Quick Links
Baldur’s Gate 3has no shortage of effective spellcasters - full and mixed, but few can compare to the sheer damage potential of the Lightning God themselves, the Storm Sorcerer. However, also in true spellcaster fashion, the Storm Sorcerer remains one of the more complicated builds in need of a little careful prior planning.
Best operating as a tri-class build in the more difficult echelons of gameplay, you’ll have to plan your level-ups accordingly and select the right spells along your journey. Action economy will be everything, and abusing status conditions will become your favorite pastime. And we have everything you need to know to make the most of it.

Best Storm Sorcerer Races And Backgrounds
For the Storm Sorcerer, thereisn’t necessarily a “best race"for this class. However, you’re able to gain someearly advantages if you choose Dragonborn.
By electing to take Dragonborn, you cantake the Blue or Bronze dragonfor a Lightning Breath attack that can scale well with this build and give good, consistent damage without expending spell slots throughout gameplay.

We chose drow for our Storm Sorcerer Tactician run for no particular reason other than we felt like it. You, too should choose a race you enjoy more than picking an optimized game-breaking build; this is, after all, only aguide.
As for Backgrounds, thisStorm Sorcerer is actually best as theDark Urge.With Medicine that scales with Wisdom for the two levels of Cleric and Intimidation that operate well with Charisma, you’ll have two handy proficiencies that come to use often in a playthrough.

Alternative backgroundsthat also work include:
Choosing the Dark Urge is highly recommended for this build, thanks to the cloak it grants.
With the ability to turn invisible after every kill and this build’s penchant for killing on a massive scale, you won’t need to worry so much about the Sorcerer’s squishy stats.

Multiclassing As A Storm Sorcerer
This build is best operated asa tri-class build. After strenuous testing on Tactician mode, we have determined thebest multiclassing strategy to follow as you level up:
Cleric 1 and 2

Level 8-12
Sorcerer 5-9
This build gives yousecond-level spell slots early, takes a break forlearning spell scrolls,ensures you should have the necessary headband to make this build work, andreturns to Sorcerer for a much-needed Ability Score Improvement.
From there, gaining theCleric Channel Divinity is nexton the list beforefinishing out the build in Sorcerer.

Five
Cone of Cold,Hold Monster
When you begin as a Sorcerer, you’ll want totake spells in the cantrip section of the tableabove. You’ll have one extra slot left over, and this shouldeither go toFire BoltorChill Touch.
Leveling up,Witchbolt and Chromatic Orb will be your workhorsesfor the first act of the game, thanks to their Lightning damage and synergy with Twinned Spell.

Magic Missile can be learned laterto make up for high-AC enemies (especially in Tactician mode).
You may feel urged togetThunderwavefor this build. You can invest in it and swap the spell later for something else or wait for classing into Tempest Cleric at Level 6.

For Tactician, we recommend learning and swapping as its push effects are too strong to ignore.
As you reach the second-level spell slots,Shatteris your priority.
Misty StepandInvisibilityare great for later gameplay, but Invisibility can be commonly found in spell scrolls to learn, and Misty Step can be gained later when you have more spell slots to spare.
Thenext level will be the Wizard dip, andspellslearned from itshould include:

You receive three more choices of anything you prefer, and if you have the spell scrolls for any of the spells above, you may study those scrolls and learn something else on the tree.
Feather Fallis very important at this point as it willallow you safe access into the Underdark from the Whispering Depths locationfor more leveling and access to important items for this build.

You can use this spell to explore the Underdark without triggering the Waukeen’s Rest quests or finishing the Goblin Camp/Druid’s Grove main questline.
You’ll soonget the Cleric spells, andGuidanceis your number-one priorityfor cantrips.
Sacred Flamecan be useful for low-Dexterity but high AC enemies when you don’t want to use a spell slot.Resistanceis generally useful.
The important part of this two-level Cleric dip is primarily in the feats, butpreparingCreate Wateris an important aspect for increasing spell damage.
The late Sorcerer levels shouldprioritize Lightning Bolt above all other spells.This will be your main source of damage until the very late game when you’ll gain a staff withChain Lightning.
Ice Stormis another strong spellfor the few enemies with Lightning Immunity or Cold Vulnerability or when you need to do some Prone-zoning and setup. Otherwise,other spells to take should include:
Thefirst two will be basic utility spellsthat can make or break an encounter, and thelatter could be for preparing against difficult boss fightswhere killing someone every turn may not be feasible, or on builds that do not follow the Dark Urge path.
9
–
14
13
8
“17”
Change to 17 with Warped Band of Intellect
17
20
+1 Ability Score Upgrade, +1 Auntie Ethel’s Hair, +1 Mirror of Loss
Yourprimary concern with this build is Charisma, which will determine your main spellcasting abilities. It will beupgraded at every opportunity for a perfect 20.
Wisdom will help with several enemy Saving Throws(against Frightened or Auntie Ethel’s dreaded Hold Person).
Dexterity’s early +2 is all you’ll needfor armor in the early-to-mid game and will increase your Initiative.Constitution will be rectified soon enough, and it will be upgraded later with an Ability Score Upgrade.
You’ll gain yourfirst Ability Score upgrade at Level 5(Level 4 Sorcerer), and that should be invested in anequal +1 in Constitution and Charisma.
Your only other upgrade isat Level 11(Level 8 Sorcerer), and this should gravitate towardElemental Adept(Lightning) tobypass Lightning damage resistanceand prevent the rolling of ones (helpful especially for Witch Bolt).
Sorcerer also hasaccess to Metamagic. Metamagic’smost important choices are Twinned Spell and Quickened Spell.All other Metamagics are up to you and your playstyle.
1
Wearer’s Intelligence becomes 17.
Loot drop fromLump the Enlightened, the ogre of the Blighted Village.
Potent Robe(Non-Dark Urge)
2
Cantrips deal bonus damage equal to Charisma modifier, and wearer gains temporary hit points each round equal to their Charisma modifier.
Moon Devotion Robe (Dark Urge)
While usingMage Armour, all successful saving throws deal the enemy caster 1d4 Radiant Damage. Acquire Advantage on Constitution Saving Throws, +1 to all Saving Throws, and the Lunar Bulwark spell.
Robe of the Weave
3
Gain +1 to spell attack rolls and Spell Save DC. When saving against a spell, the wearer also regains 1d6 health.
Found in the Ramazith Tower. Mustcomplete the puzzleto free it fromGlobe of Invulnerability.
Daredevil Gloves
Allows the casting of ranged spell attacks as melee attacks when adjacent to enemies. Gain +1 to spell attack rolls.
The Watersparkers
Standing in water electrifies it. If wearer starts turn on electrified surface, they gain 3 Lightning Charges.
Disintegrating Nightwalkers (optional)
Gain free cast ofMisty Stepand cannot slip. Wearer cannot be Enwebbed, Ensnared, or Entangled.
After killing an enemy, become Invisible for two turns.
Reward forkilling Alfira as the Dark Urgeafter meeting her and Long Resting once.
Cloak of the Weave (Non-Dark Urge)
Gain +1 to spell attack rolls and Spell Save DC. When taking elemental damage, take half damage and deal 1d6 of that damage type on your next attack.
Ring of Free Action
Difficult Terrain does not affect you, and you cannot be Restrained or Paralyzed.
Ring of Mental Fatigue
When an enemy fails a Saving Throw against your spell, they have a -1 penalty to Wisdom, Intelligence, and Charisma Saving Throws for two turns.
Foundin Oliver’s house(the House in Deep Shadows) in the Shadow Cursed Lands.
2 or 3
The Spellsparkler
Gain 2 Lightning Charges every time you cast a spell or cantrip.
Chosen reward forsaving Ambassador Florrickfrom the burning building at Waukeen’s Rest.
Markoheshkir
Gain +1 to Spell Save DC and spell attack rolls. Gives Arcane Battery ability to choose any spell and cast it at any level for free once per long rest. Gain Kereshka’s Favour and cast two Evocation spells of a specific type once each per short rest (includesChain Lightning).
Found in the Ramazith Tower. Mustcomplete the puzzleto free it from a Globe of Invulnerability.
Allows free cast of Level 3Magic Missile.
Sold by Roah Moonglow at any of her multiple locations. Sells this earliest at Moonrise Towers in Act 2.
Gontr Mael
Gives free five-turnHastewith no downsides, a cast ofGuiding Boltwith each attack, and Bolt of Celestial Light special ability.
Loot reward fordefeating the Steel Watcher Titanat the Steel Watch Foundry.
The sorcerer’s spell list should comprise of as many objects thatincrease spell attack bonuses, spell damage, and Spell Save DCas possible. But there area few items which are absolutely crucialto this build:
Gontr Mael and the Deathstalker Mantle are icings on the cake, giving immensely powerful bonuses. The first will allow you to cast free Haste with no downsides, while the other will give you a repeating Invisibility effect.
If you prefer moving, the Disintegrating Nightwalkers (and later, Helldusk Boots) can be excellent choices for this build - and any build, truly. Otherwise, the Watersparks are great stacks for this build’s use of Create Water.
How To Use A Storm Sorcerer - Battle Tips, Strategy, And Analysis
Theresult of the Storm Sorcerer buildby the end of the game should appear something similar to this:
8 (-1)
14 (+2)
17 (+3)
20 (+5)
76
12-14
19-20
Witchbolt, Lightning Bolt, Haste, Misty Step, Create Water
Feats
Draconic Ancestry (Lightning), Metamagic (Twinned & Quickened Spell), Tempestuous Magic (Fly), Wrath of the Storm, Heart of the Storm, Destructive Wrath, Elemental Adept (Lightning)
This backline unit is extremely adept atdealing massive amounts of Lightning and Thunder damageand fleeing the scene of their deathly crime with the use of Tempestuous Magic.
With as much damage as it deals on any given turn, it will often one-turn hordes of enemies and give lessons in etiquette to the bosses that would normally give you trouble.
A successful Storm Sorcerer in any given combat normallysets up the field on the first turn(either through themselves or through the aide of a helpful Cleric) withCreate Water,getting enemies Wet. This condition willdouble the damage of Lightning and Cold attacks.
After using this spell,Metamagic can allow the dual use of Chromatic Orb or Witchboltorcast two Lightning Bolts in quick succession.
Stacking with thecleric’s Channel Divinity: Destructive Wrath, you’ll do the maximum allotted damage as well as double the damage from the Wet condition.
You can also use the Markoheskir staff to use Chain Lightning on the first turn for maximum damage.
And when enemies prove to be too close for your liking, you canshove them over the edge with Thunderwaveorrun away with Misty Stepin preparation for another strong Lightning spell.
Whatever your strategy, Elemental Adept will temper those pesky enemies that think Resistance will save them.
Heart of the Storm’s leftover ability will clear out the stragglers, Tempestuous Magic will allow you to flee the crime scene, and the Deathmantle Cloak will hide you completely from any enemies seeking revenge.