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<blockquote data-quote="Neonchameleon" data-source="post: 9499046" data-attributes="member: 87792"><p>OK. We've got two different groupings here; Wizard vs Sorcerer and Cleric vs Druid</p><p></p><p><strong>Sorcerer:</strong> A blast mage. Their spells are roughly 2/3 damage, 1/3 utility and they are almost entirely lacking in summons and rituals. If you want to be a blaster play a sorcerer. Sorcerers are the <em>best</em> blasters because on top of their actual spells they get metamagic. Remember that from levels 1-10 unless you are a Wild Sorcerer you get two spells per spell level added to your list so you know quite a lot of spells.</p><p></p><p><strong>Wizard:</strong> A utility caster whose spells are roughly 1/2 Sorcerer Overlap, 1/2 Utility (and the sorcerer gets a normal sized spell list with only a couple of spells not also being on the wizard list). They are the masters of rituals and can cast rituals without preparing them - but in terms of spells in their book by default they only get as many as non-wild sorcerers know. 2024 is the first ruleset where I think that sorcerers are the stronger class.</p><p></p><p>Out of combat there's not much wiz/sorcerer difference other than that only wizards aren't going to dump Int but Sorcerers are charisma-heavy.</p><p></p><p><strong>Cleric and Druid:</strong> 1/3 "common core" - mostly healing. The cleric then specialises in number-adds and has stronger healing while the druid in terrain (including battlefield) manipulation making them tricksier. Wild Shape is a direct equivalent of channel divinity - with every subclass giving you an alternative.</p><p></p><p><strong>Bards:</strong> Mid healing (druid level) and illusions and enchantment with limited direct damage. The key thing about the bard is that they have a lot of flexibility but they actively <em>know</em> fewer spells than any other class (22 at level 20 to cover nine spell levels; most sorcerers will be at 32) and they have a distinct squishiness issue, having only light armour and no mage armour or shield (or Absorb Elements).</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9499046, member: 87792"] OK. We've got two different groupings here; Wizard vs Sorcerer and Cleric vs Druid [B]Sorcerer:[/B] A blast mage. Their spells are roughly 2/3 damage, 1/3 utility and they are almost entirely lacking in summons and rituals. If you want to be a blaster play a sorcerer. Sorcerers are the [I]best[/I] blasters because on top of their actual spells they get metamagic. Remember that from levels 1-10 unless you are a Wild Sorcerer you get two spells per spell level added to your list so you know quite a lot of spells. [B]Wizard:[/B] A utility caster whose spells are roughly 1/2 Sorcerer Overlap, 1/2 Utility (and the sorcerer gets a normal sized spell list with only a couple of spells not also being on the wizard list). They are the masters of rituals and can cast rituals without preparing them - but in terms of spells in their book by default they only get as many as non-wild sorcerers know. 2024 is the first ruleset where I think that sorcerers are the stronger class. Out of combat there's not much wiz/sorcerer difference other than that only wizards aren't going to dump Int but Sorcerers are charisma-heavy. [B]Cleric and Druid:[/B] 1/3 "common core" - mostly healing. The cleric then specialises in number-adds and has stronger healing while the druid in terrain (including battlefield) manipulation making them tricksier. Wild Shape is a direct equivalent of channel divinity - with every subclass giving you an alternative. [B]Bards:[/B] Mid healing (druid level) and illusions and enchantment with limited direct damage. The key thing about the bard is that they have a lot of flexibility but they actively [I]know[/I] fewer spells than any other class (22 at level 20 to cover nine spell levels; most sorcerers will be at 32) and they have a distinct squishiness issue, having only light armour and no mage armour or shield (or Absorb Elements). [/QUOTE]
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