Unless you go Divine Soul, which opens up a giant can of Swiss Army Knife.
Technically true, but in reality, you just stare longingly at the vast amount of spells you don't have room for.
Unless you go Divine Soul, which opens up a giant can of Swiss Army Knife.
So, in your opinion, which is better for higher-level play, Wizard or Sorcerer?
Okay, found this useful thread.
Sorcerer spells wizards don't get:
Daylight
Dominate Beast
Earthquake
Enhance Ability
Fire Storm
Insect Plague
Water Walk
No contest, wizard is better. You get way more spells and spell slots.
Gnome is the way to go for wizard because of the Intelligence bonus (the Fatbeard in me still thinks gnomes should only be illusionists, but that's my problem). The +2 to Intelligence isn't huge, but over the course of an adventuring career (or even a few sessions) a +1 to hit on spell attacks and a 5% better chance of enemies failing their saves will add up.
Second place would be high elves with a +1 Int and +2 Sex (for AC). The extra cantrip also gives you some flexibility.
For feats I love Spell Sniper. You get a damage-dealing cantrip and double the range of all attack-roll spells and ignore 1/2 and 3/4 cover. The Lucky feat is also a great one. If you choose the Diviner subclass, the Portent ability can be fun for you and infuriating for the DM.
Nope, definitely not sarcasm. I love your break downs and that is how I learned what a beast that 2 Warlock plus Sorcerer can be. So, because you have a lot of insight because you have broken down so many of these classes I value your input.Not sure if sarcasm?
Good insight. I am leaning towards Diviner or Lore master, but I'll give Enchantment and illusion a second look.Yeah, after 9th level in particular, I think wizards start to run away with it, unless you're a dedicated blaster, for the simple reason of spell selection.
5th level spells: Wall of Force. The best spell for any class at 5th level, IMO. And for good measure, Bigby's Hand. For 5th level spells I think the sorcerer's best comeback is maybe a heightened Hold Monster, though if that's what you want, there's always the Enchanter, who can twin it without spending anything, let alone half their daily allotment of one of their most important resources.
With 6th level spells, the Sorcerer maybe has a bit of an edge: the wizard has contingency, which is useful, but the sorcerer can use empowered spell on a chain lightning, or a heightened or twinned disintegrate. But let's be honest, you're probably better off using that slot on a Mass Suggestion, which either one can do, or even just an extra Wall of Force. And if you like disintegrating things (without legendary resistance), you really want to be a diviner who has a low portent die in their pocket.
7th level spells: The wizard gets Forcecage and, if you're that sort of player, Simulacrum. Again, the sorcerer's edge is in blasting: they get Fire Storm, and empowered spell to use with it. I guess they can also twin/heighten plane shift (but again, diviners will often have a low portent die).
8th level spells: The wizard gets Maze, which is great, and Illusory Dragon. The sorcerer gets like four options. I guess their best option is Dominate Monster, again heightened or twinned. But again, Enchanter can twin cheaper, Diviner can (often) heighten better.
9th level: Well, either one is most likely using that slot for Wish. But, the wizard gets Prismatic Wall, True Polymorph, and Foresight! Psychic Scream could benefit from metamagic, but, look, it's an enchantment spell again!
And I haven't even mentioned utility spells. If that's any kind of priority, it's truly no contest.
Starting at 10th, single classed, I think I'd play an enchanter, if I were interested in those single target debuffs. I might take one level of fighter for some self-protection. If I wanted to focus on a broader array of spells with saving throws, then Diviner, obviously. If I wanted to specialize in battlefield control spells that don't target creatures directly, then probably War Magic (initiative and concentration boosts). If the campaign were going to spend significant time at 14th and up, and I wanted to just be able to mess with the entire world, then Illusionist would be the way to go.
If I just wanted to blast things, then I might go sorcerer, although even there, the evocation school's Sculpt Spells feature is way better than Careful spell. You don't get as good a damage boost as the sorcerer gets, but better to actually be able to use your big blasts without killing your friends.