This is probably a noob question here, but: Tactically, what would you guys say that are the main differences between wizards and sorcerers on the fifth edition?
From looking over at both classes, well, the feel I get is:
-Wizards know more spells: But sorcerers, thanks to metamagy, can do more with the spells they do know how to cast.
-Looking at the subclasses, as a general rule, though, wizard subclasses tend to have more abilities dedicated to boosting the power of their spells. Sorcerers subclasses often have unique abilities not directly connected to their spells, though whose abilities are still obviously magical in nature( There being exceptions to the rule, of course, like the Wild Magic Sorcerer. ). So, depending on the subclass, a wizard can give its spells power rivalling the spells of a sorcerer.
-Looking at their spell lists theirselves, the Wizards can learn almost any Sorcerer spell and quite a few spells the Sorcerers lack, too. It does seems that most of the "wizard exclusive" spells are spells that are meant to have effects out of battle, or more "subtle" effects: Spells that seem to not really affect the material world directly, so to speak( Like Antimagic Field or Weird-Which, by the way, was a nice callback to the first edition. ). It seems that the Sorcerer spell list is built to be pretty straightforward and function mostly on combat, while wizards, while they CAN be as usefull in combat as sorcerers, can also be usefull on a variety of other situations.
However... Errrrm... I am embarassed to say I never got to... Play, a fifth edition game. So I am probably talking out of my ass.
I'm currently playing a sorcerer (draconic). We just hit level 9. Our group also has a wizard (evoker). (I think she knows like 3 evocation spells... so she's not leaning into her strengths. That's important for the next part).
She (our wizard) is a crazy source of utility. Between the ability to just learn new spells from scrolls in anticipation of us needing them and the crazy utility that wizards' ritual casting has, she's a powerhouse.
That said, I'm consistently out-damaging just about everyone (unless our paladin or battle master decide to nova). Metamagic allows for some really fun turns where I can quicken spells and empower them and deal silly amounts of damage to lots of people.
Now, here's my breakdown:
Drawbacks of both classes: You're really squishy. Your AC and HP tend to be low.
Benefits of both classes: Built-in access to the most powerful arcane spells.
Drawbacks of wizard, not sorcerer: It can be expensive, and if your DM's not kind, you can lose your spellbook.
Benefits of wizard, not sorcerer: You can learn what you need "on the fly." Best ritual casting in the game. A million subclasses, to fit your vision for your character. Arcane recovery is good.
Benefits of sorcerer, not wizard: Metamagic is powerful, and your spell slots are somewhat flexible.
Drawbacks of sorcerer, not wizard: You'll generally run out of sorcery points pretty quick. There's no short rest recovery on those bad boys. You'll also only get to pick 4 metamagic options total, 2 of which you learn between levels 10-20. Limited number of subclasses, won't necessarily fit your vision of the character. And you can only learn 15 spells total, ever.
Benefits of sorcerer, not wizard: Metamagic is powerful, and your spell slots are somewhat flexible.
Sorcerer's use of Metamagic allows more variety/use of the spells you know. However, the Wizard is MUCH more flexible what they can do with their spell slots. At ninth level, the sorcerer KNOWS 10 spells in total. The MINIMUM a Wizard has learned/recorded is 22 spells in total. For the 16 available spell slots, the Sorcerer has those 10 spells to metamagic around and/or sorcery point recover. Meanwhile, the Wizard has to choose which of the 13-14 spells they will use to for the day from those 22+, with Arcane Recovery "guaranteeing" a recast of the highest spell level slot they can cast (until 12th level, after which they are capped at 6th level spells versus 5th level spells for Sorcerers, non-issue at 9th level)
So I would disagree with the assertion that a Sorcerer has more flexibility with their spell slots, since the Wizard simply always has more choices on how to fill those slots. I agree with the statement that the Sorcerer is quite combat capable in fairly "direct" means. The Wizard is much more capable in "indirect" means and out of combat utility overall, especially when Rituals are thrown in.
Benefits of sorcerer, not wizard: Metamagic is powerful, and your spell slots are somewhat flexible.
Sorcerer's use of Metamagic allows more variety/use of the spells you know. However, the Wizard is MUCH more flexible what they can do with their spell slots. At ninth level, the sorcerer KNOWS 10 spells in total. The MINIMUM a Wizard has learned/recorded is 22 spells in total. For the 16 available spell slots, the Sorcerer has those 10 spells to metamagic around and/or sorcery point recover. Meanwhile, the Wizard has to choose which of the 13-14 spells they will use to for the day from those 22+, with Arcane Recovery "guaranteeing" a recast of the highest spell level slot they can cast (until 12th level, after which they are capped at 6th level spells versus 5th level spells for Sorcerers, non-issue at 9th level)
So I would disagree with the assertion that a Sorcerer has more flexibility with their spell slots, since the Wizard simply always has more choices on how to fill those slots. I agree with the statement that the Sorcerer is quite combat capable in fairly "direct" means. The Wizard is much more capable in "indirect" means and out of combat utility overall, especially when Rituals are thrown in.
Besides that one point, great breakdown!
Good point, I should have been more specific. What I meant to say was that because of sorcery point synthesis/spell slot creation, I can be more flexible with the type of spell slots I have: i.e. I can create a 5th-level spell slot at 7th level, which no other class can do at that level. Or, at 6th level, I can create spell slots until I have 6 3rd level slots (with one sorcery point left over). The flexibility is in the levels of the slots you can create, though admittedly it can be costly in terms of your sorcery points and thus metamagic options available. You kind of have to select one or the other, to an extent.
honestly as someone who has a lot of love for the sorcerer the wizard is just better. Anything the sorcerer can cast the wizard can as well. Sorcerer has no spell or sorcery point recovery mechanic so from a purely number of casts perspective the wizard pulls ahead. Metamagic is indeed powerful but without sp to power them you have next to no class features. The wizard pretty much always has access to its class features.
The sorcerer can munch sp to create spell slots but doing so means they loose their class identity, metamagic.
As much as I hate to admit it for someone without the sentimental attachment to the class (1st class i ever played in DND) there is no real reason to suggest someone play the sorcerer over the wizard.
You've pretty much got it. Sorcerers are really powerful inherently and can do a lot of damage, while wizards know all kinds of spells for any situation.
Basically, Sorcerers are like Harry Potter, and Wizards are like Hermione Granger.
Sorcerers make up for a lack of spells with loads of damage a cantrips. They will probably also have more hit points or armour class without armour. Because of subclasses.
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'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
Benefits of sorcerer, not wizard: Metamagic is powerful, and your spell slots are somewhat flexible.
Sorcerer's use of Metamagic allows more variety/use of the spells you know. However, the Wizard is MUCH more flexible what they can do with their spell slots. At ninth level, the sorcerer KNOWS 10 spells in total. The MINIMUM a Wizard has learned/recorded is 22 spells in total. For the 16 available spell slots, the Sorcerer has those 10 spells to metamagic around and/or sorcery point recover. Meanwhile, the Wizard has to choose which of the 13-14 spells they will use to for the day from those 22+, with Arcane Recovery "guaranteeing" a recast of the highest spell level slot they can cast (until 12th level, after which they are capped at 6th level spells versus 5th level spells for Sorcerers, non-issue at 9th level)
So I would disagree with the assertion that a Sorcerer has more flexibility with their spell slots, since the Wizard simply always has more choices on how to fill those slots. I agree with the statement that the Sorcerer is quite combat capable in fairly "direct" means. The Wizard is much more capable in "indirect" means and out of combat utility overall, especially when Rituals are thrown in.
Besides that one point, great breakdown!
Good point, I should have been more specific. What I meant to say was that because of sorcery point synthesis/spell slot creation, I can be more flexible with the type of spell slots I have: i.e. I can create a 5th-level spell slot at 7th level, which no other class can do at that level. Or, at 6th level, I can create spell slots until I have 6 3rd level slots (with one sorcery point left over). The flexibility is in the levels of the slots you can create, though admittedly it can be costly in terms of your sorcery points and thus metamagic options available. You kind of have to select one or the other, to an extent.
How? You can't convert Sorcery Points to a spell slot of a level which you do not have access to... You don't get access to 5th level slots until level 9 Sorcerer, or character level 9 Sorcerer/other full caster.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
honestly as someone who has a lot of love for the sorcerer the wizard is just better. Anything the sorcerer can cast the wizard can as well. Sorcerer has no spell or sorcery point recovery mechanic so from a purely number of casts perspective the wizard pulls ahead. Metamagic is indeed powerful but without sp to power them you have next to no class features. The wizard pretty much always has access to its class features.
The sorcerer can munch sp to create spell slots but doing so means they loose their class identity, metamagic.
As much as I hate to admit it for someone without the sentimental attachment to the class (1st class i ever played in DND) there is no real reason to suggest someone play the sorcerer over the wizard.
I can't quite help to chuckle at the IRONY of your first class you ever played being sorcerer considering your username. ;)
Benefits of sorcerer, not wizard: Metamagic is powerful, and your spell slots are somewhat flexible.
Sorcerer's use of Metamagic allows more variety/use of the spells you know. However, the Wizard is MUCH more flexible what they can do with their spell slots. At ninth level, the sorcerer KNOWS 10 spells in total. The MINIMUM a Wizard has learned/recorded is 22 spells in total. For the 16 available spell slots, the Sorcerer has those 10 spells to metamagic around and/or sorcery point recover. Meanwhile, the Wizard has to choose which of the 13-14 spells they will use to for the day from those 22+, with Arcane Recovery "guaranteeing" a recast of the highest spell level slot they can cast (until 12th level, after which they are capped at 6th level spells versus 5th level spells for Sorcerers, non-issue at 9th level)
So I would disagree with the assertion that a Sorcerer has more flexibility with their spell slots, since the Wizard simply always has more choices on how to fill those slots. I agree with the statement that the Sorcerer is quite combat capable in fairly "direct" means. The Wizard is much more capable in "indirect" means and out of combat utility overall, especially when Rituals are thrown in.
Besides that one point, great breakdown!
Good point, I should have been more specific. What I meant to say was that because of sorcery point synthesis/spell slot creation, I can be more flexible with the type of spell slots I have: i.e. I can create a 5th-level spell slot at 7th level, which no other class can do at that level. Or, at 6th level, I can create spell slots until I have 6 3rd level slots (with one sorcery point left over). The flexibility is in the levels of the slots you can create, though admittedly it can be costly in terms of your sorcery points and thus metamagic options available. You kind of have to select one or the other, to an extent.
How? You can't convert Sorcery Points to a spell slot of a level which you do not have access to... You don't get access to 5th level slots until level 9 Sorcerer, or character level 9 Sorcerer/other full caster.
Ok, correct me if I'm wrong (which is definitely possible). The limitations here are 1) you can never have more sorcery points than your sorcerer level, and 2) you can't create spell slots of any level higher than 5th. It takes 7 sorcery points to create a 5th level slot (not regain a slot, crucially). So by my reading of the rules, at 7th level a sorcerer can burn 7 sorcery points as a bonus action to create one 5th level spell slot.
You could only use that slot to upcast a spell, since you won't know 5th level spells by then.
You can only create slots which you have access to as well. To create a 5th level spell slot you have to have 9 full caster levels, because until then you don't have any 5th level spell slots.
You can only create slots which you have access to as well. To create a 5th level spell slot you have to have 9 full caster levels, because until then you don't have any 5th level spell slots.
Correct.
@EddyJ the Sorcerer class feature Font of Magic does not say "you cannot use this feature to create a spell slot of a higher level than you normally have" because it does not need to. That's just not how spellcasting & spell slots work. If it were possible to use this feature to create a spell slot of a higher level than you have access to, it would specifically say that is something you are allowed to do. It doesn't.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
You can only create slots which you have access to as well. To create a 5th level spell slot you have to have 9 full caster levels, because until then you don't have any 5th level spell slots.
Correct.
@EddyJ the Sorcerer class feature Font of Magic does not say "you cannot use this feature to create a spell slot of a higher level than you normally have" because it does not need to. That's just not how spellcasting & spell slots work. If it were possible to use this feature to create a spell slot of a higher level than you have access to, it would specifically say that is something you are allowed to do. It doesn't.
Well stated.
Out of curiosity, I checked the interwebs and found this:
I by far prefer wizards (in every edition) but am currently playing a sorcerer because I didn't want to step on the other wizards toes.
Also playing Divine Soul because they needed a healer (and my first cleric character died. Didn't want to just write jr on the character sheet). They are ... okay.
Mechanically wizards are superior in almost every way. Rituals are extraordinarily powerful. The "spells learned today" limit on the wizard isn't really much of a limit. Metamagic is the only benefit sorcerers have and it is pretty limited. Sourcery points are too few (at low levels - haven't played high levels). Having them come back on a short rest would be too powerful, but maybe 1/2 of them on a short rest? Or 2 per short rest? Something to give them a touch more power/flair.
Honestly should have probably gone a Warlock Divine Patron - seems like one of the best healers in the game, but had two of those (multiclassed) in the last campaign so didn't want to tread old ground again.
You can create higher spell slots, because font of magic says you can (by paying appropriate spell points), and nothing says in general that you can’t. It isn’t particularly unbalancing either, no reason to enforce unwritten rules against it.
Sorcerers that are coffeelocks (multiclassing warlocks that launder their short rest rechargeable pact slots into sorcery points) may get more slots than your average sorcerer, but it’s a flavor of cheese that needs some pretty specific tools to work, and isn’t particularly cool at the table. In general, sorcerers seem best to me when multi’d with warlocks, since it essentially just makes a warlock better at optimizing their tricks than they would be alone. Sorcadin is also a popular multiclass, making Paladins better (at smiting, at least) than they were pure. So what’s the REAL wiz-sorc difference? Wizards don’t multi well, cuz no one else cares about INT. Sorcerers are great at multi, and paladins and warlocks in particular like to get a taste.
I don't think anyone has mentioned one of the biggest advantages that Sorcerers have in 5e - they automatically gain proficiency in Constitution Saving Throws if you start off as a Sorcerer at level 1.
The other big advantage for Sorcerers has been mentioned - it's easier to multiclass as a Sorcerer than it is to multiclass as a Wizard.
One of my two active characters right now is a Human Draconic Ancestry Sorcerer 1 Tempest Cleric 3 (planning on taking the rest of my levels in Tempest Cleric).
When deciding between Sorcerer and Wizard for one level, the Wizard had the advantage of more first level spells known, with a great selection of Ritual Casting options, but the Sorcerer got one more cantrip, a nice AC boost from Draconic Ancestry, and proficiency in Constitution Saving throws. Either way I wanted to make sure that I had Booming Blade, Shocking Grasp, Ray of Frost, Shield, and Absorb Elements. It was more thematic for my character to take one level in Sorcerer and then to seek out a God to explore these inherent magical abilities than it was to start off learning magic as a Wizard and then switching to worshiping a God to grow in magical ability. It also let me play a rather unique character as a Dex based Tempest Cleric with Strength as its dump stat, but being able to start off with 18 AC at level 2 (and not having to put on armor to get this AC, so if the DM surprises us at night when we're sleeping, I still have the AC, unlike a Tempest Cleric that uses Heavy Armor). And as a melee Cleric, the proficiency in Constitution Saves is a HUGE bonus. All the Wizard had going for it was 4 more 1st level spells known, which would probably have been 4 ritual spells.
Sorcerer was the better choice for me to multi-class, and I wasn't even trying to multiclass from another Charisma based Spellcaster. For a Paladin, Bard, or Warlock, the choice is extremely obvious between Sorcerer and Wizard if you want to multiclass. For an Eldritch Knight or Arcane Trickster, the choice is also obvious. But Paladin, Bard, and Warlocks multi-classing with Sorcerer is much more common than Eldritch Knights or Arcane Tricksters multiclassing with Wizard, and for good reason (although Blade Singer Wizard is a pretty good multiclassing option with those two).
If I was going to play a character that was taking most of its levels in either Sorcerer or Wizard, and was not trying to multi-class into a Charisma based spellcaster, I would choose a Wizard without hesitation.
If I was going to play a character that was taking most of its levels in either Sorcerer or Wizard, and was not trying to multi-class into a Charisma based spellcaster, I would choose a Wizard without hesitation.
I had assumed the question was on pure class selection, but you do make good points for multi-classing.
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This is probably a noob question here, but: Tactically, what would you guys say that are the main differences between wizards and sorcerers on the fifth edition?
From looking over at both classes, well, the feel I get is:
-Wizards know more spells: But sorcerers, thanks to metamagy, can do more with the spells they do know how to cast.
-Looking at the subclasses, as a general rule, though, wizard subclasses tend to have more abilities dedicated to boosting the power of their spells. Sorcerers subclasses often have unique abilities not directly connected to their spells, though whose abilities are still obviously magical in nature( There being exceptions to the rule, of course, like the Wild Magic Sorcerer. ). So, depending on the subclass, a wizard can give its spells power rivalling the spells of a sorcerer.
-Looking at their spell lists theirselves, the Wizards can learn almost any Sorcerer spell and quite a few spells the Sorcerers lack, too. It does seems that most of the "wizard exclusive" spells are spells that are meant to have effects out of battle, or more "subtle" effects: Spells that seem to not really affect the material world directly, so to speak( Like Antimagic Field or Weird-Which, by the way, was a nice callback to the first edition. ). It seems that the Sorcerer spell list is built to be pretty straightforward and function mostly on combat, while wizards, while they CAN be as usefull in combat as sorcerers, can also be usefull on a variety of other situations.
However... Errrrm... I am embarassed to say I never got to... Play, a fifth edition game. So I am probably talking out of my ass.
I'm currently playing a sorcerer (draconic). We just hit level 9. Our group also has a wizard (evoker). (I think she knows like 3 evocation spells... so she's not leaning into her strengths. That's important for the next part).
She (our wizard) is a crazy source of utility. Between the ability to just learn new spells from scrolls in anticipation of us needing them and the crazy utility that wizards' ritual casting has, she's a powerhouse.
That said, I'm consistently out-damaging just about everyone (unless our paladin or battle master decide to nova). Metamagic allows for some really fun turns where I can quicken spells and empower them and deal silly amounts of damage to lots of people.
Now, here's my breakdown:
Drawbacks of both classes: You're really squishy. Your AC and HP tend to be low.
Benefits of both classes: Built-in access to the most powerful arcane spells.
Drawbacks of wizard, not sorcerer: It can be expensive, and if your DM's not kind, you can lose your spellbook.
Benefits of wizard, not sorcerer: You can learn what you need "on the fly." Best ritual casting in the game. A million subclasses, to fit your vision for your character. Arcane recovery is good.
Benefits of sorcerer, not wizard: Metamagic is powerful, and your spell slots are somewhat flexible.
Drawbacks of sorcerer, not wizard: You'll generally run out of sorcery points pretty quick. There's no short rest recovery on those bad boys. You'll also only get to pick 4 metamagic options total, 2 of which you learn between levels 10-20. Limited number of subclasses, won't necessarily fit your vision of the character. And you can only learn 15 spells total, ever.
Hope that helps. :)
Partway through the quest for absolute truth.
Sorcerer's use of Metamagic allows more variety/use of the spells you know. However, the Wizard is MUCH more flexible what they can do with their spell slots. At ninth level, the sorcerer KNOWS 10 spells in total. The MINIMUM a Wizard has learned/recorded is 22 spells in total. For the 16 available spell slots, the Sorcerer has those 10 spells to metamagic around and/or sorcery point recover. Meanwhile, the Wizard has to choose which of the 13-14 spells they will use to for the day from those 22+, with Arcane Recovery "guaranteeing" a recast of the highest spell level slot they can cast (until 12th level, after which they are capped at 6th level spells versus 5th level spells for Sorcerers, non-issue at 9th level)
So I would disagree with the assertion that a Sorcerer has more flexibility with their spell slots, since the Wizard simply always has more choices on how to fill those slots. I agree with the statement that the Sorcerer is quite combat capable in fairly "direct" means. The Wizard is much more capable in "indirect" means and out of combat utility overall, especially when Rituals are thrown in.
Besides that one point, great breakdown!
Wizard is much more versatile and you can do anything except heal.
Sorcerer is more blasty, and you can heal (as Divine Soul), and you can cast spells more.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Good point, I should have been more specific. What I meant to say was that because of sorcery point synthesis/spell slot creation, I can be more flexible with the type of spell slots I have: i.e. I can create a 5th-level spell slot at 7th level, which no other class can do at that level. Or, at 6th level, I can create spell slots until I have 6 3rd level slots (with one sorcery point left over). The flexibility is in the levels of the slots you can create, though admittedly it can be costly in terms of your sorcery points and thus metamagic options available. You kind of have to select one or the other, to an extent.
Partway through the quest for absolute truth.
honestly as someone who has a lot of love for the sorcerer the wizard is just better. Anything the sorcerer can cast the wizard can as well. Sorcerer has no spell or sorcery point recovery mechanic so from a purely number of casts perspective the wizard pulls ahead. Metamagic is indeed powerful but without sp to power them you have next to no class features. The wizard pretty much always has access to its class features.
The sorcerer can munch sp to create spell slots but doing so means they loose their class identity, metamagic.
As much as I hate to admit it for someone without the sentimental attachment to the class (1st class i ever played in DND) there is no real reason to suggest someone play the sorcerer over the wizard.
You've pretty much got it. Sorcerers are really powerful inherently and can do a lot of damage, while wizards know all kinds of spells for any situation.
Basically, Sorcerers are like Harry Potter, and Wizards are like Hermione Granger.
Wizard (Gandalf) of the Tolkien Club
Sorcerers make up for a lack of spells with loads of damage a cantrips. They will probably also have more hit points or armour class without armour. Because of subclasses.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
Yes, this is true for exactly 20% of the published sorcerer subclasses (draconic).
Partway through the quest for absolute truth.
How? You can't convert Sorcery Points to a spell slot of a level which you do not have access to... You don't get access to 5th level slots until level 9 Sorcerer, or character level 9 Sorcerer/other full caster.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I can't quite help to chuckle at the IRONY of your first class you ever played being sorcerer considering your username. ;)
Sorcerers have one unique spell, Chaos Bolt, that no other class gets on their spell list.
Wizards have a ton of unique spells.
This is another key factor in this. There is already a thread discussing all of the Sorcerer's downfalls in 5e, called Sorcerers Suck.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Ok, correct me if I'm wrong (which is definitely possible). The limitations here are 1) you can never have more sorcery points than your sorcerer level, and 2) you can't create spell slots of any level higher than 5th. It takes 7 sorcery points to create a 5th level slot (not regain a slot, crucially). So by my reading of the rules, at 7th level a sorcerer can burn 7 sorcery points as a bonus action to create one 5th level spell slot.
You could only use that slot to upcast a spell, since you won't know 5th level spells by then.
Partway through the quest for absolute truth.
You can only create slots which you have access to as well. To create a 5th level spell slot you have to have 9 full caster levels, because until then you don't have any 5th level spell slots.
Correct.
@EddyJ the Sorcerer class feature Font of Magic does not say "you cannot use this feature to create a spell slot of a higher level than you normally have" because it does not need to. That's just not how spellcasting & spell slots work. If it were possible to use this feature to create a spell slot of a higher level than you have access to, it would specifically say that is something you are allowed to do. It doesn't.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
Well stated.
Out of curiosity, I checked the interwebs and found this:
https://twitter.com/JeremyECrawford/status/723570690067066880
But I know we all take these tweets with a grain of salt. I don't think it makes a big difference either way. :)
Partway through the quest for absolute truth.
I by far prefer wizards (in every edition) but am currently playing a sorcerer because I didn't want to step on the other wizards toes.
Also playing Divine Soul because they needed a healer (and my first cleric character died. Didn't want to just write jr on the character sheet). They are ... okay.
Mechanically wizards are superior in almost every way. Rituals are extraordinarily powerful. The "spells learned today" limit on the wizard isn't really much of a limit. Metamagic is the only benefit sorcerers have and it is pretty limited. Sourcery points are too few (at low levels - haven't played high levels). Having them come back on a short rest would be too powerful, but maybe 1/2 of them on a short rest? Or 2 per short rest? Something to give them a touch more power/flair.
Honestly should have probably gone a Warlock Divine Patron - seems like one of the best healers in the game, but had two of those (multiclassed) in the last campaign so didn't want to tread old ground again.
You can create higher spell slots, because font of magic says you can (by paying appropriate spell points), and nothing says in general that you can’t. It isn’t particularly unbalancing either, no reason to enforce unwritten rules against it.
Sorcerers that are coffeelocks (multiclassing warlocks that launder their short rest rechargeable pact slots into sorcery points) may get more slots than your average sorcerer, but it’s a flavor of cheese that needs some pretty specific tools to work, and isn’t particularly cool at the table. In general, sorcerers seem best to me when multi’d with warlocks, since it essentially just makes a warlock better at optimizing their tricks than they would be alone. Sorcadin is also a popular multiclass, making Paladins better (at smiting, at least) than they were pure. So what’s the REAL wiz-sorc difference? Wizards don’t multi well, cuz no one else cares about INT. Sorcerers are great at multi, and paladins and warlocks in particular like to get a taste.
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I'm going to make this way harder than it needs to be.
I don't think anyone has mentioned one of the biggest advantages that Sorcerers have in 5e - they automatically gain proficiency in Constitution Saving Throws if you start off as a Sorcerer at level 1.
The other big advantage for Sorcerers has been mentioned - it's easier to multiclass as a Sorcerer than it is to multiclass as a Wizard.
One of my two active characters right now is a Human Draconic Ancestry Sorcerer 1 Tempest Cleric 3 (planning on taking the rest of my levels in Tempest Cleric).
When deciding between Sorcerer and Wizard for one level, the Wizard had the advantage of more first level spells known, with a great selection of Ritual Casting options, but the Sorcerer got one more cantrip, a nice AC boost from Draconic Ancestry, and proficiency in Constitution Saving throws. Either way I wanted to make sure that I had Booming Blade, Shocking Grasp, Ray of Frost, Shield, and Absorb Elements. It was more thematic for my character to take one level in Sorcerer and then to seek out a God to explore these inherent magical abilities than it was to start off learning magic as a Wizard and then switching to worshiping a God to grow in magical ability. It also let me play a rather unique character as a Dex based Tempest Cleric with Strength as its dump stat, but being able to start off with 18 AC at level 2 (and not having to put on armor to get this AC, so if the DM surprises us at night when we're sleeping, I still have the AC, unlike a Tempest Cleric that uses Heavy Armor). And as a melee Cleric, the proficiency in Constitution Saves is a HUGE bonus. All the Wizard had going for it was 4 more 1st level spells known, which would probably have been 4 ritual spells.
Sorcerer was the better choice for me to multi-class, and I wasn't even trying to multiclass from another Charisma based Spellcaster. For a Paladin, Bard, or Warlock, the choice is extremely obvious between Sorcerer and Wizard if you want to multiclass. For an Eldritch Knight or Arcane Trickster, the choice is also obvious. But Paladin, Bard, and Warlocks multi-classing with Sorcerer is much more common than Eldritch Knights or Arcane Tricksters multiclassing with Wizard, and for good reason (although Blade Singer Wizard is a pretty good multiclassing option with those two).
If I was going to play a character that was taking most of its levels in either Sorcerer or Wizard, and was not trying to multi-class into a Charisma based spellcaster, I would choose a Wizard without hesitation.
I had assumed the question was on pure class selection, but you do make good points for multi-classing.