I'd like to make a PC which is all about blowing up stuff and doing as much damage per turn as possible. I like the RP possibilities of the sorcerer(raw power which needs to be released) as well as the evoker wizard (mad weapons research scientist). I'm wondering from a purely damage per round aspect; which does more damage, a sorcerer or an evoker? Having a hard time deciding and need more info/opinions.
Well that's a bit tricky to answer. I'll break it down to the main points:
Sorcerers and Wizards have very similar access to damage-dealing spells (with Wizards having slightly more)
Sorcerers get access to metamagic that can be helpful in combat
Evokers can sculpt their spells around allies to prevent them from being hit
When you boil it down, those are the 3 main points for Sorcerer vs Wizard when you want to be a blaster caster. I, personally, would pick Evoker for their Sculpt Spell ability since the highest damage-dealing spells are typically AOE (Fireball, Meteor Swarm, etc.) and have a chance of hurting allies.
Evokers and sorcerers seem about even to me. I'd say it comes down to whether you'd rather be able to keep yourself and your allies safe from your AoE spells or have more magic available.
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"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Evokers and sorcerers seem about even to me. I'd say it comes down to whether you'd rather be able to keep yourself and your allies safe from your AoE spells or have more magic available.
I agree. If wanting to play a caster focused on maximum devastation, it really comes down to whether the player prefers potentially squeezing out more damage (thanks to Empower Spell metamagic) and maybe a few more castings of particular levels of spells (thanks to sorcery points) or prefers to actually not harm their allies with area damage spells (thanks to Sculpt Spells) rather than just guaranteeing their allies pass their saving throws (via Careful Spell metamagic).
Personally, I lean toward Wizard because it provides a few more spells on-hand and ritual casting, plus my campaigns often reach high enough levels that features like Overchannel will come into play.
Sorcerer for hitting hard with a limited range of spells, Wizard for variety. If both classes could cast only fireball, firebolt, lightning bolt and cone of cold (for example), there's no question that a sorcerer would do more damage with those spells than a wizard, even an evocation wizard, because of meta magic. But the Wizard is likely to have a spell to deal with unusual situations, such as opponents with a lot of immunities and resistances, while a sorcerer may not.
Play a Dragonborn Dragon Sorcerer and Multiclass into Wizard Evoker. Don't forget your spell slots just get dumped in one big pile, and you can convert them to sorcery points, or sorcery points into spell slots. With the wizards "I got half my spell slot back" when they sit down and have some tea things get a little crazy. Plus you're a Dragonborn with dragon blood, I bet you could talk a kobold or two into worshiping you.
*Edited- Raised Dead the heck out of this one. Guess I need to start checking dates more or roll a Necromancer/Death Cleric. Sorry guys.
GM of The Bonus Role - We are playing a 5E game set in my homebrew world of Audra check us out Sunday's at 10 AM CST and follow us at the following social media links. https://www.twitch.tv/thebonusrole @BonusRole
It's all good dude. I appreciate yours and everyone's input. The more I'm reading, I'm finding that it's more about roles in an adventuring group. The sorcerer has quite a few tools for a glass cannon/striker role, while the Wizard is kind of wasted on in a pure striker role, as they have access to many more spells and are better utilized in a controller type role with blasting being only a part of that.
That Treantmonk Guide is pretty comprehensive.
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I'd like to make a PC which is all about blowing up stuff and doing as much damage per turn as possible. I like the RP possibilities of the sorcerer(raw power which needs to be released) as well as the evoker wizard (mad weapons research scientist). I'm wondering from a purely damage per round aspect; which does more damage, a sorcerer or an evoker? Having a hard time deciding and need more info/opinions.
Thanks!
Well that's a bit tricky to answer. I'll break it down to the main points:
When you boil it down, those are the 3 main points for Sorcerer vs Wizard when you want to be a blaster caster. I, personally, would pick Evoker for their Sculpt Spell ability since the highest damage-dealing spells are typically AOE (Fireball, Meteor Swarm, etc.) and have a chance of hurting allies.
Evokers and sorcerers seem about even to me. I'd say it comes down to whether you'd rather be able to keep yourself and your allies safe from your AoE spells or have more magic available.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
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Sorcerer for hitting hard with a limited range of spells, Wizard for variety. If both classes could cast only fireball, firebolt, lightning bolt and cone of cold (for example), there's no question that a sorcerer would do more damage with those spells than a wizard, even an evocation wizard, because of meta magic. But the Wizard is likely to have a spell to deal with unusual situations, such as opponents with a lot of immunities and resistances, while a sorcerer may not.
Play a Dragonborn Dragon Sorcerer and Multiclass into Wizard Evoker. Don't forget your spell slots just get dumped in one big pile, and you can convert them to sorcery points, or sorcery points into spell slots. With the wizards "I got half my spell slot back" when they sit down and have some tea things get a little crazy. Plus you're a Dragonborn with dragon blood, I bet you could talk a kobold or two into worshiping you.
*Edited- Raised Dead the heck out of this one. Guess I need to start checking dates more or roll a Necromancer/Death Cleric. Sorry guys.
**also edited for spelling and grammar.
GM of The Bonus Role - We are playing a 5E game set in my homebrew world of Audra check us out Sunday's at 10 AM CST and follow us at the following social media links.
https://www.twitch.tv/thebonusrole
@BonusRole
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
It's all good dude. I appreciate yours and everyone's input. The more I'm reading, I'm finding that it's more about roles in an adventuring group. The sorcerer has quite a few tools for a glass cannon/striker role, while the Wizard is kind of wasted on in a pure striker role, as they have access to many more spells and are better utilized in a controller type role with blasting being only a part of that.
That Treantmonk Guide is pretty comprehensive.