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Metamagic

  • casting time
  • range

  • components
  • duration

To use an metamagic, you must spend the number of Sorcery Points that it costs.

You can use only one Metamagic option on a spell when you cast it unless otherwise noted in one of those options.

Whenever you gain a Sorcerer level, you can replace one of your Metamagic options with one you don’t know.

Innate magic

  • casting time 1 Bonus Action
  • range Self

  • components
  • duration 1 Minute

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 use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Dark One’s Blessing

  • casting time
  • range

  • components
  • duration

When you reduce a hostile creature to 0 HP, you gain (3) temp HP.
= your Charisma modifier + your warlock level

Channel Divinity: Artisan's Blessing

  • casting time 1 Action
  • range

  • components
  • duration 1 Hour

You can use your Channel Divinity to conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object. The thing you create can be something that is worth no more than 100 gp.

Cleric Forge

Blessing of the Forge

  • casting time 1 Action
  • range Touch

  • components
  • duration

At the end of a long rest, you can imbue magic into a weapon or armor by touching a nonmagical version. Until your next long rest or you die, the object grants a +1 bonus to either AC or attack and damage rolls. You can't use this feature again until you finish a long rest.

Cleric Forge

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