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5e Sorcerer versus Wizard, which is better?
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<blockquote data-quote="Esker" data-source="post: 7801761" data-attributes="member: 6966824"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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!</p><p></p><p>And I haven't even mentioned utility spells. If that's any kind of priority, it's truly no contest.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Esker, post: 7801761, member: 6966824"] 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. [/QUOTE]
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