Sorcerer
Base Class: Sorcerer

You are a Metamagic Savant, a Sorcerer that not only uses spells but twists them to your very desires. A Fireball is not simply a Fireball anymore; Now it can be a firework, a timed bomb, a Acidball; the options are limited only by your imagination and sorcery points.

Metamagic Points

At first level, you gain Metamagic points to fuel your Metamagic powers. These Metamagic points are similar to sorcery points, except they cannot be turned into spell slots.

Extra Metamagic

You gain the Converted metamagic.

Infinite Adaptability

Starting at 6th level, when you cast a spell, you may spend sorcery points equal to the spells level + 3 (cantrips are level 0) to twist the spell to your needs. Your DM will set a Metamagic DC for how you are trying to changing the spell (higher for changes farther from the spells original abilities.) Roll a d20 + your spellcasting modifier. If you match or exceed the DC, your change succeeds. If you fail, the spell disperses and you waste the spell slot. If you fail by at least 10, then the spell explodes, and you take (spell level)d4 damage, and waste the spell slot. Base upgrades to spells, such as simply increasing the damage or range, are not allowed with this option.

Examples for changing spells:

Making a Blade Wall explode outwards

Causing a fireball to be affected by gravity

Changing the damage type of a spell

etc.

Metamagic Adept

At 14th level, you may cast a spell with any metamagic option, even if you don't have it, without using any sorcery points. This ability recharges on a short rest.

Magic Adaptability

Beginning at 18th level, during a long rest, you may change up to 3 spells that you know to different spells.

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