Post date: Apr 23, 2019 6:5:39 PM
Warlock/Sorcerer combos have the ability to create extra spell slots after short rests. They are trading off access to higher level spells, for the ability to be more flexible in lower level spellcasting.
Allowing a limited number of short rests helps to balance this, while still making it useful (perhaps 1 short rest a game).
DMs may want to disallow short rests before adventuring starts, to keep a balance here (otherwise, given 2 hours at the start of the day, this character could start with 4 extra spells).
Here is how it works.
(Sorcerer) Flexible Casting: You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The created spell slots vanish at the end of a long rest.
Example: 2 Sorcery Points (SP) = 1 1st level spell slot
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot (gained from any class) and gain a number of sorcery points equal to the slot’s level. You can never have more sorcery points than your level as a Sorcerer.
Example: 1 2nd level Warlock spell = 2 Sorcery Points
Example of a Short Rest: 3rd level Warlock/2nd level Sorcerer
Create a spell slot: 2 Sorcery Points = 1 1st level Sorcerer spell.
Convert spell slot to Sorcery Points: 1 2nd level warlock spell slot = 2 Sorcery Points
Repeat Steps 1-2, to gain a total of 2 1st level sorcerer spells each short rest.