One of the biggest draws to Dungeons and Dragons is the vast array of options for character creation. Players can choose from a variety of races and classes, customizing their character's gender, interests, goals, and motivations. Different classes offer different types of gameplay that appeal to different interests. But to a new player, character creation can be overwhelming. As much fun as it is to invent a great character and interesting backstory that fits into the world, it can be hard to get started.

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It doesn't help when some classes are easily confused. The easiest to mix up are the main spellcasting classes: wizard, warlock, and sorcerer. To a player not familiar with D&D, these may sound like the same thing. "Warlock" is often used as the male equivalent of a witch, while other sources use "wizard" and "sorcerer" interchangeably. In D&D though, while all three have access to a wide range of spells, they have one key distinction — the source of their magic.

Updated September 28, 2021 by Demaris Oxman: Just as it has for several decades, Dungeons & Dragons continues to endure as one of the most popular pastimes for fantasy nerds worldwide. This classic tabletop RPG offers players a chance to escape everyday life — and one of the best ways to do that is by mastering magical feats impossible in the real world. But when it comes to picking a casting class, first-time players can easily feel overwhelmed by the choices at their disposal. To further assist players in creating their character, this guide has been expanded to include more details on the Wizard, Sorcerer, and Warlock classes, as well as their respective subclasses.

Wizard: Students Of The Arcane

Emma Watson as Hermione Granger

A Wizard has to learn and study magic before they can use it. The classic image of a wizard sitting in a library, rigorously studying ancient tomes, is very much in line with the D&D definition. Wizards usually want to understand magic as clearly as possible. They spend a lot of time thoroughly searching old books in order to learn spells, or may try to create new ones. Regardless of their goals, interests, or motivation, they generally follow a similar pattern of trying to gain an understanding of magic through research. It is only through careful practice and study that they learn to perform their spells.

Pop Culture Examples

Hermione Granger – Harry Potter: Hermione's skill at magic comes from being a dedicated student at Hogwarts. Both the books and films show her skill at grasping a variety of concepts, and demonstrate how hard she studies to achieve that skill. Hermione often reads ahead in her course material, often knowing more than her classmates, making her the true picture of a wizard

Dr. Strange – Marvel Cinematic Universe: Dr. Stephen Strange had no powers before seeking out Kamar-Taj and the Ancient One. When he arrived, he had to be trained from the ground up. Even by Avengers: Infinity War, Dr. Strange is still studying and trying to understand what he can do with his powers.

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Gameplay

The most important piece of equipment for a wizard is their spellbook. The book acts as a record of every ability the player currently has access to. At the first level, this only means a few basic spells, but the selection grows as the player progresses. The spellbook determines what abilities are available for the player. Should unexpected circumstances cause the Wizard to be separated from their spellbook, they are effectively useless.

Wizards are at a slight disadvantage when it comes to combat, so they are better suited to players more interested in finding alternative solutions to problems. While not the best fighters, a Wizard can effectively support the party with some well-timed spells cast at the right moments.

Subclasses

Each Wizard subclass focuses on a specific school of magic. As scholars, these mages choose an area of expertise in which to focus. The following are found in the Player's Handbook, but additional official materials introduce many more.

  • Evocation focuses on controlling the elements such as fire, ice, and lightning, and is best for players who want to play an offensive caster.
  • Necromancy allows a Wizard to drain life force from enemies, or reanimate the dead.
  • Abjuration is mainly protective magic, shielding allies from attacks or banishing enemies.
  • Divination magic involves far-seeing, sensing the presence of friends and foes, and detection of magical forces.
  • Conjuration allows a mage to manifest objects from thin air, summon creatures to do one's bidding, or create magical portals.
  • Transmutation focuses on the alteration of physical forms, transforming materials and objects.
  • Enchantment involves magic that manipulates others, either charming them into friendly cooperation or cruelly forcing them to violence.
  • Illusion magic gives mages the ability to play tricks on the senses, deceiving eyes and ears to distract the enemy.

Sorcerer: Natural Magical Talents

A Sorcerer is naturally magical. Their power can come from a variety of sources, but no matter what, magic has been a part of them as long as they can remember. The ability to produce magic defines a sorcerer's character. This means that, unlike a wizard, a sorcerer does not need to spend as much time focusing on research and study, though they may have had training to better understand their own abilities. Sorcerers need no spellbooks, just instinct.

Pop Culture Examples

Gandalf – The Lord of the Rings: Perhaps one of the most iconic examples of a sorcerer, Gandalf (in both his grey and white forms) more or less exists to perform magic. Over the course of Bilbo and Frodo's journeys, he displays a wide range of abilities. If any rules and limits exist to what kind of magic Gandalf can perform, he's the only one who understands them.

Elizabeth – Bioshock: Infinite: Thanks to an accident when she was an infant, Elizabeth has a natural ability to open portals into other universes. While she does need to learn how to effectively use this power, she has had access to it her whole life. By the end of the game, she can naturally see doors into other universes.

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Gameplay

Being naturally magical, a Sorcerer has the advantage that they do not need to carry a spellbook nor maintain favor with a patron. Unfortunately, it does come with the trade-off of having access to fewer spells. Unlike a wizard who can accumulate spells over time, a sorcerer has a set amount. They can only gain new spells by swapping one out with another.

The advantage, however, is that Sorcerers get access to something called metamagic. These abilities allow them to more precisely control their spells. For wizards and warlocks, the effects of a spell are mixed, but a sorcerer can modify their spell as required for the current situation.

Subclasses

A Sorcerer's subclass defines the origin of their innate magical talent. Since the Player's Handbook only offers two Sorcerer subclasses, others are listed here as well, along with their origin material.

  • Draconic Bloodline (Player Handbook): These Sorcerers have a distant dragon ancestor. They gain elemental resistances based on the type of dragon they descend from, as well as certain physical draconic features.
  • Wild Magic (Player Handbook): This magic comes from the forces of Chaos. It often has no apparent origin, and can be unpredictable in nature.
  • Divine Soul (Xanathar's Guide To Everything): These individuals have been blessed by gods or angels. They learn spells typically associated with clerics, and can access divine power.
  • Aberrant Mind (Tasha's Cauldron of Everything): These Sorcerers have experienced some alien influence, such as a touch from a mind flayer tadpole or a wind from the Astral Plane. This has given them psionic powers.

Warlock: Magic Is A Gift

Jesse Faden Control Poster

Wizards and Sorcerers are able to rely on themselves to produce magic, whether it is by study or by instinct. A Warlock is granted their magic by a higher power, referred to as their "patron." Usually, this occurs in the form of a pact, where the Warlock receivees powers in exchange for some sort of service to their patron. Warlocks are often associated with an evil alignment, but this doesn't have to be the case — a wide range of options exists for patrons and the nature of the pact, all with different motives and alignments.

Pop Culture Examples

Corvo Attano – Dishonored: After barely escaping a seemingly hopeless situation, Corvo managed to get the attention of a mysterious figure called "the Outsider." This being granted him powers, interested to see how he would use them. The Outsider is a perfect example of a patron: strange, enigmatic, and powerful.

Jesse Faden – Control: Jesse was an ordinary young woman until some unusual circumstances exposed her to interdimensional threats — and with them, an entity she named Polaris. Polaris acts as Jesse's patron, giving her access to powers like telekinesis and levitation that allow her a better chance at dealing with their shared enemy.

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Gameplay

The Warlock's abilities are determined in large part by the nature of their pact and the entity with whom they are allied, as these can range from demons to archfey to angels. The biggest gameplay distinction from wizards and sorcerers, though, is that Warlocks fare better in combat. Many of their spells are offensive in nature and allow them to take on enemies up close, combining their spells with martial skill. One Warlock option, the "Pact of the Blade," even gives the player access to an enchanted weapon.

Subclasses

Additional materials give players access to plenty of patron options, as the powerful magical beings in the world of D&D are many and varied. The following, however, are found in the Player's Handbook and are the most common:

  • Archfey patrons may be whimsical or impish, and their motives are hard to discern. The magic they bestow often involves trickery and illusion.
  • Fiend patrons give Warlocks their evil reputation. These demons and archdevils bestow fiery, destructive magic on those who seek their power.
  • The Great Old One patrons may be indifferent or even unaware of the Warlocks who draw power from them. Characters with this patron have enhanced mental powers, and can telepathically sense or shield themselves from attacks.
  • The Celestial: Patrons are good aligned, being the closest thing in Dungeons and Dragons to angels. They get healing powers not obtainable from other patrons.

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