Below are the Metamagic options available to a [[Sorcerer|Sorcerer]]. Your Metamagic options use your spellcasting ability and your spell save DC. <br> ___ ##### 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 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] to make your ranged spell attack without the normal [[Abilities & Skills#Advantage & Disadvantage|disadvantage]]. <br><br> ##### Arcane Tenacity When you fail a saving throw to maintain your [[Spellcasting#Concentration|concentration]] on a spell, you can expend 3 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] to add your Spellcasting Ability modifier (minimum of +1) to the result of the saving throw, possibly turning a failure into a success. <br><br> ##### Blinding Spell When you cast a spell that deals fire or radiant damage, you can spend 3 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] to force one target of the spell to make a Constitution saving throw. On a failure, the target is [[Conditions#Blinded|blinded]] for one minute. It can repeat the saving throw at the start of each of its turns, ending the effect on a successful save. <br><br> ##### Borrowed Spell When you cast a spell, you can spend 2 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] and touch a willing creature within 5 feet, expending one of its spell slots to cast the spell in place of your [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]]. <br><br> ##### Brutal Spell When you cast a spell that deals damage, you can spend 2 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] to empower the casting before you roll for damage. 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. <br><br> ##### Careful Spell When you cast a spell that forces targets to make a saving throw, you can spend 1 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] to protect a number of creatures equal to your Spellcasting Ability modifier (minimum of 1). These creatures automatically succeed on their saving throw. <br><br> ##### Cerebral Spell When you cast a spell that forces an Intelligence or Charisma saving throw, you can spend 3 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] and change the spell's saving throw to target the other ability score instead (Intelligence to Charisma or Charisma to Intelligence). This Metamagic only changes the initial saving throw. Any subsequent saving throws as a result of the same spell target the original ability score. <br><br> ##### Concussive Spell When you cast a spell that deals bludgeoning or thunder damage, you can spend 1 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] to force one target of the spell to make a Strength saving throw. On a failure, it is knocked [[Conditions#Prone|prone]]. Creatures that are [[Movement and Position#Creature Size|Large or larger]] have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on the Strength saving throw to resist the effect. <br><br> ##### Delayed Spell When you cast a spell of 3rd level or lower, you may spend 5 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] to delay the spell, triggering when certain circumstances have been met. These circumstances are designated when you cast the spell and cannot be changed afterward. While a spell is delayed in this way, it requires your [[Spellcasting#Concentration|concentration]]. The spell's energy fades after 1 hour if it has not been triggered. <br><br> ##### Distant Spell When you cast a spell with a range of 5 feet or more, you can spend 1 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] to double its range. If you use this on a spell with a range of touch, its range becomes 30 feet. <br><br><br> ##### Elemental Spell When you cast a spell that deals acid, cold, fire, lightning, poison, or thunder damage, you can spend 1 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] to change the spell's damage type to another from the list above. <br><br> ##### Empowered Spell After you roll damage for a spell, you can spend 1 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] to re-roll a number of the damage dice up to your Spellcasting Ability modifier (minimum of 1) and use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic during the casting of the spell. <br><br> ##### Esoteric Spell When you cast a spell that deals force, necrotic, psychic, or radiant damage, you can spend 1 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] to change the damage type of the spell to another from the list above. <br><br> ##### Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] to double the spell's duration, up to a maximum duration of 24 hours. If the affected spell requires [[Spellcasting#Concentration|concentration]], you have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on any saving throw you make to maintain that [[Spellcasting#Concentration|concentration]]. <br><br> ##### Heightened Spell When you cast a spell that forces a creature to make a saving throw, you can spend 3 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] to force one target of the spell to make their initial saving throw with [[Abilities & Skills#Advantage & Disadvantage|disadvantage]]. The target makes subsequent saving throws as normal. <br><br> ##### Imbued Spell When you cast a spell that has a range of self, you can spend [[Sorcerer#Spells Known and Casting Spells|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 [[Spellcasting#Concentration|concentration]], the creature you cast the spell on must [[Spellcasting#Concentration|concentrate]] on the spell. <br><br> ##### Imbuing Touch As a bonus action, you can touch a nonmagical weapon and spend 1 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] to imbue it with a spark of your magic. For the next minute, it counts as magical for the purpose of overcoming [[Damage and Healing#Resistance|resistance]] and [[Damage and Healing#Immunity|immunity]] to nonmagical attacks. <br><br> ##### Immutable Will When you would fail an Intelligence, Wisdom, or Charisma saving throw, you can use your reaction to spend 3 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] to re-roll your saving throw, potentially turning failure into a success. You must use the result of the new roll. <br><br> ##### Kinetic Spell When you cast a spell that forces a Strength or a Dexterity saving throw, you can spend 2 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] and change the spell's saving throw to target the other ability score instead (Strength to Dexterity or Dexterity to Strength). This Metamagic only changes the initial saving throw. Any subsequent saving throws as a result of the same spell target the original ability score. <br><br> ##### Misdirecting Spell When you cast a spell that originates from you, you can spend 3 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] to cause the spell to appear as if it had originated from a point you can see within 30 feet. <br><br> ##### Overcharged Spell When you cast a spell has only one target and requires you to make a ranged spell attack roll, you can spend 1 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] 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. You must use this Metamagic feature before you roll to hit. <br><br> ##### Potent Spell When you cast a spell that deals damage, you can spend 2 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] to have the spell to ignore a single target's [[Damage and Healing#Resistance|resistances]] to the damage of the spell. <br><br> ##### Quickened Spell When you cast a spell that has a casting time of 1 action, you can spend 2 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] to cast it as a bonus action. <br><br><br> ##### Recycled Spell When you cast a spell you can spend 1 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] to cast it in a way that conserves your arcane power. If the spell deals no damage, misses its target, or otherwise fails to take effect, you can use your reaction to regain half the [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] you spent to cast this spell (rounded down), including the [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] you spent on this Metamagic. <br><br> ##### Resilient Spell When you cast a spell that requires [[Spellcasting#Concentration|concentration]], you can spend 3 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] to make it easier to maintain. When you are required to make a saving throw in order to maintain [[Spellcasting#Concentration|concentration]] on the spell, you have [[Abilities & Skills#Advantage & Disadvantage|advantage]] on the roll. This lasts until the spell ends. <br><br> ##### Resolute Spell When you cast a spell that forces a Wisdom or a Constitution saving throw, you can spend 2 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] and change the spell's saving throw to target the other ability score instead (Wisdom to Constitution or Constitution to Wisdom). This Metamagic only changes the initial saving throw. Any subsequent saving throws as a result of the same spell target the original ability score. <br><br> ##### Savage Spell When you cast a spell that deals bludgeoning, piercing, or slashing damage, you can spend 1 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] to change the spell's damage type to another from the list above. <br><br> ##### Seeking Spell When you make an attack roll for a spell and miss, you can spend 2 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] to re-roll the d20. You must use the new d20 roll, potentially turning a missed attack into a hit. You can use Seeking Spell even if you have already used a different Metamagic ability during the casting of the spell. <br><br> ##### Shielded Spell When you cast a spell while you are within the area of effect of that spell, you can spend 2 [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] to ignore the effects of that spell for the spell's entire duration. <br><br> ##### Silent Spell When you cast a spell, you can spend 1 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] to cast a version of that spell that produces no sound. However, you must still speak the [[Spellcasting#Components|verbal components]] of the spell aloud as this Metamagic only removes the sound of the spell itself. <br><br> ##### Sorcerous Fortitude As an action, you can spend a number of [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]], up to your Spellcasting Ability modifier (minimum of 1), to grant yourself 1d4 temporary hit points per [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] you spend. <br><br> ##### Subtle Spell When you cast a spell, you can spend 1 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] to cast it without providing any of the [[Spellcasting#Components|somatic or verbal components]]. <br><br> ##### Twinned Spell When you cast a spell that would be incapable of hitting more than one target at the level at which you are casting it and doesn't have a range of self, you can spend [[Sorcerer#Spells Known and Casting Spells|Sorcery Points]] equal to the level you cast the spell (1 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] for cantrips) to choose a second target within the range of the spell. <br><br> ##### Unerring Spell When you cast a spell that requires an attack roll or a Dexterity saving throw, you can spend 1 [[Sorcerer#Spells Known and Casting Spells|Sorcery Point]] to ignore the effects of [[Movement and Position#Half Cover|half]] and [[Movement and Position#Three-Quarters Cover|three-quarters cover]].