# Metamagic Rework for 5E

It is the ability of a spellcaster to twist their spells in a way that gives them flavor.  In previous editions of dungeons and dragons all casters could use metamagic.  Now in 5e only Sorcerer's can do it.  I feel this makes no sense.  A wizard who has been casting firebolt for 60 years should have some clue on how to modify the spell.

Here I will detail my metamagic rework that goes with what I have done for the [Sorcerer](http://homebrewery.naturalcrit.com/share/ByrDFP8TYx).  In this rework I am designing metamagic to be more of an arcane proficiency system.  There are already a number of other good reworks that work off a point system.  I'm going to try something else.  Like in previous editions, if you do not gain metamagic with your class then you can obtain it through traits.  To gain advanced metamagic through traits simple metamagic is a required prequisite.  Class proficiency is displayed in the table below.  Idea behind it is pure casters get advanced, hybrids get simple and melee classes get none.

<div style='column-count:2'>
 | Simple Metamagic     |
 |:------------|
 | Bard        |
 | Paladin     |
 | Ranger      |
 
```
```

| Advanced Metamagic   |
|:------------|
| Cleric      |
| Druid       |
| Sorcerer    |
| Warlock     |
| Wizard      |
</div>

### Metamagic
At 3rd level, you gain the ability to twist your spells to suit your needs.  You gain two of the following metamagic options of your choice depending on if you have simple metamagic or advanced metamagic.  You can gain other metamagics depending on your proficiency, if you can find a teacher or arcane tome that teaches the ability.  The amount of time it takes to learn a metamagic is up to the game master's discretion.  Advanced metamagic includes all simple metamagic choices.

You may use your metamagic a certain number of times each day.  Those with either proficiency may twist their spells up to their proficiency bonus.  Those with simple metamagic regain these uses upon a long rest.  Those with advanced metamagic regain their uses upon a short or long rest.



\page



### Simple Metamagic

#### Accurate Spell
When you make an attack roll for a spell add a +5 bonus to to the attack roll.

#### Distant Spell
When you cast a spell that has a range of 5 feet or greater double the range of the spell. 
When you cast a spell that has a range of touch, you can make the range of the spell 30 feet.

#### Elemental Spell
Choose one damage type: acid, cold, fire, lightning, necrotic, poison, radiant or thunder. When you cast a spell that does damage, replace the spell's normal damage type with that damage type.

#### Extended Spell
When you cast a spell that has a duration of 1 minute or longer double its duration, up to a maximum duration of 24 hours.

#### Quickeneed Spell
When you cast a spell that has a casting time of 1 action, change the casting time to 1 bonus action for this casting. 

#### Subtle Spell
When you cast a spell, you can cast it without any somatic or verbal components.

### Advanced Metamagic

#### Careful Spell
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.  Choose a number of those creatures up to your spell casting modifier (minimum of one creature).  A chosen creature automatically succeeds on its saving throw against the spell and takes no damage.

#### Empowered Spell
When you roll damage or healing for a spell, reroll a number of the damage dice up to your spell casting modifier (minimum of one).  You must use the new rolls.  You can use Empowered Spell even if you have already used a different metamagic option during the casting of the spell.

#### Enlarged Spell
When you cast a spell that has an area, increase that numeric measurement of the spell's area by 50%.  Example: If you cast fireball the area increases from 20 ft. radius to 30 ft. radius. cone of cold would increase from a 60 ft. cone to a 90 ft. cone

#### Heightened Spell
When you cast a spell that forces a creature to make a saving throw to resist its effects, give one target of the spell disadvantage on its first saving throw made against the spell.

#### Precise Spell
When you cast a spell which requires an attack roll gain advantage on the first attack roll of the spell.

#### Instant Spell
When you cast a spell that has a casting time of 1 action, change the casting time to 1 reaction for attacks of opportunity.

#### Twinned Spell
When you cast a spell that targets only one creature and doesn't have a range of self, 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* and *scorching ray* aren't eligible, but *ray of frost* and *chromatic orb* are. 



>##### Reference Links
> There are several kitsune homebrews that may be referenced or linked to above.  They are as follows:
>
> * [Kitsune 5e Race Homebrew](http://homebrewery.naturalcrit.com/share/H1hf18WxZ)
> * [Sorcerous Origin: Kitsune Bloodline](http://homebrewery.naturalcrit.com/share/r1Vp6HZeZ)
> * [The Nine Tails: Lair and Monster Stat Blocks](http://homebrewery.naturalcrit.com/share/SJWiSAH-eb)
> * [Sorcerer 5e Rework](http://homebrewery.naturalcrit.com/share/ByrDFP8TYx)
> * [Metamagic 5e Rework](http://homebrewery.naturalcrit.com/share/Bk-9pjmp6e)
>
> Thank you to [The Homebrewery](http://homebrewery.naturalcrit.com/) for creating such a wonderful tool for nerds like us.