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20th level Sorcerer vs the world
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<blockquote data-quote="Jfdlsjfd" data-source="post: 8172053" data-attributes="member: 42856"><p>I still can't replicate the list following the rules.</p><p></p><p></p><p></p><p>At 1st level, you know two spells on your sorcerer list, plus you can be a magic initiate (warlock) (let's say it gives you armor of agathys from the warlock spell list).</p><p>So you could take Mage Armor and Absorb Elements. You also get Alarm and Protection from Evil or Good from Clockwork.</p><p>At 2nd level, you can learn an additional 1st level spell.</p><p>At 3rd level, you can learn a 2nd level spell from the Sorcerer class (let's say Earth Bind), and Aid and Lesser Restoration from Clockwork. You could also swap one of your spell for another, up to second level. Let's say you swap your additional 1st level spell for Pass without trace. Over the last two level, you could also have swapped your Clockwork spells for Absorb Elements and Mage Armor (selecting to other spells that will be swappable later).</p><p>At 4th level, you get an additional spell (up to 2nd level).</p><p>At 5th level, you access to one 3rd level spells (let's say Counterspell), Dispel Magic and Protection from Energy from Clockwork. You could also legally swap your 2nd level spell for Erupting Earth.</p><p>At 6th level, you can gain another 3rd level spell and you could swap Protection from Energy to Non Detection.</p><p>At 7th level, you gain a single 4th level spell (let's say Dimension Door), plus Freedom of Movement and Summon construcrt from Clockwork.</p><p>At 8th level, you gain another 4th level spell (later swappable). You could swap Summon Construct for Banishment.</p><p>At 9th level, you gain access to 5th level spells, so you can get Seeming. You also get Greater Restoration and Wall of Force from Clockwork. You could swap Dimension Door for something else (3rd "swappable spell" so far) and swap Freedom of Movement for Dimension Door.</p><p>At 10th level get an additional 5th level spell, so you could take Skill Empowerment.</p><p>At 11th level, you get access to 6th level spell slots, so you could take Freezing Sphere.</p><p>At 12th level, no more new known spell. You get the ability to swap one of your lower level for a 6th level spell, but they must come from your sorcerer list, not the clockwork one who are governed by the rules of Clockwork and explicitely prevented for swapping.</p><p>At 13th level, you get access to 7th level spells, to an additional spell, let's say Etherealness and a swapping opportunity.</p><p>At 14th level, no more new spell, but a spell swapping opportunity.</p><p>At 15th level, you get 8th level spell, one new spell (let's say Demiplane) and a spell swapping ability.</p><p>AT 16th level you get no new spell, but a third swapping opportunity.</p><p>AT 17th level, you get 9th level spell (Wish) and a swapping opportunity.</p><p>At levels 18-20, you get 3 swapping opportunity.</p><p></p><p>So you end up having two swapping opportunity up to 6th level, two swapping opportunity for up to level 7, two swapping up to level 8 and 3 opportunity up to level 9. I can see that you added 5 spells, which is great (Disintegrate, True Seeing, Reverse Gravity, Teleport and Plane Shift) as you could do that with your spell swapping, but these must come at the expanse of other spell you could cast at this point.</p><p></p><p>Plus, you have forgotten (=erased) several spells from Clockwork: Alarm, Protection from Good or Evil, Lesser Restoration, Protection from Energy, Freedom of Movement, Summon Construct and Greater Restoration. These could be swapped, but couldn't provide for the missing spell, as the replacement must be at the same level and come from Abjuration or Transmutation. The level limitation is the more problematic here, because non of the Clockwork Origin spells is higher than 5th level, and you need to swap 2 spells for 6th and 3 spells for 7th level. So you need to remove 5 spells from the "bolded list" in my quote above to be have a legal build, minus the 3 additional spell you could have swapped as you leveled within the Clockwork list and who would also be on your warlock list. So you still need to remove two spells unbolded spells.</p><p></p><p>Edited for clarity.</p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8172053, member: 42856"] I still can't replicate the list following the rules. At 1st level, you know two spells on your sorcerer list, plus you can be a magic initiate (warlock) (let's say it gives you armor of agathys from the warlock spell list). So you could take Mage Armor and Absorb Elements. You also get Alarm and Protection from Evil or Good from Clockwork. At 2nd level, you can learn an additional 1st level spell. At 3rd level, you can learn a 2nd level spell from the Sorcerer class (let's say Earth Bind), and Aid and Lesser Restoration from Clockwork. You could also swap one of your spell for another, up to second level. Let's say you swap your additional 1st level spell for Pass without trace. Over the last two level, you could also have swapped your Clockwork spells for Absorb Elements and Mage Armor (selecting to other spells that will be swappable later). At 4th level, you get an additional spell (up to 2nd level). At 5th level, you access to one 3rd level spells (let's say Counterspell), Dispel Magic and Protection from Energy from Clockwork. You could also legally swap your 2nd level spell for Erupting Earth. At 6th level, you can gain another 3rd level spell and you could swap Protection from Energy to Non Detection. At 7th level, you gain a single 4th level spell (let's say Dimension Door), plus Freedom of Movement and Summon construcrt from Clockwork. At 8th level, you gain another 4th level spell (later swappable). You could swap Summon Construct for Banishment. At 9th level, you gain access to 5th level spells, so you can get Seeming. You also get Greater Restoration and Wall of Force from Clockwork. You could swap Dimension Door for something else (3rd "swappable spell" so far) and swap Freedom of Movement for Dimension Door. At 10th level get an additional 5th level spell, so you could take Skill Empowerment. At 11th level, you get access to 6th level spell slots, so you could take Freezing Sphere. At 12th level, no more new known spell. You get the ability to swap one of your lower level for a 6th level spell, but they must come from your sorcerer list, not the clockwork one who are governed by the rules of Clockwork and explicitely prevented for swapping. At 13th level, you get access to 7th level spells, to an additional spell, let's say Etherealness and a swapping opportunity. At 14th level, no more new spell, but a spell swapping opportunity. At 15th level, you get 8th level spell, one new spell (let's say Demiplane) and a spell swapping ability. AT 16th level you get no new spell, but a third swapping opportunity. AT 17th level, you get 9th level spell (Wish) and a swapping opportunity. At levels 18-20, you get 3 swapping opportunity. So you end up having two swapping opportunity up to 6th level, two swapping opportunity for up to level 7, two swapping up to level 8 and 3 opportunity up to level 9. I can see that you added 5 spells, which is great (Disintegrate, True Seeing, Reverse Gravity, Teleport and Plane Shift) as you could do that with your spell swapping, but these must come at the expanse of other spell you could cast at this point. Plus, you have forgotten (=erased) several spells from Clockwork: Alarm, Protection from Good or Evil, Lesser Restoration, Protection from Energy, Freedom of Movement, Summon Construct and Greater Restoration. These could be swapped, but couldn't provide for the missing spell, as the replacement must be at the same level and come from Abjuration or Transmutation. The level limitation is the more problematic here, because non of the Clockwork Origin spells is higher than 5th level, and you need to swap 2 spells for 6th and 3 spells for 7th level. So you need to remove 5 spells from the "bolded list" in my quote above to be have a legal build, minus the 3 additional spell you could have swapped as you leveled within the Clockwork list and who would also be on your warlock list. So you still need to remove two spells unbolded spells. Edited for clarity. [/QUOTE]
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