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# New Metamagic Options ### Instant Spell When an enemy hits you with an attack, you can cast a spell, which can target you and only targets one creature, as a reaction. The spell takes immediate effect, before the attack concludes, possibly changing the outcome. To use this metamagic, you must spend a number of sorcery points equal to twice the level of the spell (2 if a cantrip). ### Boosted Spell When you cast a spell, you can spend sorcery points in order to add your Spellcasting Ability modifier to the damage roll. The amount of sorcery points spent depends on the spell: 1 sorcery point for a spell that can only target 1 creature, 2 sorcery points for a spell that can target multiple creatures. ### Spell Boon When you cast a spell with a range of self, you can spend a number of sorcery points equal to its level (1 point for a cantrip) to cast it as a touch spell, targeting a willing creature. If the spell has an area of effect (such as the *burning hands* spell), the creature you touch decides where the area of effect lies. ### Spell Healing You can spend 2 sorcery points to expend a spell slot. You regain hit points equal to 5 * the spells level. ### Delayed Spell You can spend 1 sorcery point to cast a spell, but delay the effect. You decide where the spell will target, and any commands or other details that might be involved when you cast the spell. You can delay a spell for up to 1 minute, and can end concentration, no action required. You are considered to be concentrating on the spell for this time. When you end concentration, the spell takes effect, originating from the spot you cast it, using the targeted location and commands you chose. ### Quickened Ritual When you cast a spell as a ritual, you can spend a number of sorcery points equal to the spells level to use the normal casting time, rather than the extended time. You can use Quickened Ritual even if you have already used a different Metamagic option during the casting of this spell. **Just a reminder that Sorcerers do not have the Ritual Casting Feature, nor any ritual spells in their spell list, so this Metamagic option is only useful to Multiclass Character, or characters with the Ritual Caster Feat.** \columnbreak ### Focused Spell When you cast a spell that requires concentration, you can spend 1 sorcery point and gain a bonus to your Constitution saves to maintain concentration on that spell equal to your Spellcasting Ability Modifier (minimum of 1). ### Sculpted Spell When you cast a spell with a range of a line, you can change the range to a cone, and when you cast a spell with a range of a cone, you can change the range to a line. To do this, you spend 2 sorcery points. When you transform a cone spell into a line spell, it becomes a line 5 feet wide, with a length equal to 4 times the cone's length. When you transform a line spell into a cone spell, the cone is one fourth the size of the line (Rounded down to the nearest 5 feet). If the line's width was longer than 5 feet, the size of the cone increases by 5 feet. ### Elevated Spell When you cast a spell, you can increase the spell slot level of that spell by expending a number of sorcery points equal to the new level of the spell plus 1. You can only increase the level by 1 in this way, cannot create a spell slot above a level you can normally cast, and cannot increase the level above 9. Once you use this Metamagic, you cannot use it again until you finish a short or long rest. **Sorcerers can create spell slots up to 5th level using sorcery points as a bonus action. The trade off here is that you do not need to use a bonus action, use less sorcery points, and can increase the level above 5th. However, you cannot use any other Metamagic on these spells and cannot use this Metamagic more than once per short rest.** ### Precise Spell When you cast a spell that requires an attack roll, and targets only one creature, you can spend 1 to 3 sorcery points to gain a bonus to attack rolls equal to the number of sorcery points spent. ### Blind Spell When you cast a spell that targets a creature or object you can see, and you cannot see the target due to blindness, obscurement, invisibility, or cover, you can spend 2 sorcery points to partially overcome the concealment during the casting of the spell. You can target creatures and objects you cannot see for this casting, unless the spell cannot reach them, such in the case of total cover, but the target is considered to have three-quarters cover against this spell.