You cast sorcerous energy at one creature or object within range. Make a ranged attack roll against the target. On a hit, the target takes 1d6 damage. If you roll a 6 on a d6 for this spell, you can roll another d6, and add it to the damage. Whenever you cast this spell, the maximum number of these d6s you can add to the spell's damage equals your spellcasting ability modifier,
• You choose the damage type each time you cast this spell: Acid, Cold, Fire, Lightning, Poison, Psychic, or Thunder.
At Higher Levels: This spell's damage increases by 1d6 when you reach certain Sorcerer levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. ,
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time. ,
You draw on your innate magic to fill yourself with vitality. You regain a number of Hit Points equal to 2d6 + your spellcasting ability modifier, and if you have any of the following conditions, they end on you: Blinded, Deafened, and Poisoned.,
At Higher Levels: When you cast this spell using a Spell Slot of 4th level or higher, the healing increases by 1d6 for each slot level above 3rd.