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Metamagic

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 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).

Expanded Sorcerer Metamagic

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.

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.

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.

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 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.

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 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.

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