Metamagic Options

From 5th level, you know two metamagic options. You know three option at 10th level and four option at 17th level.

Whenever you finish a long rest, you can replace any metamagic option you know with another metamagic option.

 

List of Metamagic Options

Careful Spell

When you cast a spell that requires a saving throw, you can spend 1 sorcery point and choose a number of 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.

 

Echoing Spell

When you cast a spell, you can spend a number of sorcery points equal to the level of the spell.

On your next turn, you can cast this spell again at the same level without expending a spell slot unless you lose concentration (as if you were concentrating on a spell)

 

Distant Spell

When you cast a spell, you can spend 1 sorcery point to change the range of the spell based on the spell’s original range:

  • Touch. The range becomes 30 feet.

  • 5 to 60 feet. The range becomes 300 feet.

  • More than 60 feet. The range becomes ‘indefinite (sight)’ allowing you to target any point or creature that you can see at any distance.

 

Empowered Spell

When you cast a spell, you can expend 1 sorcery point to empower the spell. You roll damage for the spell twice using the higher total.

 

Extended Spell

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 extended spell requires concentration, you have advantage on Constitution saving throws you make to maintain that concentration.

The extended spell ends when you finish a long rest.

 

Heightened Spell

When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend a number of sorcery points equal to the level of the spell to give a number of targets up to the level of the spell disadvantage on all saving throws against the spell.

 

Persistent Spell

When you cast a that targets only you and requires concentration, you can expend a number of sorcery points equal to the level of the spell to remove the concentration requirement from the spell. If you do so, the spell lasts for its full duration, and you have no further control over the spell.

The spell ends early if you use this metamagic option again during the spell’s duration.

 

Quickened Spell

When you cast a spell, you can spend a number of sorcery points equal to the level of the spell to change the casting time to 1 bonus action for this casting.

 

Seeking Spell

When you cast a spell, you can spend 1 sorcery point to cause the target to gain no benefit from cover for Dexterity saving throws or attack rolls. You can cast this spell at a target if you know that it is within the spells range even if you cannot see the target. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.

If you make an attack roll for a seeking spell and miss, you can spend additional sorcery points on this metamagic option up to a total cost of sorcery points equal to the level of the spell to reroll the d20 (i.e. cantrips and 1st level spells would not require you to expend more sorcery points but a 2nd level spell slot would require you to expend 1 sorcery point), and you must use the new roll.

 

Subtle Spell

When you cast a spell, you can spend 1 sorcery point to cast it without any components, except material components that are consumed by the spell. When you cast a subtle spell, it also does not end any effects that would normally end when you cast a spell (such as the invisible condition) unless you want it to.

 

Twinned Spell

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). If the spell requires concentration, you have disadvantage on Constitution saving throws to maintain concentration on this spell for the duration.

To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and fireball aren’t eligible, but ray of frost and dragon’s breath are.

 

Widen Spell

When you cast a spell that that creates a burst, a cone, or a sphere, you can spend a number of sorcery points equal to the level of the spell to double the measures of that area (e.g. a 10-foot burst becomes a 20-foot burst, a 15-foot cone becomes a 30-foot cone, a 20-foot-radius sphere becomes a 40-foot-radius sphere).