Metamagic Adept Feat

You've learned how to exert your will on your spells to alter how they function:

Prerequisite: Spellcasting or Pact Magic feature

  • You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
  • You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.

Source: TCE (modified)

List of Metamagic Options

  • Careful Spell. 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). The chosen creatures automatically succeed on their first saving throw against that spell, and they take no damage if they would normally take half damage on a successful save.
  • Delayed Spell. When you take the Ready action to ready a sorcerer spell, you can spend 3 sorcery points to delay the spell in a special way. Choose a point you can see within that spell's range. As a reaction within 1 minute, you can release the spell. When the spell is released in this way, it targets the chosen point (even if you can no longer see it) and is cast as though you were in the same space as when you took the Ready action. Readying a spell using this metamagic option doesn't require concentration, but fades and has no effect if it's not released within that minute. You can only have one spell readied at a time in this way.
  • Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell (you can only apply this option once to the casting of the spell).
  • 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.
  • Emergency Spell. When a creature hits you with an attack or you take damage, you can use your reaction and spend 6 sorcery points to cast a spell that has a casting time of 1 action or bonus action.
  • Empowered Spell. 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). 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.
  • Expanded Spell. When you cast a spell that has an area-of-effect of a radius or length (such as a radius, sphere, cylinder, line, or cone), you can spend 2 sorcery points to increase the radius or width by 5 feet, or the length by up to 15 feet.
  • 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.
  • Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
  • Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
  • Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
  • 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).
  • 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 Scorching Ray aren’t eligible, but Ray of Frost and Prismatic Bolt are.

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Cover image: by Yaroslav Golubev

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