(N/A) You speak a one-word command to a creature you can see witnin range. The target must succeed on a wisdom saving throw or follow the command on its next turn. Choose the command from these options:
Approach. The target moves towards you, ends if its within 5 feet of you
Drop: The target drops what its holding, turn ends.
Flee: The target spends its turn moving away from you, as far as it can.
Grovel. The target is prone, turn ends.
Halt. On its turn, takes no action, ends turn
(N/A) Make a ranged attack roll against the target. On a hit, the target takes 1d8 damage of a type you choose: Acid, Cold, Fire, Lightning, Poison or Thunder.
If you roll an 8 on a D8 for this spell, you can roll another d8, and add it to the damage. When you cat this spell, the maximum number of d8s you can add to the spell's damage equals your spellcasting ability modifier.
Cantrip upgrade. The damage increases by 1d8 at level 5, 11 and 17
(N/A)
- As a bonus action, you can shove one creature within 30 feet. The target must succeed on a strength saving throw (DC 8 + Charisma modifer + profeciency bonus) or be moved 5 feet closer or away from you.
(N/A)
- You learn mage hand. Can cast it without verbal or somatic components. Mage hand can be invisible and range is increased by 30 feet. Spellcasting ability is Charisma
- Your sorcery points are equal to your level.
(On level up) - When you get this feat, gain HP equal to twice your level.
- When leveling up, gain 2 addition hit points.
(N/A)
- When you roll initiative, you can add your proficiency bonus to the roll
- After you roll initiative, you can swap initiative with the initiative of one willing ally.
- While not wearing armor. Your AC is equal to 10 + dex and charisma modifer.
- When gaining this feat. Gain 3 HP as well as 1 HP on level up.
-Can convert spell slots to sorcery points equal to the level of the slot converted from. No action used.
- As a bonus Action. Can convert sorcery points equal to 1+spell slot level to gain a spell slot.
- Can change meta magic options when you level up.
Gain 2 metamagic options at level 2
3rd and 4th option at level 10
5th and 6th option at level 17
(1 Use pr Long Rest) - After you finish a short rest. Recover sorcery points equal to half your level, rounded down.
(2 uses / Long Rest) - Increase spell DC by 1
- Advantage on attack rolls on spells.
(1 Sorcery point)
- Spend 1 sorcery point to reroll any number of damage dice up to equal to your charisma modifier. Can be used with even when you have used a different metamagic option.
(1 Sorcery point) - Spend 1 sorcery point. Choose a number of creatures up to your charisma modifer. Those creatures automatically pass any saving thrown against a spell you cast. And take no damage, even though they would normally take half damage on a succesfull save.