Latest Update: September 18, 2026 – Categories: Baldur’s Gate 3, BG3 Cleric Builds
Discover the ultimate lightning and thunder build in Baldur’s Gate 3, the Storm Sorcery Sorcerer capable of wiping entire groups with one Lightning Bolt spell!

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Storm Sorcery is the highest-ceiling lightning and thunder caster in the game. Moreover, it has some of the best mobility thanks to its level one bonus, making it a classic multiclass dip. Its signature is to soak enemies with water (doubling damage), then electrocute the whole battlefield. You drop a nuke and float out of danger every turn, and its Heart of the Storm adds bonus damage whenever you cast a lightning or thunder spell.
The reason this build hits so hard is a two-part combo. First, a light Tempest Cleric dip gives you Destructive Wrath, a Channel Divinity that maximizes the damage dice of any lightning or thunder spell (no rolling, just top numbers). Second, applying the Wet condition with Create Water doubles all lightning and cold damage the target takes. Stack both and a single maximized Lightning Bolt or upcast Cone of Cold can deal massive doubled damage.
This guide covers a Sorcerer 10 / Cleric 2 (Tempest) lightning nuke that combines Wet, Destructive Wrath, and Metamagic for the biggest elemental burst a Sorcerer can produce. If you want to delete whole packs with lightning while flying above the fight, this is the build.
This build guide is updated for Baldur’s Gate 3 Patch 8, Community Update #36, Version Number: 4.1.1.7209685.
BG3 Storm Sorcery Sorcerer Build Summary

| Choice | Selection |
|---|---|
| Classes | Sorcerer 10 (Storm Sorcery) / Cleric 2 (Tempest Domain) |
| Best Race | High Half-Elf (alt: Wood Half-Elf, Human) |
| Key Ability | Charisma |
| Best Feats | Ability Improvement (CHA), Elemental Adept (Lightning) |
| Core Combo | Create Water to make a pack Wet, then Destructive Wrath plus a maximized Lightning Bolt or upcast Cone of Cold for maximized, doubled damage |
| Difficulty to Play | 3 / 5 |
| Shines In | Multi-enemy fights and boss burst; the highest lightning-damage ceiling in the game |
Why Use the Storm Sorcery Sorcerer Build?

The main reason to play Storm Sorcerer is the ease of which you can deal massive area damage and have high mobility. With a two-level dip in Tempest Cleric, you get features that allow max rolls on lightning damage. That annoying 3-30 huge range of outcomes now becomes 30. Plus, water makes enemies vulnerable, thus dealing double damage. Add in electrocute and other status effects, and you’re dealing massive damage to single targets or groups, rivaling any other AOE DPS in BG3. Here’s what you can expect with this build:
- Wet doubles your lightning and cold damage. Apply the Wet condition with Create Water (or a water bottle) and every lightning and cold spell deals double damage to that target; this is the single biggest damage multiplier available to a caster.
- Destructive Wrath maximizes the dice. The Tempest Cleric Channel Divinity turns any lightning or thunder spell’s damage dice to their maximum value, no rolling; combined with Wet, your Lightning Bolt or Cone of Cold hits for the top possible number, doubled.
- Tempestuous Magic gives you free flight. After every leveled spell you can fly as a bonus action with no opportunity attacks, so you nuke and reposition out of danger every turn; this also solves the caster’s mobility problem.
- Heart of the Storm adds free damage. Casting a lightning or thunder spell deals bonus damage to nearby enemies automatically, and pairs with the reverberation gear set for extra control.
The major weakness of this build is that it’s the most gear- and setup-dependent Sorcerer. You want the Wet setup and lightning gear to hit its ceiling, and it has no built-in Mage Armor, so your armor class is low unless you use Shield or a Cleric-armor variant. Some Act 3 enemies resist lightning, so you carry a backup (cold, which Wet also doubles, or force). And the two-part combo takes a couple of setup steps, so it rewards a player who plans the turn.
The Wet plus Destructive Wrath Combo
This combo is the whole reason to build a Storm Sorcerer, so here is how it stacks. Two separate multipliers land on the same lightning spell:
Wet (from Create Water). When a target is Wet, it takes double damage from lightning and cold. You apply it yourself with Create Water (a Tempest Cleric spell) or a thrown water bottle, so you never rely on anyone else.
Destructive Wrath (Tempest Channel Divinity). This maximizes the damage dice of one lightning or thunder spell; instead of rolling, every die deals its top value. On a Lightning Bolt or an upcast Cone of Cold that is the maximum possible base damage.
Put them together on a Lightning Bolt (which pierces a line of enemies) or an upcast Cone of Cold: Destructive Wrath makes every die roll maximum, and Wet doubles the total on every target hit. A single cast can deal roughly 100 damage to multiple enemies at once, enough to wipe a pack or delete a boss. Add Heart of the Storm’s bonus damage and the reverberation gear’s control on top, and one turn can end an encounter. The catch is that Destructive Wrath is once per short rest, so you save it for the turn that matters most.
Character Creation Selections – Storm Sorcery Sorcerer Build

| Choice | Selection |
|---|---|
| Class | Sorcerer (start here for the Constitution save proficiency) |
| Subclass | Storm Sorcery |
| Best Race | High Half-Elf |
| Background | Charlatan |
| Ability Scores | STR 8 DEX 16 CON 14 INT 10 WIS 10 CHA 16 |
| Skill Proficiencies | Deception, Persuasion |
| Cleric Domain | Tempest (taken via the multiclass) |
Best Race for the Storm Sorcery Sorcerer Build

High Half-Elf is the pick here. It grants a free cantrip (take Fire Bolt for a non-lightning option) plus shield proficiency, Charisma, extra skills, Darkvision, and Fey Ancestry. The shield proficiency matters because you run a Phalar Aluve and shield for survivability before your Act 3 staff.
Alternatively, you can use Human or Wood Half-Elf for extra movement speed. The critical piece is the shield bonus, which allows you to combine Longsword (after multiclass) or Quarterstaff and Shield at the same time.
Best Ability Scores (point buy) for Storm Sorcery Sorcerer Build

Charisma affects everything for this build, so it’s your primary ability score. It sets your spell save DC, your accuracy, and, through Elemental Affinity, the bonus damage on every fire roll. Run Charisma 16 and Dexterity 16, with Constitution 14 for concentration and HP. The high Dexterity does double duty here: it raises your Draconic Resilience armor class (13 + Dexterity), and combined with a quarterstaff and shield (from your Wood Half-Elf shield proficiency) it gives you a strong armor class for a caster without wearing armor at all. Dump Strength; keep Intelligence and Wisdom at 10.
On the even Charisma: 16 is clean, and you push it to 24 by Act 3 with your two Charisma feats plus the Mirror of Loss and the Birthright hat. Every point of Charisma is more damage on every fire roll, so this build wants Charisma as high as it can reach.
Best Background

Charlatan is your best background choice because it grants Deception and Sleight of Hand. Two helpful skills that you have high scores in.
Best Skills

Take two Charisma-based skills at character creation, Intimidation and Persuasion, with the Charlatan background. This gives you three dialogue options ot influence outcomes and your build is great for the party face.
Leveling Progression – Storm Sorcery Sorcerer Build
The table lists the class level, what it unlocks, your recommended selections, and why each matters. Sorcerer spells are learned permanently. This build takes its Tempest Cleric dip early (character levels 3-4) so the Wet-and-maximize combo is online as soon as possible, then finishes Sorcerer.
| Level/Class | Unlock | Selection | Why |
|---|---|---|---|
| 1 (Sorcerer 1) | Storm Sorcery; spellcasting | Cantrips: Shocking Grasp, Ray of Frost, Friends, Light (Fire Bolt from High Half-Elf); Spells: Chromatic Orb, Magic Missile | Start Sorcerer for Constitution save proficiency; Chromatic Orb can deal lightning; Magic Missile is guaranteed force (Witch Bolt is redundant with Chromatic Orb) |
| 2 (Sorcerer 2) | Sorcery Points; Font of Magic | Spell: Shield; Metamagic: Twinned, Careful | Shield spikes your AC as a reaction; Careful spares allies from your area spells; Twinned doubles a single-target spell |
| 3 (Cleric 1) | Multiclass: Tempest Domain; Wrath of the Storm; medium armor and shields | Cantrips: Guidance, Sacred Flame, Thaumaturgy; Spell: Create or Destroy Water (critical) | Create Water is your Wet setup, the heart of the build; medium armor and a shield fix your AC; you also get a free Thunderwave from the Tempest domain |
| 4 (Cleric 2) | Destructive Wrath (maximize lightning/thunder) | Spell: Command (control) | The combo comes online: Wet plus maximized lightning. Command adds a strong crowd-control option |
| 5 (Sorcerer 3) | Back to Sorcerer; Metamagic: Quickened | Spell: Misty Step | Quickened lets you Create Water and cast a lightning spell in one turn, so you set up and detonate the Wet combo in one action economy |
| 6 (Sorcerer 4) | Feat: Ability Improvement (+2 CHA) | Cantrip: Booming Blade; Spell: Mirror Image | Raise your spell DC and damage; Mirror Image is concentration-free defense; Booming Blade is a melee cantrip for your Phalar Aluve |
| 7 (Sorcerer 5) | Level-3 spells | Spell: Lightning Bolt | Lightning Bolt is your first big Wet-and-maximize target |
| 8 (Sorcerer 6) | Heart of the Storm; Call Lightning, Sleet Storm | Spell: Counterspell | Call Lightning is a repeatable lightning nuke; Sleet Storm is control; Counterspell denies the enemy caster |
| 9 (Sorcerer 7) | Level-4 spells | Spell: Ice Storm (cold; Wet doubles it) | Ice Storm is a Wet-doubled cold nuke and area control |
| 10 (Sorcerer 8) | Feat: Elemental Adept (Lightning) | Spell: Haste (can Twin it) | Elemental Adept ignores lightning resistance and never rolls a 1; Haste doubles your actions, and Twinned Haste buffs an ally too |
| 11 (Sorcerer 9) | Level-5 spells | Spell: Cone of Cold | Cone of Cold is a huge Wet-doubled cold nuke; your biggest area spell in this split |
| 12 (Sorcerer 10) | Metamagic third option | Cantrip: Minor Illusion; Spell: Fireball or Blur; Metamagic: Subtle | A third Metamagic (Heightened to force Disadvantage, or Subtle to cast while Silenced) for flexibility |
Here are the most critical choices for you to pick and why:
- Level 3 (Cleric 1); Create Water. Your Wet setup, and the single most important pick in the build; Wet doubles all the lightning and cold damage you are about to deal. The Cleric dip also hands you medium armor, a shield, and a free Thunderwave.
- Level 4 (Cleric 2); Destructive Wrath. Maximizes the damage dice of your next lightning or thunder spell; combined with Wet, your Lightning Bolt or Cone of Cold hits for the top possible numbers, doubled.
- Level 5 (Sorcerer 3); Quickened Spell. Lets you cast Create Water and then a lightning spell in the same turn, so you set up and detonate the Wet combo in one action economy.
- Level 10; Elemental Adept (Lightning). Ignores enemy lightning resistance and treats rolled 1s as 2s, smoothing your damage against the lightning-resistant enemies of the late game.
A note on your spell ceiling: because you dip Cleric 2, you finish at Sorcerer 10, which tops out at level-5 Sorcerer spells (Cone of Cold). You do not reach Chain Lightning (a 6th-level spell that needs Sorcerer 11). Your Destructive Wrath payoff lands on Lightning Bolt, Call Lightning, or an upcast Cone of Cold instead, which is the trade for getting the Wet-maximize combo two whole levels earlier and gaining medium armor.
Best Spells, Cantrips & Metamagic

Cantrips. Shocking Grasp (lightning, and it stops reactions) and Ray of Frost (cold, doubled by Wet) are your at-will damage; Guidance (from the Cleric dip) is the best utility cantrip in the game; Friends helps in dialogue.
Spells to prioritize:
- Level 1: Chromatic Orb (choose lightning), Witch Bolt, Thunderwave, Create Water (your Wet setup)
- Level 2: Misty Step, Scorching Ray (fire backup), Cloud of Daggers
- Level 3: Lightning Bolt, Call Lightning, Haste, Counterspell
- Level 4+; Ice Storm (cold; Wet doubles it), Cone of Cold (your big upcast nuke)
The must-haves: Create Water (your self-sufficient Wet setup), Lightning Bolt and Call Lightning (your Destructive Wrath payoffs; Lightning Bolt pierces a line, Call Lightning is repeatable), Cone of Cold and Ice Storm (cold nukes that Wet also doubles, and your backup against lightning-resistant enemies), and Counterspell.
Metamagic: Quickened Spell (cast Create Water and a lightning spell in one turn, or nuke twice; the core of your action economy), Twinned Spell (double a single-target lightning spell onto two enemies, or Twin Haste), and Heightened or Careful as your third for control.
Multiclass Options

This build is Sorcerer 10 / Cleric 2 (Tempest), and the two Cleric levels are the entire reason the build hits so hard. Here’s the logic:
- Sorcerer 10 (Storm Sorcery) gives you Tempestuous Magic (flight after every leveled spell), Heart of the Storm (bonus lightning/thunder damage), your Metamagic (Quickened, Twinned, Careful), a deep Sorcery Point pool, and level-5 spells including Cone of Cold. Ten Sorcerer levels keep you a full-power caster.
- Cleric 2 (Tempest Domain) gives you Destructive Wrath (the Channel Divinity that maximizes lightning/thunder dice; the build’s core), Create or Destroy Water (your Wet setup, so you are self-sufficient), medium armor and shield proficiency (a big armor-class upgrade for a squishy caster), and martial weapon proficiency so you can wield Phalar Aluve. Two Cleric levels is all you need for the whole combo.
Why Cleric over more Sorcerer? The two Cleric levels give you Destructive Wrath and self-applied Wet, which together roughly double and maximize your lightning damage; no two Sorcerer levels come close to that multiplier. You give up your 6th-level spell slot (you top out at level-5 Sorcerer spells), which is a fair trade for the biggest burst combo in the game.
Leveling order: start Sorcerer at level 1 for the Constitution save proficiency (vital for holding Haste), take the two Cleric levels early enough to get Destructive Wrath and Create Water online (around character level 3-4), then finish Sorcerer to 10. Your exact interleave is below.
Action Economy & Buff Stacking

Before combat, cast Haste on yourself (Twinned for another target), keep Create Water ready, and short rest before a hard fight so Destructive Wrath is available. If you can open from stealth, plan the Wet-and-nuke on the tightest cluster.
The nuke turn (the whole build):
- Action or Quickened → Create Water on the enemy pack to make them Wet.
- Channel Divinity → Destructive Wrath to maximize your next lightning spell.
- Action → Lightning Bolt through the line, or an upcast Cone of Cold on the cluster; maximized dice, doubled by Wet, on every target.
- Bonus Action → Tempestuous Magic flight to reposition out of danger.
Ongoing:
- Action → keep casting lightning and cold spells on the Wet pack, or switch to your backup element.
- Reaction → Wrath of the Storm rebukes an attacker; Counterspell the enemy caster.
The rhythm: set up Wet, save Destructive Wrath for the biggest lightning cast, then nuke and fly away. On turns without Destructive Wrath, Wet alone still doubles your lightning and cold, so your damage stays high, and Quickened Spell lets you set up and detonate in a single turn.
Gear Progression Path – Storm Sorcery Sorcerer Build

You want Charisma, lightning and thunder damage, the reverberation set, and a shield. Your Tempest Cleric dip gives you medium armor, shield, and martial weapon proficiency, so you run medium armor with a Phalar Aluve and shield through Acts 1 and 2 for survivability, then swap to Armour of Agility and the Markoheshkir staff in Act 3.
Act 1 (Early Game)

| Slot | Item | Effect | How to Get |
| Head | Circlet of Blasting | Free Scorching Ray once per long rest | Blurg, Myconid Colony (Underdark) |
| Cape | None | – | – |
| Chest | Adamantine Scale Mail (Medium after Multiclass) | 16 AC and damage reduction | Crafted in Grymforge |
| Gloves | Gloves of Belligerent Skies | Thunder/Lightning damage inflicts Reverberation | Githyanki Crèche Inquisitor’s Chamber |
| Boots | Boots of Stormy Clamour | Condition inflicts Reverberation | Ebonlake Grotto sold by Omeluum. |
| Necklace | Amulet of Misty Step | Bonus-action teleport | Defiled Temple chest |
| Ring 1 | Ring of Absolute Force | Free Thunderwave Spell | Carried by Sergeant Thrinn Gyrmforge |
| Ring 2 | The Sparkswall | Resistance to Lightning | Underdark, Arcane Tower’s Basement |
| Weapon 1 | Phalar Aluve | Shrieking deals Thunder damage | Underdark rock, X: 116 Y: -192 |
| Off-Hand | Adamantine Shield | +2 AC and Shield Blow | Forged in Adamantine Forge Grymforge. |
| Weapon 2 | Bow of Awareness | Grants +1 to Initiative while equipped. | Purchased from Roah Moonglow in the Shattered Sanctum. |
Act 2 (Mid Game)

| Slot | Item | Effect | How to Get |
| Head | Hat of Storm Scion’s Power | Thunder grants Arcane Acuity | Purchased from Araj Oblodra in Moonrise Towers. |
| Cape | Cloak of Protection | +1 AC / saves | Sold by Quartermaster Talli at Last Light Inn. |
| Chest | Adamantine Scale Mail | 16 AC and damage reduction | Carry over Act 1 |
| Gloves | Gloves of Belligerent Skies | Thunder/Lightning damage inflicts Reverberation | Carry over Act 1 |
| Boots | Boots of Stormy Clamour | Condition inflicts Reverberation | Carry over Act 1 |
| Necklace | Spineshudder Amulet (grab Spellcrux Amulet too) | Ranged spell attacks inflict Reverberation. | Moonrise Towers inside Mimic Isobel’s room |
| Ring 1 | Ring of Spiteful Thunder | Reverberation inflicts Dazed | Purchased from Roah Moonglow in Moonrise Towers. |
| Ring 2 | Killer’s Sweetheart | Grants an Auto-Critical after killing an enemy. | Found in the Gauntlet of Shar. |
| Weapon 1 | Phalar Aluve | Shrieking deals Thunder damage | Carry over Act 1 |
| Shield | Sentinel Shield | +3 Initiative | Sold by Lann Tarv in Moonrise Towers |
| Ranged Weapon | Darkfire Shortbow | Fire and Cold Resist | Sold by Dammon at Last Light Inn |
| Unique | Resonance Stone | Doubles Psychic damage | End of Act 2 Mindflayer Colony |
Act 3 (Best in Slot)

| Slot | Item | Effect | How to Get |
| Head | Birthright | +2 Charisma (Up to 22). | Rolan (Sorcerous Sundries) |
| Cape | Cloak of Displacement | Disadvantage on attack rolls against the wearer | Sold by Entharl Danthelon in Wyrm’s Crossing |
| Chest | Armour of Agility | 17 AC and +2 Saving Throws | Sold by Gloomy Fentonson, Stormshore Armoury |
| Gloves | Gloves of Belligerent Skies | Thunder/Lightning damage inflicts Reverberation | Carried over from Act 1. |
| Boots | Boots of Stormy Clamour | Condition inflicts Reverberation | Carried over from Act 1. |
| Necklace | Amulet of Greater Health (keep Spellcrux Amulet) | Sets CON to 23. | House of Hope. |
| Ring 1 | Killer’s Sweetheart | Grants an Auto-Critical after killing an enemy. | Carried over from Act 2. |
| Ring 2 | Ring of Spiteful Thunder | Reverberation inflicts Dazed | Carried over from Act 2. |
| Weapon 1 | Markoheshkir | The ultimate caster weapon that enables Arcane Battery | Ramazith’s Tower (inside Sorcerous Sundries) |
| Off-Hand | Viconia’s Walking Fortress | Highest AC and Bulwark Rebuke. | Shadowheart quest: Cloister of Sombre Embrace. |
| Weapon 2 | Hellrider Longbow | Massive +3 to Initiative bonus. | Purchased from Ferg Drogher in Rivington. |
Note: run Phalar Aluve and a shield through Acts 1 and 2; its Shriek aura is a strong party-wide utility buff (extra thunder damage and lowered enemy saves) that pairs with your reverberation set, and the shield keeps your armor class up. In Act 3, swap to the Markoheshkir staff: its Kereska’s Favour adds a lightning empowerment to all your spells, and its Arcane Battery lets you cast a free Lightning Bolt or upcast Cone of Cold; pair that with Destructive Wrath and a Wet pack for the single biggest turn in the game. Armour of Agility is your Act 3 chest since your Tempest dip grants medium armor proficiency; it gives your full Dexterity to armor class plus a saving-throw bonus.
Potions, Elixirs, and Consumables

Only one elixir can be active at a time.
- Elixir of Bloodlust: an extra action after your first kill; on a build that wipes packs, this can chain into a second nuke.
- Elixir of the Colossus: durability for a caster that gets focused.
- Bottles of Water: a backup Wet setup if you would rather not spend a spell; throw one to soak a target.
- Always carry: Superior Elixir of Arcane Cultivation for a free slot, and a few Scrolls of Lightning Bolt or Chain Lightning for extra reach.
Illithid Powers and Synergies

- Black Hole: pulls a scattered pack into one cluster, so your Create Water soaks all of them and your Cone of Cold or Lightning Bolt hits the whole group.
- Luck of the Far Realms: force a crit on a Wet, maximized lightning spell for an absurd single hit.
- Fracture Psyche: lowers a target’s saves so your lightning save-spells land.
- Fly: extra repositioning on top of Tempestuous Magic.
Permanent Bonus Tracker

Note: We set Charisma to 16 for ease of play. However, you can set it to an odd number and get two additional Charisma bonuses. This is much more complex, but it frees up a feat for Alert if you choose to. Therefore, the recommendation below is if you drop Intelligence in Character Creation and get all the permanent bonuses in BG3:
| Bonus | Act | How | Charisma |
| Auntie Ethel’s Hair | 1 | Deal with Auntie Ethel | +1 to a stat; Charisma to round 17 to 18 |
| Mirror of Loss | 3 | Cloister of Sombre | +2 to a stat; Charisma |
| Birthright (hat) | 3 | Rolan, Sorcerous Sundries | +2 Charisma (worn, to 22) |
| Patriar’s Memory | 3 | Stormshore Tabernacle | +1 Charisma (toward 24) |
Party Synergies

The Storm Sorcerer wants a balanced party to pressure melee enemies, sustain with support spells, and a Rogue for utility. Below is what we recommend:
- A frontliner (Lae’zel, Karlach): anchors the melee so your blaster can work from range, though the Fiend’s durability means it can also hold its own up close.
- Support Build (Shadowheart): rarely needed thanks to your temp-HP stacking, so you can run a fourth damage dealer instead.
- A striker (Astarion): Use as a dual-wielding melee Rogue that focuses on single-target burst.
Honour Mode Tips
- Short rest before boss fights so Destructive Wrath is available for the opening nuke.
- Set up Wet first, every big turn. Create Water (or a thrown water bottle) doubles your lightning and cold; never fire your maximized Lightning Bolt or Cone of Cold at a dry pack.
- Carry a cold backup (Ice Storm, Cone of Cold), which Wet also doubles, for the lightning-resistant enemies of Act 3.
- Hold Haste concentration with Constitution 15+ and the Amulet of Greater Health.
- Fly out after your nuke with Tempestuous Magic so you are never caught in melee after dropping your burst.
BG3 Storm Sorcery Sorcerer Build FAQ
1. Is Storm Sorcery good in Baldur’s Gate 3?
Yes; it has one of the highest lightning-damage ceilings in the game. With a Tempest Cleric dip for Destructive Wrath and the Wet condition from Create Water, a single maximized Lightning Bolt or upcast Cone of Cold deals massive doubled damage to a whole pack. It’s a mobile, high-burst elemental blaster.
2. Why dip Tempest Cleric on a Storm Sorcerer?
The two Cleric levels give you Destructive Wrath (maximizes lightning and thunder dice), Create Water (your self-applied Wet, which doubles that damage), medium armor and shield proficiency (a big armor-class boost), and martial weapons for Phalar Aluve. Together they roughly double and maximize your lightning damage; no two Sorcerer levels come close.
3. How does the Wet plus Destructive Wrath combo work?
Create Water makes the target Wet, which doubles all lightning and cold damage it takes. Destructive Wrath maximizes your next lightning spell’s dice. Cast a Lightning Bolt or an upcast Cone of Cold with both active and every target takes maximized, doubled damage, often around 100 each.
4. Does Storm Sorcery need specific gear?
It is gear-dependent to hit its ceiling: the reverberation set (Gloves of Belligerent Skies, Boots of Stormy Clamour), the Spellsparkler, and Markoheshkir all boost it. But the core Wet plus Destructive Wrath combo works from the moment you have the Cleric dip.
5. What’s the best race for a Storm Sorcerer?
Half-Elf for Charisma and shield proficiency, or Human, Wood Half-Elf.
6. How do I handle lightning-resistant enemies?
Switch to cold (Ice Storm, Cone of Cold), which Wet also doubles, or take Elemental Adept (Lightning) to ignore resistance. Both keep your damage flowing against the lightning-resistant enemies of Act 3.
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