Metamage (5e Subclass)
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Metamage[edit]
Wizard Subclass
“ | Let me show you what true power really is! | ” |
—Unknown Metamage |
A Metamage is a normal spell caster that has an unusually strong grasp of the fundamentals of magic. As their skills and power increase they begin to question the strength of their spells. They begin to tinker and rework that which they have learned to go above and beyond, turning any spell into the ultimate form of itself... and then some. The worst thing that anyone encountering a Metamage could possibly do, is make them mad.
Metamages seek out any new adjustment that can be made to a spell. If someone is doing something with magic that has not been seen by many, a Metamage is sure to be at their door with a purse full of coin just to catch a glimpse at their research notes. This can also be a problem as not all who tinker with spells are favorable to sharing their hard work and sometimes neither side is able to utter those few special words again and the research is lost forever, or at least until another brave soul spends countless hours doing it all over again.
- Font of Magic
Starting at 2nd level, you have studied the source of arcane power, and acquire a fundamental understanding over magic. Your comprehension over this power is represented by metamagic points, which allow you to manifest various magical effects.
- Metamagic Points. You have 2 metamagic points, and you gain one additional point for each Wizard level you gain. You can never have more metamagic points than your Wizard level. You regain all spent metamagic points when you finish a long rest.
- Flexible Casting. You can use your metamagic points to gain additional spell slots, or sacrifice spell slots to gain additional metamagic points. You learn other ways to use your metamagic points as you reach higher levels.
- Creating Spell Slots. You can transform unexpended metamagic points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
- Converting a Spell Slot to Metamagic Points. As a bonus action on your turn, you can expend one spell slot and gain a number of metamagic points equal to the slot's level.
Creating Spell Slots Spell Slot Level Metamagic Point Cost 1st 2 2nd 3 3rd 5 4th 6 5th 7
- Metamagic
At 6th level, you gain the ability to twist your spells to suit your needs. You gain two of the Metamagic options of your choice, listed under Metamagic Options bellow.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. When you reach a level in the wizard class that grants the Ability Score Improvement feature, you can replace one of the options you chose for the Metamagic feature with a different Metamagic option available to you.
- Arcane Versatility
At 10th level, you can use your action to contact the arcane source, drawing power from it to change a spell. When you do so, you can replace a metamagic option you know for one you don't. When you do so, you can't do it again until you finish a short or a long rest.
- Metamagic Preparation
When you reach the 14th level, you can prepare spells modified by metamagic. You can prepare two spells of your choice of 1st-level with a metamagic option that cost 2 sorcery point, or a 2nd-level spell with a option that cost 1 sorcery point.
Whenever you cast the chosen spell, you can cast it modified by the metamagic option, without spending sorcery points.
Metamagic Options[edit]
- 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). A chosen creature automatically succeeds on its saving throw against the spell.
- 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.
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
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.
- 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 metamagic 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 metamagic 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 metamagic 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 is.
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