{"name":"Metamagic Options","prerequisites":"Metamagic Feature or Metamagic Adept feat","description":"The following options are available to your Metamagic features. The options are presentedin alphabetical order.\r\n\r\n[b]CAREFUL SPELL\r\n[br][\/b]\r\n[i]Cost: 1 Sorcery Point[\/i]\r\n\r\nWhen you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell\u2019s 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, and it takes no damage if it would normally take half damage on a successful save.\r\n\r\n[b]DISTANT SPELL\r\n[br][\/b]\r\n[i]Cost: 1 Sorcery Point[\/i]\r\n\r\nWhen you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell\u2019s range.\r\n[br]\r\nWhen 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.\r\n\r\n[b]EMPOWERED SPELL\r\n[br][\/b]\r\n[i]Cost: 1 Sorcery Point[\/i]\r\n\r\nWhen 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), and you must use the new rolls.\r\n[br]\r\nYou can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.\r\n\r\n[b]EXTENDED SPELL\r\n[br][\/b]\r\n[i]Cost: 1 Sorcery Point[\/i]\r\n\r\nWhen 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. \r\n[br]\r\nIf the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.\r\n\r\n[b]HEIGHTENED SPELL\r\n[br][\/b]\r\n[i]Cost: 2 Sorcery Points[\/i]\r\n\r\nWhen you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on its saving throws against the spell.\r\n\r\n[b]QUICKENED SPELL\r\n[br][\/b]\r\n[i]Cost: 2 Sorcery Points[\/i]\r\n\r\nWhen you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can\u2019t modify a spell in this way if you\u2019ve already cast a spell of level 1 or higher on the current turn, nor can you cast a spell of level 1 or higher on this turn after modifying a spell in this way.\r\n\r\n[b]SEEKING SPELL\r\n[br][\/b]\r\n[i]Cost: 1 Sorcery Point[\/i]\r\n\r\nIf you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.\r\n[br]\r\nYou can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.\r\n\r\n[b]SUBTLE SPELL\r\n[br][\/b]\r\n[i]Cost: 1 Sorcery Point[\/i]\r\n\r\nWhen you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.\r\n\r\n[b]TRANSMUTED SPELL\r\n[br][\/b]\r\n[i]Cost: 1 Sorcery Point[\/i]\r\n\r\nWhen 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.\r\n\r\n[b]TWINNED SPELL\r\n[br][\/b]\r\n[i]Cost: 1 Sorcery Point[\/i]\r\n\r\nWhen you cast a spell, such as Charm Person or Hold Person, that can be cast with a higher-level spell slot to target an additional creature, you can spend 1 Sorcery Point to increase the spell\u2019s effective level by 1.","tabledata":"","tags":"","isShared":"on","templateId":"20","blockId":"1362282","world":"66465654-79bf-4453-9bdc-c59429ed76ee","folder":"21774"}