


Metamagic Options:
Augmented Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 4 sorcery points to change the first saving throw required for one target of the spell.
If the original save is a physical attribute, such as Strength, Constitution, or Dexterity, you must choose one from that group. Similarly, if the original save is a mental attribute, such as Intelligence, Wisdom, or Charisma, it must remain one.
Careful Spell
When you cast a spell that affects multiple creatures, you can protect some of those creatures from the spell. You can spend 1 sorcery point and choose all of the creatures you wish to be unaffected by your spell. A chosen creature takes no damage and effects from your spell.
You can use Careful Spell even if you have already used a different metamagic option during the casting of the spell.
Delayed Spell
When you cast a spell, you can delay it occuring until the start of your next turn by spending 1 sorcery point (expending the spell points as normal). When the start of your next turn begins, you can choose to delay it once more, for 1 more sorcery point.
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 self or touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
Double Spell
When you cast a spell that targets only one creature, you can spend a number of sorcery points equal to the spells level to cast a second, different spell at the same target. The second spell must also target only one creature and not have a range of self.
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missle, scorching ray, and fireball aren't eligible, but shocking grasp, ray of frost, and chromatic orb are.
Efficient Spell
When you cast a spell of 2nd, 3rd, 4th or 5th level, you can spend a number of sorcery points equal to the spell's level to cast it using a spell slot one level lower than the spell's normal level, without changing the effects of the spell.
Elemental Spell
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.
You can use Elemental Spell even if you have already used a different metamagic option during the casting of the spell.
Empowered Spell
When you roll damage for a spell, you can spend 3 sorcery points to add an extra number of damage die up to your Charisma modifier (minimum of 1).
You can use Empowered Spell even if you have already used a different metamagic option during the casting of the spell.
Esoteric Spell
When you cast a spell that deals force, necrotic, psychic, or radiant damage, you can spend 1 sorcery point to change the spell's damage to another type from the list above.
Extended Spell
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.
You can use Extended Spell even if you have already used a different metamagic option during the casting of the spell.
Focused Spell
When you cast a spell that has concentration, you can spend a number of sorcery points equal to the spells level to automatically succeed on the Constitution saving throw.
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 a number of targets equal to your Charisma modifier of the spell disadvantage on their first saving throw made against the spell.
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.
Non-lethal spell
When you 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.
Overcharged Spell
When you cast a spell of 1st level or higher, that can be cast at higher levels, you can spend a number of sorcery points equal to the spell's level to increase the casting level by 1.
You can use Overcharged Spell even if you have already used a different Metamagic option during the casting of 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.
Seeking Spell
When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
Siphoning Spell
When you cast a spell that deals damage, you can spend 2 sorcery points to heal yourself by an amount equal to half the damage dealt to a single target, rounded down.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
Translocate Spell
When you cast a spell, you can expend 2 sorcery points to change the origin of the spell to any space you choose within 60 feet of you. If the spell affects another creature, you must be able to see that creature.
Twinned Spell
When you cast a spell that targets only one creature, 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.
To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missle, scorching ray, and fireball aren't eligible, but shocking grasp, ray of frost, and chromatic orb are.
Unbreaking Spell
When you cast a spell, you can spend 4 sorcery points to make it unbreakable by the spells counterspell, dispel magic, and remove curse.
Unerring Spell
When you cast a spell, and miss on the attack roll, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll.
You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.


