Here's the Classes and Specializations in the D&D Player's Handbook
Sorcerer
Channels the natural magic of their person into spellcasting prowess. They use a pool of sorcery points to twist their spells through a process called metamagic. Their specializations are called Sorcerous Origins.
A Draconic Bloodline Sorcerer gains breath weapons, wings, scales - the whole nine yards.
A Wild Magic Sorcerer has potent surges of power in exchange for the chance to roll on a table of random effects - not all of which are things you'd like to happen.
Warlock
A spellcaster who has a deal with a powerful supernatural creature for their might, they use a unique spellcasting system based on a limited number of spells known combined with a maximum power level of spells available.
A pact with The Archfey grants powers based on beguiling and tricking opponents.
A pact with The Fiend grants powers based on hellish luck and dark blessings.
A pact with The Great Old One grants powers based on madness, the mind, and the great beyond.
Wizard
The consummate studier of magic, the wizard has a greater variety of magics available to them than anyone else. Their specializations are called Arcane Traditions and all gain boosts to spells categorized into their schools.
Abjuration Wizards are the masters of spells that protect, ward, and banish. They gain innate protection from attacks.
Conjuration Wizards are the masters of spells that create and summon, they also sideline in teleportation.
Divination Wizards focus on seeing the future and the hidden, they can glimpse the future to affect and alter die rolls.
Enchantment Wizards focus on beguiling and dominating their foes, enchanters can even reactively convince foes not to attack them.
Evocation Wizards are already in the basic rules - the master of destructive magics.
Illusion Wizards are creators of tricks and falsehoods, who can produce illusory doubles and twist their illusions already cast.
Necromancy Wizards gain power from the souls of those killed by their magic and command and create the undead.
Transmutation Wizards have spells that modify the world around them, allowing them to change shapes and use alchemy to change the world - even create a philosopher's stone!
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Sorcerer
Channels the natural magic of their person into spellcasting prowess. They use a pool of sorcery points to twist their spells through a process called metamagic. Their specializations are called Sorcerous Origins.
A Draconic Bloodline Sorcerer gains breath weapons, wings, scales - the whole nine yards.
A Wild Magic Sorcerer has potent surges of power in exchange for the chance to roll on a table of random effects - not all of which are things you'd like to happen.
Warlock
A spellcaster who has a deal with a powerful supernatural creature for their might, they use a unique spellcasting system based on a limited number of spells known combined with a maximum power level of spells available.
A pact with The Archfey grants powers based on beguiling and tricking opponents.
A pact with The Fiend grants powers based on hellish luck and dark blessings.
A pact with The Great Old One grants powers based on madness, the mind, and the great beyond.
Wizard
The consummate studier of magic, the wizard has a greater variety of magics available to them than anyone else. Their specializations are called Arcane Traditions and all gain boosts to spells categorized into their schools.
Abjuration Wizards are the masters of spells that protect, ward, and banish. They gain innate protection from attacks.
Conjuration Wizards are the masters of spells that create and summon, they also sideline in teleportation.
Divination Wizards focus on seeing the future and the hidden, they can glimpse the future to affect and alter die rolls.
Enchantment Wizards focus on beguiling and dominating their foes, enchanters can even reactively convince foes not to attack them.
Evocation Wizards are already in the basic rules - the master of destructive magics.
Illusion Wizards are creators of tricks and falsehoods, who can produce illusory doubles and twist their illusions already cast.
Necromancy Wizards gain power from the souls of those killed by their magic and command and create the undead.
Transmutation Wizards have spells that modify the world around them, allowing them to change shapes and use alchemy to change the world - even create a philosopher's stone!
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