5e Metamagics (5e Class Feature)
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The following options are added to the list of Metamagics a sorcerer can choose.
Ascendant Spell[edit]
When you cast a spell, you can choose to spend 1 + the spell's level number of sorcery points to increase the casting level by 1.
Chilled Spell[edit]
When casting a spell that deals cold or necrotic damage, you may spend 2 sorcery points to cause creatures that took damage from that spell to make a Constitution saving throw. On a failed save, the creature is restrained until the end of your next turn. This metamagic cannot be used on spells that already have restraining effects.
Concentrated/Diffused Spell[edit]
When casting a spell that deals damage and affects an area larger than 5 feet in any dimension, you can spend a number of sorcery points equal to twice the spell's level (minimum of 1) to either concentrate or diffuse it.
Concentrate. All dimensions of the spell's area are halved, but the damage dealt is doubled.
Diffuse. All dimensions of the spell's area are doubled, but the damage dealt is halved.
You can apply this metamagic more than once to a spell.
Delayed Spell[edit]
When casting a spell with a casting time of at least 1 minute, you can spend 2 sorcery points to delay it. The spell stays delayed for up to 1 hour, and can be released with an action. If you do not release the spell by the end of the hour, it is lost.
Elemental Spell[edit]
When casting a spell that deals elemental damage (acid, cold, fire, lightning, or thunder), you can spend 2 Sorcery points to convert the spell's damage to another elemental type of your choice(For cantrips, it costs 1 Sorcery Point).
Enduring Spell[edit]
Upon casting a spell that has a duration other than instanteous, you may spend sorcery points to add a bonus to the DC of any attempt to dispel it with dispel magic. The bonus equals the amount of sorcery points spent.
Flared Spell[edit]
When casting a spell that deals fire, lightning, or radiant damage, you may spend 2 sorcery points to cause creatures that were hit by, or failed the save against the spell to make a constitution saving throw. Those who fail the save are blinded until the end of your next turn. This metamagic cannot be used on spells that already have blinding effects.
Focused Spell[edit]
When you cast a spell that requires concentration, you may spend 1 sorcery point to gain advantage on all Constitution saving throws you make to maintain concentration on it.
Forceful Spell[edit]
When casting a spell that deals thunder or bludgeoning damage, you may spend 2 sorcery points to cause creatures that were hit by, or failed the save against the spell to make a strength saving throw. Those who fail the save are knocked prone. This metamagic cannot be used on spells that already knock creatures prone.
Improvised Spell[edit]
By spending the appropriate spell slot and a number of sorcery points equal to twice the spell's level, you can cast any spell on the sorcerer spell list, whether or not you know it. When you cast a spell this way, it must be cast at its lowest level.
Invisible Spell[edit]
When you cast a spell with a duration of instantaneous that other creatures can see, you can expend 1 sorcery point to make any visual manifestations of the spell's casting invisible. You can use Invisible Spell even if you have already used a different Metamagic option during the casting of the spell.
Maximized Spell[edit]
When you cast a spell of 1st level or greater that deals damage, you can spend a number of sorcery points equal to twice the spell's level to deal maximum damage with the spell to one affected target of your choice. The cost is 1 point for cantrips.
Merciful Spell[edit]
When you use a single-target spell under 5th level to reduce a creature to 0 hit points, you can spend 1 sorcery point to stabilize the targeted creature.
Multimagic[edit]
This metamagic option is special. When you cast a spell and use this metamagic, you may use any number of other metamagics you know on the spell. However, once you have finished casting the spell, you must make a Constitution saving throw with the DC equal to 10 + the level of the spell + the number of sorcery points you have expended as part of casting it. If you fail this saving throw, you gain 1d4+2 levels of exhaustion. If you are concentrating on the spell and would be killed by exhaustion, you won't be killed by it until you drop concentration, or until 1 minute has passed.
Sculpt Spell[edit]
When you cast a spell with a range that affects an area, you can expend 1 sorcery point to change the area's shape in one of the following ways:
- If the spell's range is a line, you can change it to a cone of half range.
- If the spell's range is a cone, you can change it to a 5-foot-wide line with double range.
- If the spell's range is a sphere, you can change its area to a cylinder of half radius and double height.
- If the spell's range is a cylinder, you can change its area to a sphere of the same radius.
Simplistic Spell[edit]
When you use metamagic on a Cantrip the cost of the Sorcery points used is reduced by 1, to a minimum of 1.
You can only use Simplistic Spell if you have already used a different Metamagic option during the casting of the spell.
Siphoning Spell[edit]
When you cast a spell that deals damage, you can spend 2 sorcery points to heal yourself by an amount equal to half the damage dealt to a single target, rounded down.
Smiting Spell[edit]
When you hit with a melee weapon attack, you can spend 3 sorcery points to expend a spell slot and add the damage and/or effect of one of your spells capable of targeting a single creature cast at the level of the expended slot to the weapon attack's damage. Any attack roll for the chosen spell is considered an automatic success due to the successful weapon attack, and any saving throw for the chosen spell is made with disadvantage.
Stored Spell[edit]
When you cast a spell with an area-of-effect or a range of touch, you can spend 1 + the spell's level number of sorcery points and store the spell in an item until the end of your next long rest. You specify the triggering mechanism for the spell at the time of storing (i.e. impact for spells stored in ammunition or a word for spells stored in held items). Only one stored spell can be triggered per turn (i.e. you cannot have a handful of spell storing marbles that release a Shatter spell on impact and throw them all at once), and any single item can only store one spell at a time.
Translocate Spell[edit]
When you cast a spell, you can expend 2 sorcery points to change the origin of the spell to any space you choose within 30 feet of you. If the spell affects another creature, you must be able to see that creature.
Unburdened Spell[edit]
(Prerequisite Sorcerer level 10)
When casting a spell which requires concentration, as a bonus action, you can spend 5 Sorcery Points times the base level of the spell to cast the spell without the need for concentration.
You are unable to activate this Metamagic if you have used the Font of Magic class feature in the previous turn of combat.
Widened Spell[edit]
You can spend 2 sorcery points to increase the area of a spell's effect. Spells that have a cone, cube, cylinder or sphere area of effect increase in dimension, to the nearest 5-foot increment.
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