Contents
Guide to Storm Sorcerer / Tempest Cleric Build
By Helix#2180.
As a lover of the lightning element I’ve always found the Build fascinating for its huge burst of damage that can happen from seemingly out of nowhere. To that end, I would like to provide my take on the Build.
Attributes and Race
Race: Human/Half-Elf (Wood Elf)
Attributes:
- Strength: 8
- Dexterity: 14/15
- Constitution: 16
- Wisdom: 10
- Intelligence: 8
- Charisma: 16/17
Desired Attributes:
- Strength: 8
- Dexterity: 16
- Constitution: 16
- Wisdom: 10
- Intelligence: 8
- Charisma: 20+
Notes: Any Race works fine but for the purposes of this Build, Half Wood-Elf is ideal for their Darkvision, Advantages against Charm, Immune to Sleep, and high movement speed. Additionally, Civil Militia gives us shield Proficiency, useful for the early game as it will help allow us to use both a staff and a shield while boosting our AC a fair bit.
Leveling Guide and Spells
Lvl 1 – Lvl 6:
Starting from levels one to six pick the Draconic Bloodline for its natural defenses and extra spell, depending on which color you chose. This will in turn give you a total of 17 AC (+shield) so long as you’re wearing clothing.
For spells pick whatever you prefer, but the key ones you should be getting are:
- Chromatic Orb: Upcast when and if possible to get the most out of the spell as this will be where our burst comes from. Also a good and flexible spell depending on the enemy and their weaknesses.
- Magic Missile: Good to pick off enemies at low level or a hoard of weaker enemies.
- Shield: Good defensive spell to protect you in a round.
- Hold Person: Control spell that enables you’re other teammates to finish the enemy off.
- Haste: Very effective when twinned. More turns equal more damage / Action Economy.
- Counterspell: Protects you and your team from any harmful spells.
- Lightning Bolt: Great Aoe option
Notable Cantrips:
- Firebolt
- Frostbite
- Shocking Grasp
- Minor Illusion
Lvl 7 – Lvl 12:
From here on out, respec into 5 storm sorcerer / 2 Tempest Cleric and level the rest into sorcerer.
From Cleric
Cantrips:
- Guidance
- Blade Ward /Resistance / Sacred Flame
- Light
Lvl 1 Spells:
- Sanctuary: Further protection from enemy attacks.
- Command / Fast Healing
Notes: Command for further field control or Fast Healing purely to help downed allies
From Sorcerer
Cantrips:
- Firebolt
- Frostbite
- Shocking Grasp
- Minor Illusion
- Mage Hand
- Acid Spray
Lvl 1 Spells:
- Chromatic Orb*
- Magic Missile*
- Shield / False Life / Mage Armor (If wearing robes)
Lvl 2 Spells:
- Mirror Image
- Misty Escape
Lvl 3 Spells:
- Haste*
- Counterspell*
- Lightning Bolt*
Lvl 4 Spells:
- Wall of Fire
Lvl 5 Spells:
- Cone of Cold
- Hold Monster
Meta Magics:
- Distant Spell
- Twinned Spell
- Quickened Spell
- Heightened Magic
Feats
1st Feat:
- Ability Improvement
- Resilient: Charisma +1
Notes: We take ability improvement +2 in the event we have either 16 Charisma or 18 (with Hag’s hair) to to ideally hit 20 Charisma. If Hag’s hair is not an option then respec to 17 Charisma and take Resilience for +1 in Charisma.
Extra Notes: If we have the Hag’s Hair + the Memory of Loss + Patriar’s Memory, to 15 Dex and 16 Cha and then use the ASI to add +1 to said abilities.
2nd Feat:
- Ability Improvement (Aim for 20 Charisma)
If 20 Charisma is reached, Alternatives are:
- War Caster: To maintain concentration. Note it is a bit redundant due to con Proficiency from Sorcerer.
- Heavy Armor Master: To reduce incoming damage.
- Dual Wield: To wield a stat stick in your off hand and +1 to AC.
- Alert: For top priority in almost any fight.
Gear
Act 1: Early Game
- Headwear: The Shadespell Circlet
- Armor: The Protecty Sparkswall / Adamantine Splint Armor
- Handwear: Gloves of Belligerent Skies*
- Footwear: Boots of Stormy Clamour*
- Main Weapon: The Spellsparkler
- Off Hand: Absolute’s Warboard
- Amulet: The Blast Pendent
- Ring 1: Ring of Protection
- Ring 2: The Sparkswall
- Ranged Weapon: Bow of Awareness
Act 2: Mid Game
- Headwear: Fistbreaker Helm
- Main Weapon: Incandescent Staff
- Cloak: Thunderskin Cloak
- Off Hand: Sentinel’s Shield
- Amulet: Spineshudder Amulet
- Ring 1: Ring of Mental Inhibition*
- Ring 2: Coruscation Ring
Act 3: End Game
- Main Weapon: Markoheshkir*
- Off Hand: Kethric’s Shield / Raphsody (If Dual wielding)
- Headwear: Hood of the Weave*
- Armor: Robes of the Weave / Armor of Persistance / Helldusk Armor / Wavemother’s Robe
- Amulet: Amulet of the Devout*
- Ring: Ring of Feywild Sparks*
- Ranged Weapon: Hellrider Longbow
- Cloak: Cloak of the Weave
Extra Gear
- Pearl of Power Amulet
- Spellcrux Amulet
- Staff of Cherished Necromancy (To be used to freely cast a lvl 6 False Life)
Illithid Powers
- Luck of the Far Realms
- Black Hole
- Freecast
- Perilous Stakes (If in a non-Honor Mode Playthrough)
Playstyle
In short, always remember to:
- Twin Haste before every major fight.
- If possible, try starting a fight by creating water to make your enemies vulnerable to your Lightning and Frost Attacks.
- Control the Battlefield with AoE spells like Lightning Bolt or Call Lightning (unless your hasting).
- When you want that big burst damage, don’t forget to channel your divinity against a wet foe, as well as don’t forget to trigger your luck of the Far Realms to really push the damage Further.
I hope you found this helpful!
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