Tome of Metamagic

by Larry2233

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Tome of Metamagic

Preface

The Tome of Metamagic is an expansion Metamagic options available and new optional Class Features for the Sorcerer.

Revised Feat

Metamagic Adept

Prerequisite: Being able to Cast at least one Spell
You've learned how to exert your will on your spells to alter how they function:

  • Increase your Intelligence, Wisdom or Charisma Score by 1, to a maximum of 20.
  • You learn 2 Metamagic options of your choice from the Sorcerer Class. You can only apply one Metamagic option to each Spell you Cast only once, unless it specifies otherwise. Whenever you reach a Level that grants the Ability Score Improvement Feature, you can replace one of these Metamagic options with another one from the Sorcerer Class.
  • You gain 3 Sorcery Points to expend in Metamagic options (these points are added to any Sorcery Points you have from another source). You regain all expended Sorcery Points when you finish a Long Rest.
  • You gain the Flexible Casting part of the 2nd-Level Font of Magic Feature of the Sorcerer, allowing you to convert Spell Slots into Sorcery Points and vice versa.
  • If a Metamagic specifies that you must use your Charisma Modifier, like the Metamagic Empowered Spell, you can use your Spellcasting Modifier instead.

Optional Sorcerer Class Features

You gain Class Features in the Player's Handbook when you reach certain Levels in your Class. This document offers additional Features that you can gain as a Sorcerer. Unlike the Features in the Player's Handbook, you don't gain the features here automatically. Consulting with your GM, you decide whether to gain a Feature in this section if you meet the Level requirement noted in the Feature's description. These Features can be selected separately from one another; you can use some, all, or none of them.

Sorcerous Recovery

2nd-Level Sorcerer Feature
Once per Long Rest, when you finish a Short Rest you can choose to recover a number of expended Sorcery Points equal to your Sorcerer Level.

At Sorcerer 20th-Level, you can gain this benefit each time you finish a Short Rest, not just once per Long Rest.

Imbuing Touch

2nd-Level Sorcerer Feature
As an Action or Bonus Action on your Turn, you can touch one Non-Magical Weapon and expend 1 Sorcery Point to imbue it with Magic. For 1 Minute, the Weapon is Magical for the purpose of overcoming Resistances and Immunity to Non-Magical Attacks and Damage.

Font of Magic (Revised)

Improvement to the Flexible Casting part of the Font of Magic 2nd-Level Sorcerer Feature

Flexible Casting

You can expend your Sorcery Points to regain Spell Slots that you have expended or vice versa.

Creating Spell Slots. As a Bonus Action, you can expend a number of Mana Points as shown on the Sorcery Spell Conversion table to regain one expended Spell Slot, up to your maximum amount of Spell Slots. You cannot regain Spell Slots of 6th-Level or higher.

Creating Sorcery Points. As a Bonus Action, you can expend one Spell Slot to regain a number of expended Sorcery Points as shown on the Sorcery Spell Conversion table, up to your maximum amount of Sorcery Points.

Sorcery Spell Conversion
Spell Slot Sorcery Points
Cantrip 0
1st 2
2nd 3
3rd 5
4rd 6
Spell Slot Sorcery Points
5th 7
6th 9
7th 10
8th 11
9th 13

Sea of Magic

Optional 2nd-Level Sorcerer Feature
You gain the Variant: Spell Points Feature of the DMG page 288-289, replacing the Spell Slots you would get from the Sorcerer Class. The Spell Points you get from this Feature are considered Sorcery Points, allowing you to use them all for Casting Spells or using Metamagics at your choice.

Metamagic (Revsied)

Revision of the 3rd-Level Sorcerer Feature
You gain the capability to twist your Spells to suit your needs and produce wondrous Effects. You gain 2 Metamagic options of your choice found in the Player's Handbook page 102, Tasha's Cauldron of Everything page 66, and in this document.

You gain another 2 Metamagic options of your choice at, 6th, 10th, 14th and 18th Level.

You can only apply one Metamagic option to each Spell you Cast only once, unless it says otherwise.

Metamagic Options

3rd-Level Sorcerer Feature
When you choose Metamagic options, you have access to the following additional options.

Adjacent Spell

When you Cast a Spell that requires a Ranged Spell Attack, you can expend 1 Sorcery Point to ignore the Disadvantage from having a hostile Creature within 5ft of you or from Targeting Prone Creatures within 30ft of you.

Amplified Spell

When you Cast a Spell, you can expend 1 Sorcery Point to increase the Level at which it is Casted by 1.

When you Cast a Cantrip, you can expend 1 Sorcery Point to treat it as if you were six Levels above your current Level.

Careful Spell (Revised)

When you Cast a Spell that forces a Saving Throw, you can expend 2 Sorcery Points to choose a number of Targets of the Spell up to your Charisma Modifier (minimum 1) to make them automatically succeed their Saving Throws against your Spell, and make them take no Damage if they would normally take half Damage on a successful Save.

Up-Cast Above your Highest Spell

The Amplified Spell Metamagic allow its user to up-Cast a Spell beyond their maximum available Spell Slot and threat Cantrips as if they were higher Level. For example, a 5th-Level Sorcerer could use it on a 3rd-Level Fireball Spell to up-Cast it as if using a 4th-Level Spell Slot, or use it on a Fire Bolt Cantrip to Cast it as an 11th-Level Character; dealing 3d10 Damage.

Chaotic Spell

When you Cast a Spell of 1st-Level or higher, you can expend 1 Sorcery Point to roll on the Wild Magic Surge table for this Casting (Player's Handbook, page 104).

You can use this Metamagic even if you have already used a different Metamagic option during the Casting of the Spell.

Empowered Spell (Revised)

Before you roll Damage for a Spell, you can expend 3 Sorcery Points to maximize a number of the Damage dice of the Spell up to your Charisma Modifier (minimum 1), threating them as if they had rolled their maximum result.

You can use this Metamagic even if you have already used a different Metamagic option during the Casting of the Spell.

Focused Spell

When you Cast a Spell that requires Concentration, you can expend 2 Sorcery Points to give yourself Advantage on any Saving Throw you make to maintain Concentration on it.

You can use this Metamagic even if you have already used a different Metamagic option during the Casting of the Spell.

Frightful Spell

When you Cast a Spell that Targets one or more Creatures, you can expend 3 Sorcery Points to choose one Target of the Spell, it must succeed on a Wisdom Saving Throw against your Spell Save DC or be Frightened of you until the start of your next Turn.

Imbued Spell

When you Cast a Spell that has a Range of Self, you can expend a number of Sorcery Points equal to 1 + the Level at which you Cast the Spell to instead Cast it with a Range of Touch, your Target must be a willing Creature.

If the Spell requires Concentration, you don't have to Concentrate on it, instead the Creature you Casted the Spell on is the one who must Concentrate on the Spell.

Measured Spell

When you reduce any number of Creatures to 0 Hit Points with a Spell, you can expend 1 Sorcery Point to make them fall Unconscious instead of killing them for this Casting.

You can use this Metamagic even if you have already used a different Metamagic option during the Casting of the Spell.

Overcoming Spell

When you Cast a Spell that deals Damage, you can expend 1 Sorcery Point to have the Spell ignore any Resistance to one of its Damage types for this Casting.

Restorative Spell

When you Cast a Spell, you can expend 3 Sorcery Points to choose one of the Targets of the Spell that regain Hit Points or gains Temporary Hit Points from the Spell and end either one Disease or one of the Blinded, Deafened, Paralyzed or Poisoned Conditions affecting that Target.

Tempestuous Spell

When you Cast a Spell that Targets one or more Creatures, you can expend 3 Sorcery Points to choose one Target of your Spell, it must succeed on a Strength Saving Throw against your Spell Save DC or be pushed away from you in a Straight-Line a number of feet equal to 5 times your Charisma Modifier (minimum 5ft) and be knocked Prone.

Transmuted Spell (Revised)

When you Cast a Spell that deals a Damage type from the following lists, you can expend 1 Sorcery Point to change the Damage type to another one of the Damage types of that list; For example, if the original Damage type was elemental, it must remain elemental.

Elemental. Acid, Cold, Fire, Lightning, Poison.

Esoteric. Force, Psychic, Necrotic, Radiant, Thunder.

Physical. Bludgeoning, Piercing, Slashing.

Unerring Spell

When you Cast a Spell that requires an Attack roll or forces a Dexterity Saving Throw, you can expend 1 Sorcery Point to ignore the Effects of Half Cover and Three-Quarters Cover for this Casting.

Vampiric Spell

When you Cast a Spell that deals Damage, you can expend 3 Sorcery Points to gain a number of Temporary Hit Points equal to half the Damage dealt to a single Target of the Spell (up to twice your Charisma Modifier at max).

Magical Guidance

6th-Level Sorcerer Feature
The flow of Magic within your soul guides you. When you fail an Ability Check, you can expend 2 Sorcery Points to reroll the d20. You must use the new d20 roll, potentially turning a failure into a success.

Immutable Soul

10th-level Sorcerer Feature
The flow of Magic makes your soul more resilient. When you fail an Intelligence, Wisdom, or Charisma Saving Throw, you can expend 3 Sorcery points to reroll the d20. You must use the new roll, potentially turning it into a success.

Sorcerous Regeneration

14th-Level Sorcerer Feature
Your body flows with magic. As a Bonus Action, you can expend a number of Sorcery Points up to half your Sorcerer Level (rounded up), or expend a Spell Slot instead. For each Sorcery Point expended this way, or for each Level of the Spell Slot expended, you regain 1d6 Hit Points.

When you use this Feature, all scars and imperfections on your skin are healed as if they were never there. You also regenerate chunks of flesh, muscle and small limbs like fingers and eyes. If you have been dismembered, you can reattach large limbs you have lost like legs, tails, and so on, being fully restored instantly.

Optional Rules

Magic Items

Tome of Magic

Wondrous item, very rare

This tome is a detailed compilation of text, instructions and images to deepened one's Metamagic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, you learn 2 Metamagic options of your choice; which are additional to any you already have. You also gain 3 Sorcery Points to expend in Metamagic options (these points are added to any Sorcery Points you have from another source). The Tome of Metamagic then loses its magic, leaving the pages blank without its contents. It regains its Magic, and its contents, in a century.

Metamagic Limit

You can only use up to 2 Metamagics options on the same Casting of a Spell at max.

This is to avoid using too many Metamagics per Spell, as now there are many Metamagics with minor Effects that can be used with other Metamagic options.

Maximum Metamagics and Sorcery Points

It's not expected, but if Creatures were able to get unlimited Tomes of Metamagic, then there is the following rule to have a limit:

Spellcasters. Creatures can have a maximum amount of Metamagic options known equal to its Proficiency Bonus, and Sorcery Points equal to twice its Proficiency Bonus.

Sorcerers. A Sorcerer can have a higher limit than other Creatures, up to a maximum amount of Metamagic options known equal to its Sorcerer Level, and Sorcery points equal to twice its Sorcerer Level.

Tome of Metamagic

Increase the Metamagics of your world with this supplement with new Metamagic options

By Larry2233

Discord: @Larry2233#8327

Reddit: /u/Little-Mist-Walker

Art Credits:

Updates:
Published: v1.0 - 28/09/2021
Last Update: v2.0 - 13/10/2023

 

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