Prerequisite: Ability to cast at least one spell or an ability that takes a Magic action
Your magic has been honed to use in combat, your quick thinking and specialized training provide certain advantages while fighting with spells.
Options:
When a hostile creature's movement provokes an Opportunity Attack from you, you can take a Reaction to perform a Magic action directed at the creature, rather than making an Opportunity Attack. This action must target that creature and only that creature.
Any spells you cast or Magic actions you take ignore Resistance to Acid damage. Creatures with Immunity to Acid damage may be damaged if they had Resistance instead.
Any spells you cast or Magic actions you take ignore Resistance to Cold damage. Creatures with Immunity to Cold damage may be damaged if they had Resistance instead.
Any spells you cast or Magic actions you take ignore Resistance to Fire damage. Creatures with Immunity to Fire damage may be damaged if they had Resistance instead.
Any spells you cast or Magic actions you take ignore Resistance to Lightning damage. Creatures with Immunity to Lightning damage may be damaged if they had Resistance instead.
Any spells you cast or Magic actions you take ignore Resistance to Poison damage. Creatures with Immunity to Poison damage may be damaged if they had Resistance instead.
Any spells you cast or Magic actions you take Resistance to Thunder damage. Creatures with Immunity to Thunder damage may be damaged if they had Resistance instead.
You have Advantage on Constitution saving throws that you make to maintain your Concentration on a spell when you take damage.
You learn one Metamagic option of your choice from the Sorcerer class. You can use this Metamagic option on any spell you can cast of a level equal to your Proficiency Bonus or lower. You regain the expended Metamagic when you finish a Long Rest. Whenever you gain a level, you can replace one of these Metamagic options with another one from the Sorcerer class.
Metamagic Options:
Careful Spell
Distant Spell
Empowered Spell
Extended Spell
Heightened Spell
Quickened Spell
Seeking Spell
Subtle Spell
Transmuted Spell
Twinned Spell
On your turn, before you make a melee spell attack or ranged spell attack, you can choose to forgo your Proficiency Bonus to the attack roll. If the attack hits, you add twice your Proficiency Bonus to the damage.
On your turn, before you make a melee spell attack or ranged spell attack, you may choose to forgo any amount up to your Proficiency Bonus to the attack roll. If the attack hits, you add twice the amount of the penalty to the damage.
When you deal a Critical Hit with a spell attack or a creature rolls a 1 on a Saving Throw against a spell you cast and takes damage, gain a Heroic Inspiration. The spell must be cast using a spell slot.
When you roll damage or healing for a spell you cast or Magic action you take, you can treat any 1 on a damage die or healing die as a 2.
When you roll damage or healing for a spell you cast or Magic action you take, you can treat any 1 on a damage die or healing die as the maximum result on the die instead.
When you use the Ready action with a spell, if the trigger does not occur, your spell slot and any material components are not consumed.
Your melee spell attacks and ranged spell attacks ignore Half Cover and Three-Quarters Cover. Additionally, being within 5 feet of a hostile creature does not impose Disadvantage on your ranged spell attack rolls.
When you cast a spell that requires you to make an attack roll, the spell's range is doubled. If the spell's attack range is at least 10 feet, then the minimum new range is 30 feet.
You can perform the Somatic components of spells even when you have weapons or a buckler, shield or tower shield in one or both hands.
When a hostile creature's movement provokes an Opportunity Attack from you, you can take a Reaction to perform a Magic action directed at the creature, rather than making an Opportunity Attack. This action must target that creature and only that creature.
Any spells you cast or Magic actions you take ignore Resistance to Acid damage. Creatures with Immunity to Acid damage may be damaged if they had Resistance instead.
Any spells you cast or Magic actions you take ignore Resistance to Cold damage. Creatures with Immunity to Cold damage may be damaged if they had Resistance instead.
Any spells you cast or Magic actions you take ignore Resistance to Fire damage. Creatures with Immunity to Fire damage may be damaged if they had Resistance instead.
Any spells you cast or Magic actions you take ignore Resistance to Lightning damage. Creatures with Immunity to Lightning damage may be damaged if they had Resistance instead.
Any spells you cast or Magic actions you take ignore Resistance to Poison damage. Creatures with Immunity to Poison damage may be damaged if they had Resistance instead.
Any spells you cast or Magic actions you take Resistance to Thunder damage. Creatures with Immunity to Thunder damage may be damaged if they had Resistance instead.
You have Advantage on Constitution saving throws that you make to maintain your Concentration on a spell when you take damage.
You learn one Metamagic option of your choice from the Sorcerer class. You can use this Metamagic option on any spell you can cast of a level equal to your Proficiency Bonus or lower. You regain the expended Metamagic when you finish a Long Rest. Whenever you gain a level, you can replace one of these Metamagic options with another one from the Sorcerer class.
Metamagic Options:
Careful Spell
Distant Spell
Empowered Spell
Extended Spell
Heightened Spell
Quickened Spell
Seeking Spell
Subtle Spell
Transmuted Spell
Twinned Spell
On your turn, before you make a melee spell attack or ranged spell attack, you can choose to forgo your Proficiency Bonus to the attack roll. If the attack hits, you add twice your Proficiency Bonus to the damage.
On your turn, before you make a melee spell attack or ranged spell attack, you may choose to forgo any amount up to your Proficiency Bonus to the attack roll. If the attack hits, you add twice the amount of the penalty to the damage.
When you deal a Critical Hit with a spell attack or a creature rolls a 1 on a Saving Throw against a spell you cast and takes damage, gain a Heroic Inspiration. The spell must be cast using a spell slot.
When you roll damage or healing for a spell you cast or Magic action you take, you can treat any 1 on a damage die or healing die as a 2.
When you roll damage or healing for a spell you cast or Magic action you take, you can treat any 1 on a damage die or healing die as the maximum result on the die instead.
When you use the Ready action with a spell, if the trigger does not occur, your spell slot and any material components are not consumed.
Your melee spell attacks and ranged spell attacks ignore Half Cover and Three-Quarters Cover. Additionally, being within 5 feet of a hostile creature does not impose Disadvantage on your ranged spell attack rolls.
When you cast a spell that requires you to make an attack roll, the spell's range is doubled. If the spell's attack range is at least 10 feet, then the minimum new range is 30 feet.
You can perform the Somatic components of spells even when you have weapons or a buckler, shield or tower shield in one or both hands.