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<blockquote data-quote="Giltonio_Santos" data-source="post: 6525023" data-attributes="member: 36874"><p>You can use either the Warlock or the Sorcerer progression. Both classes end up with 15 spells known. The Sorcerer knows more cantrips, but the Warlock has invocations, so I think the sorcerer progression would be the right one in this case.</p><p></p><p></p><p></p><p>You get to cast any spell you know with a casting time of 10 minutes without spending a spell slot if it has the ritual tag. What's the problem? 3E sorcerers were using bat guano to cast fireballs and nobody complained...</p><p></p><p></p><p></p><p>It was never a class feature of the sorcerer, it was a series of feats available to all spellcasting classes, and they don't exist in 5E. You can miss them, but they were never a specific sorcerer thing.</p><p></p><p></p><p></p><p>I'm not seeing them.</p><p></p><p></p><p></p><p>Ask your DM to let you change your spellcasting ability. Players asked me lots of things through the years, and this would be the kind of demand I would have a hard time finding a reason to deny.</p><p></p><p></p><p></p><p>You sound like the 3E sorcerer was brandishing a greatsword in combat. A quarterstaff and a shortspear deal the same amount of damage, the quarterstaff just happens to be better against skeletons. And you have cantrips now. Why would you want a better weapon?</p><p></p><p></p><p></p><p>But this is not 3E. You can tinker with the rules. Actually, you're encouraged to. There are lots of suggestions here and in various other threads. One could even argue that if you're not making 5E your own game, you're playing it wrong. Go for it. Play a homebrew generic sorcerer origin, play a variant wizard, but don't tell us that you can't play the character you want because rules don't allow it. Unless you're talking about organized play, that's no excuse.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="Giltonio_Santos, post: 6525023, member: 36874"] You can use either the Warlock or the Sorcerer progression. Both classes end up with 15 spells known. The Sorcerer knows more cantrips, but the Warlock has invocations, so I think the sorcerer progression would be the right one in this case. You get to cast any spell you know with a casting time of 10 minutes without spending a spell slot if it has the ritual tag. What's the problem? 3E sorcerers were using bat guano to cast fireballs and nobody complained... It was never a class feature of the sorcerer, it was a series of feats available to all spellcasting classes, and they don't exist in 5E. You can miss them, but they were never a specific sorcerer thing. I'm not seeing them. Ask your DM to let you change your spellcasting ability. Players asked me lots of things through the years, and this would be the kind of demand I would have a hard time finding a reason to deny. You sound like the 3E sorcerer was brandishing a greatsword in combat. A quarterstaff and a shortspear deal the same amount of damage, the quarterstaff just happens to be better against skeletons. And you have cantrips now. Why would you want a better weapon? But this is not 3E. You can tinker with the rules. Actually, you're encouraged to. There are lots of suggestions here and in various other threads. One could even argue that if you're not making 5E your own game, you're playing it wrong. Go for it. Play a homebrew generic sorcerer origin, play a variant wizard, but don't tell us that you can't play the character you want because rules don't allow it. Unless you're talking about organized play, that's no excuse. Cheers! [/QUOTE]
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