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Metamagic: Twinned Spell

  • casting time Instant
  • range Self

  • components
  • duration

(Cost: 1 Sorcery Point) When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

Feat

Metamagic: Seeking Spell

  • casting time Instant
  • range Self

  • components
  • duration

(Cost: 1 Sorcery Point) If you make an attack roll for a spell and miss, you can spend 1 Sorcery Point to reroll the d20, and you must use the new roll.

You can use Seeking Spell even if you’ve already used a different Metamagic option during the casting of the spell.

Feat

Metamagic: Subtle Spell

  • casting time Instant
  • range Self

  • components
  • duration

(Cost: 1 Sorcery Point) When you cast a spell, you can spend 1 Sorcery Point to cast it without any Verbal, Somatic, or Material components, except Material components that are consumed by the spell or that have a cost specified in the spell.

Feat

Metamagic: Quickened Spell

  • casting time Instant
  • range Self

  • components
  • duration

(Cost: 2 Sorcery Point) When you cast a spell that has a casting time of an action, you can spend 2 Sorcery Points to change the casting time to a Bonus Action for this casting. You can’t modify a spell in this way if you’ve already cast a level 1+ spell on the current turn, nor can you cast a level 1+ spell on this turn after modifying a spell in this way.

Feat

Metamagic: Heightened Spell

  • casting time Instant
  • range Self

  • components
  • duration

(Cost: 2 Sorcery Point) When you cast a spell that forces a creature to make a saving throw, you can spend 2 Sorcery Points to give one target of the spell Disadvantage on saves against the spell.

Feat

Metamagic: Extended Spell

  • casting time Instant
  • range Self

  • components
  • duration

(Cost: 1 Sorcery Point) 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.

If the affected spell requires Concentration, you have Advantage on any saving throw you make to maintain that Concentration.

Sorcerer Feat

Metamagic: Distant Spell

  • casting time Instant
  • range Self

  • components
  • duration

(Cost: 1 Sorcery Point) When you cast a spell that has a range of at least 5 feet, you can spend 1 Sorcery Point to double the spell’s range. Or when you cast a spell that has a range of Touch, you can spend 1 Sorcery Point to make the spell’s range 30 feet.

Sorcerer Feat

Metamagic: Careful Spell

  • casting time Instant
  • range Self

  • components
  • duration

(Cost: 1 Sorcery Point) When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell’s full force. To do so, spend 1 Sorcery Point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell, and it takes no damage if it would normally take half damage on a successful save.

Feat

Metamagic: Transmuted Spell

  • casting time Instant
  • range Self

  • components
  • duration

(Cost: 1 Sorcery Point) 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, Poison, Thunder.

Feat

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Metamagic: Empowered Spell

  • casting time Instant
  • range Self

  • components
  • duration

(Cost: 1 Sorcery Point) When you roll damage for a spell, you can spend 1 Sorcery Point to reroll a number of the damage dice up to your Charisma modifier (minimum of one), and you must use the new rolls.

You can use Empowered Spell even if you’ve already used a different Metamagic option during the casting of the spell.

Feat

Font of Magic

  • casting time Free/Bonus Action
  • range Self

  • components
  • duration

You have 2 Sorcery Points, and you gain more as you reach higher levels. You can’t have more Sorcery Points than the number shown in the table for your level. You regain all expended Sorcery Points when you finish a Long Rest.

You can use your Sorcery Points to fuel the options below, along with other features, such as Metamagic, that use those points.

Converting Spell Slots to Sorcery Points: You can expend a spell slot to gain a number of Sorcery Points equal to the slot’s level (no action required).

Creating Spell Slots: As a Bonus Action, you can transform unexpended Sorcery Points into one spell slot. The Creating Spell Slots table shows the cost of creating a spell slot of a given level, and it lists the minimum Sorcerer level you must be to create a slot. You can create a spell slot no higher than level 5.

Any spell slot you create with this feature vanishes when you finish a Long Rest.

Feat

Innate Sorcery

  • casting time Bonus Action
  • range Self

  • components
  • duration

As a Bonus Action, you can unleash that magic for 1 minute, during which you gain the following benefits:

-The spell save DC of your Sorcerer spells increases by 1.
-You have Advantage on the attack rolls of Sorcerer spells you cast.

You can use this feature twice, and you regain all expended uses of it when you finish a Long Rest.

Sorcerer Feat

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