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 transform unexpended Sorcery Points into one spell slot
You can transform unexpended Sorcery Points into one spell slot
When you cast a spell with a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can't modify a spell in this way if you've already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on the current turn after modifying a spell in this way.
Choose one creature you can see within 30 feet of yourself.
You and the chosen creature can communicate telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier.
To understand each other, you each must mentally use a language the other knows.
The telepathic connection lasts for a number of minutes equal to your Sorcerer level. It ends early if you use this ability to form a connection with a different creature.
You can use charges of Second wind for the following options:
-Regain Hit Points equal to 1d10 plus your Fighter level.
-Expend a use of Second Wind to add 1d10 to a failed ability check.
If you still fail, the use of Second Wind isn't expended.
You regain one expended use when you finish a Short Rest, and you regain all expended uses when you finish a Long Rest.
As a Bonus Action, you can expend one Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll plus half your Fighter level (round down).
Gain Tremorsense with a range of 60 ft. for 10 minutes. You must be on or touching a natural or worked stone surface to use this Tremorsense.
Make two Unarmed Strikes.
Take both the Disengage and the Dodge actions.
Take both the Disengage and Dash actions, and your jump distance is doubled for the turn.