You've learned some spell casting tricks to give you the edge in a fight
You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest
The metamagic options below are now available to you when picking metamagic upon leveling up. When you take this feat you learn one of them immediately.
Spell Sling
As a bonus action, spend one spell slot or two sorcery points to sling magic at a target within 60 ft of you. The target must make a perception or arcana check against your spell save DC or they believe that this magic is the only spell you've cast. The target then has disadvantage on any strength or dexterity saving throws against you cast this turn.
Bluffed Spell
When you cast a spell you may spend sorcery points or an additional spell slot to make your spell appear to be of a higher level. The spell appears to be of a level equal to double the sorcery points used or triple the level of slot used. A creature must make an arcana check against your spell save DC upon failure they treat the spell as it's heightened level for dispel/counterspell purposes.
Phantom Spell
When you cast a spell you may spend 1 sorcery point to make the spell appear to originate from a point in which you can see. The range of the spell does not change.
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