For my next character I want to play a real storm master, using lightning and thunder for every spell. I would like to optimize it, but that is not a nessecity. I thought of starting with Mark of the Warding Dwarf (for Armor of Agathys, which I can change into lightning armor) or Variant Human for the feat. As class I would start with Cleric Tempest Domain, as it gives Heavy Armor Proficiency, and some survivability for the first 2 levels. In the 2nd Cleric level I will get Destructive Wrath as Channel Divinity option, which lets us deal max lightning or thunder damage once per short rest. After that, I will go fully for the Unearthed Arcana Wizard School of Lore Mastery, up to level 20. It gives me Spell Secrets at 2nd level, which let me change every damage type dealt by spells to lightning or thunder damage, and I can change saving throws with it, once per short rest, which makes sure I will hit. Alchemical Casting at 6th level gives me a +2 bonus to save DC's of spells and requires a 3rd level spell slot, or for a 1st level spell slot I can deal extra 2d10 damage, or for a 2nd the range of my spells is extended to one mile. The other features are good too.
Well, I was thinking, if I use Destructive Wrath and Spell Secrets, I can alter the damage type of high damage spells such as fireball and meteorite swarm to lightning or thunder damage, and deal max damage. I can let Armor of Agathys deal lightning damage (which is mainly for the flavor, but very good either).
So this build is Cleric 2/Wizard X, but Sorcerer Storm Sorcery seems funny to, maybe not that powerful. Storm Sorcerers Heart of the Storm 6th level feature seems good, but maybe it requires too much investment. It reads: 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. Which seems very good with Spell Secrets. Basically every damaging spell has this as side effect.
What are your thoughts? What are your ideas to build this? Any combination of these three classes is welcome, with ideas to make it better and more fun?
Wizard School of Lore Mastery didn't become official (or way totally rewritten into knowledge becasue it is greatly overpowered. Though hving said that you might be able to work with your DM to get what you want. Being able to turn a fireball into lightning damage it a good but not broken feature, being able to change it to force makes it even better but possible still OK making it an intelligence save once per day it too strong. Similarly compare a paladin using a 1st level spell slot to do an extra 2d8 damage after a melee strike with the Lore master wizards abilty to use a 1st level spell slot to add 1d10 damage to all creatures in a spells area. Being able to cast damaging spells from the safety of a mile away is usually reserved for level 15+ but you can do it at level 6. These are not key to what you want so you might be able to tone them down or replace them with something.
An alternative would be the Order of scribes wizard, though that does require you to have a lightning spell of every level (tthough again you DM might work with you on that).
I wouldn't bother with Storm Sorcerer... you're already splitting your spellcasting between WIS and INT, and 6 levels is a pretty big investment just to get a fun gimmick. Although it is possible to just take Sorcerer as your primary class instead of Wizard... using the Transmuted Spell metamagic, you can change most spells to deal Lightning or Thunder damage, plus you get more storm-based abilities in general.
Spell choice might be a bit limited, so one thing I included when I did my storm sorcerer is that Storm also includes things like the wind and the seas, so I took those spells in addition to thunder and lightning.
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Hello everybody,
For my next character I want to play a real storm master, using lightning and thunder for every spell. I would like to optimize it, but that is not a nessecity. I thought of starting with Mark of the Warding Dwarf (for Armor of Agathys, which I can change into lightning armor) or Variant Human for the feat. As class I would start with Cleric Tempest Domain, as it gives Heavy Armor Proficiency, and some survivability for the first 2 levels. In the 2nd Cleric level I will get Destructive Wrath as Channel Divinity option, which lets us deal max lightning or thunder damage once per short rest. After that, I will go fully for the Unearthed Arcana Wizard School of Lore Mastery, up to level 20. It gives me Spell Secrets at 2nd level, which let me change every damage type dealt by spells to lightning or thunder damage, and I can change saving throws with it, once per short rest, which makes sure I will hit. Alchemical Casting at 6th level gives me a +2 bonus to save DC's of spells and requires a 3rd level spell slot, or for a 1st level spell slot I can deal extra 2d10 damage, or for a 2nd the range of my spells is extended to one mile. The other features are good too.
Well, I was thinking, if I use Destructive Wrath and Spell Secrets, I can alter the damage type of high damage spells such as fireball and meteorite swarm to lightning or thunder damage, and deal max damage. I can let Armor of Agathys deal lightning damage (which is mainly for the flavor, but very good either).
So this build is Cleric 2/Wizard X, but Sorcerer Storm Sorcery seems funny to, maybe not that powerful. Storm Sorcerers Heart of the Storm 6th level feature seems good, but maybe it requires too much investment. It reads: 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. Which seems very good with Spell Secrets. Basically every damaging spell has this as side effect.
What are your thoughts? What are your ideas to build this? Any combination of these three classes is welcome, with ideas to make it better and more fun?
With friendly greetings
Thrør Máthẳn Márbhådh
Wizard School of Lore Mastery didn't become official (or way totally rewritten into knowledge becasue it is greatly overpowered. Though hving said that you might be able to work with your DM to get what you want. Being able to turn a fireball into lightning damage it a good but not broken feature, being able to change it to force makes it even better but possible still OK making it an intelligence save once per day it too strong. Similarly compare a paladin using a 1st level spell slot to do an extra 2d8 damage after a melee strike with the Lore master wizards abilty to use a 1st level spell slot to add 1d10 damage to all creatures in a spells area. Being able to cast damaging spells from the safety of a mile away is usually reserved for level 15+ but you can do it at level 6. These are not key to what you want so you might be able to tone them down or replace them with something.
An alternative would be the Order of scribes wizard, though that does require you to have a lightning spell of every level (tthough again you DM might work with you on that).
Well, the UA is OK for my DM, as long as it gives flavor.
With friendly greetings
Thrør Máthẳn Márbhådh
I wouldn't bother with Storm Sorcerer... you're already splitting your spellcasting between WIS and INT, and 6 levels is a pretty big investment just to get a fun gimmick. Although it is possible to just take Sorcerer as your primary class instead of Wizard... using the Transmuted Spell metamagic, you can change most spells to deal Lightning or Thunder damage, plus you get more storm-based abilities in general.
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Spell choice might be a bit limited, so one thing I included when I did my storm sorcerer is that Storm also includes things like the wind and the seas, so I took those spells in addition to thunder and lightning.