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Storm Sorcery Origin 5E Guide | Storm Sorcerer 5E

meopari by meopari
14/12/2022
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storm sorcerer 5e
This original is one of the weirdest ones we ’ ve always had the respect to have released to us… Almost entirely because it was scribed within Xanathar ’ s Guide to Everything and the Sword Coast Adventurer ’ s Guide. And it was the accurate lapp both times. Weird. Our Storm Sorcerer 5E investigates ! The Storm Sorcerer, as may be expected, has the baron of elemental air in their blood. You may have had ancestors who closely died in the Great Rain, or were born on a embark in the eye of a storm. possibly your ancestors were knock-down djinn… In any case, you are invaluable on any waterborne embark, or for defending seashore communities against the effects of hurricanes. You ’ re likely well known as being disruptive and quick to anger, and then becoming a composure as a cheery day. There ’ mho a bunch to unpack hera, therefore let ’ second set up our sails and look towards the horizons of your future levels .

Harness the Tempest: Storm Sorcerer 5E

mechanically, the Storm Sorcerer suffers from a few potent issues. first, a lot of its effects are focused around being in close-ranged battle without any extra defense to keep you afloat. second, the rewards for being in close-ranged fight preceptor ’ triiodothyronine scale very well. The only vastly brawny feature of this sorcerer subclass is attained is at degree 18, and that ’ s baffling for a few reasons. That ’ s not to say this original is completely unsalvageable, because it ’ s not. It has utilitarian utility and it ’ mho by far the most aggressive subtype that the Sorcerer has to offer ( by saturated class abilities ). Weave in and out of combat, and you ’ ll be surprised by the damage you can end product.

Reading: Storm Sorcery Origin 5E Guide | Storm Sorcerer 5E

Wind Speaker

The Storm Sorcerer immediately gains access to Primordial. You actually gain access to 4 languages here ; Aquan, Auran, Ignan, and Terran. You can ’ t write in those four languages, but you can write Primordial, which is understood by those who can read those four languages… It ’ randomness rather wyrd. terminology abilities are always a little… Whatever. The ability to talk and write to early creatures can let you avoid conflicts or get information. It besides lets your language-based spells land easier, so… I guess if you plan on multiclassing into Bard or Cleric, that can be helpful. notably, these 4 languages all belong to Elementals. If you ’ re going into a campaign where you must communicate with elementals often – for exercise, if your GM actually wants to Plane-Hop – then this is a very potent ability. It ’ ll save a lot of concern when communicating with Djinn, since they normally have one of those four languages in their pockets. therefore, surprisingly good, with some concern versatility ; 4 languages in a individual class feature is rare .

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Tempestuous Magic

Your first class ability is a fantastic hop, omission, and jump .

Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.

actually merely a hop. 10 feet of movement is pathetically small, not letting you get anywhere authoritative on good a spellcast. At this grade, you don ’ t have coherent fly speed ( unless you ’ re an Aaracokra ), so you can ’ thyroxine hover in the atmosphere. If you ’ re concern about 10 feet gaps, you ’ ll credibly have a way to get across them without spending a cherished spell slot… Usually, in the arms of your friendly party Barbarian. indeed rather, you want to use this for the “ without provoking opportunity attacks ” clause. The 10 feet float is normally enough to let you get barely out of roll of most melee combatants – and sometimes, if you ’ re near a ledge, you can get frustratingly out of range. And since you can do it before or after, you can besides float into crop of a spellcast before you cast it. ever been precisely 5 foot off of being able to cast that life-saving Hold Person ? Bam, you ’ rhenium nowadays right in range. Or, if you ’ ra very in the mood to be creative with your tactics, you can float 10 foot back and then use a spell with pull to put your enemy between your melee party members. 10 feet of motion is normally insignificant, but you get a way to spend your Bonus Actions to get some very well mobility. It ’ s not badly, but if it could only activate on casting a cantrip… Oh well .

Heart of the Storm

now we ’ ra starting to get into the “ heart ” of the classify ! Eh ? Eh?

At 6th level, you gain resistance to lightning and thunder damage. In addition, whenever you start casting a spell of 1st level or higher that deals lightning or thunder damage, stormy magic erupts from you. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your sorcerer level.

Ugh, deplorable. This ability is split into two categories. electric resistance to lightning and thunder is solid. According to this antic summary of the nonpayment 5e Monster Manual, Lightning is a fairly coarse damage type. You ’ ll resist any publicize elementals or blue and bronze dragons. Lightning doesn ’ t have excessively many spells in it ’ second wrong type, but you ’ ll resist Druids quite efficaciously. thunder damage… Well, uh… There ’ s 4 creatures in the nonpayment monster manual that conduct Thunder price. In pirate campaigns, you might have a few casts of Thunderwave thrown at you. And there are a few Thunder spells that might hit you real hard. Remember you have this, but don ’ t expect this half of your resistances to get much mileage. The other contribution of this ability is why your angry Magic doesn ’ metric ton provoke attacks of opportunity. You do a outburst of damage that scales ailing with your level. Half sorcerer level starts at 3 and maxes extinct at 10. Don ’ metric ton get me wrong ; guaranteed damage is still damage. That means that your opponents are going to have lower health and get downed faster, consequently reducing damage to your party. however, this wrong is actually pathetic. And the range of the damage comes from you, meaning you need to cast this spell with 10 feet of yourself. And then we talk about what options you have. You have 11 spells that cost a go slot and could possibly deal Lightning or Thunder. Of those options, only 9 of them are guaranteed. The other two are random. The options you do have are solid spells, but none of them truly scream “ I wan sodium be 10 foot aside from enemies ” … Although Thunder Step could be truly aplomb ! Adding a small guarantee area of effect to any spell will be decent, but make sure you aren ’ thyroxine going to become a bloodstain on the wall ascribable to being so close. I ’ five hundred recommend doing this strategy if your ally is trying a Sentinel build, since that ’ ll work wonders for keeping you safe .

Storm Guide

Storm Guide is the flavorful feature of speech of this class, and your moment degree 6 ability. That ’ sulfur superintendent alone amongst Sorcerer archetypes !

If it is raining, you can use an action to cause the rain to stop falling in a 20-foot-radius sphere centered on you. You can end this effect as a bonus action. If it is windy, you can use a bonus action each round to choose the direction that the wind blows in a 100-foot-radius sphere centered on you. The wind blows in that direction until the end of your next turn. This feature doesn’t alter the speed of the wind.

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While neither of these are strictly useless in fight scenarios, you ’ ll probably want a snatch more with your actions. The first feature is hilarious. You ’ re an umbrella. This doesn ’ metric ton have an denotative conclusion to it, so you can constantly have this up arsenic long as you pop an military action in the dawn. then, you don ’ triiodothyronine get wet… Hmm. It ’ s theoretically utilitarian if you need to ensure a belittled area stays on fire, or if you ’ re escorting a pamper Fire Elemental, but… In most cases, rain fair doesn ’ triiodothyronine matter. In fact, depending on how hard the rain is falling, this could make you an easier prey to hit ; if your GM is the type that in truth likes making environmental obstacles, you might want to consider turning this ability off. Otherwise… Whatever. Go crazy ! The wind instrument effect is actually highly useful for seafaring campaigns. If you can constantly ensure that the hoist blows in the direction you want to move, you ’ ll scram places thus much faster. It can besides prevent hurricanes from destroying your embark ; you can plainly direct your ship into the center of the storm, or get it all the direction out of the storm without it getting sucked in. This can besides hard-counter any tornado or bric-a-brac by merely telling the crack “ no ” and cancelling the wind-speed. theoretically, you could truly make storm of Vengeance less effective… At least from polish 5-10. unfortunately, this wind effect is supposed to explicitly be anti-weather. So, no dispelling Wind Wall or Gust of Wind, since those aren ’ t a airy weather impression. If your GM wants to push the power charge of this subclass, then they might let you get aside with it. In most cases, though, this is a minor benefit that could be bang-up in a water travel campaign .

Storm’s Fury

back to strictly mechanical benefits ! And… Oh son .

Starting at 14th level, when you are hit by a melee attack, you can use your reaction to deal lightning damage to the attacker. The damage equals your sorcerer level. The attacker must also make a Strength saving throw against your sorcerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Okay… This international relations and security network ’ thymine bad. not at all ! This is a reaction, something most sorcerers would save for Counterspell. This doesn ’ t monetary value a resource, though, so if you ’ re not worried about casters, you can barely spam this on every melee attacker… Well, once a round, that is. The damage of this ability is, once again, based on your Sorcerer floor. That means that this chemical reaction does a maximum of 20 damage. At level 20. That ’ s not nothing, but it ’ s not excessively much of a threat ; enemy combatants will still want your face on the end of their spear. That ’ south why it ’ sulfur nice that the damage is only the free bonus ! Knocking the enemy 20 feet away from you is fantastic. That keeps you safe from excess Attacks or opportunity attacks in the future. A Strength write is probably not going to be besides hard for most melee combatants to overcome… But against delicacy attackers or those not technical in Strength saves, you ’ ll be just ticket. Knocking them 20 feet away does have a bit of anti-synergy with Heart of the Storm, however. Considering you ’ re being asked to be within 10-20 feet of enemies, this international relations and security network ’ metric ton precisely what I had in mind for a defensive ability…

Wind Soul

This is, by far, the best ability that Sorcerers can get from their subclass .

At 18th level, you gain immunity to lightning and thunder damage. You also gain a magical flying speed of 60 feet. As an action, you can reduce your flying speed to 30 feet for 1 hour and choose a number of creatures within 30 feet of you equal to 3 + your Charisma modifier. The chosen creatures gain a magical flying speed of 30 feet for 1 hour. Once you reduce your flying speed in this way, you can’t do so again until you finish a short or long rest.

Yeah. Let ’ s go over the least impactful effect ( which is saying something ! ) ; immunity to damage. Immunity to Lightning is huge, since there ’ s some adequate 9th charge spells that can absolutely destroy you with lightning damage. The Thunder immunity, once again, exists. That ’ s better for anti-magic than fighting creatures. There ’ south however some good thunder spells, like Shatter, that scale well into the former game. not bad, but not impactful, due to shallow while lists. Let ’ s talk about this flight, though. 60 foot of flight means that, at concluding, you can get your stormy Magic to float slightly above enemies without needing magic trick or magic items. Thank good ! That ’ s a huge boost to your survivability, since you can avoid being in scope of any non-flying, Medium combatants. Flight is super critical for combat… And you probably should have had a direction to fly by now. Just saying. Flight lets you chase enemies, elude from combat, stay systematically out of range of sphere of effect spells, and side yourself out of roll of melee. Just… Check for bows before you stay in the air travel for besides long. You don ’ t wide area network na become a pincushion ! But, you can ultimately take Fly off of your spells known, because you can spend an action to give flight to 8 people. That ’ mho incredible ! Most Dungeons & Dragons parties are precisely 4, including yourself. That means you can give Flight to the party, an Animal companion, your escort mission, the Wizard ’ s Summoned creature, and a random scorpio crawling up a wall. And this fledge lasts for an hour. And doesn ’ t consumption concentration ! Whenever you crack that natural process out, you ’ ll be the biography of the party. Everyone will love you ! And then you can finally attune to something other than winged Boots .

Best Race for Storm Sorcerers

ramp sorcerers don ’ triiodothyronine break any rules here ; Charisma is king. You need to have enemies be affected by your charming. however, you ’ re going to be within 10 foot of enemies in a batch of fights… You need defensive stats. Consider boosting Dexterity or Constitution to about the lapp level as your Charisma. Dexterity lets you avoid areas of effect and convention weapon swings. Constitution lets high rolls count less, since you can shake off a strike or two more.

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Tabaxi

This Volo ’ s Guide to Monsters race are hobo camp cats that have a draw of great options for you. +2 Dexterity, +1 Charisma is super well for you ; better AC, Reflex saves, and spell saves. In addition, Tabaxi have loads of good racial features. You get a barren skill proficiency, Darkvision, better movement options ( so you can get in range of your Heart fast ! ), and climb accelerate. It ’ s a extremely potent race, that ’ s perfective for mastering the storm. I guess pool ’ randomness not afraid of water anymore .

Swiftstride Shifter

Shifters – from Eberron : Rising from the last War – are a reasonably good race. The Swiftstride shifters get that Darkvision binding but gain access to the Shifting feature. The Shifting have is a bonus legal action that gives you a boastfully pool of temp hit points. Because you ’ re a Swiftstride, you gain +2 Dexterity and +1 Charisma, just like the Tabaxi. You besides gain that unmarried skill proficiency, but during the 1 minute that you ’ rhenium shifted, you gain 10 foot of movement and can move 5 foot whenever person gets finale. That ’ randomness pretty great utility early on ! And unlike the Tabaxi, you get both better AC, Reflex saves, and excess health. A good pick, if you want to trade utility for options .

Conclusion – Our Take on the Storm Sorcerer

The Storm sorcerer is the most aggressive Sorcerer subtype ; if your party is miss damage, you can get a draw out of this ! however, your d6 hit dice are problematically small for how close up you have to get to be effective. If you want a Sorcerer who can pull the most out of Lightning spells – and possibly have a few frontliners to keep you condom – then the Storm Sorcerer will work good all right .

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