- You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class.
- You gain 3 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.
- You also gain the option to learn the new Metamagic options:
Bouncing Spell
When a creature succeeds at a saving throw against a single-target spell you cast, you may spend 2 sorcery points. If you do, the spell is cast again but must target another creature within 10 ft. of the original target. This neither expends a spell slot nor an action, and may be used even if you have already used a different Metamagic option during the casting of the spell.
Contingent Spell
When you cast a spell of 5th level or lower, you may spend an amount of sorcery points equal to the spell's level to delay the spell, casting it when certain circumstances have been met. These circumstances are designated when you cast the spell and cannot be changed afterword. The spell's energy fades after 8 hours if it has not been triggered.
Piercing Spell
You can break through a creature's magical defenses or natural resistances. When you cast a spell that deals damage, you may spend 1 sorcery point to cause creatures that are resistant to the spell's damage type or types to lose that resistance when taking damage from your spell. While creatures that are normally immune to a damage type take half damage instead of no damage.
Delayed Spell
When an AOE spell that deals damage is cast you can spend an amount of sorcery points equal to the spell's level to turn the spell to a glowing bead for the duration of 1 minute (Concentration), if at the end of your turn the bead has not yet detonated, the damage increases by 1d6. When the spell ends, either because your concentration is broken or because you decide to end it, the spell activates normally, centered around the bead. Each creature within the Spell's AOE must make a Dexterity saving throw. A creature takes the damage type equal to the total accumulated damage on a failed save, or half as much damage on a successful one. This may be used even if you have already used a different Metamagic option during the casting of the spell.
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