Adjacent Spell
When you cast a spell that requires you to make a ranged spell attack while there is an enemy creature within 5 feet
of you, you can spend 1 Sorcery Point to make your ranged spell attack without disadvantage.
Blinding Spell
When you cast a spell that deals fire or radiant damage, you can spend 1 Sorcery Point to force one target of the spell to make a Constitution saving throw. On a failed save, the target blinded for one minute. The creature can repeat their saving throw at the start of each turn, ending the effect on a success.
Brutal Spell
When you cast a spell that deals damage, you can spend 2 Sorcery Points to empower the casting. If you roll the highest number of any of the spell's damage dice you can roll that die again and add it to the total damage. However, if you roll the lowest number on any of the spell's damage dice, you remove that die, and its damage, from the total damage of the spell.
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.
Cerebral Spell
When you cast a spell that forces an Intelligence or Charisma saving throw, you can spend 3 Sorcery Points and change the spell's saving throw to target the other ability score instead.
This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.
Concussive Spell
When you cast a spell that deals bludgeoning or thunder damage, you can spend 1 Sorcery Point to force one target
of the spell to make a Strength saving throw. On a failed save, the target is knocked prone. Large or larger creatures have advantage on their Strength saving throw.
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.
Esoteric Spell
When you cast a spell that deals force, necrotic, psychic, or radiant damage, you can spend 1 Sorcery Point to change the damage type of the spell to another from the list above.
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.
Imbued Spell
When you cast a spell that has a range of self, you can spend Sorcery Points equal to 1 + the level of the spell to instead cast it with a range of touch, targeting a willing creature.
If the spell requires concentration, the creature you cast the spell on must concentrate on the spell.
Kinetic Spell
When you cast a spell that forces a Strength or a Dexterity saving throw, you can spend 2 Sorcery Points and change the spell's saving throw target the other ability score instead.
This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.
Linked Spell
When you cast a spell, you can spend 2 Sorcery Points and touch a willing creature within 5 feet, expending one of their spell slots to cast the spell in place of one of your spell slots.
Misdirecting Spell
When you cast a spell that originates from you, you can spend 3 Sorcery Points to cause the spell to appear as if it had originated from a point you can see within 30 feet.
Overcharged Spell
When you cast a spell has only one target, and requires you to make a ranged spell attack roll, you can spend 2 Sorcery Points to increase the critical hit range of that spell, allowing you to score a critical hit on a roll of 19 or 20 on the d20.
Potent Spell
When you cast a spell that deals damage, you can spend 1 Sorcery Point to have the spell to ignore a single target's resistances to the damage of 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.
Recycled Spell
When you cast a spell, you can spend 1 Sorcery Point to possibly conserve your arcane energy. If the spell misses or fails to take effect, you can use your reaction to regain an expended spell slot of at least one level lower then the spell slot you use to cast the spell.
Resolute Spell
When you cast a spell that forces a Wisdom or a Constitution saving throw, you can spend 2 Sorcery Points and change the spell's saving throw target the other ability score instead.
This Metamagic only changes the initial saving throw. Any subsequent saving throws target the original ability score.
Savage Spell
When you cast a spell that deals bludgeoning, piercing, or slashing damage, you can spend 1 Sorcery Point to change the spell's damage type to another from the list above.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
Shielded Spell
When you cast a spell you can spend 2 Sorcery Points to ignore the effects of that spell for its entire duration.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Transmuted Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
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 chromatic orb are.
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