Class Feats (Sorcerer)

## List Of Class Feats

Font Of Magic I -GCF-

*Prerequisites: 3rd Level, Spellcasting I*

You now have a pool of sorcery points which can hold a maximum of 4 points. You can now spend sorcery points with your bonus action to regain an expended spell slot of no higher than 5th level. The cost for using sorcery points in this way varies, as shown on the Regaining Spell Slots table. You can also now expend a spell slot with your bonus action to regain a number of spent sorcery points equal to its level. You regain all of your spent sorcery points when you finish a long rest.

*Restrictions: You must not have [Well Of Energy I].*

Regaining Spell Slots Table
 2nd
 3rd
 4th
 5th

Font Of Magic II -GCF-

*Prerequisites: 5th Level, Font Of Magic I*

The maximum for your pool of sorcery points increases to 8 points.

Font Of Magic III -GCF-

*Prerequisites: 9th Level, Font Of Magic II*

The maximum for your pool of sorcery points increases to 12 points.

Font Of Magic IV -GCF-

*Prerequisites: 13th Level, Font Of Magic III*

The maximum for your pool of sorcery points increases to 16 points.

Font Of Magic V -GCF-

*Prerequisites: 17th Level, Font Of Magic IV*

The maximum for your pool of sorcery points increases to 20 points.

Font Of Magic VI -GCF-

*Prerequisites: 22nd Level, Font Of Magic V*

The maximum for your pool of sorcery points increases to 32 points.

Metamagic I -LCF-

*Prerequisites: 3rd Level, Font Of Magic I*

You learn one Metamagic option. The spells of a creature can only be affected by one Metamagic option at a time. If you gain a level in this class, you can replace a Metamagic option that you know with a different one.

Metamagic II -LCF-

*Prerequisites: 5th Level, Metamagic I*

You learn one new Metamagic option.

Metamagic III -LCF-

*Prerequisites: 9th Level, Metamagic II*

You learn one new Metamagic option.

Metamagic IV -LCF-

*Prerequisites: 13th Level, Metamagic III*

You learn one new Metamagic option.

Metamagic V -LCF-

*Prerequisites: 17th Level, Metamagic IV*

You learn one new Metamagic option.

Metamagic VI -LCF-

*Prerequisites: 22nd Level, Metamagic V*

You learn three new Metamagic options.

Wild Magic Soul -LCF-

*Prerequisites: 3rd Level, Font Of Magic I*

When you cast a spell of 1st level or higher, you roll a d20. If you roll a 1, you roll on the Wild Magic table to create a random magical effect from it.

You also now have the ability to make yourself gain advantage on an attack roll, ability check, or saving throw that you make. You can only use this feature once before you must finish a long rest to use it again. But anytime before you regain the use of this feature, you can roll on the Wild Magic table when you cast a spell of 1st level or higher, regaining the use of this feature afterward.

*Restrictions: You must not have [Gigantic Soul], [Draconic Soul], or [Channel Divinity I].*

## Metamagic Options

Careful Spell

If you cast a spell which has any creatures make a saving throw, you can spend 1 sorcery point to target any number of those creatures. A targeted creature automatically succeeds on their first saving throw against that spell.

Distant Spell

If you cast a spell which has a range of 5 feet or more, you can spend 1 sorcery point to double its range. Or if you cast a spell which has a range of touch, you can spend 1 sorcery point to give it a range of 30 feet.

Enhanced Spell

If you cast a spell and roll for inflicting damage with it, you can spend 1 sorcery point to reroll all of the damage dice, using either set of rolls.

Forceful Spell

If you cast a spell which has any creatures make a saving throw, you can spend 2 sorcery points to give one of those creatures disadvantage on their first saving throw against that spell.

Hidden Spell

If you cast a spell, you can spend 1 sorcery point to ignore any verbal components and somatic components.

Precise Spell

If you cast a spell which has an attack roll, you can spend 2 sorcery points to have that roll be made with advantage.

Quick Spell

If you cast a spell which has a casting time of an action, you can spend 2 sorcery points to cast it with your bonus action instead.

Twinned Spell

If you cast a spell which only targets one creature and does not have a range of self, you can spend a number of sorcery points equal its level to target another creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at its current level.