Metamagic With Level Scaling - GM Binder

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Metamagic with level scaling

W
hen using a metamagic improvement the Empowered spell
properties of the original metamagic still apply
unless they are overridden by the When you roll damage for a spell, you can spend 1 sorcery
improvement. Both 10th level and 17th level point to reroll a number of the damage dice up to your
improvements can be used at the same time. Charisma modifier (minimum of one).You must use the new
Improvements only apply if your sorcerer level rolls.
meets the prerequisite.
You can use Empowered Spell even if you have already used
Careful spell a different Metamagic option during the casting of the spell.
When you cast a spell that forces other creatures to make a 10th level: When you hit with a spell attack you may
saving throw, you can protect some of those creatures from spend an additional sorcery point to add your charisma
the spell's full force. To do so, you spend 1 sorcery point and modifier to the damage total. In addition you choose which
choose a number of those creatures up to your Charisma of the dice is used for the damage roll when you reroll the
modifier (minimum of one creature). A chosen creature damage dice.
automatically succeeds on its saving throw against the spell.
17th level: you may spend 3 additional sorcery points to
10th level: You may spend an additional sorcery point to increase the damage of your spells. Roll additional dice
have chosen creatures take no damage if they would equal to half of the spell's damage dice.
normally take half damage on a successful save.
17th level: you may spend 2 additional sorcery points to Extended spell
have chosen creatures gain temporary hp equal to half When you cast a spell that has a duration of 1 minute or
your class level + the level of the spell slot used. These longer, you can spend 1 sorcery point to double its duration,
temporary hitpoints last until the end of your next turn. to a maximum duration of 24 hours.
Distant spell 10th level: you can spend a number of sorcery points to
When you cast a spell that has a range of 5 feet or greater, multiply a spell's duration a number of times equal to the
you can spend 1 sorcery point to double the range of the number of sorcery points spent + 1 to a maximum
spell. duration of 24 hours.
17th level: You may spend 3 additional sorcery points to
When you cast a spell that has a range of touch, you can concentrate on an additional concentration spell. You can
spend 1 sorcery point to make the range of the spell 30 feet, only concentrate on one additional spell using this
allowing you to cast the spell on a target within range listed metamgaic, the first concentration spell cast ending if you
in the spell. use this metamagic to concentrate on an additional spell
after use of this feature. If you need to make a
10th level: You may spend an additional sorcery point to concentration save you must make a save for each spell
triple the range of a spell or increase the range of a touch you are concentrating on.
spell to 60 feet.
17th level: You may spend 4 additional sorcery points to Heightened spell
make a spell with a range of self have a range of 30 feet on
a willing target. If a melee or ranged weapon attack needs When you cast a spell that forces a creature to make a saving
to be rolled as part of the spell, the target can't apply throw to resist its effects, you can spend 3 sorcery points to
damage increasing class features such as divine smite or give one target of the spell disadvantage on its first saving
sneak attack and it is a spell attack for this casting of the throw made against the spell.
spell. A creature benefiting from a self range spell cast 10th level: you may spend 2 additional sorcery points to
using this improvement uses your spell attack bonus and subtract your charisma modifier (minimum of 1) from the
save DC for the purposes of that spell, and the spell treats target’s roll.
the creature as the caster for all other purposes except 17th level: You may spend 4 additional sorcery points to
concentration which is still the responsibility of the make a creature fail a save. You can use this improvement
original caster. a number of times equal to your proficiency regaining all
uses on a long rest.

1
Quickened spell Transmuted spell
When you cast a spell that has a casting time of 1 action, you When you cast a spell that deals a type of damage from the
can spend 2 sorcery points to change the casting time to 1 following list, you can spend 1 sorcery point to change that
bonus action for this casting. damage type to one of the other listed types: acid, cold, fire,
lightning, poison, thunder.
10th level: You may spend an additional sorcery point to
be able to use a disengage action as part of the same 10th level: You may spend an additional 3 sorcery point to
bonus action. In addition, you can cast another spell of 1st prime yourself with elemental energy. For a number of
level or higher as an action this turn. rounds equal to your proficiency bonus, ending at the end
17th level: You may spend 2 additional sorcery points to of your turn that round, when you cast a spell that deals a
cast a cantrip as part of the same bonus action. type of damage from the following list, you may change
that damage type to one of the other listed types: acid,
Seeking spell cold, fire, lightning, poison, thunder. While under the
If you make an attack roll for a spell and miss, you can spend effects of this metamagic Spells of the listed damage types
2 sorcery points to reroll the d20, and you must use the new also ignore resistance when calculating damage.
roll. 17th level: You may spend 4 additional sorcery points to
treat immunity as resistance if the target is immune to an
You can use Seeking Spell even if you have already used a element of the following types: acid, cold, fire, lightning,
different Metamagic option during the casting of the spell. poison, thunder. If used in tandem with the previous
improvement, this lasts a number of turns equal to half
10th level: You may spend an additional sorcery point to your proficiency bonus ending at the end of your turn.
have the spell ignore half cover. You may also spend an
additional 1 to 3 sorcery points to increase your attack roll Twinned Spell
by 2 for each point spent potentially turning a miss into a When you cast a spell that targets only one creature and
hit. doesn't have a range of self, you can spend a number of
17th level: you may spend 2 additional sorcery points to sorcery points equal to the spell's level to target a second
have the spell ignore half and three-quarters cover. In creature in range with the same spell (1 sorcery point if the
addition, any attack roll you make is a critical hit on a roll spell is a cantrip).
of 18 through 20 on the d20.
To be eligible, a spell must be incapable of targeting more
Subtle spell than one creature at the spell's current level. For example,
When you cast a spell, you can spend 1 sorcery point to cast it magic missile and scorching ray aren't eligible, but ray of
without any somatic or verbal components. frost and chromatic orb are.
10th level: You may spend an additional sorcery point to 10th level: you may spend two additional sorcery points
mask the casting of a spell. Creatures within 35 feet of the to have the spell target the same creature. The effects of
spell's effect must roll an arcana check against your spell the spell affected by this mettamagic apply in the order the
save DC. If they fail the check they are unable to identify caster chooses.
the spell as magical even if they have senses, abilities or 17th level: you may spend 1 additional sorcery point per
spells that would allow them to do so and they can't spell level to use this metamagic on any spell so long as
identify you as the caster. The creature will rationalize any it's a spell on the sorcerer's spell list. The spells are cast
illogical outcomes that come about from the spells simultaneously and if the spell affects an area, the two
casting. For example a fireball may be seen as a gas leak. castings can't overlap.
17th level: You may spend 4 additional sorcery points to
cast the spell without material components, including
costly components, but not if components are consumed.
 
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