When you cast a spell, you can spend sorcery points equal to 1 + the level of the spell to make it immune to anti-magic spells like counterspell, dispel magic, or anti-magic field.
Autonomous Spell
When you cast a spell that has a duration of concentration, you can spend 3 sorcery points to cast it without requiring concentration. For example, using autonomous spell on detect magic changes its duration to 10 minutes. You can have only one autonomous spell in effect at a time. If you use this metamagic to modify a second spell, the first autonomous spell ends.
Armoring Spell
When you cast a spell with a range of self or touch, you can spend 2 sorcery points to imbue it with protection. The target gains a +2 bonus to its AC for the duration.
Attentive Spell
Whenever you cast a spell that requires concentration, you can spend 2 sorcery points. If you do so, you have advantage on Constitution saving throws that involve maintaining concentration on that spell.
Bewildering Spell
You can cast a spell that overwhelms the senses of its target. When you cast a spell that deals damage to one creature, you can spend 2 sorcery points to increase the intensity of the spell’s visual effect. The target of your spell has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes within the next minute.
Blood Debt Spell
When you cast a spell of 1st level or higher, you can spend any number of sorcery points to gain twice that many sorcery points. When you do so, you gain a number of levels of exhaustion equal to the number of sorcery points you spent. You must use these newly gained sorcery points before the end of your turn or they are lost as if you’d spent them. You can use Blood Debt even if you have already used a different Metamagic option during the casting of the spell.
Brutal Spell
When you cast a spell that deals damage, you can spend 2 sorcery points to empower the casting. If you roll the highest number of any of the spell's damage dice you can roll that die again and add it to the total damage. However, if you roll the lowest number on any of the spell's damage dice, you remove that die, and its damage, from the total damage of the spell.
Bypassing Spell
When you cast a damaging spell that targets one creature, you can spend 2 sorcery points to cause the it to magically bypass defenses. For the purposes of the spell, the targeted creature can't benefit from being under the effects of a spell that grants it a bonus to its AC, or a spell that changes its AC, such as the barkskin or mage armor spells, and temporary hit points don't take the spell's damage.
Calculated Spell
When you cast a spell that requires you to roll a die or dice for a purpose other than damage rolls, you can spend 2 sorcery points to choose the average value of the die or dice instead of rolling.
Chaotic Spell
When you cast a spell that requires a saving throw to avoid being inflicted with a condition, you can spend 2 sorcery points to fold chaos into the condition. While the creature is under the effects of the condition, you can force it to reroll any die it rolls that isn't a d20 and choose either roll.
Clandestine Spell
When you cast a spell that creates light, you can spend 1 sorcery point to designate a number of creatures up to your Charisma modifier. Only a designated creature can see the light created by the spell.
Cleansing Spell
When you cast a spell that targets a single creature, you can spend 3 sorcery points to cure the target of all disease, poison, and any one condition from blinded or deafened.
Cleaving Spell
When you cast a spell that deals damage and targets a single creature, you can expend 1 sorcery point to target an additional creature; if your spell affects that creature, it takes half damage.
Colorless Spell
When you cast a spell that deals damage, you can spend 1 sorcery point to make it a colorless spell. Such a spell has no damage type, and creatures cannot be vulnerable, resistant, or immune to its damage. Spells, features, and other effects that require a damage type in order to function have no effect on this spell and aren’t triggered by this damage.
Conceal Spell
When you cast a spell that has a visual manifestation, you can spend 2 sorcery points to cause the spell's effects to be invisible. Any secondary effects (such as the flames spread by a fire spell) caused by the spell are not invisible. If the spell summons or conjures a creature, that creature is invisible until it attacks or casts a spell.
Concussive Spell
When you cast a spell that deals damage to a creature, you can spend 1 sorcery point to push the target of your spell 10 feet away from you. If the spell affects multiple targets, you can choose only one of the targets to be pushed away from you.
Contingent Spell
You can cast a spell to be triggered at a later time. To do so, you must spend a number of sorcery points equal to the level of the spell slot used to cast the spell. You then use your reaction to trigger the spell when the event you stipulated when you cast the spell occurs. After a long rest, the contingent spell expires. For example, you use your action, expend a 4th level spell slot, and spend 4 sorcery points to cast dimension door as a contingent spell that will take effect when a creature moves within 5 feet of you. When a creature moves within 5 feet of you a moment later, you use your reaction to trigger the dimension door and teleport to a space 200 feet away.
Curving Spell
When you cast a spell that requires you to choose a point you can see within range, you may expend 2 sorcery points to curve the spell around any barriers and target that point. When you do so, there must be a direct path to the point you wish to target.
Delayed Spell
If you cast a spell with a casting time of 1 action or 1 bonus action, you can spend 2 sorcery points to delay it. The spell stays delayed for a maximum of one hour, at which point the spell occurs. You must maintain concentration on the spell during this time. If you lose concentration on the delayed spell, the spell activates. You can end the delay by using your action if it is a spell that has a casting time of 1 action, or use your bonus action if the casting time is 1 bonus action.
Dominant Spell
If a caster would cast a spell in order to stop one of your spells, such as counterspell, dispel magic, or antimagic field, your spell can overcome that. In order to do so, you must spell a number of sorcery points equal to 1 + the spell slot level used to cast the spell you are casting.
Doomed Twin Spell
When you cast a spell that targets only one creature, doesn’t have a range of self, and doesn’t inflict the charmed condition, you can spend 2 sorcery points to target a second creature in range with the same spell. When you do, the DM chooses a third creature within range (other than yourself) to target with the same spell. If the spell provides a choice of effects, the DM picks the effects on the third target for the duration of your spell. If the creatures you twinned the spell between are your allies, the DM typically chooses an enemy to benefit from the spell. If the creatures you twinned the spell between are your enemies, the DM typically chooses an ally to harm with the spell. You can only use Doomed Twin if the DM agrees there is a third target meeting that criteria within range for them to affect, or if you and the DM both agree for them to choose a third target outside the normal range of that spell. To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Echo Spell
When you cast a spell of 1st–5th level that you also cast on your previous turn by expending a Spell Slot, you can fuel this turn’s casting of the spell by spending a number of Sorcery Points equal to the spell’s level rather than expending a Spell Slot.
Emotional Spell
When you cast a spell that allows its target to make a Wisdom saving throw, you can spend 3 sorcery points to change the type of saving throw required to a Charisma saving throw instead.
Enlightening Spell
When you cast a spell that targets a creature, you can spend 1 sorcery point to learn one of your target’s resistances or immunities. Each time you use this metamagic option on the same creature, it reveals a new resistance or immunity.
Explosion Spell
When casting a spell with a range (cone, radius, line etc) you can spend sorcery points according to the spell's level to change its explosion type. The distance cannot be changed.
Favored Spell
When you cast a spell that requires a spell attack roll, you can spend 2 sorcery points to gain a 2d4 bonus to the attack roll. You must declare Favored Spell before you make the attack roll.
Fearful Spell
When you cast a spell that deals damage to a creature, you can spend 3 sorcery points to make the target of your spell frightened of you until the end of your next turn. If your spell affects multiple targets, you can choose only one of the targets to be frightened.
Flattening Spell
When you deal damage to a creature with a spell that deals thunder or force damage, you can expend 2 sorcery points to force that creature to make a Strength saving throw. On a failure, the creature is knocked prone.
Gale Spell
When you cast a spell that targets a creature, you can spend 1 sorcery point to wreathe it in gale winds. Until the end of its next turn, its speed increases by 10 feet and its movement doesn't provoke opportunity attacks.
Harvest Spell
When you cast a 1st level or higher spell which forces a single creature to make a saving throw, if the creature succeeds on their save, you can spend sorcery points equal to the spell's level to regain the expended spell slot. You can use Harvest Spell even if you have already used a different Metamagic option during the casting of the spell.
Hidden Spell
When you cast a spell with a duration longer than instantaneous, you can spend 2 sorcery points to mask its magical aura. For the duration of your spell, it can’t be detected or discerned with spells or effects, such as the detect magic spell or a chuul’s Sense Magic trait.
Homing Spell
When you cast a spell that deals damage to one creature, you can spend 2 sorcery points to target a creature that has total cover or is heavily obscured, provided you are aware of the target’s presence. This metamagic option allows you to target the creature, but it doesn’t cause the spell to automatically affect the target. As normal, the target must still make a saving throw or be hit by your spell attack to be affected by the spell.
Hungry Spell
When you cast a spell that deals damage to a single target, you can spend 1 sorcery point to add your Charisma modifier to the damage roll of the spell. If you reduce a creature to 0 hit points with a hungry spell, you regain hit points equal to your Charisma modifier (minimum of 1).
Illogical Spell
When you cast a spell that targets a creature other than you, you can spend 3 sorcery points to force the creature to roll on the Wild Magic Table.
Imbued Spell
When you cast a spell that has a range of self, you can spend sorcery points 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.
Immaterial Spell
You can cast a spell without providing costly material components. You must spend 1 sorcery point for every 100 gp in the cost of the material component required.
Inescapable Spell
When a creature succeeds on a saving throw to end one of your spells that is already affecting it, you can use a number of sorcery points equal to the spell’s level to make it fail instead.
Insatiable Spell
When you cast a spell on a creature that is immune to the damage or effects of the spell, you can spend 5 sorcery points to bypass the creature’s immunity for this casting of the spell. The creature is affected by the spell as if it didn’t have immunity to the spell’s damage or effects and must make any saving throws allowed by the spell as normal.
Inverted Spell
When you cast a spell that creates bright light, you can spend 2 sorcery points to change the bright light created to magical darkness.
Lingering Spell
When you cast a damaging spell with an instantaneous duration that requires a saving throw, you can spend a number of sorcery points equal to the spell’s level to prolong the spell’s damage. A creature that failed its saving throw against your original casting of this spell must succeed on the same saving throw at the start of your next turn or take half of the spell’s damage.e spell’s damage or effects and must make any saving throws allowed by the spell as normal.
Linked Spell
When you cast a spell, you can spend 2 sorcery points and touch a willing creature within 5 feet, expending one of their spell slots to cast the spell in place of one of your spell slots.
Logical Spell
When you cast a spell that allows its target to make a Wisdom saving throw, you can spend 3 sorcery points to change the type of saving throw required to an Intelligence saving throw instead.
Maximize Spell
Before you roll damage for a spell, you can spend 2 sorcery points to treat a number of the damage dice up to your Charisma modifier (minimum of one) as their maximum possible result before rolling. You can use Maximize Spell even if you have already used a different Metamagic option during the casting of the spell.
Misdirecting Spell
When you cast a spell that originates from you, you can spend 3 sorcery points to cause the spell to appear as if it had originated from a point you can see within 30 feet.
Nightmarish Spell
When you cast a spell that targets an area with a duration greater than instantaneous, you can spend 3 sorcery points to fill the area with nightmarish visions. A creature that looks upon it must make a Wisdom saving throw or be frightened by the illusion.
Obscuring Spell
When you cast a spell with a duration of 1 minute or greater that targets a creature, you can spend 1 sorcery point to shroud the creature in obscuring shadow. For the duration, the creature has advantage on Dexterity (Stealth) checks.
Potent Spell
When you cast a spell that deals damage, you can spend 1 sorcery point to have the spell to ignore a single target's resistances to the damage of the spell.
Preserving Spell
When you roll damage for a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the number of damage dice rolled to instead cause the target to regain hit points equal to the amount rolled.
Pulling Spell
When you cast a spell that targets a sphere, cone, or cylinder and has a duration of 1 minute or greater, you can spend 2 sorcery points to make the spell's area harder to escape. The spell's area is difficult terrain, and a creature that fails its saving throw against the spell is pulled 5 feet towards the center of the spell's area and can't willingly leave the spell's area until the start of its next turn.
Pushing Spell
When you cast a spell with a verbal component, you can spend a number of sorcery points (up to 3) to roar the component with magical might. For each point you expend, the target or targets of the spell are pushed back 10 feet.
Robust Spell
You can make a spell difficult for other spellcasters to counter or dispel by spending 2 sorcery points. A creature that must make an ability check to counter or dispel your spell has disadvantage on the check.
Sapping Spell
You can increase the damage you deal with a spell by expending 2 sorcery points and up to half your remaining Hit Dice. Roll the Hit Dice and add the total result to the damage dealt by the spell. You then take damage equal to half the amount of damage your Hit Dice added to the spell’s damage.
Shadow's Toll Spell
You can spend up to 5 sorcery points to push yourself to cast a spell of a level equal to the number of sorcery points spent. To do so, you must normally have spell slots of that level but have expended all slots of that level. When you do so, you cast that spell with its normal casting time without expending a spell slot. Immediately afterward, a number of shadows equal to the number of sorcery points you spent appear in unoccupied spaces next to you and take their turns immediately after you. They are hostile to you and your companions, and attack you on their turns if able. Each shadow remains for 1 minute or until reduced to 0 hit points.
Shared Hunger Spell
When you cast a beneficial spell on a friendly creature, you can spend 3 sorcery points to empower the creature’s weapons. The creature’s next weapon attack roll has advantage and, if the creature hits, you and the creature regain hit points equal to your Charisma modifier (minimum of 1).
Silent Spell
When you cast a spell, you can spend 1 sorcery point to cast a version of that spell that produces no sound. However, you must still speak the verbal components of the spell aloud as this Metamagic only removes the sound of the spell itself.
Translocate Spell
Whenever you cast a spell of 1st-level or higher, you can change the starting position of where the spell originates. You must spend 1 sorcery point for every 30 feet away the spell starting position is from you.
Umbral Spell
When you cast a spell that targets an area, you may spend 3 sorcery points to cause magical darkness to cover the area until the end of your next turn. You can see through this darkness.
Widened Spell
Whenever you cast a spell that covers an area of effect, you can spend any number of sorcery points. When you do so, the area of effect widens by 5 feet for every sorcery point spent in this way. Examples of area of effect are cones, cubes, cylinders, lines, and spheres.
Wounding Spell
When you successfully cast a spell that deals damage and targets one creature, whether that spell requires a spell attack roll or saving throw, you can spend 1 sorcery point to cause the creature to take an amount of necrotic damage equal to your spellcasting ability modifier at the start of each of its turns. If the target receives healing magic, the effect ends. In addition, a creature can make a Wisdom (Medicine) check on the target against your spell save DC; on success, the effect ends.