Metamagic 5e

Metamagic in 5e is the signature mechanic of sorcerers in Dungeons and Dragons. This option allows sorcerers to twist and adapt their usage of spells for situational magic. Let’s say you want a buff to last an hour longer or an enemy is just out of reach for your magic spell. Metamagic does the trick here. Within specific rules, there are no boundaries for your imagination. But how does metamagic work and why does it provide a unique and more impactful playing style to your sorcerer? In this Guide from dungeon-heaven.com, we explain everything you need to know about metamagic in Dungeons and Dragons 5e.

Sorcerer using metamagic 5e

Image by: Midjourney

What is metamagic in 5e?

At 3rd level sorcerers gain the ability to twist spells that suit your needs. You can choose two metamagic options. At levels 10 and 17 you can choose one more metamagic option. It is a powerful but complicated and costly tool to make the most impact out of your character. It is the primary way to spend your character’s sorcery points. Metamagic provides a few good tools to individualize your playing style. Understanding metamagic will help you to make the most impact out of your hero.

Sorcerer Level Number of metamagic known
3-9
2
10-16
3
17+
4

With the introduction of Tasha’s Cauldron of Everything sorcerers can now change their metamagic options. This can happen when they reach levels 4, 8, 12, 16, and 18. If you have chosen the wrong option it is now easier to change back and play your character the way you intended to.

How does metamagic work?

Metamagic is powered by your sorcery points. As long as you have sorcery points you can use metamagic. You have as many sorcery points as you have sorcerer levels.

You can also use sorcery points to recover spell slots. This also works the other way around. Managing your sorcery points efficiently is crucial to playing a good sorcerer. If you mismanage your spell slots and sorcery points in an encounter you can only use cantrips. This wouldn’t be very good. The exchange of spell slots and sorcery points is the following:

Spell Slot Level Sorcery Points
1
2
2
3
3
5
4
6
5
7

Metamagic options

Careful spell

Cost: 1 sorcery point

The careful spell allows sorcerers to save creatures from their own spells that otherwise would require a saving throw from the creature. The number of creatures is capped by the charisma modifier. If you have e.g. a charisma modifier of +3 you can save up to three creatures. The creature automatically succeeds its saving throw.

In situations where big AOE spells would hit your teammates, this is actually pretty helpful. Such spells are e.g. Hypnotic Pattern. With this option you don’t have to avoid hitting allies.

However, situations, where big AOE spells are the only option, are extremely rare. Usually, you can avoid this problem by choosing another spell. You can also position yourself differently to avoid hitting your allies.

Distant spell

Cost: 1 sorcery point

With the distant spell sorcerers increase the range of a spell. You can extend your spell five feet or even wider. For example, a touch spell can become up to 30 feet wide.

Imagine a spell like Invisibility with a 30 feet range.

However, you can often solve this problem by simply walking to the creature. Combat spells mostly do have enough range. In combat, situations, where you need this metamagic 5e option, are extremely rare.

The distant spell option can’t be used with cones as its range is considered to be “self”.

Empowered spell

Cost: 1 sorcery point

The empowered spell is one of the most complicated metamagic options. However, the output is absolutely worth it. It lets you reroll damage dices up to your charisma modifier. You must use the new rolls. If you have rolled a lot of low dice you might get a few extra points of damage with this metamagic option. The effectiveness grows with more dice as you are more likely to roll low dice. At higher levels, this spell becomes more and more efficient. Here is an example of how the empowered spell works:

 

You have a Charisma modifier of +5. This means you can reroll up to 5 damage dice.

 

You’ve succeeded in your attack and roll damage of 7d8. The rolls are 1, 1, 3, 4, 4, 7, 8 making it a total of 28. This is the average of 7d8. The empowered spell allows you to go above the average. You can choose up to five dice and reroll them. Of course, you take the two Ones as you are unlikely to roll as low once again. You should also reroll the three as the average is a four on a d8. With the two Fours, it is a 50-50 chance. You can try it as you have five dice. However, it can happen that you get below the four. You don’t need to use all five possible dice.

 

The number of rerolls is capped by the number of dice. If the damage is 3d8 you can only reroll three dice even if your Charisma modifier is higher.

The reroll is worth it even if your roll is close to above average.

Extended spell

Cost: 1 sorcery point

Sorcerers increase the duration of a spell with a minimum duration of one minute. This goes up to a maximum of 24 hours. 24 hours only works with spells that are normally already 1 hour or longer. The option is extremely good for buffs. For example, you can extend the spell Mage Armor up to 16 hours. You save casting them a second or even third time.

However, a buff is mostly needed for one encounter. Extending the buff is often not that useful.

Heightened spell

Cost: 3 sorcery points

With the heightened spell you impose a disadvantage on the first saving throw that one target of your spell makes to resist the effects of a spell. This works on almost every spell you use to attack or influence creatures.

Therefore 3 sorcery points are worth the cost.

Note that some spells allow repeated saving throws. The heightened spell only works on the first saving throw.

Quickened spell

Cost: 2 sorcery points

The quickened spell allows sorcerers to cast a spell with the casting time of one action as a bonus action. This makes it possible to cast a One-action spell and cantrip in one turn. 

The quickened spell is one of the few ways to “break” the action rules of Dungeons and Dragons. Therefore we think that two sorcery points are worth the cost. Ideally use this option at the beginning of the encounter as it provides the most impact of spells.

Also, the quickened spell works on spells that are already in action. You cast e.g. Maximilian’s Earthen Grasp and also do have the ability to attack or move as a bonus action. This way you can cast a second level spell.

Seeking spell

Cost: 2 sorcery points

With the seeking spell you get an option similar to the empowered spell. This option lets you reroll the attack roll of a spell. You must use the new roll. The seeking spell is one of the few metamagic options that can be used even if your spell is already modified with another metamagic option during the casting of the spell.

These are very low costs compared to the possible outcome.

Subtle spell

Cost: 1 sorcery point

Sorcerers use the subtle spell to cast a spell without using any verbal or somatic components. You might ask yourself how this can be useful for your character. In an encounter, it is not very useful. There is no need to be quiet.

However, in social situations or in situations where casting spells can cause problems this option can be very helpful. This makes many spells essentially undetectable. Even for other spellcasters. If they don’t use detect magic they won’t notice that a spell was cast. They don’t know what is happening.

However, enemies who can cast counterspells are very rare. These are in most cases, bosses or other wizards.

The modification allows spells in areas where it normally wouldn’t be possible. This is e.g. the area of magical silence.

Transmuted spell

Cost: 1 sorcery point

Change your type of damage with the transmuted spell. You can change it to acid, cold, fire, lightning, poison, and thunder. As sorcerers have very few spells this option allows your character to rely on these few spells. Even if your enemy is resistant or immune to your spell.

However, you can only change the type of spells if it was previously one of six types. Unfortunately for example force and necrotic are not changeable.

This makes the Elemental Adept a lot easier.

Twinned spell

Cost: situational cost

With the twinned spell you spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell. This works with spells that target one creature and which don’t have a range of “self”.

You need one sorcery point for a cantrip. The spell must be incapable of targeting more than one creature at the current level

The option is especially good on buff spells like haste. It is a cost-efficient way to quickly deal damage to multiple targets. You can’t use twin on AOE spells, spells with secondary targets, spells with walkthrough (e.g. Wall of Fire), or spells that don’t target creatures at all.

You can’t use the twinned spell on the same target twice. The targets do have to be different. For example, you can’t cast Fire Bolt on the same enemy twice with the twinned spell.

The metamagic adept feat

Tasha’s Cauldron of Everything also introduced the metamagic adept feat. This feat allows other spellcasters to use metamagic. This includes Wizards, Bards, Clerics, Warlocks, and Druids. If you are a sorcerer and want to enhance your metamagic this is the way to do it. This feat gives you two extra sorcery points. The sorcery points you gain from Metamagic Adept can only be used for metamagic and not for creating spell slots with your Flexible Casting feature.

 

Non-sorcerers lack the Font of Magic feature. This allows characters to change back and forth between sorcery points and spell slots. It limits the possibilities of a non-sorcerer in the usage of metamagic.

 

Sorcerers taking this feat can take metamagic options that cost one sorcery point. You can cast two more metamagic options in a day. For a sorcerer, the metamagic adept feat is just more metamagic for you.

Questions about Metamagic 5e

How many metamagic do you get?

You get up to four metamagic options. This happens at level 17.  Based on the number of sorcery points you have you can use the options a different number of times a day. Most metamagic options cost one sorcery point. However, the cost for an option can vary.

Sorcerers can change sorcery points with spell slots. You will have to manage your spell slots and sorcery points.

What metamagic should I take?

We can’t answer this question here. On rpgbot.net is a complete list of all options and how good they are in Dungeons and Dragons. However, it is dependent on the way you want to play your sorcerer. You can choose whatever option you like.

Think about what your character would like and then choose one option. With Tasha’s Cauldron of Everything you get the chance of changing your options more often.

Can I take multiple metamagic options on one spell?

Generally speaking, you can’t use multiple metamagic options in 5e.

 

The empowered and seeking spells allow this feature. They specifically say that you can use these options alongside other metamagic options.

Can metamagic be used on cantrips and reactions?

Yes!

 

Metamagic 5e can be used on cantrips and reactions as on any other kind of spell. Only on some spells that don’t fulfill special qualifications, metamagic can’t be used.

Conclusion: Metamagic 5e

Metamagic in Dungeons and Dragons 5e is the key feature of every sorcerer. If they didn’t have this feature they would be wizards with fewer spell slots. Master your metamagic and you will master your sorcerer.

Metamagic allows putting a unique playing style to every sorcerer. If you want to know more about metamagic 5e take a look into Tasha’s Cauldron of Everything.