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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
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="EzekielRaiden" data-source="post: 9499039" data-attributes="member: 6790260"><p><strong>Wizards: </strong>Spells on spells on spells. Forget class features (mostly). Everything is spells. You have the most--in per-day terms and size of your list. Just be ready to read through 100+ pages of book text (or read guides online) to get the most out of it. Really though, there's a short list of amazeballs spells, and you can spend all your cash on buying the weird ones 'cause magic items barely matter for you.</p><p></p><p><strong>Sorcerers: </strong>Kings of Spam, especially if mixed properly with Warlock. You don't have as many spells, but you can do trick shots with them. Wizard requires up-front research to know all your options. Sorcerer requires up-front research so you don't screw yourself with crappy picks on the few spells you actually get. Metamagic helps--so pick good ones--but mostly those just make your damage spells more flexible.</p><p></p><p><strong>Clerics and Druids:</strong> You don't have a big spell list, but you know <em>all of it</em>. That's a big deal, and means you can fall back on ol' reliables. This is also where class features really start to matter a lot; unlike metamagic, your class-specific resource (Channel Divinity and Wildshape, respectively) and subclass-specific features actually matter a fair amount, so spells are just one part of the picture, not all of it.</p><p></p><p><strong>Bards:</strong> The pseudo-generalist. You'll still be picking <em>something</em> you focus on (5e does not really reward generalist characters much), but the class itself can be bent toward almost any end. Between that and wanting good Cha and Dex, you're also a great skillmonkey and face, so it's rare for you to have nothing at all to contribute. Just pick spells wisely--you're like a Sorcerer without the bonus flexibility of metamagic. I'd say this is where class features matter <em>slightly</em> more than spells.</p><p></p><p><strong>Warlock:</strong> Build Your Own Class. This is the go-to if you want the freedom to do whatever you want, and don't care about the risk of maybe being not very good at whatever you wanted to do. Guardrails are off and you can blend together <em>nearly</em> all the components of any other class, especially with the right choice of Patron (Celestial = decent healer, frex). Your class features (+ cantrips) are arguably more important than your (levelled) spells, though (levelled) spells remain important.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9499039, member: 6790260"] [B]Wizards: [/B]Spells on spells on spells. Forget class features (mostly). Everything is spells. You have the most--in per-day terms and size of your list. Just be ready to read through 100+ pages of book text (or read guides online) to get the most out of it. Really though, there's a short list of amazeballs spells, and you can spend all your cash on buying the weird ones 'cause magic items barely matter for you. [B]Sorcerers: [/B]Kings of Spam, especially if mixed properly with Warlock. You don't have as many spells, but you can do trick shots with them. Wizard requires up-front research to know all your options. Sorcerer requires up-front research so you don't screw yourself with crappy picks on the few spells you actually get. Metamagic helps--so pick good ones--but mostly those just make your damage spells more flexible. [B]Clerics and Druids:[/B] You don't have a big spell list, but you know [I]all of it[/I]. That's a big deal, and means you can fall back on ol' reliables. This is also where class features really start to matter a lot; unlike metamagic, your class-specific resource (Channel Divinity and Wildshape, respectively) and subclass-specific features actually matter a fair amount, so spells are just one part of the picture, not all of it. [B]Bards:[/B] The pseudo-generalist. You'll still be picking [I]something[/I] you focus on (5e does not really reward generalist characters much), but the class itself can be bent toward almost any end. Between that and wanting good Cha and Dex, you're also a great skillmonkey and face, so it's rare for you to have nothing at all to contribute. Just pick spells wisely--you're like a Sorcerer without the bonus flexibility of metamagic. I'd say this is where class features matter [I]slightly[/I] more than spells. [B]Warlock:[/B] Build Your Own Class. This is the go-to if you want the freedom to do whatever you want, and don't care about the risk of maybe being not very good at whatever you wanted to do. Guardrails are off and you can blend together [I]nearly[/I] all the components of any other class, especially with the right choice of Patron (Celestial = decent healer, frex). Your class features (+ cantrips) are arguably more important than your (levelled) spells, though (levelled) spells remain important. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Spellcaster Rules Summaries
Top