5e Metamagics (5e Class Feature)

The following options are added to the list of Metamagics a sorcerer can choose.

Ascendant Spell

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

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.

Delayed Spell

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

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).

Flared Spell

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

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

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

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

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

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.

Sculpt Spell

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.

Smiting Spell

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 throw 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

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

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.

Widened Spell

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 have a 50% increase in dimension, to the nearest 5-foot increment.

Enduring Spell

This is a possible substitute to the default Extended Spell metamagic, having the same effect as Extended Spell plus the following: If you extend the duration of a spell that requires concentration, you gain advantage on checks made to maintain concentration on the spell.

  • Note from Leonidas: The purpose of making this a potential substitute to Extended Spell is that Extended Spell is not, in my opinion, as beneficial as other metamagics when it comes down to combat, since combat rarely lasts more than a minute in-game. However, by giving it an added bonus to concentration spells, its usefulness in combat shoots up to a point that I feel is on par with the other metamagics.

Back to Main Page 5e Homebrew Character Options Class Features

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