I apologize if this question was asked in another thread; however, I was unable to find one that explained my question. I have a player, Beast Master Ranger, that was interested in if he could learn a spell from another spellcaster (Sorcerer/wizard) spell-list. If so, how long would it take, and how would they go about learning this spell?
You can't learn a spell from a different class list with your class's spellcasting feature (there are subclasses that let you learn certain spells not usually available to that class).
The usual way to learn spells from a different class is the magic initiate feat which lets you learn 1 level 1 spell and 2 cantrips, but you can only cast the leveled spell once per day and can't use your slots for it unless you are that class.
There are a few other feats that can get you a cantrip or ritual spells.
You could also multiclass (obviously).
Lastly, some spells can be cast with certain magic items regardless of class (usually).
Other than those, you will have to homebrew rules.
I apologize if this question was asked in another thread; however, I was unable to find one that explained my question. I have a player, Beast Master Ranger, that was interested in if he could learn a spell from another spellcaster (Sorcerer/wizard) spell-list. If so, how long would it take, and how would they go about learning this spell?
Depends on what spell he wants. If it is a level 1 spell, then he can achieve it at ASI via taking the Magic Initiate feat:
Source: PHB
Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again.
Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
If it is something more than that, then it comes to DM fiat there are two suggested systems off the top of my head that could suit this role, each with their caveats. First, treat it as a downtime activity. The PHB gives:
From PHB:
Training
You can spend time between adventures learning a new language or training with a set of tools. Your DM might allow additional training options.
First, you must find an instructor willing to teach you. The DM determines how long it takes, and whether one or more ability checks are required.
The training lasts for 250 days and costs 1 gp per day. After you spend the requisite amount of time and money, you learn the new language or gain proficiency with the new tool.
This could potentially be extended to learning a spell from another class, given the right circumstances of character being agreeable to train to the one teaching the spell. You would likely evoke ability checks related to training in understanding the nature of the spell. Potentially, though, you might also rule that the difference between arcane (Bard/Warlock/Wizard/Sorcerer/fighter/rogue) and divine (cleric/druid/paladin/ranger) might be too extreme for a character to simply step in and train on, so you might evoke a necessity to convert class levels. I'd imagine there is something concerning that, converting class levels, in one book or another, though at this point I think I've said enough.
Anyway, alternatively, you could go about it in the "Creating a spell" method:
From DMG:
Creating a Spell
When creating a new spell, use existing spells as guidelines. Here are some things to consider.
If a spell is so good that a caster would want to use it all the time, it might be too powerful for its level.
A long duration or large area can make up for a lesser effect, depending on the spell.
Avoid spells that have very limited use, such as one that works only against good dragons. Though such a spell could exist in the world, few characters will bother to learn or prepare it unless they know in advance that doing so will be worthwhile.
Make sure the spell fits with the identity of the class. Wizards and sorcerers don't typically have access to healing spells, for example, and adding a healing spell to the wizard class list would step on the cleric's turf.
As with most content in the dungeon master's guide, this is a suggestion, not a rule. It's very free form and it is up to you to decide how to rule the time required to create a spell. Consider the time a character might require to train in something or create a magical item, and apply it to this potentially in that case, though this is beginning to lean into DM-to-DM material. The DMG will have guidelines on how to balance the spell concerning healing/damage output. Beyond that, it is up to you.
I do think it is important to note the nature of what the spell that they're hoping to gain does and if it makes sense for a divine caster (ranger) to have access to the sorcerer/wizard spell or equivalent in question. This goes two-fold for both of these methods, of them creating the alternative for the spell they seek, and for being taught it by a particular individual.
I have a tempest cleric, that, using magic initiate, wants to learn chromatic orb from the wizard class. Do I use wisdom or intelligence as my spellcasting ability?
I apologize if this question was asked in another thread; however, I was unable to find one that explained my question. I have a player, Beast Master Ranger, that was interested in if he could learn a spell from another spellcaster (Sorcerer/wizard) spell-list. If so, how long would it take, and how would they go about learning this spell?
You can't learn a spell from a different class list with your class's spellcasting feature (there are subclasses that let you learn certain spells not usually available to that class).
The usual way to learn spells from a different class is the magic initiate feat which lets you learn 1 level 1 spell and 2 cantrips, but you can only cast the leveled spell once per day and can't use your slots for it unless you are that class.
There are a few other feats that can get you a cantrip or ritual spells.
You could also multiclass (obviously).
Lastly, some spells can be cast with certain magic items regardless of class (usually).
Other than those, you will have to homebrew rules.
Depends on what spell he wants. If it is a level 1 spell, then he can achieve it at ASI via taking the Magic Initiate feat:
If it is something more than that, then it comes to DM fiat there are two suggested systems off the top of my head that could suit this role, each with their caveats. First, treat it as a downtime activity. The PHB gives:
This could potentially be extended to learning a spell from another class, given the right circumstances of character being agreeable to train to the one teaching the spell. You would likely evoke ability checks related to training in understanding the nature of the spell. Potentially, though, you might also rule that the difference between arcane (Bard/Warlock/Wizard/Sorcerer/fighter/rogue) and divine (cleric/druid/paladin/ranger) might be too extreme for a character to simply step in and train on, so you might evoke a necessity to convert class levels. I'd imagine there is something concerning that, converting class levels, in one book or another, though at this point I think I've said enough.
Anyway, alternatively, you could go about it in the "Creating a spell" method:
As with most content in the dungeon master's guide, this is a suggestion, not a rule. It's very free form and it is up to you to decide how to rule the time required to create a spell. Consider the time a character might require to train in something or create a magical item, and apply it to this potentially in that case, though this is beginning to lean into DM-to-DM material. The DMG will have guidelines on how to balance the spell concerning healing/damage output. Beyond that, it is up to you.
I do think it is important to note the nature of what the spell that they're hoping to gain does and if it makes sense for a divine caster (ranger) to have access to the sorcerer/wizard spell or equivalent in question. This goes two-fold for both of these methods, of them creating the alternative for the spell they seek, and for being taught it by a particular individual.
I have a tempest cleric, that, using magic initiate, wants to learn chromatic orb from the wizard class. Do I use wisdom or intelligence as my spellcasting ability?
For your wizard magic initiate spells you use intelligence. For your cleric spells you use wisdom.