Always remember that a cantrip is not a spell 😊 cannot quicken a cantrip to use as a bonus action
Whoever told you that needs their head examined. All cantrips are 100% spells and every single one can be used with metamagics, quickening them is especially the norm combo.
When you Subtle Friends, make sure to cast disguise self as that annoying NPC that always tries to pull one over on you. DM dependant, but it may get other NPCs mad at them.
When you Subtle Friends, make sure to cast disguise self as that annoying NPC that always tries to pull one over on you. DM dependant, but it may get other NPCs mad at them.
That actually is a pretty good strategy. Although you probably don’t want to cast subtle if that’s your intent. A Warlock with Mask of Many Faces can really cause a lot of trouble
Just wanted to add in on careful spell, I like it better on save or suck spells than blasting spells. You can make them succeed their save on the fireball you threw, but they still take half. (What did you think you were, a wizard?) Hypnotic pattern though? Drop that on the party with no worries. There admittedly aren't very many indiscriminate aoe save or suck spells on the sorcerer list but still.
As others have said, this is really cool and means you can have 4 meta magic options at lvl 4 as well as an extra 2 sorcerery points which you can use for fueling meta magic making the Sorcerer even more powerful.
As for which types? I personally like to go with the following 4.
Twinned Spell
You can get up to some real shenanigans with this. Twinned Chilled Touch is great if you want to stop 2 enemies healing or regenerating and this can really turn the tide in what could otherwise be a very long and drawn out encounter. Twinned Fire Bolt and Toll the Dead are great damage cantrips. For levelled spells, I love twinned Guiding Bolt. The damage is very good but what makes this combination even better is the fact you can give 2 of your allies advantage. Then there are things like Twinned Haste and Tash'a Mind Whip which are just insane!
Quickened Spell
Bless and a cantrip is awesome and is one of my go to openers. There are so many good options here!
Distanced Spell
Extra range is always good but what makes this extra good is turning spells that normally require touch into 30ft ranged spells. Being able to cast spells like, spare the dying,cure wounds and even inflict wounds at range is pretty insane!
Empowered Spell
Excellent for damage spells like Fireball but often overlooked is that it can be used for healing spells too. There's nothing worse than blowing a 3rd or 4th level spell slot on cure wounds only to get a couple of 1s and 2s, so this is very useful.
Excellent for damage spells like Fireball but often overlooked is that it can be used for healing spells too. There's nothing worse than blowing a 3rd or 4th level spell slot on cure wounds only to get a couple of 1s and 2s, so this is very useful.
Empowered Spell cannot be used for healing. The description of Empowered Spell starts with "When you roll damage for a spell...". Healing is not the same as damage.
Extended spell on a 7th level Delayed Blast Fireball can do 32d6 damage, for an average damage of 112.
Add Empowered to up the damage to 115.75. Throw in Elemental Adept Fire to increase it to 120.7. Flames of Phlegethos to increase to 128.2. That’s Meteor Swarm territory 🙂
Whoever told you that needs their head examined. All cantrips are 100% spells and every single one can be used with metamagics, quickening them is especially the norm combo.
Cantrips are spells, they just aren’t leveled spells. They 100% can be used with metamagic but they cannot proc a wild magic surge.
When you Subtle Friends, make sure to cast disguise self as that annoying NPC that always tries to pull one over on you. DM dependant, but it may get other NPCs mad at them.
That actually is a pretty good strategy. Although you probably don’t want to cast subtle if that’s your intent. A Warlock with Mask of Many Faces can really cause a lot of trouble
Just wanted to add in on careful spell, I like it better on save or suck spells than blasting spells. You can make them succeed their save on the fireball you threw, but they still take half. (What did you think you were, a wizard?) Hypnotic pattern though? Drop that on the party with no worries. There admittedly aren't very many indiscriminate aoe save or suck spells on the sorcerer list but still.
Meta Magic Adept
As others have said, this is really cool and means you can have 4 meta magic options at lvl 4 as well as an extra 2 sorcerery points which you can use for fueling meta magic making the Sorcerer even more powerful.
As for which types? I personally like to go with the following 4.
Twinned Spell
You can get up to some real shenanigans with this. Twinned Chilled Touch is great if you want to stop 2 enemies healing or regenerating and this can really turn the tide in what could otherwise be a very long and drawn out encounter. Twinned Fire Bolt and Toll the Dead are great damage cantrips. For levelled spells, I love twinned Guiding Bolt. The damage is very good but what makes this combination even better is the fact you can give 2 of your allies advantage. Then there are things like Twinned Haste and Tash'a Mind Whip which are just insane!
Quickened Spell
Bless and a cantrip is awesome and is one of my go to openers. There are so many good options here!
Distanced Spell
Extra range is always good but what makes this extra good is turning spells that normally require touch into 30ft ranged spells. Being able to cast spells like, spare the dying, cure wounds and even inflict wounds at range is pretty insane!
Empowered Spell
Excellent for damage spells like Fireball but often overlooked is that it can be used for healing spells too. There's nothing worse than blowing a 3rd or 4th level spell slot on cure wounds only to get a couple of 1s and 2s, so this is very useful.
Empowered Spell cannot be used for healing. The description of Empowered Spell starts with "When you roll damage for a spell...". Healing is not the same as damage.
Yeah just realised that. Shame.
I'm going to twin spell Witch bolt first turn, then continue to use my action to do Witch Bolt damage and bonus action chaos bolt.
I love this thread 🙂 Great ideas!
Extended spell on a 7th level Delayed Blast Fireball can do 32d6 damage, for an average damage of 112.
Add Empowered to up the damage to 115.75. Throw in Elemental Adept Fire to increase it to 120.7. Flames of Phlegethos to increase to 128.2. That’s Meteor Swarm territory 🙂