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#Variant: Metamagic Options for Sorcerers
Homebrewery: https://homebrewery.naturalcrit.com/edit/rJ4LoxP_J4
This revision is implied to be identical to the normal Sorcerer class, except for the changes listed here. By intent, this revision only alters the class at level 3, 10, and 17, replacing all of the features gained at those levels. All other normal features of the Sorcerer class behave as per their PHB appearance.
Metamagics are no longer memorized. Instead, starting at level 3, a Sorcerer can prepare their Metamagic options of their choice at the end of a long rest, as though choosing spells. They may prepare a number of Metamagic options up to their Intelligence Modifier (minimum of 1).
The extra learned Metamagics at levels 10 and 17 are no longer gained.
All of the Metamagic options presented in the PHB are available. In addition, the following are new Metamagic Options that may be selected by the Sorcerer:
* Negative Spell. When you cast a spell that deals damage, spend 1 Sorcery Point to change all damage dealt by the spell to "opposite" types. Fire↔Cold, Radiant↔Necrotic, Acid↔Lightning, Force↔Psychic, Poison↔Thunder. Slashing/Piercing/Bludgeoning damage is unaffected.
* Precise Spell. When you cast a spell that makes use of an Attack Roll, you may spend 3 Sorcery Points to give yourself Advantage on the first Attack Roll made by this spell. You must use this Metamagic before rolling the Attack Roll.
* Robust Spell. When you cast a spell, you may spend sorcery points to increase the difficulty of disrupting that spell, as through Counterspell or Dispel Magic. Each point you spend causes the spell to be treated as being two levels higher for those spells (or similar effects), with this effect capping at treating the spell like a ninth level spell. This metamagic has no effect on other features which relate to the level of a cast spell.
* Phantom Spell. When you cast a non-Illusion spell, you may spend 1 Sorcery Point to instead produce an Illusion that replicates the Sensory details of the spell you attempted to cast, but with no other effects and without consuming the spell's spell slot. If the spell has a duration, the illusion lasts half that duration. This illusion can be identified as such by an investigation check with a DC equal to your spellcasting DC.
* Suppressed Spell. When you cast a spell, you may spend 3 Sorcery Points to eliminate the Sensory details of the spell, including visual effects, noise, or temperature changes. Other effects take place as normal, and your casting of the spell is not obscured. Creatures with True Sight or the ability to see Invisibilty can see the original effects.
At level 10, you become able to prepare Advanced Metamagics. You may prepare one Advanced Metamagic, which does not count against your limit for picking normal metamagics, and you may change which Advanced Metamagic you have prepared during a Long Rest.
Unless otherwise stated, Advanced Metamagics obey the same rules and restrictions as normal Metamagics.
* Artillery Spell. When you cast a spell that has a targeted Area of Effect, you may spend 5 Sorcery Points to change the spell's range to be equal to your character's visibility range. Then, before the spell comes into effect, roll a d100 and a d20. On the d100, on a 90 or lower, multiply that value by 4, and treat it as a cardinal angle and adjust the spell's targeted location by a number of feet equal to the d20 roll multiplied by the spell's normal range. If the d100 rolls a 91 or higher, do not adjust the spell's targeted location.
* Instantaneous Spell. When you are casting a spell that has a cast time greater than 1 Round, you may spend 5 Sorcery Points to immediately finish casting the spell, causing the effect to take effect instantaneously. You will then be incapacitated for a number of rounds equal to the remaining time it would have taken to cast the spell.
* Delayed Spell. After you finish casting a spell, you may spend 2 Sorcery Points to delay the instantiation of the spell's effects for up to 10 minutes, or twice the spell's cast time, whichever is longer. You will be required to maintain your Concentration on the spell until its instantiation, even if the spell does not normally require Concentration, and if the spell does require Concentration, you'll have to maintain it after the spell is instantiated. The spell's duration, if it has one, lasts from the moment the spell is instantiated. You are not required to maintain range restrictions on the spell while it is delayed, but if the spell's active effect has a range restriction, it will still apply.
* Discounted Spell. When you cast a spell that has a consumed material component, you may spend 1 Sorcery Point per 50gp of the cost of the consumed material component, and ignore that much of the cost of the spell's material components. If you spend 20 Sorcery Points with this metamagic, you may ignore the whole Material Costs of the spell in their entirety, but if the total cost ignored by this metamagic exceeds 1000gp, you will become unable to cast spells until you take a long rest. While this Metamagic is prepared, you may ignore all non-consumed Material Costs of spells.
* Reclaimed Spell. When you cast a spell and it fails to have any effect (i.e. Counterspell, Antimagic Field, Damage Immunity, etc.), you may use your Reaction to regain Sorcery Points equal to the spell's level. This may not be used with Cantrips. You may use this Metamagic even if you have already used a Metamagic option with the spell, but you do not recover any Sorcery Points associated with any other Metamagic use.
At level 17, when you apply Metamagic effects, you may double the cost of all metamagic effects to remove the limit on how many metamagic effects may be used on a single spell.
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