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- charisma main stat: good for persuation checks in dialogs
- has more spell "charges" compared to wizard
- can only learn new spells during level up
- meta magic: strengthen spells or can dual cast (double fireball or double haste buff in a turn, at least Solasta did that)
Wizard:
- int main stat quite useless despite normal casting
- can learn every spell from scrolls on top of spells during level up
- fewer spell charges
During normal gameplay you will use only a handful of spells anyway so Wizard has literally no real bonus over Sorc.
As far as race suggestions, probably half-elf. +2 CHA and a +1 in two stats you want is perfect for a Sorc.
But every race should be servicable...the additional Ability scores are nice, but not absolutely required.
Also, there's a Wizard companion you can recruit, so starting off as a Sorcerer means you get to play with both.
Just want to point out that Wizards can no longer do this. Now they can only learn spells from the Wizard spell list.
It's not quite as important since Larian tends to dish out a ton of spells from items (Speak With Dead, Guidance, Dancing Lights, Lesser Restoration, Color Spray, and Create Water are all available by the time you get to the Grove, just to name a few, and later you'll get Magic Missile, Misty Step, Scorching Ray, Bless, Healing...)
And then there's the plethora of spell scrolls everywhere, which they allow anyone to use whether they can cast spells or not (in D&D you're only supposed to be able to use scrolls of spells from your own spell lists). This is particularly useful for utility spells that don't require a casting stat.
A Sorcerer or Warlock armed with a million spell items, scrolls, and potions is far bdtter than a mere Wizard.
Not saying it's what will happen, just a reminder to keep in mind. Especially as everyone being able to use scrolls was a common complaint, which Larian would most likely be aware of.
Abjuration subclass
Get a personal force field when you cast abjuration spells, later on can be extended to others. Also good at counterspelling/dispelling at 10th.
Evocation subclass
Protect friends when you throw AoE spells over them so they can maybe avoid damage from it. Later on add minor damage to Cantrips (saving throw ones only, so not fire bolt or the good ones) and int to spell damage.
Sorcerer - Charisma-based.
Draconic subclass
Perma Mage-Armour (hardened skin) and 1 hit point/level. Later on bonus damage and spend a Sorcery point for 1 hour resistance to your chosen type's element. If 14th level is added to the game, you get wings.
Wild Magic subclass
Maybe a wild magic surge, who knows. it's just awful in how it's implemented 100% entirely on the DMs discretion.
20th level Spell casting (for comparison, not that it'll be in game):
Wizard knows 44 spells from levelling (6 at 1st, 2 per level after) AND can have written any number into their book, like 250 if they found scrolls.
Wizard memorises Level+Int spells per day, so Int 20 Wiz can memorise 25 for the day, changing them after a long rest.
Sorcerer knows 15 spells from levelling and that's it. Just 15. Every level they can replace one with a new spell.
They don't memorise, they just have those 15 to use.
Wizards get Arcane Recovery, which lets them restore up to 1/2 level (rounded up) of spell levels in any combo (up to 5th). So 20th level they can restore 10 levels (5/5 or 5/4/1 or 3/2/2/1/1/1 etc) after a short rest, once per day.
Sorcerers get Sorcery points (1 per level) which fuel metamagic options and can be used to get spell slots back (up to 5th). Sorcerer can use their points to restore 2 5th and a 4th level slot (so essentially more than the wizard)
SUMMARY
Wizards know more spells, can memorise more spells per day than Sorcs know in total and have bad Subclasses with no power.
Sorcerers struggle to have spells for most occasions, but have more magic per day thanks to Sorcery points and better subclasses (wild magic excluded, that's just on par with Assassin Rogues 9th level ability for awful useless behaviour).
When you're deciding what to be... a Wizard is a utility caster with tricks for any scenario. A Sorcerer is one trick pony, only capable of doing the same thing over and over again BUT has awesome subclass fun.
Wizards and Sorcerers have the same number of spell slots. Arcane Recovery and Flexible Casting (turning sorcery points into spell slots) makes the intangibles a wash- while you can technically get more or better spell slots with Flexible casting, the resource to do so, Sorcery Points, are also used for metamagic, so not all will be available at all times to, say for instance, recover a lvl 3 spell slot as a lvl 5 sor.
That said, in a game like BG3, the Sorcerer has the advantage, as metamagic will let a sorcerer have better action economy than a Wizard, and action economy is what the combat in BG3 is all about (if you aren't cheesing stealth). Charisma vs Intelligence is a wash regarding skill checks, unless you're like me, and value persuasion, deception, and intimidation higher.
Most fun healer, thanks to distance spell or twin spell metamagic :P
Cure Wounds with 30ft range anyone? or double cure wound? ^^
Sorcerer can be more complex and powerful, but you get so few spells that you really need to know exactly how to build them to not trap yourself.