Hero Of The Storm : A Resource For Storm Sorcerers

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#1

MrGlee

Jul 05, 2015 1:44:47

Hero Of The Storm : A Resource For Storm Sorcerers

Back in Unearthed Arcana: Waterborne, Sorcerers were given another origin option, and it was...okay. Using the standard Red to Gold rating scheme(included at the bottom of this post for your convenience!), I would rate it Dark Blue. While it has some amazing features, it is also poorly focused, and focuses on a damage type that Sorcerers simply don't have a lot of spells for. It does however, capable of some things other Sorcerers are unable to do, and seeing as the other Sorcerer guides haven't updated to include them, I wanted to do a quick run down on their options.

 

The Color Ratings And What They Mean

 

Red: Garbage tier, not worth picking in any situation.

Purple: Mediocre. While will occasionally have uses, these options usually get outclassed and outclassed hard.

Black: Average: Usually fails at being great, but is a solid option if other choices don't appeal to you.

Dark Blue: Good in the majority of cases, and will occasionally excel.

Sky Blue: Very good option, will often excel and be a key part of your character.

Gold: The best option, will outshine everything else.

Green: Fluff option, doesn't do much mechanically, but might affect other things.

#2

MrGlee

Jul 05, 2015 11:15:14

Features

Stormborn

Ummm, wow, way to start of strong. Unlike the other two Sorcerer Origins, Storm Sorcerers get two level one features, and this first one is amazing. At level one, three, five, and seven, Storm Sorcerers gain two bonus spells known, while gaining another at level nine. While this may not seem like a huge deal, this feature increases a Sorcerer's spells known from 15 to 25, almost doubling them. Yes, a few of them are pretty meh, but a few are quite good, and when the more niche ones come up, you will be glad you got them on your list. Oh, and you learn a language...that's nice I guess.

 

Tempestuous Magic

The other first level feature, and this one isn't quite as good. Whenever you use your action to cast a spell(not a cantrip!), you can use your bonus action to fly 10 feet and you don't provoke opportunity attacks. While this feature isn't bad, costing your bonus attack is kinda a pain, due to it denying you quickened spell. It is still a free disengage though.

 

Heart of the Storm

The resist to lightning and thunder is good, but while the other part of this feature started off awesome, it gets more disappointing every time I read it. Basically, whenever you cast a spell(not a cantrip!), any creatures of your choice within 10 feet of you take damage equal to half your Sorcerer level. In terms of a damage boosting feature, it has the greatest potential damage at 10, double Dragon Sorcerer's 5, and it doesn't take sorcery points! However, when you get this feature at level six, it does a HUGE 3 extra damage! This damage is most important in the early stages of an adventure, where Dragon Sorcerers can have already maxed their bonus damage. Not only that, you need to be within 10 feet of the enemy to get any damage on them, which you lack the toughness to get away with.

 

Storm Guide

Complete fluff feature. Neat, but rarely going to do anything other than be cool.

 

Storm’s Fury

At level fourteen, you get an option to deal with monsters sitting on your face. Whenever a creature hits you with a melee attack, you can use your reaction to force it to make a strength saving throw or take damage equal to your sorcerer level and be pushed 20 feet. It isn't terrible, but if something is making melee attacks against you at this point in the game, it is likely gonna have high strength. However, you weren't gonna use that reaction elsewhere.

 

Wind Soul

Well, this is it, the feature you have been waiting for, and let me say, it is amazing. You get TWO immunities(to lightning and thunder damage) and 60 feet of flight. This alone is amazing(immunities are rare, and while flight can be gotten earlier, it is still good), but then you can reduce your flight speed to 30 feet to give your whole party(and other friends) 30 feet of flight. Seriously, this is amazing.

#3

MrGlee

Jul 05, 2015 1:57:55

Spells:

Spells are sectioned by their spell level, not the level the table lists in UA: Waterborne.

 

Level One:

 

Fog Cloud: I keep seeing people rate this low, and I honestly don't know why. Yes, it doesn't grant concealment like it did in 3.X, but it still hits enemies with the blinded condition if they try to fight you in it. Combined with Tempestuous Magic, and it is quite a strong escape option.

 

Thunderwave: Your level one combat spell. Decent, a real shame it doesn't play nice with Heart of the Storm.

 

Level Two:

 

Gust of Wind: Not bad, but thunderwave is similar, will probably work more often, and does damage. The increased cost of movement is nice though.

 

Levitate: Decent utility, will see more use than gust of wind at least.

 

Level Three:

 

Call Lightning: Complete garbage, Lightning Bolt is going to do so much more damage. Only not red because you can quicken an actual spell and use your action sustaining this, but still.

 

Sleet Storm: This isn't a thunder or lightning spell, therefore it doesn't proc Heart of the Storm, and it doesn't even use a large amount of dice to make up for it. Does offer some kind of control however, and can be used to annoy other casters if you are willing to concentrate it.

 

Level Four:

 

Conjure Minor Elementals: This is either completely garbage(takes concentration, a minute to cast, and they only last an hour, can only summon four types of mephits) or the way you are playing your sorcerer. If you use Extend Spell, these last a decent amount of time, and the four mephits are decent summons.

 

Ice Storm: Sleet Storm is probably better, as you aren't casting this for the damage. Doesn't take concentration though, which means you can stack the two and make a good chunk of enemies struggle to do anything.

 

Level Five:

 

Conjure Elementals: Like Conjure Minor Elementals, this is either terrible, or fairly awesome, as keeping this elemental out for extended periods of time is only something you can do(planar binding takes an hour to cast, which six seconds too long to summon an elemental or other summons and then bind them with no help). Placing this in higher spell slots is pointless though, as you are limited to air elementals. You will need War Caster and a really good con save if you go this route, as while the elemental is probably gonna finish kill whatever was attacking it if you break concentration, it will turn on you after it finishes.

#4

MrGlee

Jul 05, 2015 2:02:58

Multiclassing:

Like the other Sorcerers, Warlock is easily the best choice, and if investing in summoning options, is almost required so you can get a decent number of sorcerer points to maintain your summons. However, unlike other sorcerers, Warlock 3 is probably a trap, as it denies you one of your best features.

Other than that, dipping into Cleric for their armor(as this option has a few features that want you to be close to enemies, but doesn't give you the defenses for it) is a good choice, and dipping two into Fighter for action surge is just as awesome as you think it would be.

#5

MrGlee

Jul 05, 2015 1:59:55

Reserved in case I have to add anything later.

#6

Yunru

Jul 05, 2015 2:51:34
Quickened, not Twinned. Twinned doean't require your bonus action.
#7

MrGlee

Jul 05, 2015 11:16:33

Yunru wrote: