You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action" end of quote. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. In Players handbook, page 202, passage Casting time - Bonus Action, quote: "A spell cast with a bonus action is especially swift. Though I will admit to finding the lack of being able to cast identify to be highly annoying.I know its fully subjective but I need to remove it from my chest. Personally, I think the wizard comes out ahead overall, but the sorcerer is still plenty viable. Same is true if you have a spellsword fighter or arcane trickster rogue covering the INT skills, they won't synnergize as well with a wizard. If you have a paladin covering your Persuade/Bluff/Intimidate skills, then the Sorcerer's CHA skills won't be nearly as helpful as the Wizard providing the INT skills. Skills however will depend on your party synnergy though. I should also mention you use Arcana (INT) when using counterspell, so wizards have a slight synergy advantage there. Sorcerers can cover your Persuade/Bluff/Intimidate skills well, while the Wizard covers your needed INT skills, Arcana, History, Investigation, etc. That said? Court mage does lose the Shock Arcanist's damage buffs, so again, there's tradeoffs. With a +2 shield and a decent halfplate they can get a nice and tanky AC. That said if you don't use the sellsword background the wizard is going to be lacking AC.Ī sellsword court mage wizard adds in shields to the mix meaning they'll race ahead on AC. I do find that later on the half-plate using wizard came out ahead on AC. Dragon armor gives 13+DEX AC which wasn't terrible, at least. Still, I do find it evens out in that aspect.ĭefense wise, my wizard was a sellsword so had medium armor. Woe betide you if your sorcerer runs into an enemy that's immune to their damage type. The shock arcanist however is more flexible in that it's bonus applies to many damage spells, not just ones of a particular element. The fire bolt cantrip also got the boost, meaning that when using cantrips, the sorcerer has the wizard beat. Fireball, Wall of Fire get a nice little boost. It doesn't work as nicely with scorching ray (it only boosts the first ray), but it IS a nice buff for your other fire spells. Now come L6, the dragon sorcerer gets their CHA mod to spell damage for their particular element (fire). Now, before L6, the shock arcanist had much better bonuses, +1 to spell level on your evocation spells meant they all did more damage than what the sorcerer compared to, plus I had the needed debuffs to handle that part of the spell selection. In my playthroughs, I had a shock arcanist and a gold dragonblood Sorcerer. Now, lets look at the different archetype bonuses. You don't get /that/ many sorcery points though so I personally find the spellbook flexibility more valuable. So, you have that spell flexibility vs the bonus power that metamagic can get you. Twinned spell is a real treat, and is definitely one of the better ones. Now for the utility of metamagic/sorcery points, it can be useful to restock some spells so sorcerers get a few more casts/day compared to wizards, or can empower spells to mildly buff their damage. Now, Sorcerers get metamagic, wizards don't get anything that directly compares to metamagic. Wizards have them beat on spell selection here. Sorcerers for instance miss identify, they miss summon elemental (unless they pick the archetype that gets it). Finally, wizards are able to pick from an expanded set of spells compared to Sorcerers. Sorcerers are also locked into some of the spells they pick by their archetype. Well, my thoughts on the wizard vs Sorcerer debate.įirst up, spell selections: Sorcerers are locked into their spell picks on level up.
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