The Metamagic Revolution

Slytheria had always suspected that the plan was folly, but Rodrick hadn't paid her any heed. He rarely did. Horomonculus was the star of the party, with all his excellent spellcasting skills. He was supposed to end the fight without anyone breaking a sweat.

Well. Horomonculus was now barely conscious, on his hands and knees behind a rock, scrambling to find something in his spellbook, and hoping one of the Slaads wouldn't turn their attention to him and finish him off.

As a child, Slytheria knew she was "gifted". Touched by the magics of the Shadowfell. She'd spent most of her life not fully grasping the nature of this power, until she began her life as a Sorceress in Rodrick's employ.

But that was then. Today, as she knelt behind cover, preparing her spell, she looked out at the ravaging Slaad. Beings of pure chaos, the party had learned the hard way that Slaad cannot be subdued with ordinary magics.

No. Bringing them down was going to require a touch of the Shadowfell itself.

Changes

The changes described here represent an attempt to expand the role of Metamagics in a Sorcerer's Arsenal. The following is a brief summary of each change being introduced as part of this document:

  • Metamagics can be changed at the end of a Long Rest.
  • Sorcerous Restoration has been moved to level 6 and changed.
  • A few additional Metamagic Options have been provided for Sorcerers to prepare: Hardy Spell, and Precise Spell
  • Each Sorcerous Origin now gains two unique Metamagics, one at level 3, one at level 17
  • The Divine Soul Origin gains a new level 6 feature to replace its previous level 6 feature, which was too similar to the metamagic it received
  • Sorcerers now have a new capstone ability, Metamagic Mastery

Features mentioned here will not reproduce a Core Sourcebook's text unless they are expressly altering or replacing an existing feature. Any Sorcerer features not mentioned in this document are left unaltered.


Level 3: Metamagic

At 3rd level, you gain the ability to twist your spells to suit your needs. You learn two Metamagic Options of your choice from the following list. At the end of a Long Rest, you may swap one of the metamagics you have learned with a new one. At level 10, and again at level 17, you learn one additional metamagic.

You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.

Level 3: Additional Metamagic Options

In addition to the Metamagic Options provided in the Player's Handbook, the following Metamagic Options become available for you to prepare:

Hardy Spell

When you cast a spell that can be countered or dispeled, you may spend three sorcery points to fortify the spell against such effects. Any spell or effect that attempts to Counter or Dispel your spell will force the origin of that effect to make a Spellcasting Ability Check (or Charisma, if they do not have a Spellcasting Ability) with a DC equal to 10 + the level of the spell + your Charisma Modifier in order to successfully end the spell.

If the effect already requires a Spellcasting check, this check replaces that check if the DC is higher.

Precise Spell

When you make an Attack Roll as part of casting a spell, you may spend 2 Sorcery Points to give yourself Advantage on that Attack Roll.

Level 3: Origin Metamagic

At 3rd level, you automatically know a metamagic exclusive to your Sorcerous Origin. The metamagics learned as part of your Sorcerous Origin do not count against the number of metamagics you have otherwise learned from this class, and they cannot be changed at the end of a long rest.

At level 17, you learn an additional metamagic exclusive to your Sorcerous Origin.

Wild Metamagic: Chaotic Spell

Whenever you cast a spell, you may spend 1 Sorcery Point to randomize all damage types of the spell. For each damage type the spell deals, roll a d10. The result determines the new damage type, based on the table below. Slashing, Piercing, and Bludgeoning Damage are unaffected.

If the resulting damage type is the same as it originally was, you must roll again, and each damage die associated with that type also gains a +1 bonus.

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Chaotic Spell Damage Type
d10 Damage Type d10 Damage Type
1 Fire 6 Thunder
2 Cold 7 Radiant
3 Acid 8 Necrotic
4 Lightning 9 Psychic
5 Poison 10 Force

Draconic Metamagic: Ancestral Spell

Whenever you cast a spell that deals damage of the type associated with your Draconic Origin, you may spend 1 Sorcery Point. Any damage of that type rolled for that spell may be rerolled once if it rolls a 2 or lower. You must use the new roll.

Shadow Metamagic: Subversive Spell

Whenever you cast a spell that causes a target to become Charmed or Frightened, you can spend 2 Sorcery Points to change the spell's duration to no longer require Concentration.

Divine Soul Metamagic: Empowered Healing Spell

Whenever you cast a spell that causes healing, you may spend 1 Sorcery Point to empower it. You may reroll any of the dice rolled to determine healing. You must use the new rolls.

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

Storm Metamagic: Tempestuous Spell

Whenever you cast a spell that causes creatures to be moved without using their movement, you may spend 2 Sorcery Points to triple the distance that a creature is moved. This does not affect spells which teleport their targets, like misty step.

Level 6: Sorcerous Restoration

At 6th level, whenever you complete a Short Rest, you recover Sorcery Points equal to one-third of your Sorcerer Level (rounded down).

Level 6: Divine Soul Sorcerous Origin Feature: Aura of Restoration

Starting at level 6, you gain the ability to heal your allies directly with your Sorcery Points. As a Bonus Action, you may spend 2 Sorcery Points. All creatures of your choice within 60 feet of you heal for 1d6 hit points.


Level 10: Metamagic

At level 10, you learn one additional metamagic.

Level 17: Metamagic

At level 17, you learn one additional metamagic.

Level 17: Origin Metamagic

At level 17, you automatically know another metamagic exclusive to your Sorcerous Origin. The metamagics learned as part of your Sorcerous Origin do not count against the number of metamagics you have otherwise learned from this class, and they cannot be changed at the end of a long rest.

Wild Metamagic: Chained Spell

Whenever you cast a spell that targets only a single creature, you may spend Sorcery Points equal to the spell's level. The spell will be cast two additional times, targeting up to two additional random targets within the casting range of the spell, as though the original target were the origin. If you are targeted as one of these random targets, the spell will chain one final time to up to two additional random targets, with you as the origin.

No creature may be targeted more than once by a spell affected by this metamagic. If the spell is of 1st level or higher, you must make a Wild Magic Surge d20 roll for each additional target affected (you still cannot produce more than one Wild Magic Effect per turn).

Draconic Metamagic: Mastered Spell

Whenever you cast a spell that deals damage associated with your Draconic Ancestry, you may spend 1 Sorcery Point, and all damage of that type associated with the spell will ignore Resistance or Immunity to that damage type. If a target has vulnerability to that damage type, that target takes 3x damage instead of 2x damage.

Shadow Metamagic: Sinister Spell

Whenever you cast a spell, you may spend 8 Sorcery Points to force all targets of the spell to automatically fail their first Saving Throws to resist the spell.

Divine Soul Metamagic: Maximized Healing Spell

Whenever you cast a spell that produces healing, you may spend 3 sorcery points to treat all dice rolled to determine healing as though they rolled their maximum values.

You can use Maximized Healing Spell even if you've already used a different metamagic with this spell.

Storm Metamagic: Maelstrom Spell

Whenever you cast a spell that deals Lightning or Thunder damage in an area, you may spend up to 3 sorcery points. The Area of Effect of the spell increases by a factor equal to the number of points spent.

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Level 20: Metamagic Mastery

At level 20, you no longer are limited to using only one metamagic option per spell.

Additionally, when you use a Metamagic Option, you can reduce the Sorcery Point cost by 1. You may do this a number of times equal to your Charisma Modifier. After you take a Long Rest, you regain all uses of this feature.

Credits

This supplement was written by Xirema. Unless you decide that these features are broken or poorly balanced, in which case you should instead attribute the creation of this supplement to Mike Mearls.


Changelog

Ver. 2.1

  • Sorcerous Recovery feature moved to level 6 because the level 3 features were getting a bit crowded

Ver. 2.0

  • Bluh bluh major overhaul. I forget what I even changed, I split the changes up across like four months

Ver. 1.1

  • Fixed wording mistake on Origin Metamagic Features

Ver. 1.0

  • Metamagics can be changed, one at a time, each long rest
  • Hardy Spell cost increased to 3, from 2
  • Thunderous Spell now takes the average (Rounded Down) instead of the average (Rounded Up)
  • Chained Spell now only targets 2 creatures with its first effect, down from 3
  • Mastered Spell cost reduced to 1, from 2
  • Maximized Healing Spell can now be used with other Metamagics on the same spell
  • The maximum number of points that can be spent on Tempestuous Spell has been reduced to 3, from 4

Ver. 0.1

  • Initial Version

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