You’ve learned how to exert your will on your spells to alter how they function. When casting a spell, you may pick one of the following options. When paying the hp cost of the Metamagic options, you may not spend temporary hit points. If enhancing a spell would reduce you to 0 hp while you have temporary hit points remaining, you may finish casting the spell before gaining the unconscious condition. The temporary hit points remain while unconscious.
Empowered Spell
Cost: 4 hp per spell level
When you roll damage or healing dice for a spell, you can spend 4 hit points to reroll a number of the dice up to your Wisdom modifier (minimum of one), and you must use the new rolls. You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell. This cost increases by an additional 4 hit points for each spell level above 1st.
Heightened Spell
Cost: 8 hp per spell level
When you cast a spell that can gain additional effects when cast using a higher level spell slot, you can spend 8 hit points to treat the spell as though it was cast using a spell slot of one level higher. This cost increases by an additional 8 hit points for each spell level above 1st. You spend hp for the level of the spell slot consumed, not the level of the new effect.
Quickened Spell
Cost: 12 hp per spell level
When you cast a spell that has a casting time of an action, you can spend 12 hit points to change the casting time to a Bonus Action for this casting. This cost increases by an additional 12 hit points for each spell level above 1st.
Comments