The Storm Sorcery sorcerer in 168澳洲幸运5开奖网:Dungeons & Dragons is a subclass that embodies the influence of storms such as hurricanes, typhoons, and monsoons. Your bloodline might have been visited by a powerful air genie known as a djinn or perhaps your pregnant mother sailed through a stor🐽m created by an elder tempest serpent.

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W🌱hatever the case, the power of storms has passed down to you and affects every ounce of magic you can muster. Storm Sorcery focuses on flight, area of effect damage, and the ability to control wind. Consequently, this is a stellar subclass for 🌳any seaborne campaign.

Best Storm Sorcery Sorcerer Features

A storm giant reaches with lightning from the waves towards adventurers on a boat
Hall of Storm Giants (Variant) by Alex Stone

Wind Speaker And Tempestuous Magic

At first level, you gain the Wind Speaker and Tempestuous Magic abilities. Wind Speaker gives you complete mastery of the Primordial language which allows you to communicate with Elementals including creatures who speak Primordial dialects such as Auran, Ignan, Terran, and Aquan. This is largely a flavor feature unless you know you're in a campai🅠gn that heavily features Elementals.

On the other hand, Tempestuous Magic is the backbone of this subclass. Every time you cast a spell of 1st level or higher, this ability allows you to fly 10 feet, and this movement doesn't provoke opportunity attacks.

Because this feature makes no mention of your speed, i💛t works i♏n tandem with your character's base movement speed.

In other words, Tempestuous Magic increases your speed by ten feet every time you cast a leveled spell and allows you to float out of danger's reach. This is a hugely useful skill: so much so that our spell selection should reflect our ability to use this feature and look to amplify its power.

Storm Guide And Heart Of The Storm

At sixth level, you'll gain these two abilities. Storm Guide is yet another mostly flavor feature, however, it might have some neat use cases alongside spells that manipulate wind assuming your Dungeon Master's (DM's) ruling allows for it. The first thing this ability does is let you use an action to stop rain from falling in a 20-foot radius spওhere around you.

Unless your party runs into acid rain, hail, or a heavy precipitation that restricts sight, you'll probably never find this feature useful aside from making your character look cool. That being said, the part of this ability that allows you to use a bonus action to change the direction the wind is blowing within a 100-foot radius sphere around you can work quite nicely with spells like Gust of Wind.

Typically, Gust of Wind would only allow you to fire wind in a line emanating from your character. In concert with this ability and a favorable DM ruling though, you could divert the wind to blast from other directions. This also goes for spells including Control Winds, Warding Wind, Whirlwind, Wind Wall, Dust Devil, and other spells that summon wind.

As always, the DM has the final say on combining abilities as mentioned in the exampl🃏e above as well as all maꦫtters dealing with the rules. Make sure to talk with your DM about your interest in playing a Storm Sorcery Sorcerer and how you plan to interpret its abilities with other rules. Otherwise, you could run into a very awkward moment for the both of you.

You might even be able to use this ability alongside the cantrip Gust to manipulate gaseous spells like Fog Cloud, Stinking Cloud, and Cloudkill. However, the෴se spells say they are dispersed by wind in their descriptions, so this might be a bit of a reach.

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Meanwhile, Heart of the Storm provides you with resistance to lightning and thunder damage. On top of that, creatures of your choice within 10 feet of you take lightning or thunder damage equal to half your sorcerer level every time you cast a leveled spell. This is a great ability that requires no rules interpretꩵation to be powerful.

Heart of the Storm rewards you for 🎶casting spells whilst near multiple enemies. Remember, you can use your Tempestuous Magic to easily fly out of the reach of your foes after hitting them with your choice of lightning or thunder damage from Heart of the Storm.

Storm's Fury

At the 14th level, you gain a reaction that allows you to deal lightning damage equal to your sorcerer level when hit by a melee attack. In addition, the attacker must make a Strength save against your spell save Difficulty Class (DC) or be knocked up to 20 feet away in a straight line. Forced movement is always powerful especially wh🍒en you can move creatures as far away as 20 feet.

Wind Soul

Finally, at 18th level your resistance to lightning and thunder damage is upgraded to immunity. You also gain a permanent flying speed of 60 feet. You can use an action to reduce this flying speed to 30 feet and grant a number of allies equal to your Charisma modifier +3 the sam🤪e flying speed for an 🤪hour.

Immunity is hard to come by in Dungeons & Dragons which makes this a powerful capstone feature on its own seeing as you receive two damage immunities. Add an impressive flying speed that can be bestowed on your entire party and more, and we're really cooking with gas. In a lot of ways, the ability to give your entire party flight is a DM's worst nightmare even at this high of a level.

Best Species For A Storm Sorcery Sorcerer

Two Shadow Magic Sorcerers casting their magic in DND.

Charisma based spellcasters like the Sorcerer will want to maximize their Charisma score as quickly as possible. Consequently, species from the Player's Handbook that provide a +2 to Charisma will be your best choices. These include the half-elf and tiefling. However, many DMs use the optional rules from Tasha's Cauldron of Everything for customizing your origin.

Variant Human and Custom Lineage are always the best species thanks to their access to a free feat. If your DM gives every species a𓄧 free feat, bans these options, or you want to lean into flavor, continue reading this section.

If you can customize your origin, choose to maximize your Charisma and consider the following species as well: aarakocra, sea elf, lizardfolk, tabaxi, tortle, and triton. Below is a table with each species' benefits.

Species

Benefits

Aarakocra

  • Flying speed equal to 30 ft. walking speed
  • Unarmed attack for 1d6 + Strength modifier
  • Cast Gust of Wind spell once per day

Half-Elf

  • +2 Charisma
  • +1 to two other ability scores
  • 60 ft. darkvision
  • Advantage on saves against charmed condition
  • Proficiency in TWO skills of your choice
  • Learn Common, Elvish, and one other language of your choice

Lizardfolk

  • Swimming speed equal to 30 ft. walking speed
  • Unarmed attack for 1d6 + Strength modifier
  • Hold breath for up to 15 minutes
  • Bonus action unarmed attack that provides temporary hit points equal to proficiency bonus
  • Base AC 13 + Dexterity modifer
  • Proficiency in TWO of choice of:
    • Animal Handling, Medicine, Nature, Perception, Stealth, or Survival

Sea Elf

  • Considered an elf for effects that care about that
  • Swimming speed equal to 30 ft. walking speed
  • 60 ft. darkvision
  • You can breathe underwater
  • Resistance to cold damage
  • Advantage to save against charmed condition
  • Communicate simple ideas to Beasts with swim speeds
  • Perception proficiency
  • Trance: 4 hour long rest

Tabaxi

  • Medium or small size
  • Climbing speed equal to 30 ft. walking speed
  • Unarmed attack for 1d6 + Strength modifier
  • Perception and Stealth proficiency
  • 60 ft. darkvision
  • Double your speed until end of turn. Resets if you don't move

Tiefling

  • +2 Charisma and +1 Intelligence
  • Fire resistance
  • 60 ft. darkvision
  • Cast Thaumaturgy cantrip
  • Cast Hellish Rebuke and Darkness once per day
  • Learn Common and Infernal

Tortle

  • Medium or small size
  • Unarmed attack for 1d6 + Strength modifier
  • Hold breath for up to 1 hour
  • Base AC of 17
  • Proficiency in choice of:
    • Animal Handling, Medicine, Nature, Perception, Stealth, or Survival

Triton

  • Swimming speed equal to 30 ft. walking speed
  • Can breathe underwater
  • Cast Fog Cloud, Gust of Wind, and Water Walk once per day
  • 60 ft. darkvision
  • Communicate simple ideas to Beasts, Elementals, and Monstrosities with swim speeds
  • Resistance to cold damage

The Mark of Stor🌟m Half-Elf variant is an especially great choice if you're interested in playing a Half-Elf: both flavorwise and mechanically.

Best Ability Scores For A Storm Sorcery Sorcerer

A spellcaster fires lightning shattering an hourglass.
Pull from Tomorrow by Sarah Winters

As mentioned previously, you'll want to maximize your Charisma as quickly as🌃 possible. This score decides the efficacy of your spell attack rolls, spell save DC, and C🍸harisma based skills: all of which are monumentally important to your character.

Second up is Constitution. A high hit point pool is important for all characters, but the Storm Sorcery sorcerer in particular wants to get close to opponents in order to utilize its Heart of the Storm area of effect ability. Even though you have ways to escape melee, this still puts you at greater ri𝔉sk than other characters.

The sorcerer's proficiency in Constitution sav🃏ing throws and better checks to maintain concentration are also good reasons why Constitution is more impo🅠rtant than Dexterity.

Third most important is Dexterity. This score affects your AC as well as your initiative rolls. The s⛦tealth skill and Dexterity saving throws are also incredibly common rolls that will💟 come up in a campaign again and again. Consequently, you'll want a decent Dexterity.

There's an argument for focusing on Intelligence over Dexterity in a༺ 🎶party that doesn't have an Intelligence based character. Knowledge skill checks can sometimes be the difference between life and death in a difficult campaign.

Intelligence and Wisdom compete for fourth most important. If you're in a party that doesn't have 168澳洲幸运5开奖网:an Intelligence based character, go for Intelligence as you'll want ไto take proficiencies in Intelligence based skills. If not, focus on Wisdom to give yourself better luck against Wisdom saving throws. This is another incredibly common roll that can ha♒ve devastating effects if you fail against it.

Last of all is Strength. Sorcerers simply aren't made to be strong characters as none of💧 their features have anything to do wi༒th it. Even if you choose a species that has a Strength based unarmed attack, it's just not worth taking Strength over the other ability scores.

Best Feats For A Storm Sorcery Sorcerer

Djinn summons wind magic while flying above the sea
Djinni Windseer by Livia Prima 

Feats that are typically good for all Sorcerers are similary good for Storm Sorcery sorcerers. The one exception would be Telekinetic🌊 as your bonus action will likely be occupied by your Storm Guide feature so that you can manipulate the winds summoned with your spellcastin🌳g. Here's a table of the best options:

Feat

Benefits

Aberrant dragonmark

  • +1 Constitution.
  • Learn a cantrip and 1st level spell from the Sorcerer spell list.
  • When you cast the 1st level spell, gain temporary hit points or inflict damage equal to proficiency.

Fey touched

  • +1 Intelligence, Wisdom, or Charisma.
  • 1st level spell of your choice from enchantment or divination schools.
  • 2nd level spell Misty Step (good flavor here).

Inspiring leader

  • Give up to six creatures temporary hit points equal to your level + your Charisma modifier at the end of every short or long rest.

War caster

  • Advantage on Constitution saving throws to maintain concentration.
  • Perform the somatic components of spells even if both hands are occupied.
  • You can use your opportunity attack to cast a spell that costs an action and targets one creature.

Ritual caster

  • Access to ritual casting.
  • Two 1st level ritual spells of your choice from a spellcasting class.
  • Scribe spell scrolls you find into your ritual book.

Prodigy

  • Human or Half-Elf prerequisite.
  • Gain a skill proficiency, tool proficiency, and fluency in one language
  • Gain expertise in a skill with which you are proficient (great for knowledge skills).

Skill expert

  • +1 to an ability score of your choice.
  • Proficiency in a skill of your choice.
  • Gain expertise in a skill with which you are proficient (great for knowledge skills).

Shadow touched

  • +1 Intelligence, Wisdom, or Charisma.
  • 1st level spell of your choice from the illusion or necromancy schools.
  • 2nd level spell Invisibility.

Spell Sniper

  • When you make a spell attack roll, its range is doubled.
  • Ranged spell attacks ignore half and three-quarters cover.
  • Learn one cantrip that requires an attack roll from any spellcasting class.

Metamagic adept

  • Learn two Metamagic options of your choice from the Sorcerer class.
  • Gain two sorcery points.

The Best Spells For A Storm Sorcery Sorcerer

An orc summons lightning from an item in a marble hall
Sudden Insight by Dan Scott

As mentioned above, spells that summon wind are especially good here as your bonus action allows you to manipulate wind. As a Sorcerer, the Storm Sorcery subclass a🍌lso benefits from taking spells 🐻that work well with Sorcerer metamagics for all Sorcerers.

In case you're unaware, the best metamagic options are almost always Twinned Spell and Heightened Spell. Both🍸 of these metamagics have wide applications to a variety of spells that will unlock a level of spellcasting unattainable by other spellcasting classes. For your ease of use, belo𝓡w is a table containing all of the spells you may want to consider.

Spell Name

Spell Level

Concentration?

Metamagic or Heart of the Storm

Chomatic Orb

1st

No

Twinned spell

Ice Knife

1st

No

Twinned spell

Thunderwave

1st

No

Flavor

Witch Bolt

1st

Yes

Flavor and Twinned spell

Tasha's Mind Whip

2nd

No

Twinned spell

Hold Person

2nd

Yes

Twinned spell or Heightened spell

Gust of Wind

2nd

Yes

Heart of the Storm

Dust Devil

2nd

Yes

Heart of the Storm

Warding Wind

2nd

No

Heart of the Storm

Blindness/Deafness

2nd

No

Twinned spell

Vortex Warp

2nd

No

Twinned spell

Haste

3rd

Yes

Twinned spell

Wind Wall

3rd

Yes

Heart of the Storm

Lightning Bolt

3rd

No

Flavor

Thunder Step

3rd

No

Flavor

Polymorph

4th

Yes

Twinned spell

Dominate Person

5th

Yes

Twinned spell or Heightened spell

Control Winds

5th

Yes

Heart of the Storm

Disintegrate

6th

No

Twinned spell or Heightened spell

Chain Lightning

6th

No

Flavor

Finger of Death

7th

No

Twinned spell or Heightened spell

Whirlwind

7th

Yes

Heart of the Storm

The Storm Sorcery sorcerer is one of the most flavorful subclass options in the game if a tad bit underpowered in comparison to some 168澳洲幸运5开奖网:other sorcerer subclass options. That being said, this subclass will excel in any campaign where sea travel is a consistent theme. This is also a great choice for anyone who just loves forc🎀e lightning. L⭕ive a little, you know Witch Bolt is cool.

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