When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.
You can use Empowered Spell even if youve already used a different Metamagic option during the casting of the spell.
Starting at 3rd level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome.
Once you use this feature, you cant use it again until you finish a short or long rest.
An event in your past left an indelible mark on you, infusing you with simmering magic. As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:
- The spell save DC of your Sorcerer spells increases by 1.
- You have Advantage on the attack rolls of Sorcerer spells you cast.
You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.
When you finish a Short Rest, you can regain expended Sorcery Points, but no more than a number equal to half your Sorcerer level (round down).
Once you use this feature, you cant do so again until you finish a Long Rest.
When you cast a spell, such as Charm Person, that can be cast with a higher-level spell slot to target an additional creature.
You can spend 1 Sorcery Point to increase the spells effective level by 1.