No, it really doesn't. No more than an Italian saying he's got the "blood of the Caesars" means his heritage is somehow diminished when he has a bout of anemia. The phrase "blood of" means you're descended from someone, you've inherited qualities from them. It's not referring to the literal red liquid in your circulatory system.So "Blood of a Dragon" doesn't at all sound like it should have something to do with Con?
Saying sorcerers bargain for their abilities because they use Charisma is like saying wizards solve crossword puzzles for their abilities because they use Intelligence. Charisma is force of personality. Creative spark. Inner fire. Mana. The game of Dungeons & Dragons is hardly the first time in human cultural history that this quality has been attributed supernatural power, or even conceptualized as supernatural power in itself.But it makes complete sense for a Sorc to bargain for their abilities like the Warlock?
No, it really doesn't. No more than an Italian saying he's got the "blood of the Caesars" means his heritage is somehow diminished when he has a bout of anemia. The phrase "blood of" means you're descended from someone, you've inherited qualities from them. It's not referring to the literal red liquid in your circulatory system.
Note that dragons themselves use Charisma when they cast spells innately, as do most other magical creatures. Someone who has inherited that power would logically use it the same way.
And many sorcerers have nothing to do with dragons or the blood thereof, to boot.
Saying sorcerers bargain for their abilities because they use Charisma is like saying wizards solve crossword puzzles for their abilities because they use Intelligence. Charisma is force of personality. Creative spark. Inner fire. Mana. The game of Dungeons & Dragons is hardly the first time in human cultural history that this quality has been attributed supernatural power, or even conceptualized as supernatural power in itself.
I'd actually defend Charisma-based casting more strongly for the sorcerer than the warlock. Hell, I might defend it more strongly for the sorcerer than the bard. Warlocks can be characterized as studying magic under their patrons, or channeling it through devotion. And bards can be characterized as picking up magical lore as part of their encyclopedic knowledge of everything (and actually were, for two whole editions). For no other class is the idea of magic as self-expression so important as it is for the sorcerer.
I did the same thing with Sorc in my games. No one has gone for Sorc yet, but when they do the stat will be Con, because that actually makes sense. Seriously, how is "magic in your blood and bones" translated to charisma?
Much one projects one's magical power outward, perhaps?I guess it is just a matter of interpreting the stats differently. To me, Charisma is not ones idea of oneself, but is how one projects themselves outward.
Again: D&D is pretty consistent that Charisma is the key ability for "beings of magic". It's probably better for you to expand your definition of Charisma to take this into account, because I suspect the game is going to continue to use it this way for the foreseeable future.When I look at the Sorcerer I see a being of magic, where magic runs from their skin to their core, and where magic is innately tied to their body, rather than their mind as it is in the wizard. So, by my interpretation, Con works best for the Sorcerer.
This theme is there already. Sorcerers are the only primary caster with Con save proficiency. After them, you have to go all the way down to the eldritch knight to find another (because the ranger isn't Con proficient for some bizarre reason). And feats are optional.I agree. With all the emphasis on concentration in 5e, it might have been a neat gimmick to make the sorcerer the con caster with a spell list mostly made up of concentration spells, then any class (that could cast spells) could cast concentration spells, but the sorcerer would do it best (would have worked even better if there was no warcaster feat).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.