Each creature in the area of the exhalation must make a Dexterity save. The DC for this saving throw equals 8 + your Constitution modifier + your Proficiency Bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one.
The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.
After you use your breath weapon, you can’t use it again until you complete a short or Long Rest.
One creature within range takes 3d10 damage.
If the creature succeeds on a Constitution saving throw, take 1/2 damage.
When you Cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell.
When you Cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
When you Cast a Spell that Targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery 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. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost is.
Starting at 1st level, you can use a bonus action on your turn to cause whirling gusts of elemental air to briefly surround you, immediately before or after you cast a spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking opportunity attacks.