Spellcasting. The sorcerer is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The sorcerer knows the following sorcerer spells:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp, minor illusion
1st level (4 slots): chaos bolt, mage armor*, shield
2nd level (3 slots): mirror image, misty step
3rd level (3 slots): counterspell, blink
4th level (3 slots): dimension door, charm monster
5th level (3 slots): cone of cold, synaptic static
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): Power word stun
9th level (1 slot): time stop
*the sorcerer casts this on itself before combat
Sorcery Points. The sorcerer has 18 sorcery points. It can spend 1 or more sorcery points to gain one of the following benefits:
Heightened Spell: When it casts a spell that forces a creature to make a saving throw to resist the spell’s effects, the sorcerer can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.
Subtle Spell: When the sorcerer casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
Quickened Spell: When it casts a spell that has a casting time of 1 action, the sorcerer it can spend 1 sorcery point to change the casting time to 1 bonus action for that casting.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
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