When you take the Spellcast action and you are within the area of the spell, you automatically succeed on the save against the spell, and if you were to take half damage, you take no damage instead.
Your attacks and DC with arcane spells gain a +1 bonus.
When you make a d20 roll, you can expend 1 sorcery point to reroll the d20.
Whenever you finish a rest, you regain an additional number of hit points equal to your Charisma modifier.
When you cast a sorcerer spell with a range of self, you can expend a number of mana points equal to the spell's level to instead cast it on a willing creature within 5 feet of you.
When you take the Spellcast action with an arcane spell that targets yourself,
When you take the Spellcast action with an arcane spell, you can cause the spell to be bound to a 10-foot by 10-foot area of earth or stone for 8 hours or until you use this feature again. The spell triggers the next time a creature steps into the area.
Choose a level 5 arcane spell or lower. You become imbued with the spell as a magic tattoo.
When you take the Spellcast action with a level 1 arcane spell, you can add your Charisma modifier to the spell's damage.
When you take the Spellcast action with an arcane spell that has an area and causes its targets to make a save, you can choose any number of targets within the spell's area and expend the same number as mana points to cause the chosen targets to automatically succeed on the save.
When you take the Spellcast action with an arcane spell that deals acid or poison damage, you can expend 1 mana point to change the damage type to another of the two.
When you cast a sorcerer spell, you can expend mana points to cover the cost of a consumable material component. Each mana point covers up to 50 GP of the material component.
When you take the Spellcast action with an arcane spell that has an area, you can expend 3 mana points to choose whether it will only affect friendly or hostile creatures within the area.
When you cast a sorcerer spell that has a range of 5 feet or greater, you can expend a number of mana points up to your Charisma modifier to double the range of the spell for each mana point expended.
When you cast a spell that has a range of touch, you can expend 1 mana point to make the range of the spell 30 feet.
When you cast a sorcerer spell that deals acid, cold, fire, lightning, or thunder damage, you can expend 2 mana points to ignore resistance to the damage type, 4 mana points to treat immunity as resistance to the damage type, or 6 mana points to cause the target to become vulnerable to the damage type, provided the creature doesn't have resistance or immunity to it.
When you take the Spellcast action with an arcane spell, you can
When you cast a sorcerer spell with a range of self, you can expend a number of mana points equal to the spell slot expended to cast the spell (1 mana point if the spell is a cantrip) to imbue the effects of the spell in a vial that has 4 ounces of water, turning the vial into a potion. The potion loses its effects after a number of days equal to your Charisma modifier, becoming a nonmagical vial again and consuming the water within the vial.
When you roll damage for a sorcerer spell, you can expend 1 mana point to reroll a number of the damage dice up to your Charisma modifier.
When you take the Spellcast action with a sorcerer spell and use your Metamagic feature, you can choose a number of options equal to your Charisma modifier (minimum of two) instead of only one.
When you cast a sorcerer spell that has an area of effect, you can expend mana points to increase the area of the effect by 5 feet for each mana points expended, to a maximum number of mana points equal to the spell level. If the area of effect is a line, you can either widen the line or double its length.
When you cast a sorcerer spell and you score the maximum possible roll for the spell's damage, you can expend 1 mana points to roll an additional damage die.
Choose one damage type from the following: acid, cold, fire, lightning, poison, or thunder. You gain resistance to the chosen damage type, and you can reroll any 1 on the damage roll of your sorcerer spells that deal the chosen damage type.
When you cast a sorcerer spell that has a duration of 1 minute or longer, you can expend a number of mana points up to your Charisma modifier to multiply its duration by the number of mana point expended, to a maximum of 24 hours.
While you are concentrating on a sorcerer spell, if you cast a sorcerer spell that requires concentration, you can expend a number of mana points equal to the spell's level that you are already concentrating plus the level of the second spell that requires concentration to take the Focus (Sustain Magic) action without losing concentration on the first spell. When you take the Focus (Sustain Magic) action on any subsequent turn, you must also expend 1 mana point to keep the second spell active.
When you cast a sorcerer spell that requires a creature to make a saving throw, you can increase the DC by 1 for each 2 mana points you expend.
When you cast a sorcerer spell that causes a creature to make a saving throw, you can expend 3 mana points to give one target of your choice disadvantage on the saving throw.
You can cast a sorcerer spell that you haven't learned at its lowest level by expending a number of mana points equal to 2 + twice the spell level.
When you cast a sorcerer spell that has an area of effect and a duration of instantaneous, you can expend 2 mana points to increase its duration until the start of your next turn. Any creature within the area of the effect at the casting of the spell isn't affected by the spell additional times before the start of your next turn. Other creatures and objects that enter the area of effect before the start of your next turn is subject to the effects of the spell.
When you make a save against a spell to take half damage, you take no damage on a successful save, or half damage on a failed one.
When a spell reduces you to 0 hit points, you can take a reaction and expend 10 mana points to be reduced to 1 hit point, instead.
You have resistance to spell damage.
You have advantage on saves against spells and other magical effects.
When you cast a sorcerer spell with a casting time of two actions, you can expend 2 mana points to cast it as one action.
When you cast a sorcerer spell that requires you to make a ranged spell attack against a target behind half cover, you can expend 2 mana points to gain a +2 bonus to the attack roll. If the target is behind three-quarters cover, you can expend 3 additional mana points to gain a +5 bonus to the attack roll.
When you cast a sorcerer spell that requires you to make a ranged spell attack and roll a 19 on the d20, you can expend 3 mana points to cause the attack to become a critical hit.
When you cast a sorcerer spell that requires you to make an attack roll, you can expend 3 mana points to lower the critical hit threshold of the roll by 1.
When you cast a sorcerer spell that doesn't have the ritual component and has a casting time of 10 minutes or longer, you can expend 3 mana points to cast it as a ritual.
If you make an attack roll for a sorcerer spell and miss, you can expend 2 mana points to reroll the d20.
When you cast a sorcerer spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can expend 3 mana points to gain resistance to the damage type for 1 minute. Alternatively, if the spell has an area of effect, you can grant any friendly creature resistance to the damage type until the start of your next turn, expending 1 mana point for each friendly creature.
When you cast a sorcerer spell that requires a creature to make a Dexterity saving throw, you can expend 2 mana points to ignore half cover and three-quarters cover.
When you take the Spellcast action with a level 2 sorcerer spell or higher and expend mana points, you regain 1 expended mana point.
You gain proficiency with martial weapons and light armor.
You can take the Magic (Attune) action for 8 hours and choose one level 1 sorcerer spell that has a casting time of two or one actions from your spellbook. You are imbued with the chosen spell.
When you take the Spellcast action, the spell's range is doubled.
When you cast a sorcerer spell that requires concentration, you can expend a number of mana points equal to the level of the spell slot expended to cast the spell to stabilize its magic. You don't make Constitution saving throws to maintain concentration on the spell as a result of taking damage.
When you cast a spell, you can expend 1 mana point to cast it without any somatic or verbal components.
When you cast a sorcerer spell, you can expend a number of mana points equal to the level of the spell slot expended to make the spell resistant to attempts to end it. If an effect would end the spell with an ability check, such as with the counterspell or dispel magic spells, the check is made with disadvantage.
When you cast a sorcerer spell that deals cold, fire, lightning, or thunder damage, you can expend 1 mana point to change the damage type to another type from that list.
When you cast a sorcerer spell with a range of touch, you can expend 2 mana points to make the origin point of the spell occur on a different point of your choice within 30 feet of you.
When you cast a sorcerer spell that targets only one creature and doesn't have a range of self, you can expend a number of mana points equal to the spell's level to target a second creature in range with the same spell (1 mana point if the spell is a cantrip).
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.
When you cast a sorcerer spell that deals necrotic or radiant damage, you can expend 1 mana point to change the damage type to another of the two.
When you cast the invisibility spell, you become incorporeal for the duration of the spell.
When you cast a sorcerer spell that could not normally target yourself, you can expend 1 mana point to instead cast it on yourself.