ![]() |
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Metamagic: ![]() |
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11 | Sorcerer 11 | Spells: ![]() |
12 | Sorcerer 12 | Spells: ![]() |
Feat: ![]() ![]() |
Starting the Game - Level 1
This section covers the creation screen and what would go into the best Races, Abilities, and Skills for the Talos Dragonling 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 |
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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. | |
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Comes with a selection of additional cantrip and shield proficiency. For the former, pick something utility. Sadly, the cantrip spellcasting modifier is intelligence. |
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Although the race is somewhat disappointing, it still fits the theme pretty well, as it represents lightning elements. |
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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. |
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With a general advantage to mental checks with ![]() |
Class
Overview | |
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Features | |
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These can be used to cast spells and are restored each long rest. |
Cantrips
Cantrips | Description |
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If you are the main character and do most of the dialogues, this is mandatory as it gives an advantage on dialogue rolls. |
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It can be used to distract NPCs, even before combat. |
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A long-range cantrip, that has different elements than fire, in case the target is resistant. |
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A very useful melee range spell, that allows to disable enemy reactions. |
Spells
Spell | Description |
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A good spell to have in the arsenal as it has a 100% hit chance and is perfect for eliminating specific targets. The missiles also can target enemies that you cannot see. |
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Easily guarantees 13 Armour Class while wearing robes. With 16 Dexterity this will result in 16 Armour Class, on par with Heavy armor users. |
Subclass
Overview | |
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Features | |
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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 mostly for role-playing and you can pick whatever you prefer. If you want to optimize, then it would be good to pick backgrounds that are based on your ability points.
Background | Skills | Description |
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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 Cold and Lightning build. Correct allocation will allow you to maximize the early gameplay and get good modifier bonuses.
The core mechanic to understand for ability points is that 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 Hair or Feats that help round this up.
Ability | Value | Description |
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8 | This build does not need strength. |
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16 (15+1) | High Dexterity will ensure that you go early in combat. Moreover, you will get a bonus Armour Class, for better survivability. |
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14 | It is important to ensure sufficient HP and good survivability by having a decent Constitution ability score. |
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8 | Not needed for the build |
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10 | Overall, leaving it at 10 is a good choice as you will not get a negative modifier on Wisdom Saving Throws. Wisdom is targeted by many spells. |
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17 (15+2) | Charisma is the main spellcasting ability for Sorcerer and also helps with dialogue checks. |
Skills and Expertise
Overall, the skills should be impacted by your roleplaying and background decisions. However, you would still want those that will give you the best benefits. My recommendations are to pick those at which you have a high ability modifier and these are Charisma-related.
- Deception
- Intimidation
- Persuasion
Leveling Progression - Levels 2-12
Here is the detailed progression for the Lightning Cold Sorcerer build to get you started. You can use it as a guideline because early games can be daunting and overwhelming. Later on, once you get a feel for the class you can start picking your options
Level 2
This is where you will have left the tutorial area, and will start exploring the world.
Actions | Description |
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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. |
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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 |
Spells
My recommendation for the spells to be included in the spellbook:
Spells | Description |
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I cannot stress enough how powerful this spell is. You can use the level 1 spell slot, to increase your armour class by 5. The result is that you can avoid most of the attacks during the turn. I would delay this a few levels to lower the difficulties, as you have limited spell slots. However, on Honour Mode, getting hit can be the end of the run. |
Metamagic
Sorcerers get access to unique actions. They allow to consumption of sorcery points to enhance spellcasting. New metamagic options will be unlocked as we level up as you have more and more Sorcery Points. Pick two:
Passives | Description |
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Spells that only target 1 creature can target an additional creature. Later on, you can use this to apply Haste on two allies or a Command spell to disable two targets. |
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This is especially useful if you will cast spells with short duration like ![]() |
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Get a huge distance boost, allowing you to take out enemies before they see you. |
Replace Spell
Nothing for now.
Level 3
The level-up unlocks the level 2 spell slots and spells. You also gain another option for metamagic, this time much better.
Spells
Spells | Description |
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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. |
Metamagic
Passives | Description |
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By consuming 3 Sorcery points a spell can be cast using bonus action instead of action points. You can cast two damage spells one after another. Or cast a control spell followed by an offensive one. This opens a lot of possibilities to combo various spells. |
Replace Spell
Nothing to replace.
Level 4
Cantrips
Pick one of the cantrips:
Cantrip | Description |
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Can be used in various situations - combat, exploration, and interactions. |
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There is one encounter in Grymforge against an elemental where this is especially useful. Otherwise, if you know how to handle strong health regeneration I would skip it. Overall, I would make sure that at least one member of the party has this spell. |
Spells
Spells | Description |
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I like this spell, and at least one party member should have it. It can help with various ability checks like dialogues and lockpicking. |
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I recommend having this spell on one of the characters. It helps to easily dispose of some specific enemies like Scrying Eyes instantly. |
Replace Spell
Nothing to replace.
Feat
There are 2 main choices depending on which race you have picked:
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). Later, you will multiclass into a cleric and obtain the shield proficiency at level 7. |
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If you have shield proficiency this can be delayed to later. However, if not, then dual-wielding ![]() ![]() |
Level 5
And you finally reach level 3 spells, which makes the build stronger, and gives access to powerful lightning spells.
Spells
Spells | Description |
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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 wet enemies to maximize lightning damage. |
Replace Spell
Nothing to replace it as of yet.
Level 6
Reaching Level 6 Sorcerer gives bonus subclass features, which is a significant improvement
Features | Description |
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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. |
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You are resistant to Lightning and Thunder damage. |
In addition, you gain plenty of storm-themed spells unlocks:
Spells | Description |
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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 concentration is not broken. However, it will break other spell concentration |
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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. |
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Creates a wide cone of wind that pushes enemies 5 meters and throws them off balance. I use Thunderwave which also deals damage. |
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You can use this spell to make your foes wet. It is a perfect choice to be used with ![]() ![]() ![]() |
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It allows you to knock back targets and deal thunder damage. |
Spells
I would be sure to pick up some kind of control spell. This will prove vital especially later on, to disable multiple foes. Here are my suggestions:
Spells | Description |
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You can use ![]() |
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Can help to disable a wide area of targets. The spell is somewhat limited and also targets allies. |
Replace Spell
Remove Spell | Add Spell | Description |
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Can be a lifesaver against enemy casters in case they will be able to cast a powerful spell. |
Level 7
We reach level 4 spells. There are a few powerful options that will synergize well with our Storm Sorcerer build
Spells
Spell | Description |
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Drops Icicles from the sky that deal both ice and physical damage. Creates an Ice surface, which can make enemies fall. This can immobilize large groups of foes as they continue to slip. |
Replace Spell
Nothing to replace.
Level 8
This level is important as it unlocks the second feat, giving a slight improvement to the overall performance of the caster.
Spells
Pick one of the spells. Just keep in mind that your Concentration slots may be already constantly in use:
Spell | Description |
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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. |
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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. |
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Can be situationally useful to give a movement speed boost to allies. But it's more of a utility spell than an offensive one. |
Replace Spell
I did not replace anything.
Feat
Here you can select from a few choices, based on your previous picks and how you want to approach the build:
Feat | Description |
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Ability Improvement - +2 Charisma | Pick this if you have not taken it yet. This will improve the spellcasting modifier. |
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Should be picked if you did not take it earlier. However, you might skip it if you have another caster in the party, as you will be limited to good caster weapons |
Level 9
And we get to Level 5 spells. All of them are very powerful, but you will be able to cast them one or two times. Another downside is that most of them use a Concentration slot, which is already contending for multiple spells in your arsenal.
Spells
Spell | Description |
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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 wet ground. |
Replace Spell
Feel free to replace anything if you feel you have no use for it.
Level 10
This level is important as it unlocks the second feat, giving a slight improvement to the overall performance of the caster.
Cantrips
Pick anything, the core ones have already been suggested.
Spells
Choose one of the below:
Spell | Description |
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A useful spell that can choke control an entry point that slows down and damages foes. |
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Can be used to paralyze the strongest enemies in the game. This immobilizes them and opens them up for critical hits from close range. |
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A fun spell to have as it can be used to sling enemies around. It can be reused without costing a spell slot. |
Metamagic
Metamagic | Description |
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Targets of spells that require Saving Throws have a Disadvantage on their first Saving Throw. It will give a higher chance of spell success. But overall, at this point in the game, it will not matter much. |
Replace Spell
I did not replace anything.
Level 11
This is a major level as it unlocks the most powerful spells in the game.
Features | Description |
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Gives protection against melee-range enemies that dare to attack you. Good use of your reaction. |
Spells
Spell | Description |
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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. |
Replace Spell
I leave the replacement options for you to decide.
Level 12
The last level of the build gives a few more spell picks, but overall you are done with the main choices.
Spells
Now this is your last spell pick, so here are my recommended options to make the final decision:
Spell | Description |
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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. |
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A deadly single-target spell. You can also use it together with ![]() |
Replace Spell
This is the last level that allows switching spell picks, feel free to replace anything you do not use.
Feat
For the last feat, there are a few recommendations to choose from:
Feat | Description |
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This is a very powerful feat. With high dexterity, you will be able to go first in almost every fight and it will help avoid Surprise rounds. |
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A good feature that can help with various dice rolls. |
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A somewhat decent option, especially if you do not have any items equipped with a Concentration Saving Throw advantage. |
Maximizing 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 from character creation.
- Act 1 - Auntie Ethel Hair - you will want to get +1 Charisma if you pick this choice.
- Feat- Ability Improvement - +2 Charisma.
- Act 3 - Mirror of Loss - pick +2 Charisma.
- Act 3 - Mirror of Loss - Patriar's Memory additional +1 Charisma, to counteract Auntie Ethel Hair if it was skipped in Act 1.
- Act 3 -
Birthright - +2 Charisma
These will allow you to reach 22-24 natural Charisma, depending on the various choices. This results in a +6-7 spellcasting modifier and improved Spell Save DC.
Potions, Elixirs and 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 |
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In case you or your other casters have a Concentration spell slot taken and cannot cast Haste, use this potion. It acts similarly, but the effect is just for 3 turns. |
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Although not something powerful, it is worth stocking up and saving a spell slot. |
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Can be used to get a perfect position before the encounter starts or leave the encounter if it comes to worst. |
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 |
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Very effective elixir that gives another action point if you kill an enemy. I would say this is the best one to use to maximize your output through the turn. |
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Gain 3 stacks of Arcane Acuity. I would say this should be the most used elixir for higher spell success. |
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Another good choice that allows to better maintain spell Concentration. |
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Grant's a single level 3 spell slot. Could be useful in case you are preparing for a longer encounter. |
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Grant's a single level 4 spell slot. Could be useful in case you are preparing for a longer encounter. |
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For some encounters, you will want to go first. This elixir will ensure that it overcomes even surprise mechanics. However, if you have ![]() |
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 |
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Base | Beneficial power to take as it does not have any costs, and provides only benefits on the first hits with attack rolls. |
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Base | An easy way to ensure you land critical hits. |
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Base | Can help to kill an enemy faster if it is left with a few HP. |
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Base | A great way to weaponize your reaction before obtaining ![]() |
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Elite | Can be used to maximize the effectiveness of charisma-based skills, especially relevant to the main character. |
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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. |
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Elite | Can be used to save yourself from a deadly spell. This is especially relevant as you will have a disadvantage on mental saving throws. |
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Elite | Remove the cost of spell slots or charges. |
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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. |
Equipment Recommendations
Now I would like to go through some gear recommendations to maximize the Storm Sorcerer Build. Items are especially important as they take the build to the next level thanks to their unique effects.
Act 1
For most of Act 1, your melee weapon slots will be free, so use anything there.
Slot | Item | Description |
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When used with ![]() |
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Gives +1 to spell attack rolls or DC. An alternative to ![]() |
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It can be used to apply damage and attack roll buffs in various combat encounters. Wearing it together with other staves will require ![]() |
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The higher initiative bonus will allow you to start your turn earlier. |
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Equipping two of these will allow you to attack with off-hand. This is important as you may not have used for bonus action if your Sorcery points have been expended, so this will allow some bonus damage. | |
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It provides a substantial defensive boost by reducing critical hit damage. |
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Gives a bonus to saving throws, easily accessible early in the game. | |
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Increases Spell Save Difficulty Counter, while obscured. Very easy to activate, use Shift, to see the sun icon, it should be half or full empty. |
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The best defensive option in Act 1. Works well with ![]() |
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- | Nothing relevant for the build |
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The best spellcaster robe in Act 1. Works well with ![]() |
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Applies Reverbation when dealing thunder or lightning damage. With 5 stacks, this will deal a bonus 1d4 damage and can make enemies Prone. This can be easily achieved once you have ![]() |
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Gives whooping +2 Armour Class. This is the perfect option especially if you do not have shield proficiency. | |
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Defensive gloves that allow to negate enemy ranged attack. | |
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Excellent shoes for applying Reverbation. However, if you have a Cleric or other ![]() |
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One of the best boots, giving a total advantage for movement on difficult surfaces. It also gives ![]() |
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Can help with avoiding opporunity attacks when enemies are close. | |
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Excellent amulet which improves ![]() |
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A good amulet that allows restoring level 3 or lower spell slots. This way you could get additional sorcery points. | |
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A good amulet to obtain mobility via Misty Step. | |
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Gives defensive bonuses to Armour Class and Saving Throws. |
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Allows Casting invisibility for free once per long rest. | |
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Bonus thunder damage to thunder spells works with 5 Reverbation stacks from ![]() |
Act 2 - mid-game
Slot | Item | Description |
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- | Continue using weapons from Act 1, as nothing comes close in terms of usefulness. |
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Gives an additional cast of level 3 ![]() ![]() |
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Still the best bow, as initiative plays a vital role for first mover advantage during encounters. | |
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Can be useful to precast ![]() |
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The best shield for casters as it gives +1 Spell Save DC, increasing spell success. |
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What makes this shield amazing is that by wearing it you will be going first most of the time during encounters. | |
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Adds +1 Spell Save DC improving spell success. |
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An option in case ![]() ![]() |
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Improves survivability and Saving Throw success. You want to equip this cloak to maintain that good Armour Class. |
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Because most of the enemies you come across will have Reverbation this cloak will further help to weaken those foes. | |
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Same armor from Act 1 that improves Spell Save DC. |
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Gives bonus Spell Save DC. | |
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The best gloves in terms of stacking bonus Reverbation, especially via ![]() |
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Decent gloves with the ability to cast ![]() |
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- | Anything from Act 1. | |
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They are still the best boots for applying various conditions. |
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Slightly improves Armour Class resulting in a higher survivability. | |
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- | Previous Act Amulets. |
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An amazing amulet that proves valuable in the late game for restoring level 5 and 6 spell slots. Can be worn off after use. | |
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The ![]() |
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Once you reach level 9 and unlock ![]() |
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The ring's bonus radiant damage will help activate ![]() |
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It is fairly easy to cast any ![]() |
Act 3 - Final Build setup
This is the last act of the game, where you will get access to the most powerful items. To get them as early as possible you will need some planning, but overall, it should not be a problem.
Slot | Item | Description |
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The ultimate caster weapon that enables the ![]() ![]() ![]() |
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A very powerful weapon, that improves damage and attack rolls with each killed foe up to +3. | |
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It gives the ![]() |
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Vampiric staff with improvements to Spell Save DC. | |
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The bonus initiative is an excellent boost to go early in combat. If it is not a surprise round, it is almost guaranteed. |
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This is still the top contender for the build |
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Allows casting Shield as a reaction, giving a bonus layer of protection. | |
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A good caster headwear that gives bonuses to spell attack rolls and spell save DC. |
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Gives +2 Charisma, which will allow you to reach 24 with all the bonuses. | |
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Improves Spell Save DC. However, the main caveat is that this cloak is in demand by all casters. |
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Provides an increased chance of avoiding enemy attacks with attack rolls. | |
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If you have light armor proficiency from race, this is a very powerful armor and the best one for the caster. The Constitution Saving Throw advantage is a huge boon. It also improves Spell Save DC. |
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Improves Spell Save DC and also Armour Class. Excellent caster robe. | |
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Improves Saving Throw success by giving a bonus based on your spellcasting modifier. | |
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Good gloves with a boost to Spell Save DC |
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Boosts Spell Save DC by 1. | |
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Gives an option to pass a Saving Throw using reaction. Moreover, improves the movement via Difficult Terrain. |
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One of the best boots in the game, enabling free movement on difficult terrains and giving ![]() |
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Provides +2 Spell Save DC. However, it is better used on Cleric to get the bonus Channel Divinity charge. |
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Allows restoring any level of spell slot. | |
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A somewhat overlooked ring, but it gives +1 Spell Save DC. It can help land that initial spell. |
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This ring can help with debuffing foes when you scroll cast and they fail saving throws. | |
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Will give additional radiant damage rider and will affect multiple targets. | |
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The armor class boost from the ring slot is valuable throughout the game. |
Build Mechanics
In this section, I would like to dive deep into how to play the Storm Sorcerer Build. This will help you utilize it to the fullest and correctly use various actions and spells throughout the game.
Important Mechanics and Combos
Let's go through key mechanics and tips on how to use the build effectively.
Easily apply Wet
The build revolves around very high lightning and cold damage. To reach it, you should apply Wet status on enemies whenever that is possible. This is pretty easy and there are a few ways of doing that:
- Have someone cast
Create or Destroy Water. You can also cast it yourself, but this will limit the number of action points available. Having
Metamagic: Quickened Spell is perfect for this.
- Drag the Water Bottle from the inventory onto the ground or close to the enemies. The next step will require some kind of
Hand Crossbow +1 so that you can shoot with offhand. Now hit the bottle with your arrow, and it will break, applying wet to the nearby targets.
- Have someone (like Wizard or Druid) with a level 6 spellslot and access to
Conjure Elemental. This allows summoning
Conjure Elemental: Water Myrmidon, which can use
Healing Vapours to apply wet on everyone in the area.
With these options, you can greatly improve the build damage from the early levels.
Maximum Lightning Damage
So, the main build highlight is Lightning damage. To get huge numbers you will need a few things:
- Apply Wet status, which was mentioned above for double damage.
- Use Lightning spells like
Witch Bolt,
Lightning Bolt, or
Chain Lightning (accessible via level 11 wizard/sorcerer, scrolls, or
Markoheshkir).
Maximum Cold Damage
Cold is fairly simple and very similar to Lightning. Overall, you want to use it on Wet enemies as this will double the damage. Moreover, spells like Cone of Cold can freeze water surfaces creating difficult terrain and impairing enemy movement speed.
Metamagic effectiveness
One of the core mechanics that sorcerers have and get an edge on other casters is Metamagic. The first actions are obtained at level 2, and you get more and more as you level up. Here are a few that I recommend:
Metamagic: Quickened Spell - allows casting spells with bonus action, which is an extremely powerful option for Nova rounds, or just inflicting damage and control on the same turn.
Metamagic: Heightened Spell - enemies have a disadvantage on Saving Throws against your spells.
Metamagic: Subtle Spell - you can overcome Silence, in case there is a situation where your character is affected by it.
Metamagic: Twinned Spell - if the spell is a single target, it can now affect two targets -
Haste,
Command level 1, etc.
The main problem is that these require Sorcer Points which are limited. Still, you can use Create Sorcery Points and consume level 2 spell slots, which have limited uses in the late game.
Minor Illusion to divert enemies
On the other hand, you can also use something like Minor Illusion to pull enemies together, change their vision cones, and attack with the same spell but hit 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.
Early Game Combat
Let's cover how you should progress combat levels 1-6.
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.
- Once you unlock level 2 spell slots
Cloud of Daggers can be used to hit enemies that are stacked together. There are 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.
Mid to Late Game Combat
- Once you obtain
Markoheshkir, be sure to activate Kereska's Favour with Bolts of Doom or Frost of Dark Winter. This gives access to high-level spells like
Chain Lightning,
Cone of Cold, or
Ice Storm.
Ice Storm is a very powerful spell that can serve two purposes - damage and control. First, it covers the area in ice, which can force enemies to skip their turn, and inflicts two types of damage -cold + bludgeoning.
Sleet Storm is a great spell to cover an area in ice and force enemies to become prone.
- Feel free to use Cleric spells like
Sanctuary, and
Healing Word if some support is needed for the party.
- Use the
Arcane Battery feature from items like
Markoheshkir and
Staff of Spell Power to cast high-level spells for free.
Chromatic Orb can still be used to inflict decent damage on a single target.
- Otherwise, the tactics stay the same throughout the game.
Build Variations
Here are some variations that work similarly and utilize 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 ![]() ![]() |
Conclusion
Thank you for reading the Storm Sorcerer Build for Baldur's Gate 3. The build offers a powerful caster build that can control all wind, thunder, and lightning effects. Storm Sorcery also gives improved mobility and great reactions for dealing slightly more damage.
Cheers!
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