D&D 5E (2024) Wizard vs Sorcerer In-Depth Analysis (2024)

FrogReaver

The most respectful and polite poster ever
The Answer
I'd rather be interesting than right.

A common question is whether Wizards or Sorcerers are better. This must be because Wizards and Sorcerers are so very similar. The true answer is that it depends on the campaign and the character level and progression range being analyzed. Yet, there's so much more we can say. It's just not going to be universal. There will be plenty of times when what's typically better will be worse. Part of my goal is to examine not just which class is better but when it is better.

TLDR
  • Sorcerer is best if no other Charisma classes are in the party and when Combat and Tactics matters more than Exploration and Strategy.
  • Wizard is best when Exploration and Strategy matters more and when there's already a Charisma class present in the party.
  • Most campaigns probably are more about combat tactics than Strategy so Sorcerer probably wins out in more campaigns, but Wizard will do better in plenty as well.

Charisma vs Intelligence Skills
He's so dumb he could talk his way out of anything.

When it comes to Charisma skills, they are soo open ended that they are almost always potentially useful. That said, there's a few classes that can easily be better or just as good at charisma skills as the sorcerer and most of those classes are also very good (Bard, Paladin, Warlock, Rogue and even Battlemaster Fighter). The nature of Charisma skills means it's not common to get multiple attempts to persuade an NPC to do something, so it's usually whoever has the highest Bonus, though not always.

On the other hand, Wizards are the Intelligence class. However, Druids and Clerics can use opt into the ability to use Wisdom for arcana/nature or arcana/religion. Intelligent Rogues can take a number of intelligence skills and expertise in them and at least match if not eventually outperform the Wizard. In short, there's a bit of competition for Wizards on Intelligence skills as well. Wizards will typically be best at one of the skills due to getting expertise in one of them and desiring high intelligence. Perhaps more importantly intelligence skills can typically be used by multiple party members for the same goal. This tends to make any one players bonuses less important.

On playstyle
Charisma skills boost what I would consider to be a tactical maneuver whereas Intelligence skills granting information tend to form the basis for long term strategic plans. Tactics vs Strategy.

Which Wins When
  • The Sorcerer Charisma skill focus tends to win out when there are no other Charisma classes in the party.
  • The Wizards Intelligence skill focus tends to be better when there is already a charisma focused party member or when information from checks can be used to make important long term strategical plans that matter. You usually need a very inquisitive player for this to really start mattering.
  • If party makeup is unknown I'd give Wizard Intelligence skills a slight edge, just because I'm sure they'll be useful at least some of the time, whereas with a bard/warlock/paladin in the party, the sorcerer probably isn't best or not significantly better at any of the Charisma skills.

Constitution vs Wisdom Saves
The mind is greater than the body... Says no construction worker ever!

If you'd asked my thoughts on this back in early 2014 I'd have said Constitution for sure. They help concentration saves and they still often carry some fairly rough effects often along with high damage. Contrary to popular belief, damage does matter quite a bit to Tier 1 and Early Tier 2 Wizards and Sorcerers.

That said, a level 1 healing word can solve the 0 hp condition. It's a bit harder to stop a hold person or similar. As such I think that while the Constitution saves that Sorcerers have proficiency in come up a bit more often, that the effects wisdom saves prevent are more often worse.

Which Wins When
IMO. When it comes to Constitution or Wisdom saves It's a tie, though if forced i'd give wisdom an ever so slight edge. One of the worst TPK's we ever had was our Paladin was dominated and forced to smite the rest of us to death.

Origins
Give me Magic Initiate or give me Death!

Unlike men, not all origins are created equal. Conventional wisdom suggest that a Sorcerer should desire Charisma, Dexterity and Constitution and a Wizard should desire Intelligence, Dexterity and Constitution. When looking at non-custom backgrounds,

Sorcerer Top 3
  • Entertainer (Musician) (Cha, Dex)
  • Wayfarer (Lucky) (Cha, Dex)
  • Acolyte (Magic Initiate Cleric) (Cha)
Wizard Top 3
  • Sage (Magic Initiate Wizard) (Int, Con)
  • Criminal (Alert) (Int, Dex, Con)
  • Acolyte (Magic Initiate Cleric) (Int)
I'd suggest Entertainer and Sage are the respective best Origins, though there's a strong case for the others as well. Having an extra spell and cast in tier 1 feels really good. So does being able to hand PB of your allies Heroic Inspiration once every short rest.

Which Wins When
I had came into this thinking Wizard with Sage would have a slight advantage. However, on careful consideration I'd actually give this to the Entertainer Sorcerer. Heroic Inspiration can be more front loaded into combats and just as impactful as any first level spell. That it comes back on a short rest also makes it excellent for skill check buffing. I think Sage's Magic Initiate can make a case for level 1 or 2 when spell slots and spells known are generally really low and it's skills are generally more useful. Maybe if it was Magic Initiate Cleric or Druid, that Sage granted, but Magic Initiate Wizard just isn't enough.


Species
Can the different species interbreed? Asking for a friend.

Overall early game Sorcerers tend to have more weaknesses than Wizards (fewer spells to cover fewer situations, though this tends to be remedied by level 3 subclasses). To me that means the Sorcerers choice of species will have bigger gaps it can fill, meaning the choice probably helps the sorcerer more than the Wizard at least in the early game. I don't have much else to say, but I do kind of like how a gnome sorcerer can give you advantage in wis, cha, int saves and gets constitution saves. That covers alot of defensive bases.

Which Wins When
I can't really say that the Sorcerer wins here when the reason I said Species mattered more early weaknesses due to a smaller spell list early. Thus, I'd rate this a complete tie in basically every situation.


Rituals vs Metamagic
The single largest defining difference.

I really should say Metamagic and Innate Sorcery vs Rituals and Arcane Recovery. With this we come full circle back to the most common theme, tactical options and combat efficiency goes to the sorcerer, out of combat strategic exploration and information gathering abilities goes to the Wizard.

Which Wins When
Which is better strictly depends on the campaign, but I think most campaigns typically favor tactical options and combat efficiency.


Spell List and Known/Prepared
Siri Repeat. Hit me baby one more time.

I'm not going to say much more. Wizards have a better spell list, though they don't really get more spells prepared after Sorcerer subclass spells are factored in. They have much better level 6+ spells. They do get enough to add quite a few rituals to their spell book along with a few context dependent spells they can swap out. Depending on level this may actually be as much of a difference as Metamagic, but for lower levels it's generally not that much more power. Most of the best low level spells are on both the Wizard and Sorcerer lists, essentially meaning the wizard might get to pick up a better 4th or 5th top spell than the Sorcerer. It's a bigger difference on paper than it is in practice, though as more splat books come out this could easily change into a huge advantage.

Which Wins When
Wizard here always, but not by a country mile.


Merry Christmas @Snarf Zagyg
 
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Great food for thought for me. When a player has trouble choosing which class to go with, I'll use this post to help me give advice. Want a very tactical combat-focused spellcaster? Sorceror. Want something more broadly helpful in things outside of combat? Wizard. Depending on the campaign premise, I'll nudge them towards one vs. the other.
 

This must be because Wizards and Sorcerers are so very similar.
They're not just similar. They're mirror reflections of each other, two different approaches to the same exact role. Warlock, at least, feels more like... the playstyle is closer to paladin or ranger than it is to wizard or sorcerer, imho.

But sorcerer has never truly outgrown its status as an "alternative wizard" as its core identity. Hells. Just look at the Dragonlance campaign and the Dark Sun UA. The moon magic, that all wizards are supposed to be part of in Dragonlance? Sorcerer subclass. Defilement magic? Sorcerer again. The traditional Wizard spots in these other settings are outright given to the Sorcerer. In Faerun, we have writers claiming that, to be a wizard, you still need to be born or otherwise mutate with the "Gift." Which is pretty much the defining aspect of how sorcerers come about.

Mechanically, they're both CC / AoE blaster archetypes in combat, who rely on Shield, Mage Armor, and can use Counterspell frequently. Spells are class features, and the spell list overlap means that they practically share nearly all the same class features as well.

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You did Strategy and Tactics. But what about Planning or Chaos.

Combat Planning is when you come to a fight with a your strongest routine of actions.

Combat Chaos is when the DM hits you with a shocker, you're on your backfoot, and you have to use your 4th or 5th options or suboptimal features.
 

Charisma vs Intelligence Skills
He's so dumb he could talk his way out of anything.
Deception should default to an Intelligence skill. Creating a replica that is convincing enough to fool the experts requires deep intellectual scholarly comprehension of the relevant subject matters. Likewise to weave a consistent web of lies for a confidence scheme that can survive scrutiny from professionals, requires Intelligence.

Charisma Persuasion is something different. It is a social skills check, addressing the needs and concerns of persons, after all the information is known. Intelligence Deception is about fabricating false information.

Or, for the sake of art and entertainment, Intelligence Deception is to formulate a technically convincing simulation, including writing a novel or painting an optical illusion.

For art, I always make two checks. One for technical skill, and one for viewer enjoyment. For example, a dance would be Athletics for technical, then Performance for the artistic masterpiece.
 

Arcane recovery was touched on, as was rituals, but I think the conclusion is mistaken, as well as missing an important aspect - scroll scribing

Ultimately, Arcane Recovery, rituals, and a better method for scroll scribing doesn't lend towards better exploration vs a Sor's better "combat." They lead to better Sustained versus Nova combat options.

Wizards preserve spell slots more than sorcerers can. They get more leveled spells a day than sorcerers.

Sorcerers are sprinters, wizards are marathon runners.

If a sorcerer is better at combat tactics, then wizards are better strategists, given how they can rearrange their spells prepared more easily. Sorcerers can do a better fireball but wizards can choose if fireball, lightningbolt, hypnotic pattern or sleetstorm is more appropriate for any upcoming fight.
 

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