To cast one of these [class] spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
At the end of a Long Rest, a character regains all lost Hit Points. A character can't benefit from more than one Long Rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
Cantrips. A cantrip is a spell that can be cast at will, without using a spell slot and without being prepared in advance. Repeated practice has fixed the spell in the caster's mind and infused the caster with the magic needed to produce the Effect over and over.
If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
When you use such an effect from this class, the DC equals your cleric spell save DC. Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
Yes, you can do thisSpell slots are regained at the end of a long rest, and there's no rule forbidding spellcasting during a long rest. It's effective and somewhat cheesy, but not as broken as it might sound at first. To cast that spell before ending the rest, you need to save up a slot for it.
Sorcerers don't prepare spellsA Sorcerer does not prepare spells after a long rest. Starting from the 1st level, a Sorcerer knows two spells. You choose them in the process of the character creation. You can cast the same spell more than once, providing you have spell slots available.
Sorcerers have a limited selection of simple weapons (e.g. staves, clubs, and wands) and typically equip cloth armor. Heavy armor is avoided by most sorcerers because wearing it carries a spell failure penalty – the last thing a sorcerer wants is their spells fizzing-out in the middle of combat!
SPELLS. At 1st level, Sorcerers know 4 Cantrips and 2 Spells. The only way a Sorcerer can trade their spells, is when they earn a level, they can swap one of their known spells for another one. Because of this limitation, you want to make sure that the spells you do know, are incredibly versatile and useful.
Thus, AoE spells, including fireball can't generally be twinned. (It's not just about whether the spell does target more than one creature; it's about whether the spell is capable of targeting more than one creature. Fireball is capable of targeting any number of creatures within its area of effect.)
Many sorcerers are descended from dragons, at least distantly, and draconic blood, with its arcane infusions, makes a potent source of power for many sorcerers, many of whom learn to tap this power in order to make themselves stronger, more resilient, or elementally gifted.
Cantrips do not count as spells known. This is why most classes have separate "Cantrips known" and "Spells known" columns.
Sorcerers have advantages in Font of Magic and Metamagic. Font of magic means Sorcerers can play with their spell slots and be more flexible on what they can cast and how often. For example, a wizard at level 5 can cast two 3rd level spells per long rest, and that's it.
Most Sorcerers are only proficient in Daggers, darts, slings, quarterstaffs. However, if you were to choose an Elf with proficiency in shortbows, you could start with this since you have proficiency. as for the sorcerer, they have a choice between a light crossbow and 20 bolts, or any simple weapon.
Because of the warlock's pact magic, those spells are maximized to the warlock's highest available spell slot level. A sorcerer or wizard has cantrips to fall back on, AND they have the potential to just dump magic in a fight. Warlocks can't do that.
60 minutes of short rest, 10 minutes to cast ritual spell, and you're on your way. You can cast spells during long rests, don't see why you wouldn't be able to during a short one.