Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Sorcerer versus Wizard, which is better?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="FrogReaver" data-source="post: 7806127" data-attributes="member: 6795602"><p>BTW, you are level 5 and so you only have 5 Sorc Points.</p><p></p><p>Cantrips: Firebolt, Mage Hand, Minor Illusion, Light</p><p></p><p>1st level: Shield, Sleep, Magic Missile</p><p>2nd level: Alter Self, Suggestion, Levitate, Misty Step</p><p>3rd level: Hypnotic Pattern, Haste</p><p></p><p>Arcane Recovery: Up to 3 levels worth of spells</p><p></p><p>Some reasoning behind the choices:</p><p></p><p>1. The spells that I left the same as your sorcerer choices I couldn't find a good justification for changing. There just wasn't another spell that could produce similar results in many situations.</p><p></p><p>2. I think hypnotic pattern is better than fireball in most aoe situations, especially on a wizard. On a sorcerer fireball is a little more general purpose and so makes sense IMO. So I'm not faulting your choice, I'm just pointing out the added spells allowed me to configure them such that I still had decent direct damage when needed and also a slightly better aoe spell IMO.</p><p></p><p>(The new additions)</p><p>3. Magic Missile. This is the only additional pure combat spell out of the bunch. I literally took it so that I wouldn't be so far behind in damage when you twinned haste. I can use magic missiles to make up some of the difference. I still don't reach the same single target damage potential, but I get much closer with this.</p><p></p><p>4. Levitate. Good control spell for single target enemies without ranged attacks, single save. Also helps in exploration phase as it allows party to easily bypass some obstacles. For example, it can allow a rogue to get over the castles wall to do a scouting mission.</p><p></p><p>5. Misty Step. Teleportation is always nice in exploration phases. The ability to teleport in combat as a bonus action is great too. You can put some serious distance between yourself and the enemy with this spell and a dash action when needed. </p><p></p><p>My conclusion: Your sorcerer is good. He reigns supreme when it comes to single target damage for a caster. However, he lacks defensive abilities to get away from enemies when needed. He lacks the extra control of levitate. The out of combat utility of levitate and misty step. It's hard for him to justify taking one of the best control spells in the game, hypnotic pattern as the choice would leave him with no direct damage spells.</p><p></p><p>In summary it comes down to what you value more. More utility or more damage.</p><p></p><p>Not included in the above analysis: The wizard also has 2 additional things going for him that the sorcerer doesn't</p><p></p><p>1. The wizard knows a total of 14 spells. I've only chosen 9. The rest can easily be rituals. Rituals also add a lot of utility, which is why you've suggested the sorcerer take ritual caster. The downside to ritual caster is that it means you only have 2 rituals known vs the wizards 5. That's a lot more rituals. That's a lot more utility. IMO</p><p></p><p>2. The good wizard subclasses are generally better than the good sorcerer subclasses, at least through most of the game. IMO</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7806127, member: 6795602"] BTW, you are level 5 and so you only have 5 Sorc Points. Cantrips: Firebolt, Mage Hand, Minor Illusion, Light 1st level: Shield, Sleep, Magic Missile 2nd level: Alter Self, Suggestion, Levitate, Misty Step 3rd level: Hypnotic Pattern, Haste Arcane Recovery: Up to 3 levels worth of spells Some reasoning behind the choices: 1. The spells that I left the same as your sorcerer choices I couldn't find a good justification for changing. There just wasn't another spell that could produce similar results in many situations. 2. I think hypnotic pattern is better than fireball in most aoe situations, especially on a wizard. On a sorcerer fireball is a little more general purpose and so makes sense IMO. So I'm not faulting your choice, I'm just pointing out the added spells allowed me to configure them such that I still had decent direct damage when needed and also a slightly better aoe spell IMO. (The new additions) 3. Magic Missile. This is the only additional pure combat spell out of the bunch. I literally took it so that I wouldn't be so far behind in damage when you twinned haste. I can use magic missiles to make up some of the difference. I still don't reach the same single target damage potential, but I get much closer with this. 4. Levitate. Good control spell for single target enemies without ranged attacks, single save. Also helps in exploration phase as it allows party to easily bypass some obstacles. For example, it can allow a rogue to get over the castles wall to do a scouting mission. 5. Misty Step. Teleportation is always nice in exploration phases. The ability to teleport in combat as a bonus action is great too. You can put some serious distance between yourself and the enemy with this spell and a dash action when needed. My conclusion: Your sorcerer is good. He reigns supreme when it comes to single target damage for a caster. However, he lacks defensive abilities to get away from enemies when needed. He lacks the extra control of levitate. The out of combat utility of levitate and misty step. It's hard for him to justify taking one of the best control spells in the game, hypnotic pattern as the choice would leave him with no direct damage spells. In summary it comes down to what you value more. More utility or more damage. Not included in the above analysis: The wizard also has 2 additional things going for him that the sorcerer doesn't 1. The wizard knows a total of 14 spells. I've only chosen 9. The rest can easily be rituals. Rituals also add a lot of utility, which is why you've suggested the sorcerer take ritual caster. The downside to ritual caster is that it means you only have 2 rituals known vs the wizards 5. That's a lot more rituals. That's a lot more utility. IMO 2. The good wizard subclasses are generally better than the good sorcerer subclasses, at least through most of the game. IMO [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
5e Sorcerer versus Wizard, which is better?
Top