Homebrew Metamagic
The list below contains additional Metamagic available for Crown & Misery campaign. In Prison & Wyvern, ask the DM first.
Aftershock
When you cast a damaging spell with an area of effect that forces creatures to make a saving throw, you can spend 3 Sorcery Point(s) to create a second, separate area of effect. This new area must be within a number of feet equal to 10 times your spellcasting ability modifier, measured from the centre of the original area. Creatures in this new area take half the original spell's damage and suffer the same secondary effects, if any.
Borrowed Spell
You can spend 2 Sorcery Point(s) to touch a willing creature within 5 feet and cast a spell known by that creature, using one of your spell slots. The spell must be of a level for which you have spell slots, and you use your own spellcasting ability to cast it.
Cerebral Spell
When you cast a spell that forces an INT or CHA Save, you can spend 2 Sorcery Point(s) and change the spell's saving throw to target the other Ability Score instead.
This Metamagic only changes the initial save. Any subsequent saves target the original Ability Score.
Imbued Spell
When you cast a spell that has a range of self, you can spend Sorcery Point(s) equal to 1 + the level of the spell to instead cast it with a range of touch, targeting a willing creature.
If the spell requires Concentration, the creature you cast the spell on must Concentrate on the spell.
Kinetic Spell
When you cast a spell that forces a STR or DEX Save, you can spend 1 Sorcery Point(s) and change the spell's saving throw to target the other Ability Score instead.
This Metamagic only changes the initial save. Any subsequent Saving Throws target the original Ability Score.
Magical Guidance
When you fail an Ability Check, you can take a
Reaction to spend 1 Sorcery Point(s) to re-roll the d20
. You must use the new roll.
Misdirection
When you cast a spell that originates from you, you can spend 1 Sorcery Point(s) to cause the spell to appear as if it had originated from a point you can see within 30 feet.
Overcharge
When you cast a spell has only one target, and requires you to make an attack roll, for every 2 Sorcery Point(s) you spent to a maximum of 10, the number you need to roll for Critical Hit is reduced by 1. This effect stacks with other sources of Critical Hit reduction.
Penetrating Spell
When you cast a spell that deals damage, you can spend 1 Sorcery Point(s) to make it ignore the target Resistances and Immunities.
You can use this Metamagic even if you have already used a different Metamagic option during the casting of the spell.
Punch Spell
When you cast a spell that requires you to make a ranged spell attack while there is an enemy creature within 5 feet of you, you can spend 1 Sorcery Point to turn it into a melee spell attack instead. You have Advantage for this melee spell attack.
Recycled Spell
When you cast a spell, you can spend 1 Sorcery Point to possibly conserve your arcane energy. If the spell misses or fails to take effect, you can take a Reaction to regain an expended spell slot of at least one level lower then the spell slot you use to cast the spell.
Resolute Spell
When you cast a spell that forces a CON or WIS Save, you can spend 1 Sorcery Point(s) and change the spell's saving throw to target the other Ability Score instead.
This Metamagic only changes the initial save. Any subsequent Saving Throws target the original Ability Score.
Unerring Spell
When you cast a spell that requires an attack roll or a Dexterity saving throw, you can spend 1 Sorcery Point to ignore the effects of Half Cover and Three-Quarters cover.