Either you have been blessed with small power by some powerful being or magic just runs through your blood or perhaps one of your ancestors was a sorcerer. No matter how you got it for some reason you have the power to change your magic in different ways (or more ways if you already are a sorcerer).
You gain sorcery points equal to half your character level (rounded down), and the ability to cast metamagic abilities you have obtained. If you already have sorcery points you gain 1/4th of your level (rounded down) + 2 additional sorcery points instead, as well as the following effects:
+1 to charisma to a max of 20
You gain 2 of the following metamagic abilities(1 more at level 17):
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
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. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
Distant Spell
When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Empowered Spell
When you roll damage for a spell, you can spend 1 sorcery 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 sorcery 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 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
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 sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery 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.
(The following metamagics are from dandwiki and other homebrews so ask your DM if you can use these)
Ascendant Spell
When you cast a spell, you can choose to spend 1 + the spell's level number of sorcery points to increase the casting level by 1(not above 9th level spells).
Delayed Spell
When casting a spell with a casting time of at least 1 minute, you can spend 2 sorcery points to delay it. The spell stays delayed for up to 1 hour, and can be released with an action. If you do not release the spell by the end of the hour, it is lost.
Flaring Spell
When casting a spell that deals fire, lightning, or radiant damage, you may spend 2 sorcery points to cause creatures that were hit by, or failed the save against the spell to make a constitution saving throw. Those who fail the save are blinded until the end of your next turn. This metamagic cannot be used on spells that already have blinding effects.
Focused Spell
When you cast a spell that requires concentration, you may spend 1 sorcery point to gain advantage on all Constitution saving throws you make to maintain concentration on it.
Forceful Spell
When casting a spell that deals thunder or bludgeoning damage, you may spend 2 sorcery points to cause creatures that were hit by, or failed the save against the spell to make a strength saving throw. Those who fail the save are knocked prone. This metamagic cannot be used on spells that already knock creatures prone.
Invisible Spell
When you cast a spell with a duration of instantaneous that other creatures can see, you can expend 1 sorcery point to make any visual manifestations of the spell's casting invisible. You can use Invisible Spell even if you have already used a different Metamagic option during the casting of the spell.
Sculpted Spell
When you cast a spell with a range that affects an area, you can expend 1 sorcery point to change the area's shape in one of the following ways:
- If the spell's range is a line, you can change it to a cone of half range.
- If the spell's range is a cone, you can change it to a 5-foot-wide line with double range.
- If the spell's range is a sphere, you can change its area to a cylinder of half radius and double height.
Stored Spell
When you cast a spell with an area-of-effect or a range of touch, you can spend 1 + the spell's level number of sorcery points and store the spell in an item until the end of your next long rest. You specify the triggering mechanism for the spell at the time of storing (i.e. impact for spells stored in ammunition or a word for spells stored in held items). Only one stored spell can be triggered per turn (i.e. you cannot have a handful of spell storing marbles that release a Shatter spell on impact and throw them all at once), and any single item can only can only store one spell at a time.
Widened Spell
You can spend 2 sorcery points to increase the area of a spell's effect. Spells that have a cone, cube, cylinder or sphere area of effect have a 50% increase in dimension, to the nearest 5-foot increment.
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Tripled Spell
Prerequisite: 17th level, Twinned Spell metamagic
When you cast a spell that is incapable of targeting more than one creature at the spell’s current level and doesn't have a range of self, you can spend a number of sorcery points equal to twice the spell's level to target two other creatures in range with the same spell (2 sorcery points if the spell is a cantrip)
Accurate Spell
When you make an attack roll for a spell, you can spend 1 sorcery point to get +5 bonus to to the attack roll.
Elemental Spell
When you cast a spell that deals damage, you can expend 1 sorcery point to change one of the damage types of the spell with one of the following of your choice: acid, cold, fire, thunder, or lightning.
You can use Elemental Spell even if you have already used a different Metamagic option during the casting of the spell.
Liquid Spell
When you cast a non-instantaneous spell with a range of Self, you can spend a number of sorcery points equal to the spell's level (1 sorcery point for cantrips) to turn the spell into 4 ounces of drinkable liquid. You must have an appropriate container in which to store it. The liquid is then considered a potion, which grants the drinker the benefits of your spell for the spell's normal duration. The spell is treated as if it was cast by you, but you do not need to concentrate on it if it would normally require concentration. The potion loses its potency after a week. (Also side note it takes one hour to make the potion and you can only have as many potions as spell slots you have (for example if you have 3 1st level spell slots you can have 3 potions max))
Non-lethal Spell
When cast a spell that reduces a creature to 0 hit points, you can spend 1 sorcery point to knock the creature out, rendering it unconscious, rather than deal a killing blow.
You can take this feat more than once.
(Just like my other feat that i made(KI infusion) im new to dndbeyond if anyone could make this so it works properly it would be great.)
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Posted Apr 14, 2019welp it still doesnt work **** it