Approaching level 2 for my first run at a Sorcerer with the 2024 rules and am now evaluating what Metamagic options to consider. To caveat, the game I am in is using only features (classes, spells, etc) in the 2024 PBH and now DMG. The one exception is magic items might be homebrew or come from another source. So this evaluation of the Metamagic options should relate to 2024 rules and potential combination with features and feats, or with changes to how the game will now be played. I feel that Metamagic selections are dependent on the character's build design and game play philosophy as these should dictate the spells they take. So while an option's versatile may result in a higher rating, the character's prepared spells (and other characteristics) might suggest another Metamagic is a better fit.
I am looking for comments on how players rate each Metamagic feature under the 2024 ruleset. I am not looking for a ranking of 1 through 10; what I do want is a complied list of comments and evaluations of the options. Below I have my breakout, listing the options in Tiers and alphabetically from there. I appreciate any comments, advice, corrections, etc., including tips on the use of particular options (that aligns with the 2024 rules).
S Tier:
1) Quicken Spell: The improvement to a character's action economy cannot be understated. As a character progresses they might find better uses for their Bonus Action but at early stages this seems to be the one "Got To" option as the benefits are easily recognized. Something as simple as being able to cast a spell, and dodge or dash grants the character advantageous strategies. It is probably the most versatile out of all of the options in that it can be effectively applied to one of the largest list of sorcerer eligible spells, and the variety of game play and use of actions. I can't come up with scenario where one of my first two Metamagic selections isn't Quicken because I know of several instances where I will use it starting at 2nd level. And even if I swap it out at a high level based on the character's development, I still feel like it will always be one of the 6 selected options if the character gets to level 17.
A Tier:
1) Careful Spell: The 2024 wording really makes this option worth it; not only does the protected characters automatically succeed on the saving throw but they avoid taking damage as well. As powerful as this is, I leave it off the S Tier because the spells that benefit from this option I tend to take a later levels. I acknowledge this is my bias, but the fact is that many good spells cannot benefit from this option so its value is really based on the spell selection of the character. Another element I am not sure on is does this feature last for the duration of the spell or only at the time of casting. In other words, if a spell has lingering effect that requires creatures to continue making saving throws as long as they are in the area of effect; does a selected character continue to succeed? Or does this feature only apply to saving throws at the moment of casting (which begs the question; what if the save doesn't occur a time of casting but at the start of a protected creature's turn?)
Still, I feel it is a great option and once a caster's list incorporates eligible spells this option is an excellent choice.
2) Extended Spell: I am surprised to have this one here, but with the updated wording, it is really hard to pass on this one. Using this option will now grant you advantage on Concentration saving throws. That aspect alone is huge. Now if a character tends to be in combats that go over 10 rounds then applying this to some buff or utility based spells combined with advantage on Concentration saves can be a very powerful tactic to swing encounters in their party's favor. It still doesn't feel like an option at level 2 but I can see this being taken at a later level.
3) Heightened Spell: Very powerful and with the cost now at 2 sorcery points, its economy is fantastic. There is also the updated wording of "saves against the spell" which implies that it is no longer limited to just the first saving throw made against a spell. Probably most improved of the bunch (and it already was a very good option from 2014). The only thing keeping it from S Tier, for me, is similar with Careful Spell, is that it really based on the character's spell list build. No doubt if the caster's list is filled with "Save or Suck" selections then this is a must have option; but if you are focusing on being a spell sniper then you might not see the need to take this one. Overall, I think most sorcerers are going to see this as a beneficial and must have at some point.
4) Transmuted Spell: This option significantly increases your offensive arsenal. With a single expenditure of a sorcery point you can alter a spells damage type thus avoiding resistances or exploiting vulnerabilities. This helps a character with managing their prepared spells list. No longer do they need a diverse portfolio of spells with varying damage types in order be consistently effective from encounter to encounter. Other options might have have more powerful effects on the spell itself, but this option's inclusion can result in a making a more powerful sorcerer build. There was a slight nerf to this this feature which is attributed to the new cantrip Sorcerous Burst. This new cantrip provides a caster with a variety of damage options to select from, and without the high cost material component that is associated with the Chromatic Orb spell. But Sorcerous Burst is only a cantrip and targets a single foe thus making the potential need for this Metamagic option still very high. If you run into an encounter where a creature shows any form of resistance to a damage type, and you feel that may be a trend in the campaign, then this feature is essential by the time the character hits level 10.
B Tier:
1) Distance Spell: Perhaps I am ranking this one higher because I want the ability to turn the Chill Touch cantrip into a range attack again. With that said, there are a few spells who's effectiveness increases once you increase their range. Granted, many popular and powerful spells do not have a need for this metamagic option under most scenarios, but some lower level spells and cantrips have ranges that require squishy build casters to be closer to the combat then they desire to be. What works against this option is that it even if the character can counter the limitation of range of a spell, there is most likely other eligible spells that are more powerful and do not experience a range limitation to maximize their effect. I feel that this might be a good option for level 2 due to the spells available for selection but will be quickly replaced during level up (unless if the party sees a really cool benefit or strategy with a particular spell).
2) Empowered Spell: This is option will probably have the most use cases. The desire to reroll dice occurs multiple times per session and this feature can have frequent use starting at level 2. It is just this option doesn't have the same impact as the other options when it comes to breaking the game. What makes this feature worth considering is that level spells and cantrips cast above level 5 deal multiple die damage. Granted there are no guarantees but the rerolls come in handy especially when the same cost allows you reroll any number of die equal to your CHA modifier. This seems to be the default option to take when the direction of the character's build is still in development and debate; but ultimately the effectiveness of other options might knock this down the priority list, but it is still should end up with most sorcerers as they approach 4 and 6 total options.
3) Subtle Spell: On paper this sounds like an extremely awesome option. Both from a roleplaying standpoint and from a rules dynamic. The ability to avoid spell components (to a degree); the ability cast spells without giving away your position; the ability to cast a spell without the casting being noticed. All really cool. The effectiveness of this option comes down to how the rules of the game are enforced at a particular table and the campaign's tone. It is very easy that a particular game may not present the opportunities where this option needs to be utilized. And level 2 is probably too early to make that call. If the campaign evolves were the use of this option would often be beneficial then this becomes a must have.
C Tier:
1) Twinned Spell: I do not see a huge benefit here. This option is not game breaking and doesn't have the ability to really shake up an encounter. From an initial count, the number of eligible spells seems to be pretty low and there would be a decent effort to manage a build that would utilize this feature frequently. This option feels more like a nice to have but I am not sure it is even worth taking.
D Tier:
1) Seeking Spell: While this could probably get a good amount of use starting at level 2 there are other options in the game that can increase the success of an attack roll: Inspiration, Advantage, Buffing spells, etc. Also the frequent use of this option might imply a bigger issue that needs to be addressed with the character's build.
Right now, I am considering taking Quicken, and Transmuted or Distance. I think I want to experiment with the use of Distance spell, and then trade it offer once as the character reaches higher levels. Anyway, I appreciate any thoughts or comments. Thank you.
Depends on what spells you tend to cast and how you play your sorcerer. I took Distant and Careful because I am the "artillery" for our group. Usually I am a distance from the fight and the ability to turn touch spell into 30" range ones me I can Haste a comrade during the action without getting too close. Also I can reach out and touch enemy casters easier. Careful makes casting fireball in the middle of a melee fight a viable option.
I am playing a 2024 sorcerer and am apporoching on level 5. I also took meta magic adept with new ones and I grabbed Heightened, Twinned, Empowered, and Transmuted. Heightened is honestly better than quickened and sees use in almost every spell in the game. Combined with the new innate sorcerery your saves are now AMAZING. Twinned is cool but honestly feels lacking. Old one was definately better as theres only about 7 or so spells that can benifit from this. best on a Draconic sorcerer because they have command but its still a middling option that requires a focus on hold person and banishment. Empowered I have underated in the previous edition I honestly think its a top tier option. Sometimes its hard to use sorcerery points on all spells but this is a must take for your blaster sorcerers. Transmuted is honestly not very good as you cannot use mutiple metamagics on it until level 7. Mutiple damage types are ok but its mainly for thematics which is always super fun.
Sorcerer has some good attack roll spells and with Innate Sorcery its very tempting to lean into them.
When you don't have advantage things go wrong. This can be because an enemy is invisible, your sorcerer is poisoned or for any number of reasons (fog and smoke stop you getting advantage). This is when you need Seeking because it provides the benefits of having advantage outside of the actual advantage/disadvantage mechanics
Seeking doesn't really care if you are at disadvantage. It rolls that D20 straight regardless. The improvement in chance of landing your hit is enormous
If you are making a blaster build that wants to not care about magic resistance or legendary resistance then I think Seeking has a role in that build. It might not be the first metamagic I take but I would certainly consider it. Its right up there as one of the most important for this sort of attack roll blaster build.
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Approaching level 2 for my first run at a Sorcerer with the 2024 rules and am now evaluating what Metamagic options to consider. To caveat, the game I am in is using only features (classes, spells, etc) in the 2024 PBH and now DMG. The one exception is magic items might be homebrew or come from another source. So this evaluation of the Metamagic options should relate to 2024 rules and potential combination with features and feats, or with changes to how the game will now be played. I feel that Metamagic selections are dependent on the character's build design and game play philosophy as these should dictate the spells they take. So while an option's versatile may result in a higher rating, the character's prepared spells (and other characteristics) might suggest another Metamagic is a better fit.
I am looking for comments on how players rate each Metamagic feature under the 2024 ruleset. I am not looking for a ranking of 1 through 10; what I do want is a complied list of comments and evaluations of the options. Below I have my breakout, listing the options in Tiers and alphabetically from there. I appreciate any comments, advice, corrections, etc., including tips on the use of particular options (that aligns with the 2024 rules).
S Tier:
1) Quicken Spell: The improvement to a character's action economy cannot be understated. As a character progresses they might find better uses for their Bonus Action but at early stages this seems to be the one "Got To" option as the benefits are easily recognized. Something as simple as being able to cast a spell, and dodge or dash grants the character advantageous strategies. It is probably the most versatile out of all of the options in that it can be effectively applied to one of the largest list of sorcerer eligible spells, and the variety of game play and use of actions. I can't come up with scenario where one of my first two Metamagic selections isn't Quicken because I know of several instances where I will use it starting at 2nd level. And even if I swap it out at a high level based on the character's development, I still feel like it will always be one of the 6 selected options if the character gets to level 17.
A Tier:
1) Careful Spell: The 2024 wording really makes this option worth it; not only does the protected characters automatically succeed on the saving throw but they avoid taking damage as well. As powerful as this is, I leave it off the S Tier because the spells that benefit from this option I tend to take a later levels. I acknowledge this is my bias, but the fact is that many good spells cannot benefit from this option so its value is really based on the spell selection of the character. Another element I am not sure on is does this feature last for the duration of the spell or only at the time of casting. In other words, if a spell has lingering effect that requires creatures to continue making saving throws as long as they are in the area of effect; does a selected character continue to succeed? Or does this feature only apply to saving throws at the moment of casting (which begs the question; what if the save doesn't occur a time of casting but at the start of a protected creature's turn?)
Still, I feel it is a great option and once a caster's list incorporates eligible spells this option is an excellent choice.
2) Extended Spell: I am surprised to have this one here, but with the updated wording, it is really hard to pass on this one. Using this option will now grant you advantage on Concentration saving throws. That aspect alone is huge. Now if a character tends to be in combats that go over 10 rounds then applying this to some buff or utility based spells combined with advantage on Concentration saves can be a very powerful tactic to swing encounters in their party's favor. It still doesn't feel like an option at level 2 but I can see this being taken at a later level.
3) Heightened Spell: Very powerful and with the cost now at 2 sorcery points, its economy is fantastic. There is also the updated wording of "saves against the spell" which implies that it is no longer limited to just the first saving throw made against a spell. Probably most improved of the bunch (and it already was a very good option from 2014). The only thing keeping it from S Tier, for me, is similar with Careful Spell, is that it really based on the character's spell list build. No doubt if the caster's list is filled with "Save or Suck" selections then this is a must have option; but if you are focusing on being a spell sniper then you might not see the need to take this one. Overall, I think most sorcerers are going to see this as a beneficial and must have at some point.
4) Transmuted Spell: This option significantly increases your offensive arsenal. With a single expenditure of a sorcery point you can alter a spells damage type thus avoiding resistances or exploiting vulnerabilities. This helps a character with managing their prepared spells list. No longer do they need a diverse portfolio of spells with varying damage types in order be consistently effective from encounter to encounter. Other options might have have more powerful effects on the spell itself, but this option's inclusion can result in a making a more powerful sorcerer build. There was a slight nerf to this this feature which is attributed to the new cantrip Sorcerous Burst. This new cantrip provides a caster with a variety of damage options to select from, and without the high cost material component that is associated with the Chromatic Orb spell. But Sorcerous Burst is only a cantrip and targets a single foe thus making the potential need for this Metamagic option still very high. If you run into an encounter where a creature shows any form of resistance to a damage type, and you feel that may be a trend in the campaign, then this feature is essential by the time the character hits level 10.
B Tier:
1) Distance Spell: Perhaps I am ranking this one higher because I want the ability to turn the Chill Touch cantrip into a range attack again. With that said, there are a few spells who's effectiveness increases once you increase their range. Granted, many popular and powerful spells do not have a need for this metamagic option under most scenarios, but some lower level spells and cantrips have ranges that require squishy build casters to be closer to the combat then they desire to be. What works against this option is that it even if the character can counter the limitation of range of a spell, there is most likely other eligible spells that are more powerful and do not experience a range limitation to maximize their effect. I feel that this might be a good option for level 2 due to the spells available for selection but will be quickly replaced during level up (unless if the party sees a really cool benefit or strategy with a particular spell).
2) Empowered Spell: This is option will probably have the most use cases. The desire to reroll dice occurs multiple times per session and this feature can have frequent use starting at level 2. It is just this option doesn't have the same impact as the other options when it comes to breaking the game. What makes this feature worth considering is that level spells and cantrips cast above level 5 deal multiple die damage. Granted there are no guarantees but the rerolls come in handy especially when the same cost allows you reroll any number of die equal to your CHA modifier. This seems to be the default option to take when the direction of the character's build is still in development and debate; but ultimately the effectiveness of other options might knock this down the priority list, but it is still should end up with most sorcerers as they approach 4 and 6 total options.
3) Subtle Spell: On paper this sounds like an extremely awesome option. Both from a roleplaying standpoint and from a rules dynamic. The ability to avoid spell components (to a degree); the ability cast spells without giving away your position; the ability to cast a spell without the casting being noticed. All really cool. The effectiveness of this option comes down to how the rules of the game are enforced at a particular table and the campaign's tone. It is very easy that a particular game may not present the opportunities where this option needs to be utilized. And level 2 is probably too early to make that call. If the campaign evolves were the use of this option would often be beneficial then this becomes a must have.
C Tier:
1) Twinned Spell: I do not see a huge benefit here. This option is not game breaking and doesn't have the ability to really shake up an encounter. From an initial count, the number of eligible spells seems to be pretty low and there would be a decent effort to manage a build that would utilize this feature frequently. This option feels more like a nice to have but I am not sure it is even worth taking.
D Tier:
1) Seeking Spell: While this could probably get a good amount of use starting at level 2 there are other options in the game that can increase the success of an attack roll: Inspiration, Advantage, Buffing spells, etc. Also the frequent use of this option might imply a bigger issue that needs to be addressed with the character's build.
Right now, I am considering taking Quicken, and Transmuted or Distance. I think I want to experiment with the use of Distance spell, and then trade it offer once as the character reaches higher levels. Anyway, I appreciate any thoughts or comments. Thank you.
Depends on what spells you tend to cast and how you play your sorcerer. I took Distant and Careful because I am the "artillery" for our group. Usually I am a distance from the fight and the ability to turn touch spell into 30" range ones me I can Haste a comrade during the action without getting too close. Also I can reach out and touch enemy casters easier. Careful makes casting fireball in the middle of a melee fight a viable option.
I don’t think there is a simple tier list
I’m playing a sorcerer with single target cc like blindness, hold person and banishment so twin spell is really good. My only true area cc is Slow
Then for blasting I’m using upcast chromatic orb and trying to get it to bounce. Empowered is key to trying to make that work
None of that really needs Careful and Chromatic Orb gets to pick damage type anyway
I am playing a 2024 sorcerer and am apporoching on level 5. I also took meta magic adept with new ones and I grabbed Heightened, Twinned, Empowered, and Transmuted.
Heightened is honestly better than quickened and sees use in almost every spell in the game. Combined with the new innate sorcerery your saves are now AMAZING.
Twinned is cool but honestly feels lacking. Old one was definately better as theres only about 7 or so spells that can benifit from this. best on a Draconic sorcerer because they have command but its still a middling option that requires a focus on hold person and banishment.
Empowered I have underated in the previous edition I honestly think its a top tier option. Sometimes its hard to use sorcerery points on all spells but this is a must take for your blaster sorcerers.
Transmuted is honestly not very good as you cannot use mutiple metamagics on it until level 7. Mutiple damage types are ok but its mainly for thematics which is always super fun.
A further comment on Seeking
Sorcerer has some good attack roll spells and with Innate Sorcery its very tempting to lean into them.
When you don't have advantage things go wrong. This can be because an enemy is invisible, your sorcerer is poisoned or for any number of reasons (fog and smoke stop you getting advantage). This is when you need Seeking because it provides the benefits of having advantage outside of the actual advantage/disadvantage mechanics
Seeking doesn't really care if you are at disadvantage. It rolls that D20 straight regardless. The improvement in chance of landing your hit is enormous
If you are making a blaster build that wants to not care about magic resistance or legendary resistance then I think Seeking has a role in that build. It might not be the first metamagic I take but I would certainly consider it. Its right up there as one of the most important for this sort of attack roll blaster build.