Sorcerer/Metamagic
Weitere Optionen
| Übersicht | Feats | Subklassen | Metamagic | Wild Magic Surge |
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Adamant Spell
When you cast a spell, you can spend a number of spell points equal to the spell's level to make it immune to anti-magic spells like Counterspell, Dispel Magic, or Antimagic Field.
Augmented Spell
When you cast a spell that forces a creature to make a saving throw to to resist its effects, you can spend 4 spell points to change the first saving throw required for one target of the spell. If the original save is a physical attribute, such as Strength, Constitution, or Dexterity, you must choose one from that group. Similarly, if the original save is a mental attribute, such as Intelligence, Wisdom, or Charisma, it must remain one.
Blinding Spell
When you cast a spell that deals fire or radiant damage, you can spend 1 spell point to force one target hit by the spell to be blinded until the end of their next turn.
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. You can spend 3 spell points to protect a number of creatures equal to your Charisma modifier (minimum of 1). Protected creatures automatically succeed on their saving throw against the spell. If they would suffer effects on a successful save, such as taking only half damage, they instead suffer no effects.
This only protects creatures from the initial saving throw of the spell, not subsequent saving throws they may need to make if they are still in its area.
Delayed Spell
When you cast a spell, you can delay it occurring until the start of your next turn by spending 1 spell point (expending the spell slot as normal). When the start of your next turn begins, you can choose to delay it once more, for 1 more spell point.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 spell point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 spell point to make the range of the spell 30 feet.
Elemental Spell
Choose a damage type from the following list: Acid, Cold, Fire, Lightning, Poison, or Thunder damage. This damage type becomes your Elemental Type. Whenever you cast a spell that deals damage from the above list, you may instead cause it to deal damage of your Elemental Type.
Instead of changing it to your Elemental Type, you may expend 2 spell points to change it to another damage type from the above list.
Whenever you finish a long rest, you may change your Elemental Type to another from the list.
Esoteric Spell
Choose a damage type from the following list: Force, Necrotic, Psychic or Radiant damage. This damage type becomes your Esoteric Type. Whenever you cast a spell that deals damage from the above list, you may instead cause it to deal damage of your Esoteric Type.
Instead of changing it to your Esoteric Type, you may expend 2 spell points to change it to another damage type from the above list.
Whenever you finish a long rest, you may change your Esoteric Type to another from the list.
Empowered Spell
When you roll damage for a spell, you can spend 1 spell 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 with a duration of 1 minute or longer, you can spend 1 spell 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 spell 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 a number of spell points equal to the spell's level to 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.
Moving Spell
When you cast a spell that has a point of origin and requires concentration, you can spend 3 spell points to mark it as a moving spell. As an action you can change the location of its origin by up to 30 feet. For every consecutive translocation you must expend 1 more spell point.
Overcharged Spell
When you cast a spell that has only one target, and requires you to make a ranged spell attack roll, you can spend 2 spell 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 spell point to have the spell ignore a single target's resistance to the damage of the spell.
Quickened Spell
When you cast a spell or cantrip that has a casting time of 1 action, you can spend 3 spell points to change its casting time to 1 bonus action for this casting.
You cannot cast more than one spell of 1st level or higher on the same turn. If you cast a spell of 1st level or higher as a bonus action using this feature, you can cast only cantrips with your action on that turn. Likewise, if you cast a spell of 1st level or higher with your action, you can use this feature only on a cantrip.
Seeking Spell
If you make an attack roll for a spell and miss, you can spend 1 spell 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 spell points to ignore the effects of that spell for its entire duration.
Sturdy Spell
When you cast a spell that requires concentration, you can spend spell points up to your Charisma modifier (minimum of 1), to empower your focus. For each spell point you spend, you gain a +1 bonus to the first saving throw you make to maintain your concentration on that spell.
Subtle Spell
When you cast a spell, you can spend 1 spell 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.
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 spell points equal to the spell's level to target a second creature in range with the same spell (1 spell point if the spell is a cantrip).
To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell's current level.
Unerring Spell
When you cast a spell that requires you to make an attack roll, or requires a creature to make a Dexterity saving throw, you can expend 1 spell point to ignore the effects of half and three-quarters cover against the targets of the spell.