Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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
Spellcaster Rules Summaries
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="Ashrym" data-source="post: 9499032" data-attributes="member: 6750235"><p>Wizards are INT based. Bards, Sorcerers, and Warlocks are CHA based. Clerics and Druids are WIS based. Wizards gain Expertise in one skill from a list of what is considered academic skill proficiencies. Clerics and Druids have options to be slightly more martial or slightly more magical, and going more magical gives them a bonus to Arcana and Religion from WIS. Bards have Expertise in whatever they want and Jack of all Trades for a bonus to any skill in which they are not proficient.</p><p></p><p>Just in case you want a run down of which skills each class can be good at. It is relevant outside of spells and can be relevant with spells that call for an ability check.</p><p></p><p>Clerics, Druids, and Wizards can swap out prepared spells after a long rest. Bards, Sorcerers, and Warlocks can swap out 1 prepared spell when they level up.</p><p></p><p>Wizards have a huge spell list that gets filtered through their spellbooks. If you are familiar with a sideboard from MtG that is similar to how Wizards work. They take a standard list of prepared spells from the spellbook and swap prepared spells from the spellbook to suit the planned day ahead. </p><p></p><p>Wizards have a lot of offensive, defensive, and utility spells. They are largely defined as a class by the spellbook and spell selection.</p><p></p><p>Wizards also have a unique ritual mechanic as the only class that does not need to prepare ritual spells. They can be cast from the spellbook.</p><p></p><p>Sorcerers are similar to wizards with the spell list but they do not have the large list wizards have. They have an ability for spells reminiscent of Rage for Barbarians with Innate Sorcery to increase DCs and gain advantage on spell attacks. They also have Font of Magic and Metamagic to sometimes leverage spell slots, but mostly to use Metamagic to enhance their spells.</p><p></p><p>Warlocks split magic with Invocations and Pact Magic is paced by slow rests instead of long rests. They also have a lot of offensive, defensive, and utility magic but rely on at-will abilities in their Invocations and can be a lot more martial depending on how they are built. I think Mystic Arcanum gives them the lease leeway with how they can manage high level spells and spell slots.</p><p></p><p>Bards can vary wildly with spell selection. They have a wide variety of spells in their list and a huge restriction on those spells through the spell preparation mechanic they use. That only broadens at high levels. IME, they cannot do everything but it is really easy to have a variety of useful spells. I tend to make a style of spell caster out of my bards and focus on those spells with a few other useful spells added in. Bards make great support and can crack-fill gaps in the party.</p><p></p><p>Druids have a wide variety of spells like the Bard does (but not the access Magical Secrets gives) and typically has more spells prepared with the option to swap them out. Being able to change spells out with that variety plus Wild Shape gives them the adaptability mentioned.</p><p></p><p>Clerics have the best armor training options of any of them and the Cleric spell list tends to favor healing and support. Druids also have good access to healing spells, and Bards may or may not. I almost always carry healing spells on a Bard.</p><p></p><p>Wizards and Sorcerers tend to have the flashiest go boom spells. Warlocks and Druids have flashy go boom spells flavored to the respective class. Bards and Clerics have some but not to the same extent. Bards, however, can change that at high levels.</p><p></p><p>Hope that helps. ;-)</p></blockquote><p></p>
[QUOTE="Ashrym, post: 9499032, member: 6750235"] Wizards are INT based. Bards, Sorcerers, and Warlocks are CHA based. Clerics and Druids are WIS based. Wizards gain Expertise in one skill from a list of what is considered academic skill proficiencies. Clerics and Druids have options to be slightly more martial or slightly more magical, and going more magical gives them a bonus to Arcana and Religion from WIS. Bards have Expertise in whatever they want and Jack of all Trades for a bonus to any skill in which they are not proficient. Just in case you want a run down of which skills each class can be good at. It is relevant outside of spells and can be relevant with spells that call for an ability check. Clerics, Druids, and Wizards can swap out prepared spells after a long rest. Bards, Sorcerers, and Warlocks can swap out 1 prepared spell when they level up. Wizards have a huge spell list that gets filtered through their spellbooks. If you are familiar with a sideboard from MtG that is similar to how Wizards work. They take a standard list of prepared spells from the spellbook and swap prepared spells from the spellbook to suit the planned day ahead. Wizards have a lot of offensive, defensive, and utility spells. They are largely defined as a class by the spellbook and spell selection. Wizards also have a unique ritual mechanic as the only class that does not need to prepare ritual spells. They can be cast from the spellbook. Sorcerers are similar to wizards with the spell list but they do not have the large list wizards have. They have an ability for spells reminiscent of Rage for Barbarians with Innate Sorcery to increase DCs and gain advantage on spell attacks. They also have Font of Magic and Metamagic to sometimes leverage spell slots, but mostly to use Metamagic to enhance their spells. Warlocks split magic with Invocations and Pact Magic is paced by slow rests instead of long rests. They also have a lot of offensive, defensive, and utility magic but rely on at-will abilities in their Invocations and can be a lot more martial depending on how they are built. I think Mystic Arcanum gives them the lease leeway with how they can manage high level spells and spell slots. Bards can vary wildly with spell selection. They have a wide variety of spells in their list and a huge restriction on those spells through the spell preparation mechanic they use. That only broadens at high levels. IME, they cannot do everything but it is really easy to have a variety of useful spells. I tend to make a style of spell caster out of my bards and focus on those spells with a few other useful spells added in. Bards make great support and can crack-fill gaps in the party. Druids have a wide variety of spells like the Bard does (but not the access Magical Secrets gives) and typically has more spells prepared with the option to swap them out. Being able to change spells out with that variety plus Wild Shape gives them the adaptability mentioned. Clerics have the best armor training options of any of them and the Cleric spell list tends to favor healing and support. Druids also have good access to healing spells, and Bards may or may not. I almost always carry healing spells on a Bard. Wizards and Sorcerers tend to have the flashiest go boom spells. Warlocks and Druids have flashy go boom spells flavored to the respective class. Bards and Clerics have some but not to the same extent. Bards, however, can change that at high levels. Hope that helps. ;-) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Spellcaster Rules Summaries
Top