The statblocks of your class features
[block: Font of Magic
At 2nd level]
[block: which allow you to create a variety of magical effects.
Sorcery Points
You have 2 sorcery points]
[block: as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots]
[block: or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. The created spell slots vanish at the end of a long rest.
Metamagic
At 3rd level]
[block: you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it]
[block: unless otherwise noted.
• Careful Spell
When you cast a spell that forces other creatures to make a saving throw]
[block: you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
• Distant Spell
When you cast a spell that has a range of 5 feet or greater]
[block: you can spend 1 sorcery point to double the range of the spell.
When you cast a spell that has a range of touch]
[block: you can spend 1 sorcery point to make the range of the spell 30 feet.
• Empowered Spell
When you roll damage for a spell]
[block: you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
• Extended Spell
When you cast a spell that has a duration of 1 minute or longer]
[block: to a maximum duration of 24 hours.
• Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects]
[block: you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
• Quickened Spell
When you cast a spell that has a casting time of 1 action]
[block: you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
• Subtle Spell
When you cast a spell]
[block: you can spend 1 sorcery point to cast it without any somatic or verbal components.
• Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self]
[block: a spell must be incapable of targeting more than one creature at the spell's current level.
Wild Magic Surge
Starting when you choose this origin at 1st level]
[block: roll on the Wild Magic Surge table to create a random magical effect.
Tides of Chaos
Starting at 1st level]
[block: you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature]
[block: the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
]