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Sorcerers don’t merely cast spells. Their innate connection to magic allows them to reshape spells as they are being formed, altering their range, power, targets, components, and other properties through Metamagic.

Each Metamagic option below lists the number of Sorcery Points required to use it. Unless an option states otherwise, you can apply only one Metamagic option to a spell.

Some options, such as Empowered Spell and Seeking Spell, can be used even when another Metamagic option has already been applied to the spell. Sorcerer features such as Sorcery Incarnate can also change the normal limit on how many Metamagic options can affect the same spell.

You choose your Metamagic options through the Sorcerer’s Metamagic feature. As you gain Sorcerer levels, you can learn additional options and replace options you already know as described by that feature.

Careful Spell

Cost: 1 Sorcery Point

When a spell you cast forces creatures to make a saving throw, you can protect a number of those creatures up to your Charisma modifier, with a minimum of one.

Each chosen creature automatically succeeds on its saving throw against the spell and takes no damage if a successful save would normally cause it to take half damage.

Distant Spell

Cost: 1 Sorcery Point

When you cast a spell with a range of at least 5 feet, you can double its range.

If the spell instead has a range of Touch, its range becomes 30 feet.

Empowered Spell

Cost: 1 Sorcery Point

When you roll damage for a spell, you can reroll a number of its damage dice up to your Charisma modifier, with a minimum of one die.

You must use the new rolls.

You can use Empowered Spell even if you have already applied another Metamagic option to the spell.

Extended Spell

Cost: 1 Sorcery Point

When you cast a spell with a duration of at least 1 minute, you can double its duration, to a maximum duration of 24 hours.

If the spell requires Concentration, you also have Advantage on saving throws you make to maintain Concentration on it.

Heightened Spell

Cost: 2 Sorcery Points

When you cast a spell that forces a creature to make a saving throw, you can give one target of the spell Disadvantage on its saving throws against that spell.

Quickened Spell

Cost: 2 Sorcery Points

When you cast a spell with a casting time of an action, you can change its casting time to a Bonus Action for that casting.

You can’t use Quickened Spell if you have already cast a level 1+ spell during the current turn, and after using it, you can’t cast another level 1+ spell during that turn.

Seeking Spell

Cost: 1 Sorcery Point

When you miss with an attack roll for a spell, you can reroll the d20.

You must use the new roll.

You can use Seeking Spell even if you have already applied another Metamagic option to the spell.

Subtle Spell

Cost: 1 Sorcery Point

When you cast a spell, you can cast it without Verbal, Somatic, or Material components.

This benefit doesn’t remove a Material component that is consumed by the spell or that has a specified cost.

Transmuted Spell

Cost: 1 Sorcery Point

When you cast a spell that deals Acid, Cold, Fire, Lightning, Poison, or Thunder damage, you can change that damage type to another damage type from that list.

Twinned Spell

Cost: 1 Sorcery Point

When you cast a spell that can target an additional creature when cast using a higher-level spell slot, you can increase the spell’s effective level by 1 for the purpose of targeting that additional creature.