Metamagic Options | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Metamagic Options

Metamagic Feature or Metamagic Adept feat

The following options are available to your Metamagic features. The options are presentedin alphabetical order.   CAREFUL SPELL
Cost: 1 Sorcery Point   When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, 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, and it takes no damage if it would normally take half damage on a successful save.   DISTANT SPELL
Cost: 1 Sorcery Point   When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range.
When you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the range of the spell 30 feet.   EMPOWERED SPELL
Cost: 1 Sorcery Point   When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and 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
Cost: 1 Sorcery Point   When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double its duration, to a maximum duration of 24 hours.
If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.   HEIGHTENED SPELL
Cost: 2 Sorcery Points   When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on its saving throws against the spell.   QUICKENED SPELL
Cost: 2 Sorcery Points   When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a spell of level 1 or higher on the current turn, nor can you cast a spell of level 1 or higher on this turn after modifying a spell in this way.   SEEKING SPELL
Cost: 1 Sorcery Point   If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.   SUBTLE SPELL
Cost: 1 Sorcery Point   When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.   TRANSMUTED SPELL
Cost: 1 Sorcery Point   When you cast a spell that deals a type of damage from the following list, you can spend 1 Sorcery Point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.   TWINNED SPELL
Cost: 1 Sorcery Point   When you cast a spell, such as Charm Person or Hold Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell’s effective level by 1.


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