USES: 2 per Long Rest. As a Bonus Action; unleash your innate magic for 1 minute. While active: your Sorcerer spell save DC increases by 1; and you have Advantage on attack rolls of Sorcerer spells you cast.
USES: Sorcery Points = your Sorcerer level (all regained on Long Rest). You can convert Sorcery Points to spell slots and vice versa. Converting a spell slot to points: gain points equal to the slot's level (no action required). Creating a spell slot (Bonus Action): spend 2 pts for a 1st-level slot; 3 pts for 2nd; 5 pts for 3rd (requires Lvl 5). Created slots vanish on Long Rest.
USES: Costs Sorcery Points per option used. You gain 2 Metamagic options of your choice at Level 2 (ask Mitch which two he chose). You can use only one Metamagic option per spell unless stated otherwise. Common options include: Careful Spell (protect allies from your AOE); Distant Spell (double range); Empowered Spell (reroll damage dice); Quickened Spell (cast as Bonus Action for 2 pts); Subtle Spell (no V or S components); Twinned Spell (target a second creature).
Once per turn; immediately after casting a Sorcerer spell with a spell slot; you can roll 1d20. On a 20; roll on the Wild Magic Surge table (d100) for a random magical effect. If the effect is a spell; it can't be modified by Metamagic. See Wild Magic Surge Table card for full results. (Lvl 3 Subclass Feature)
USES: 1 use; reset by casting a Sorcerer spell with a spell slot or finishing a Long Rest. You can give yourself Advantage on one d20 Test before rolling. If you cast a Sorcerer spell with a spell slot before finishing a Long Rest after using this feature; you automatically roll on the Wild Magic Surge table. (Lvl 3 Subclass Feature)
USES: Once per Long Rest. When you finish a Short Rest; you can regain expended Sorcery Points up to half your Sorcerer level (rounded down). At Level 5 this means up to 2 Sorcery Points per Short Rest.