Subclass of: Wizard

The Metamancer subclass for wizards is a fusion of the structured discipline of wizardry with the intuitive flexibility of sorcery, creating a path for those who seek to master the art of metamagic through scholarly means. This tradition is rooted in the ancient and mystical city of Edyn, where the first Metamancers delved into the arcane secrets that allowed them to bend and twist their spells in ways previously thought impossible. By unlocking metamancy, these wizards gain an unprecedented level of control over their magic, granting them the ability to modify spells on the fly using metamagic points—a resource that grows with their understanding and mastery of arcane forces. From chaining spells to hit additional targets, to delaying their effects, or even maximizing their potency, Metamancers are the ultimate arcane tacticians, capable of adapting their magic to any situation. As they progress, they learn not just to enhance their spells, but also to convert their deep well of arcane knowledge into raw magical energy, further blurring the lines between the born talent of sorcerers and the learned power of wizards. This path is for those who see magic not just as a tool, but as an ever-changing force to be shaped by will and intellect. 

Many wizards seek to unlock the mysteries of the universe through magic, some go a step further, unlocking the secrets of magic itself to empower and enhance their spells with strange and wondrous abilities. Metamancers are wizards that have unlocked the ancient, hidden, or hard-to-find secrets of metamancy, affording them with great versatility and power. Metamancy has its roots in the subterranean city of Edyn, but many powerful metamancers now roam the planes of existence.


2nd-level Metamancer feature

When you select this arcane tradition at the 2nd level, you gain access to metamagic points. You begin with 2 metamagic points, and gain 1 additional point at each additional level in the wizard class. For example, at the 3rd level you have 3 metamagic points, at the 4th level you have 4 metamagic points and so on. You can never have more metamagic points than your wizard level, and regain all spent metamagic points when you finish a long rest.

Your metamagic points can be used to twist your spells to suit your needs. You gain the following metamagic options and can prepare 2 metamagic options at the 2nd level. You can change your metamagic options on a level up. If you do not have access to your spellbook, you are unable to prepare or change your prepared metamagic options, the knowledge of the metamagic inscribed in your spellbook. Each metamagic option requires 1 page of your spellbook to inscribe.

You have access to the following metamagic options, at your Game Master’s discretion. These options can be in addition to the sorcerer list of metamagic options, with sorcerery points converted to metamagic points. In addition, at the Game Master’s discretion, these options could be added to the sorcerer metamagic options and sorcery points and metamagic points used interchangeably. You can only use one metamagic option on a spell, unless the metamagic option states otherwise.

Chain Spell

When you cast a spell that targets only one creature and has a range of 5 feet or greater, you can spend a number of metamagic points equal to the spell’s level to chain the spell. Select a second creature that is within 20 feet of the initial target. Both of these creatures must be within range of the spell that you cast. In addition, any creatures that are in a line between both targets are also affected by the spell. If the spell deals damage, the secondary target creatures each take half as much damage as the initial creature that you targeted. If the spells require a creature to make a saving throw, each creature makes its own saving throw, and all secondary creatures do so with advantage as they were not the initial target of the spell.

Cooperative Spell

When you are adjacent to another spellcaster you can spend one metamagic point to upcast your spell to higher levels. When you do so, the other spellcaster must expend a spell slot of their own as a reaction to you using Cooperative Spell. You can upcast your spell by 1 level if the other caster expends a 2nd or 3rd level spell slot, 2 levels if the other caster expends a 4th or 5th level spell slot, 3 levels if the other caster expends a 6th or 7th level spell slot, or 4 levels if the other caster expends an 8th or 9th level spell slot.

Delayed Spell

When you cast a spell, you can spend two metamagic points to delay the spell, activating its effects at a future time. A spell can be delayed for up to an amount of time equal to the spell’s duration. For example, if a spell has a duration of 1 minute, you can choose to activate the spell’s effect for up to the next 1 minute. The spell expends a spell slot when it is first cast with Delayed Spell, not when the spell effect is activated. You can activate the spell as a reaction, regardless of your distance from the cast location. If a spell is not activated by the necessary amount of time, the spell fails and you do not regain the spell slot. When a spell is activated you make any necessary decision such as selecting a creature or area to effect if you can see the targets, otherwise the targets are assigned by the Game Master if applicable.

Enlarged Spell

When you cast a spell that covers an area, you can spend three metamagic points to double the area of effect.

Exhausting Spell

When you cast a spell that damages another creature, you can spend a metamagic point to add an exhausting effect to the spell. A creature hit by an exhausting spell gains one level of exhaustion in addition to any damage or other effects caused by the spell. A creature cannot take more than 3 levels of exhaustion from Exhausting Spells.

Maximize Spell

When you cast a spell you can maximize the effects of the spell, you can spend a number of metamagic points equal to the spell’s level. The numeric effects of the spell you cast are maximized. For example, a spell that deals damage, deals its maximum number of damage. A spell that heals a creature cures the maximum number of hit points. In addition spells that affect multiple targets affect the maximum number of targets, when appropriate.

Flexible Casting

2nd-level Metamancer feature

You can use your metamagic points to gain additional spell slots, or sacrifice spell slots to gain additional metamagic points. On your turn, as a bonus action you spend metamagic points to regain one spell slot, using the Regaining Spell Slots table below. You cannot regain a spell slot higher than 5th level.

Any spell slots regained with this feature are lost when you finish a long rest.

Converting a Spell Slot to Metamagic Points. As a bonus action, you can expend one spell slot to regain a number of metamagic points equal to the spell slot’s level.

Spell Slot Level = Metamagic Point Cost
1st = 2
2nd = 3
3rd = 5
4th = 6
5th = 7

Metamagic Focus

6th-level Metamancer feature

You have trained in a particular type of metamagic. Select one metamagic option that costs 2 or more metamagic points, decreasing its cost by 1. You may instead select a metamagic option that costs 1 metamagic point, gaining the ability to use that metamagic option without expending metamagic points once per long rest.

Chain Spell

You have become well versed in Chain Spell. Once per long rest, you may lower the metamagic cost of this spell by 1 point.

Cooperative Spell

You have become well versed in Cooperative Spell. Once per long rest, you may lower the metamagic cost of this spell by 1 point.

Delayed Spell

You have become well versed in Delayed Spell. Once per long rest, you may lower the metamagic cost of this spell by 1 point.

Enlarged Spell

You have become well versed in Enlarged Spell. Once per long rest, you may lower the metamagic cost of this spell by 1 point.

Exhausting Spell

You have become well versed in Exhausting Spell. Once per long rest, you may lower the metamagic cost of this spell by 1 point.

Maximize Spell 

You have become well versed in Maximize Spell. Once per long rest, you may lower the metamagic cost of this spell by 1 point.

Metamagic Adaptation

10th-level Metamancer feature

You have learned that despite your best planning, situations often change. After you finish a long rest, you can choose to change one of your prepared metamagic options. Once a metamagic option has been changed, it cannot be changed again until you finish a long rest, and you can only use this feature once per long rest.

Metamagic Mastery

14th-level Metamancer feature

You have mastered the arts of metamagic. You may combine two metamagic options and use them to enhance one spell, even if the options do not state they can be combined with other metamagic. Once you have used this feature, you cannot do so again until after you finish a long rest.