Storm Sorcery |
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Initial Storm Sorcery Features |
Inherited Sorcerer Features |
Initial Spells/Actions |
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Storm Sorcery is a Subclass of Sorcerer in Baldur's Gate 3. Storm Sorcery's primary ability is Charisma, their saving throw proficiencies are Constitution & Charisma, and they have a Hit Dice of 1d6. They have proficiency with Daggers, Quarterstaves, and Light Crossbows. (Note this class is unavailable in EA and all info is either data mined or based on DND 5e materials and are subject to change.)
The Storm Sorcery is a unique subclass of the Sorcerer, featured in Dungeons & Dragons and available in Baldur's Gate 3 since Early Access. Storm Sorcerers harness the raw power of tempests and elemental forces, making them distinct from other spellcasters.
This subclass draws its power from the forces of nature, specifically the fury of storms and tempests. Storm Sorcerers have an inherent connection to the elements and can command the power of lightning, thunder, wind, and rain to their advantage.
Whether crackling with the energy of ancient deluges or pierced by gales and hurricanes, your lineage is a strange tapestry scrawled by a tempest.
BG3 Sorcerer Class Features
HIT POINTS
- Hit Points at 1st level: 6 + Constitution Modifier
- Hit Points at Higher Levels: 4 + Constitution Modifier
PROFICIENCIES
- Weapons: Daggers, Quarterstaffs, Light Crossbows
- Saving Throws: Constitution, Charisma
- Skills: Choose 2 skills from - Arcana, Deception, Insight, Intimidation, Persuasion, Religion
EQUIPMENT
SPELLCASTING
- Cantrips: Choose 4
- Known Spells: 1 + Charisma modifier
- Spell Slots: 2 Level 1 Slots
UNIQUE CLASS FEATURE
BG3 SORCERER CLASS PROGRESSION
- Level 1 - Sorcerer Subclass (Wild Magic, Draconic Bloodline, Storm Sorcery)
- Level 2 - Sorcery Points +2 (Class Features)
- Level 2 - Create Sorcery Points (Bonus Action)
- Level 2 - Create Spell Slot (Bonus Action)
- Level 2 - Choose 2 Metamagic
- Level 3 - Choose 1 Metamagic
- Level 4 - Feats - Choose one from the Feats list
- Level 8 - Feats - Choose one from the Feats list
- Level 10 - Choose 1 Metamagic
- Level 12 - Feats - Choose one from the Feats list
BG3 STORM SORCERY FEATURES PROGRESSION
- Level 1 - Tempestuous Magic (Subclass Features)
- Level 6 - Heart of the Storm (Subclass Feature)
- Level 6 - Heart of the Storm: Resistance (Subclass Feature)
- Level 6 - Learn Call Lightning, Sleet Storm, Gust of Wind, Create or Destroy Water, & Thunderwave
- Level 11 - Storm's Fury (Subclass Feature)
BG3 SORCERER SPELL SLOTS
| Sorcerer Level | Sorcery Points | Cantrips Known | I | II | III | IV | V | VI |
| Level 1 Sorcerer | - | 4 | 2 | - | - | - | - | - |
| Level 2 Sorcerer | 2 | 4 | 3 | - | - | - | - | - |
| Level 3 Sorcerer | 3 | 4 | 4 | 2 | - | - | - | - |
| Level 4 Sorcerer | 4 | 5 | 4 | 3 | - | - | - | - |
| Level 5 Sorcerer | 5 | 5 | 4 | 3 | 2 | - | - | - |
| Level 6 Sorcerer | 6 | 5 | 4 | 3 | 3 | - | - | - |
| Level 7 Sorcerer | 7 | 5 | 4 | 3 | 3 | 1 | - | - |
| Level 8 Sorcerer | 8 | 5 | 4 | 3 | 3 | 2 | - | - |
| Level 9 Sorcerer | 9 | 5 | 4 | 3 | 3 | 3 | 1 | - |
| Level 10 Sorcerer | 10 | 6 | 4 | 3 | 3 | 3 | 2 | - |
| Level 11 Sorcerer | 11 | 6 | 4 | 3 | 3 | 3 | 2 | 1 |
| Level 12 Sorcerer | 12 | 6 | 4 | 3 | 3 | 3 | 2 | 1 |
BG3 Storm Sorcery Tips & Builds
- You can check out our Sorcerer build guide here.
- Sorcerers gain one Sorcery Point for each Sorcerer Level past the 1st.
ALL SORCERER SPELLS IN BALDURS GATE 3
You can search by Name, Level, School, Casting Time and Class. Just type into the search box what you are looking for.
Quick Search of All Sorcerer Spells
| Name | Level | School | Casting time | Description |
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Cantrip | Conjuration |
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Hurl a bubble of acid that hurts to each creature it hits. |
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Cantrip | Abjuration | Take only half of the damage from Bludgeoning, Piercing, and Slashing attacks. |
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Cantrip | Necromancy |
Prevent the target from healing until your next turn. An undead target receives Disadvantage on Attack Rolls. |
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Cantrip | Evocation | Iluminate a 9m/18ft radius. |
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Cantrip | Evocation | Hurl a mote of fire. |
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Cantrip | Enchantment | Gain Advantage on Charisma Checks against a non-hostile creature. Once the spell ends, the creature knows it was Charmed and might accuse the spellcaster. |
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Cantrip | Evocation | Action |
Infuse an object with an aura of light. |
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Cantrip | Conjuration | Action |
Create a spectral hand that can manipulate and interact with objects. |
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Cantrip | Illusion | Action |
Create an illusory image that distracts nearby creatures, compelling them to investigate. |
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Cantrip | Conjuration | Action |
Project a puff of noxious gas. |
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Cantrip | Evocation | Action |
Reduce the target's Movement Speed by 3m. |
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Cantrip | Evocation | Action |
The target cannot use reactions. This spell has Advantage on creatures wearing metal armour. |
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Cantrip | Divination | Action |
Gain Advantage on your next Attack Roll. |
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Lv 1 | Abjuraation | Action Spell Slot |
Gain 5 temporary hit ponts and deal 5 Cold Damge to any creature that hits you with a melee attacks. |
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Lv 1 | Evocation | Action Spell Slot |
Each flammable targets is thi with 3∼18 Fire damage. On Save: Targets still take half damage. |
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Lv 1 | Evocation | Action Spell Slot |
Charm a humanoid to prevent in from attacking you. You gain Advantage on Charisma Checks in dialogue and prevent it from attacking. Enemies have Advantage on Saving Throws against being Charmed. When the spell ends, the target might accuse you of Charming them. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 3d8 elemental damage of your choice |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Acid Damage and creates an acid surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Cold Damage and creates a frozen surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Fire Damage and creates a fire surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Lightning Damage and creates an electrified surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere of energy that deals 2d8 Poison Damage and creates an poison surface. |
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Lv 1 | Evocation | Action Spell Slot |
Hurl a sphere that deals 3-24 Thumder damage and possibly creates a surface on impact. Alternative, choose a different type of damage. |
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Lv 1 | Illusion Spell | Action Spell Slot |
Blind creatures up to a combined 33 hit points. |
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Lv 1 | Transmutation Spell | Action Spell Slot |
Call forth rain or destroy a water-based. |
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Lv1 | Illusion Spell | Action Spell Slot |
Magically change all aspects of your appearance. |
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Lv1 | Transmutation Spell | Action Spell Slot |
Triple a creature's jumping distance. |
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Lv1 | Transmutation Spell | Bonus Action Spell Slot |
Gain Dash immediately and as a bonus action on each of your turns until this spell ends. 1 Turn |
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Lvl | Necromancy Spell | Action Spell Slot |
Gain 7 temporary hit points. |
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Lvl | Transmutation Spell | Bonus Action Spell Slot |
You and nerby allies Immunity to Falling damage. |
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Lv 1 | Conjuration | Action Spell Slot |
The cloud Blinds and Heavily Obscures creatures within it. 10 Turns |
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Lv 1 | Conjuration | Action Spell Slot |
Cover the ground in grease, slowing creatures within and possibly making them fall Prone. |
Ice Knife |
Lv 1 | Conjuration | Action Spell Slot |
Throw a shard of ice that deals 1∼10 Piercing damage. It explodes and deals 2∼12 Cold damage to anyone nearby. It leaves an ice surface. 2 turns On Miss: The shard of ice still explodes. |
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Lv 1 | Abjuration | Action Spell Slot |
Protec a target from attacks: increase its Armour Class to 13 + its Dexterity modifier. |
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Lv 1 | Evocation | Action Spell Slot |
Shoot 3 magical dsarts, each dealing 2∼5 Force damage. They always hit their target. |
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Lv 1 | Necromancy | Action Spell Slot |
Possibly Poisons the target. |
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Lv 1 | Abjuration | Reaction Level 1 Spell Slot |
When you are about to be hit by an enemy, increase your Armour Class by 5. You take no damage from Magic Missile. |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Put creatures into a magical slumber. Select targets up to a combined 24 hit points. |
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Lv 1 | Enchantment | Action Level 1 Spell Slot |
Leve a creture Prone with laughter, without the ability to get up. |
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Lv 1 | Evocation | Action Level 1 Spell Slot |
Release a wave of thunderous force that pushes away all creatures and objects. |
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Lv 1 | Evocation | Action Level 1 Spell Slot |
Link yourself to a target with a bolt of lightning. Deal an additional 1∼12 Lightning Damage each turn by activating it. |
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Lv 2 | Necromancy | Action Level 2 Spell Slot |
Limit a foes sight range. It is easier to hit, and the creature will miss more often.
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Attackers have Disadvantage on Attack rolls against you. Doesn't affect creatures that don't rely on sight or that can see through illusions. |
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Lv 2 | Conjuration | Action Spell Slot |
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Lv 2 | Enchantment | Action Spell Slot |
Instil madness in a humanoid enemy, making them attack the creature closest to them (other than you), even if it's allied. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Create a cloud of magical darkness that Heavily Obscures and Blinds creatures within. Creatures cannot make ranged attacks into or out of it. 10 Turns |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Grant a creature the ability to see in the dark out to a range of 12m. |
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Lv 2 | Divination | Action Level 2 Spell Slot |
Focus your mind to read the thoughts of certain creatures while talking to them. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Bestow a magical enhancement upon an ally. They gain Advantage on Ability Checks with a chosen Ability. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Make a creature larger or smaller to affect their weapon damage and Strength Checks and Saving Throws. |
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Lv2 | Evocation | Action Level 2 Spell Slot |
Summon a strong wind that clears all clouds and pushes creautes back 5m, forcing them Off Balance. |
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Lv 2 | Enchantment | Action Level 2 Spell Slot |
Hold a humanoid enemy still. They can't move, act or react. Attacks from within 3m are always Critical Hits. |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Touch a creature to turn it Invisible. Attacks against it have Disadvantage. It attacks with Advantage. |
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Lv 2 | Transmutation | Action Level 2 Spell Slot |
Unlock an object that is held shut by a mundane lock. |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
Create 3 illusory duplicates of yourself that distract attackers. Each duplicate increases your Armour Class by 3. Whenever you successfully evade an attack, one of the duplicates disappears. |
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Lv 2 | Conjuration | Action Level 2 Spell Slot |
Surrounded by silver mist, you teleport to an unoccupied space you can see. |
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Lv 2 | Illusion | Action Level 2 Spell Slot |
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Lv 2 | Divination | Action Level 2 Spell Slot |
Become able to see Invisible creatures, and possibly reveal them to others. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Hur1 3 rays offire. Each ray deals 2∼12 Fire damage. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Damage all nearby creatures and objects. Creatures made of inorganic material such as stone have Disadvantage on their Saving Throw. On Save: Targets still take half damage. |
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Lv 2 | Evocation | Action Level 2 Spell Slot |
Cover an area in thick, flammable webbing that slows creatures within and possibly Enwebs them. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
At the end of your turn, roll a d20. On 11 or higher, you vanish into the Ethereal Plane. While there, you can't be harmed or seen in this world. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Lightning strikes all targets within range. Then for 10 turns, you can call down lightning again without expending a spell slot. |
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Lv 3 | Abjuration | Reaction Level 2 Spell Slot |
Nullify another creature's spell as a reaction. The spell must be 3rd level or lower. If it is higher, you must succed a Check to nullify it, the difficulty of which is based on the spell's Level. |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Enchant an item to shine like the sun or summon a sphere of sunlight that dispels all darkness around it. |
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Lv 3 | Illusion | Action Level 3 Spell Slot |
Project an image so frightening it makes targets drop everything and become Fearful. They will be easier to hit and cannot move. |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Shoot a bright flame from your fingers that explodes upon contact, torching everything in the vicinity. On Save: Targets still take half damage. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Bestow the ability to Fly upon yourself or an ally. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Transform yourself or an ally into a tiny gas cloud. It can't fall, and fits through small openings. It is very hard to damage. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Target yourself or an ally to become Hastened: gain an action, become faster and harder to hit. |
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Lv 3 | Evocation | Action Level 3 Spell Slot |
Call forth a blast of lightning that hits all creatures in the line of the eruption. On save: Targets still take half damage. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Hypnotise creatures that can see the pattern. They cannot attack you. They cannot move or act. |
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Lv 3 | Abjuration | Action Level 3 Spell Slot |
Touch a creature to grant it Resistance to Acid, Cold, Fire, Lightning, or Thunder damage. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Call forth a storm that disrupts the Concentration of spellcasters, douses fires, and creaates an ice surface. |
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Lv 3 | Transmutation | Action Level 3 Spell Slot |
Alter time around up to 6 enemies to Slow them. They won't get far, they can't do much, and they're easier to hit. |
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Lv 3 | Conjuration | Action Level 3 Spell Slot |
Create a cloud of gas so nauseating it prevents creatures from taking actions. |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Temporarily Banish your target to another plane of existence. |
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Lv 4 | Necromancy | Action Level 4 Spell Slot |
Plants are more susceptible to this spell: they roll with Disadvantage, and still take half of all the damage if they succeed the roll. On Save: Targets still takes half damage. |
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Lv 4 | Enchantment | Action Level 4 Spell Slot |
Befuddle a group creatures, causing them to attack at random, wander around aimlessly, and occasionally skip turns in the stupor. |
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Lv 4 | Conjuration | Action Level 4 Spell Slot |
Teleport yourself and up to 1 adjacent ally to a place you can see. The ally cannot be larger than medium. |
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Lv 4 | Enchantment | Action Level 4 Spell Slot |
Make a beast fight alongside you. Every time the beast takes damage, it makes a Wisdom Saving Throw against your domination. |
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Lv 4 | Illusion | Action Level 4 Spell Slot |
Turn a creature Invisible. Attack against it have Disadvantage. It attacks with Advantage. |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
2d8 Impel a storm of hail ice to crash from the sky, covering the ground and striking all objectas and creatures within range. On Save: Targets still take half damage. |
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Lv 4 | Transmutation | Action Level 4 Spell Slot |
Transform a creature into a harmless sheep. |
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Lv 4 | Abjuration | Action Level 4 Spell Slot |
Turn a creature's flesh hard as stone. It takes only half the damage of all non-magical Bludgeoning, Piercing, and Slashing damage. |
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Lv 4 | Evocation | Action Level 4 Spell Slot |
Create a blazing wall of fire, burning anyone who dares stand too close. |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Craft a large cloud that inflicts 5∼40 Poison damage per turn. You can reposition the cloud every turn. |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Make a flurry of frost, crisp air, and condensed snow crystals erupt from your hands. On save: Targets still take half damage. |
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Lv 5 | Enchantment | Action Level 5 Spell Slot |
Make a humanoid fight alongside you. Every time the creature takes damage, it makes a Wisdom Saving Throw against your domination. Allies cannot be dominated. |
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Lv 5 | Enchantment | Action Level 5 Spell Slot |
Paralyse a creature. It can't move, act or react. Attacks from within 3m are always Critical Hits. |
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Lv 5 | Conjuration | Action Level 5 Spell Slot |
Locust attack everyone within range, make the area Difficult Terrain, and impose Disadvantage on Perception Checks. On save: Targets still take half damage. |
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Lv 5 | Illusion | Action Level 5 Spell Slot |
Disguise up to 4 memebers of your adventuring party. |
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Lv 5 | Transmutation | Action Level 5 Spell Slot |
Throw a creature or object up to 18m with a thought. Once per turn, you can use Telekinesis again without expending a spell slot. Heavier items deal more damage. |
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Lv 5 | Evocation | Action Level 5 Spell Slot |
Raise a wall of non-magical, solid stone. |
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Lv 6 | Conjuration | Action Level 6 Spell Slot |
Create two liked teleportation portals. |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
Strike an enemy with lightning. Three more bolts will leap from the target, electrifying as many as three other enemies within 18m. On Save: Targets still take half damage. |
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
Sculpt a massive sphere of entropic energy around a creature. Devastate the target and all surrounding creatures. On Save: Targets still take half damage. |
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Lv 6 | Transmutation | Action Level 6 Spell Slot |
Shoot a thin green ray from your finger. If the 50∼100 Force damage reduces the target to 0 hit points, it disintegrates into a crumbly ash. |
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Lv 6 | Necromancy | Action Level 6 Spell Slot |
Your eyes become black corridors walled in teeth, your gaze capable of inflicting dread, sickness, or putting creatures to sleep. While Concentrating, you may cast Eyebite without expending a spell slot. |
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Lv 6 | Abjuration | Action Level 6 Spell Slot |
Creates a barrier that makes creatures and objetcs inside it Immune to all damage. |
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Lv 6 | Evocation | Action Level 6 Spell Slot |
A beam fo brilliant light sears and Blinds all creatures in its path. Until the spell ends, you can recast Sunbeam without expending a spell slot. On save: Targets still take half damage. |
All Sorcerer Spells Gallery
Sorcerer Cantrips
Sorcerer Lvl 1 Spells
Sorcerer Lvl 2 Spells
Sorcerer Lvl 3 Spells
Sorcerer Lvl 4 Spells
Sorcerer Lvl 5 Spells
Sorcerer Lvl 6 Spells
Anonymous
AnonymousStorm Sorcerer is a great idea, but there need to be, you know, more storm-related spells. There's really just 1 wind spell, 2 thunder, and 4 lightning (+1 melee cantrip). The options are limited for the concept, and I find myself relying mostly on ice for damage and CC. Heart of the Storm is also underwhelming because you have to put your sorc near stuff to actually make use of it, and it caps out at 6 damage; should just localize it to the points of damage.

AnonymousTHIS at lv 6 + acid dragonborn + lv 1 ranger poison resistence + bow that gave you fire and ice res, and you have a all elementals resistent sorcerer

Anonymous
Anonymous
I only picked this for having create water AND twin haste to combo with my tempest cleric 6/draconic sorc 6 multi and other 2 wizards with giga lightning damage after level 6.
Having flight after cast to hide in some high place is nice but usually you can get to those places by walking instead.
Other than this draconic sorc is better. If there is an item that allows for concentrating on two spells at once however it's god tier with hasted call lightning + wet but only then.
AnonymousSleet Storm is the secret winner here.
Slap on some boots like Hoarfrost boots, cast extended Sleet Storm, and kite everything to death.
AnonymousI think "known spells" is actually 1 + sorcerer level. Charisma does not seem to affect it.

Anonymous
AnonymousIt's really good for a one level dip for thief as you can activate some spells with bonus actions
With thief I recommend fog cloud with the fly it should just be extra escape options
AnonymousWait so Storm sorcerers actually get Call Lightning? Unlike the tabletop version?

AnonymousThey significantly buffed this compared to tabletop, thank god because in tabletop it’s hot garbage. Even weaker than wild magic was.

AnonymousI love when the squishy wizards get abilities that only trigger when they get smacked across their frail body
But at least this one's doesn't cost a spell slot and seems you'll be flying away from most combats
AnonymousHonestly love this sorc sub class, I'm running it pure lightning with the lightning staff to build charges. Running this with elemental adapt as well making lightning just so strong and unavoidable. I also run 1 level tempest cleric, more for flavor if anything but at low levels that reaction static shock from tempest cleric pairs well with this class and the elemental adapt feat. Also running all this with spellmight gloves and twinning shocking grasp, just something about those 3 combined feels dope to play. Also spamming the fly while just walking around makes str dumping feel not as bad. Can't jump? why not just cast a ritual spell and fly there.

AnonymousThey didn't even change this one all that much from base 5e but it's amazing how the level of positioning in something like a pc game where you are always occupying a real space on the map changes certain features. The level 1 feature of disengaging flight as a bonus action feels like a bad 'in case you messed up' ability in tabletop but in bg3 it is absolutely enormous. And bonus points, if you get a ritual spell or an amulet that lets you cast speak with dead, you can use that free bonus action as just a free burst of flight while exploring as well with no spell slots required. Can't understate how much that changes things for this class, the persistence of 3D space and the avenues that opens up. Course, the free spells don't hurt either!

AnonymousOk. I just want to ask to lvl 11 passive. If i cast sleet storm, then cancel that and trow some fire, its mean, if i get hit, everyone in large area go suffer?

Anonymous
AnonymousDidn't like the Draconic bloodline features so I'm just RP'ing that a Bronze Dragon (Lawful Good dragons that have a strong sense of justice and do not tolerate any form of cruelty) gave me a storm sorcery lineage. It works well given Bronze Dragons breath lightning and live on the coast. Bronze dragons even "smell of sea spray." One of Faerun's most prominent Bronze Dragons, Felgolos, (that you might recall from Storm King's Thunder) is even thought by some sages to be an aspect of elemental Goddess of Air and tempests Akadi.
It all works thematically!
Anyway, all I'm saying is that I'm a Storm Sorcerer with a draconic bloodline. My dad/mom is a mf dragon, not some air genie.
AnonymousThis is by far the best Sorcerer Subclass. I know its mid in DnD. But in this 3D space with extra spells and getting to the High-ground (hello there) in every situation is insane. I would always get War-caster for crazy cantrip explosions with Elemental Adept being optional. If something has resistance to lighting just twin-spell haste or a double dominate spell...Due to how insane caster gear is you don't really miss the extra tankiness from draconic bloodline and if you want more tankiness just put two levels of tempest cleric in and call it a day , you would miss out on Chain Lightning though, which is why you picked this class in the first place.

AnonymousAside from reactions and resistances, Storm Sorcerers will finally unlock Storm Sorcery Spells at Level 6. This adds the following spells to your Sorcerer spell list, allowing you to cast them without having to learn them in the level up screen.
Call Lightning (Level 3 Spell)
Sleet Storm (Level 3 Spell)
Gust of Wind (Level 2 Spell)
Create or Destroy Water (Level 1 Spell)
Thunderwave (Level 2 Spell)
AnonymousForcing Sorc/Ranger multiclass has made for a suprisingly fun experience.

AnonymousNot sure what lvl I was, but I have Create/Destroy Water and Call Lightning.

AnonymousLook at this subclass and tell me that they didn't rush the release. :)
Blue dragon is in the game, why would you choose this?
AnonymousI think blue dragon bloodline works better than storm. You get additional hp (per level) and damage (at level 6). If you are unarmored, you get an additional 3 AC in case you want to use some of the magical robes.

AnonymousYou get call lightning, create water, and a few other storm themed spells at level 6!

Anonymous
Anonymous
AnonymousSeriously? We already have enough elemental focus in this game, why did they choose to add this instead of Aberrant Mind. I want to squish Mindflayer brains with my OWN brain!

AnonymousSo if you keep slinging spells you can stay 10 above ground?

AnonymousStill no melee archetype for sorcerer. They put in eldritch knight but there is bladesinger or hexblade. Yes, they're op but I want my magic and melee combo. Dragon sorc only gets me so far.

Anonymous


















































































































This subclass is useless, the only reason is to get create water, but you want a 2 lvl cleric for tempest anyway which also gives you create water. Just go draconic electricity instead.
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