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Half the time I don't think multi-classing should be allowed so that the game maintains a level of uniqueness and specialization between the classes, but I also like the idea of a high-magic setting where innate magical abilities and magical variance is a thing. So, I've added 4 homebrew feats in my game that build on the Metamagic Adept feat for that "flexible innate magic" vibe allowing for non-sorcerers to have a sorcerer feel to them and also to ramp up the versatility and effectiveness of the base Sorcerer class. Figure I'd post them here an on another video or two in case anyone likes the same idea of making spellcasting more flexible and varied. You have learned the ability to more effectively manipulate your innate magical energies. ⦁ Increase your Charisma, Intelligence, or Wisdom by 1, to a maximum of 20. ⦁ You gain 1 additional metamagic option. ⦁ If you don't already have it, you gain the Sorcerous Versatility ability from the Sorcerer Class (TCE p.66) if the DM allows that optional rule. ⦁ You gain 2 additional sorcery points that can only be used to fuel metamagic options. They cannot be used to create additional spell slots or fuel other Sorcerer abilities that consume SP. You have learned the ability to more effectively manipulate your innate magical energies. ⦁ If you do not already have it, you gain the Flexible Casting aspect described in the Font of Magic ability from the Sorcerer class (PHB p.101). ⦁ You gain 2 additional sorcery points that can be used to create additional spell slots, or to fuel metamagic options, or fuel other Sorcerer abilities that consume SP. ⦁ You can now use the sorcery points from the Metamagic Adept feat and the Metamagic Savant feat to create additional spell slots or fuel other Sorcerer abilities that consume SP. You have learned the ability to more effectively manipulate your innate magical energies. ⦁ Increase your Charisma, Intelligence, or Wisdom by 1, to a maximum of 20. ⦁ You gain 2 additional sorcery points that can be used to create additional spell slots, or to fuel metamagic options, or fuel other Sorcerer abilities that consume SP. You have learned the ability to more effectively manipulate your innate magical energies. ⦁ Increase your Charisma, Intelligence, or Wisdom by 1, to a maximum of 20. ⦁ You gain 1 additional metamagic option. ⦁ You gain 2 additional sorcery points that can be used to create additional spell slots, or to fuel metamagic options, or fuel other Sorcerer abilities that consume SP. For DMs wanting to know whether adding these to your game will unbalance things, the five feats combined would provide 4 metamagic options, 10 SP, and +3 to Charisma, Intelligence, or Wisdom (assuming the same was selected each time) spread out through 12+ levels of advancement under the normal rules. The baseline Sorcerer (without the Magical Adept or my hombrew feats) would have 4 Metamagic options and 20 SP to convert to/from spell slots at 20th level. The variant human (or other race/background) with the Metamagic Adept feat starting as a 1st-level Sorcerer (without multi-classing) that takes these additional feats at each ASI would have Metamagic Savant, Sorcerous Font, and Sorcerous Wellspring at 12th level and they would not only have the equivalent 20SP flexibility for converting to/from spells slots, but would be 150% better with metamagic (having 6 options instead of 4) compared to the baseline 20th-level Sorcerer. A straight non-multiclassed Sorcerer that takes all 5 feats would have 8 metamagic options and 30SP at 20th-level.
this feat almost single handedly fixes the Sorcerer especially at early levels, giving you double the spell manipulation options as well as a potent 2sp boost in the early game to using them means the Sorcerer is better at on the fly shaping their spells to the situation esentualy multiplying their spells known, also they are a little more ecouraged to use them with 4+2sp to 7: 4lvl1/3lvl2 standard slots than they were with 4 that they could use to gain more slots and therefore was almost always the better option....so basicly this feat encourages your sorcerer to actualy use their metamagic.
I just made a circle of the stars druid and took metamagic adept which means I can just twin guiding bolt and do serious damage without using a spell slot! I'm so excited
Also very good on a Clockwork Soul Sorc as well. I'm playing a 4th level CS Sorc, with custom lineage to give me the Fey Touched feat. At 4th level I have access to 11 spells and I took Metamagic Adept for my feat. I now also have 4 metamagics and 6 Sorcery points. That easily puts me in line in terms of spell versatility with any other caster class due to # of spells known, and with the ability to apply 4 metamagics and have the sorcery points to do so, it really does change the way I play a Sorc.
If you pick Twinned Spell, realize that you can only use it on up to 2nd level spells, unless you take dips into sorcerer(level 2+). Tbh Quicken, Distance, Subtle & Emporered Spells are better than it if you just have this feat.
Well, there are a lot of good options for Twinned Spell: Blindness/Deafness, Darkvision, Mage Armor, Witch Bolt, Chromatic Orb, Hold Person, Levitate, Chill Touch, Shocking Grasp. It is like taking two actions in one turn and saving a spell slot. Later on, you can change it to another meta magic option, but at 1st-4th (or 5th?) level it should be the best option. On level 1 you could twin-cast a Witch Bolt on two enemies and, if successful, auto-hit both of them every round with 1d12 each (13 damage average). Magic Missile only does 10,5 damage on average and consumes a spell slot every turn.
@@murderyoutubeworkersandceos you have to twin a single target spell. also if you quicken a leveled spell, you have to cast a cantrip as your main action.
@@butterman2155 i just meant there r more powerful spells to twin than mage armor or shocking grasp. Did i mention quickened spell, cuz i dont see that here. True, that apparently any spell cast as a bonus exhausts u down to cantrips
Subtle spell is an underrated option. Without Vocal or Somatic components, a caster could be bound and gagged, and still pull off a charm person on a guard.
good point. also subtle cast spells cant be counterspelled as that requires the counterspeller to see the person casting a spell. also its very flavourful and a cool story element
@@YourBoyNobody530 On an Evocation Wizard too, so your friends will look surprised when everything goes up and they find themselves in a smoking crater wondering what just happened.
Metamagic Adept... Is really tempting on my Alchemist. if you roll well enough for the INT. It would be their "trick" per day. LEvel 5, using 1 point, ramming 2d10+INT x2 onto a single target, in one round, is a fair lot of damage. and with my Alchemist, with Shadow touched-Inflict Wounds. means for 2 level 1 slots, I can nuke one target for 3d10+int x2 if I manage to hit. or if I don't have that, Poison Spray on a target I know is a good target for it can be real rough too. Twin and Distant is my main go to for this concept though, but the Transmute is interesting for an Alchemist; but too limited. It can also provide some clutch long range; doubling up Healing Word range, or turning a touch- Guidance into 30ft guidance to help that Heavy Plate stealth across the dang hallway. Long range Thorn Whip to pull a guard off a tower. Or a snipe firebolt. Corner case of Sanctuary doubling to save a mother and child. but really it'll be low level spells or cantrips only with only 2. Still for those moments? This might not be abad choice. If I roll a 16 or higher I'd probably snag it. Honestly it does make me want to dip 2 into Sorcerer just for the extra spell slots, utilty cantrips (prestidigatate, move earth, control water being the main ones), and the 2 spell poitns to pair with this feat. And the ability to switch out poitns/spells. from the multiclass to eek out a little more. Ultimately. I think this is most useful on Sorcerers, Or, classes that really revel in the Low-Spell Slot Level spells like Alchemists, EKs, ATs, who don't have many low level spell slots, but thats their bread and butter and gainign the abilit yt double up or throw long range helps a fair bit.
Haven't looked into meta magic but doesn't twin say 1 point per spell level? If so no haste Twinned Spell When you Cast 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 spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). 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 is. Source roll20 compendium so not the most reliable source and dnd beyond (I think more reliable?)
Twinned is a straight 2 points, regardless of level. However, no area effects, and a twinned spell can only have one target (the twinning now making two targets). So haste is in, fireball, lightning bolt, and even an upcast Charm person are all out.
@@bskec2177 ah we didn't have any. sorcerer's in our group wizard cleric or warlock pally sometimes but they never once casted a spell other than SMITE also thought it was quickened that had a flat cost of 2
@@THEdeadlynightshade1646 No... it equals the spell's level. Haste is 3rd level, you aren't going to Twin that one with only two sorcery points. Unless there was an errata stating otherwise, you can find it under the sorcerer class in D&D Beyond.
I'm planning to take this with a diviner wizard and taking empowered spell and subtle spell, just imagine, cast disintegrate use subtle spell to make it uncounterspellable (since the other spellcaster can't see you performing the somatic and verbal components), empowered spell to make it do as much damage as it can and then using portent to give the enemy a low roll on the saving throw
So I once use extended spell meta magic on a mass suggestion making it last for 24 hours and I will tell you having a few additional people to carry and loot stuff is more game breaking than you think
Huh. I weirdly am curious if using Spell Sniper feat or This feat's Distant Spell or Twin Spell (Depending on range situation) could make Witch Bolt compellingly interesting for lower levels. SPell sniper + Twin, 2 60ft beams of constant damage. Not great, but is visually cool and not horrible since its consistant damage after it hits. THough sucks there is no real damage to that. Although targeting the same person with the twin, at low levels, and hammering in 2d12 priot to level 5 sounds hilariously funny
Twinned spells must have different targets. I've looked at the combination myself before, distant spell works well with Witch bolt, as it stops people from just walking out of range.
Would you say magic initiate giving your character spellcasting ability allows you to pass the prerequisite without going into an actual spellcasting class?
Some has got to tell him. Because this feat only gives 2 sorcery point, taking it doesn’t allow you to twin haste on it’s own. Secondly, I don’t think this dose much for sorcerers in the long run. They already get meta magic and usual will specialize into one kind of play-style.
Twin Haste half of your pets as a Warlock 3 Fiend with Investment of Chain Master, Ranger 3 Beast Master with Panther, Artificer 3 Battle Smith with Steel Defender and Sorcerer 11 Shadow Magic with Hound of Ill Omen to drag them back to your darkness cloud. 😅🤷🏾♂️
I personally think Sorcerers should be allowed to use the points gained for spell slot conversion; to do otherwise would contradict the unwritten code of conduct that 5th Edition supposedly tries to do.
I mean with this it makes it where not only can't use it on spell slot conversion, but also your sorcerer class features, like getting wings or creating magical datkness.
Yes. At various points while leveling up you get the option to add 1 to any two ability scores, or add 2 to any one ability score, or take 1 feat. Some feats come with a +1 to a specific anility score, some more powerful ones, like this one, don't.
@@bskec2177 do I want that +1 to hit...or the ability to reroll on a miss so like a +5to hit when I need it or the ability to change damage types to potentualy double damage output against vulerable or resident types ect ect? if your a Lvl 4 sorcerer you now have the metamagic flexability of a pre-Tasha lvl17 sorcerer! thats worth giving up an early +1 especially if you rolled decent stats. ...So heeeeeeell yes!
@@fuzzydragon Agreed, this feat is a real boost to sorcerers. The only beef I have with it, is that it takes the main sorcerer ability and opens it up to anyone, robbing sorcerers of their uniqueness in game. Metamagic is an ability even sorcerers don't get until level 3, and now everyone can have it at level 4. It does help sorcerers a lot more than other classes, and I would say anyone playing the class should really consider taking it, but at my table, I'm considering banning it for other classes.
Some classes get more Ability Score Increases, so they can afford more Feats. An Eldritch Knight, for example, gets an additional ABI at Level 6 and could take this.
Magic Initiate + Magic Adept seems better than Meta Magic Adept for non Sorcerer classes/multiclasses. It's great for Sorcerers and multiclasses which uses this Class... Only for the extra 2x Sorcery Points.
*ADVENTURE IS CALLING! If you have a craving to play D&D or want to experiment with a new character, please come to our Interactive Campaign!*
ruclips.net/channel/UC9psrDU3oftnU49mrbUNWLA
Half the time I don't think multi-classing should be allowed so that the game maintains a level of uniqueness and specialization between the classes, but I also like the idea of a high-magic setting where innate magical abilities and magical variance is a thing. So, I've added 4 homebrew feats in my game that build on the Metamagic Adept feat for that "flexible innate magic" vibe allowing for non-sorcerers to have a sorcerer feel to them and also to ramp up the versatility and effectiveness of the base Sorcerer class. Figure I'd post them here an on another video or two in case anyone likes the same idea of making spellcasting more flexible and varied.
You have learned the ability to more effectively manipulate your innate magical energies.
⦁ Increase your Charisma, Intelligence, or Wisdom by 1, to a maximum of 20.
⦁ You gain 1 additional metamagic option.
⦁ If you don't already have it, you gain the Sorcerous Versatility ability from the Sorcerer Class (TCE p.66) if the DM allows that optional rule.
⦁ You gain 2 additional sorcery points that can only be used to fuel metamagic options. They cannot be used to create additional spell slots or fuel other Sorcerer abilities that consume SP.
You have learned the ability to more effectively manipulate your innate magical energies.
⦁ If you do not already have it, you gain the Flexible Casting aspect described in the Font of Magic ability from the Sorcerer class (PHB p.101).
⦁ You gain 2 additional sorcery points that can be used to create additional spell slots, or to fuel metamagic options, or fuel other Sorcerer abilities that consume SP.
⦁ You can now use the sorcery points from the Metamagic Adept feat and the Metamagic Savant feat to create additional spell slots or fuel other Sorcerer abilities that consume SP.
You have learned the ability to more effectively manipulate your innate magical energies.
⦁ Increase your Charisma, Intelligence, or Wisdom by 1, to a maximum of 20.
⦁ You gain 2 additional sorcery points that can be used to create additional spell slots, or to fuel metamagic options, or fuel other Sorcerer abilities that consume SP.
You have learned the ability to more effectively manipulate your innate magical energies.
⦁ Increase your Charisma, Intelligence, or Wisdom by 1, to a maximum of 20.
⦁ You gain 1 additional metamagic option.
⦁ You gain 2 additional sorcery points that can be used to create additional spell slots, or to fuel metamagic options, or fuel other Sorcerer abilities that consume SP.
For DMs wanting to know whether adding these to your game will unbalance things, the five feats combined would provide 4 metamagic options, 10 SP, and +3 to Charisma, Intelligence, or Wisdom (assuming the same was selected each time) spread out through 12+ levels of advancement under the normal rules. The baseline Sorcerer (without the Magical Adept or my hombrew feats) would have 4 Metamagic options and 20 SP to convert to/from spell slots at 20th level. The variant human (or other race/background) with the Metamagic Adept feat starting as a 1st-level Sorcerer (without multi-classing) that takes these additional feats at each ASI would have Metamagic Savant, Sorcerous Font, and Sorcerous Wellspring at 12th level and they would not only have the equivalent 20SP flexibility for converting to/from spells slots, but would be 150% better with metamagic (having 6 options instead of 4) compared to the baseline 20th-level Sorcerer. A straight non-multiclassed Sorcerer that takes all 5 feats would have 8 metamagic options and 30SP at 20th-level.
this feat almost single handedly fixes the Sorcerer especially at early levels, giving you double the spell manipulation options as well as a potent 2sp boost in the early game to using them means the Sorcerer is better at on the fly shaping their spells to the situation esentualy multiplying their spells known, also they are a little more ecouraged to use them with 4+2sp to 7: 4lvl1/3lvl2 standard slots than they were with 4 that they could use to gain more slots and therefore was almost always the better option....so basicly this feat encourages your sorcerer to actualy use their metamagic.
That beeping had me checking if there was a truck outside trying to drive trough our tiny alley...
Same here I was looking out front door and backdoor.
I just made a circle of the stars druid and took metamagic adept which means I can just twin guiding bolt and do serious damage without using a spell slot! I'm so excited
Same here!
...you can't twin spell haste with only two sorcery points
First thought too xD
@@freshbreathofcarson saaaaaaame I was like woah arcane trickster twinning haste ! :0 and got disappointed :
This feat is a must for Aberration Mind Sorcerers!
That's who I used it on.
Also very good on a Clockwork Soul Sorc as well. I'm playing a 4th level CS Sorc, with custom lineage to give me the Fey Touched feat. At 4th level I have access to 11 spells and I took Metamagic Adept for my feat. I now also have 4 metamagics and 6 Sorcery points. That easily puts me in line in terms of spell versatility with any other caster class due to # of spells known, and with the ability to apply 4 metamagics and have the sorcery points to do so, it really does change the way I play a Sorc.
If you pick Twinned Spell, realize that you can only use it on up to 2nd level spells, unless you take dips into sorcerer(level 2+).
Tbh Quicken, Distance, Subtle & Emporered Spells are better than it if you just have this feat.
Well, there are a lot of good options for Twinned Spell: Blindness/Deafness, Darkvision, Mage Armor, Witch Bolt, Chromatic Orb, Hold Person, Levitate, Chill Touch, Shocking Grasp. It is like taking two actions in one turn and saving a spell slot. Later on, you can change it to another meta magic option, but at 1st-4th (or 5th?) level it should be the best option. On level 1 you could twin-cast a Witch Bolt on two enemies and, if successful, auto-hit both of them every round with 1d12 each (13 damage average). Magic Missile only does 10,5 damage on average and consumes a spell slot every turn.
@@PerikleZ87 u gonna be twinning cantrips, when uve got fireballs and mass suggestion?
@@murderyoutubeworkersandceos you have to twin a single target spell. also if you quicken a leveled spell, you have to cast a cantrip as your main action.
@@butterman2155 i just meant there r more powerful spells to twin than mage armor or shocking grasp.
Did i mention quickened spell, cuz i dont see that here. True, that apparently any spell cast as a bonus exhausts u down to cantrips
love this feat. im getting it with an evocation wizard and taking subtle spell and transmuted spell
Subtle spell is an underrated option. Without Vocal or Somatic components, a caster could be bound and gagged, and still pull off a charm person on a guard.
good point. also subtle cast spells cant be counterspelled as that requires the counterspeller to see the person casting a spell.
also its very flavourful and a cool story element
I'm going Subtle Spell and Quicken Spell. Do it quietly or do it quickly.
Subtle meta magic also means stealth fireball so that is just fun
@@YourBoyNobody530 On an Evocation Wizard too, so your friends will look surprised when everything goes up and they find themselves in a smoking crater wondering what just happened.
Metamagic Adept... Is really tempting on my Alchemist. if you roll well enough for the INT. It would be their "trick" per day. LEvel 5, using 1 point, ramming 2d10+INT x2 onto a single target, in one round, is a fair lot of damage.
and with my Alchemist, with Shadow touched-Inflict Wounds.
means for 2 level 1 slots, I can nuke one target for 3d10+int x2 if I manage to hit.
or if I don't have that, Poison Spray on a target I know is a good target for it can be real rough too.
Twin and Distant is my main go to for this concept though, but the Transmute is interesting for an Alchemist; but too limited.
It can also provide some clutch long range; doubling up Healing Word range, or turning a touch- Guidance into 30ft guidance to help that Heavy Plate stealth across the dang hallway. Long range Thorn Whip to pull a guard off a tower. Or a snipe firebolt.
Corner case of Sanctuary doubling to save a mother and child.
but really it'll be low level spells or cantrips only with only 2. Still for those moments? This might not be abad choice.
If I roll a 16 or higher I'd probably snag it.
Honestly it does make me want to dip 2 into Sorcerer just for the extra spell slots, utilty cantrips (prestidigatate, move earth, control water being the main ones), and the 2 spell poitns to pair with this feat. And the ability to switch out poitns/spells. from the multiclass to eek out a little more.
Ultimately. I think this is most useful on Sorcerers, Or, classes that really revel in the Low-Spell Slot Level spells like Alchemists, EKs, ATs, who don't have many low level spell slots, but thats their bread and butter and gainign the abilit yt double up or throw long range helps a fair bit.
Haven't looked into meta magic but doesn't twin say 1 point per spell level? If so no haste
Twinned Spell
When you Cast 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 spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).
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 is.
Source roll20 compendium so not the most reliable source and dnd beyond (I think more reliable?)
Twinned is a straight 2 points, regardless of level. However, no area effects, and a twinned spell can only have one target (the twinning now making two targets). So haste is in, fireball, lightning bolt, and even an upcast Charm person are all out.
@@bskec2177 ah we didn't have any. sorcerer's in our group wizard cleric or warlock pally sometimes but they never once casted a spell other than SMITE also thought it was quickened that had a flat cost of 2
@@THEdeadlynightshade1646 No... it equals the spell's level. Haste is 3rd level, you aren't going to Twin that one with only two sorcery points. Unless there was an errata stating otherwise, you can find it under the sorcerer class in D&D Beyond.
@@TDSFounder so I was right
@@TDSFounder I think you meant to rply to BSKE C who stated its 2 regardless.
I'm planning to take this with a diviner wizard and taking empowered spell and subtle spell, just imagine, cast disintegrate use subtle spell to make it uncounterspellable (since the other spellcaster can't see you performing the somatic and verbal components), empowered spell to make it do as much damage as it can and then using portent to give the enemy a low roll on the saving throw
Im sorry but im pretty sure you can only use one metamagic per spell
@@domesticatedmoss Empowered spell can be used with another metamagic feature
amazing - u spent all metamagic on 1 spell and rerolled 2-3 dice, to make it "uncounterable", but they still can save against it and half all the dmg
My favorite is to go varient human and get Quicken spell. You can cast a booming blade twice for 2 attacks at lvl1
2 more twin spell fo my sorcerers? Epic.
not only two thoug... i think u can pick metamagic adept multiple times...
So I once use extended spell meta magic on a mass suggestion making it last for 24 hours and I will tell you having a few additional people to carry and loot stuff is more game breaking than you think
mass suggestion already lasts 24h and u cant prolong it over that limit, per the metamagic desrpition
This feat works well for enchantment wizard
Having only 2 sorcery points per long rest limits what you can do, but they can come in clutch depending on our choice.
I feel like it should be proficiency bonus or Spellcasting mod points per long rest
@@pinkliongaming8769 That would be beautiful...
@@pinkliongaming8769 If they do that then Sorcerers in general should be allowed that
@@unwithering5313 they get more
I made a Fairy Aberrant Mind Sorcerer with this feat.
Oh, I thought you gained it back on a short rest!
Huh. I weirdly am curious if using Spell Sniper feat or This feat's Distant Spell or Twin Spell (Depending on range situation) could make Witch Bolt compellingly interesting for lower levels.
SPell sniper + Twin, 2 60ft beams of constant damage. Not great, but is visually cool and not horrible since its consistant damage after it hits. THough sucks there is no real damage to that.
Although targeting the same person with the twin, at low levels, and hammering in 2d12 priot to level 5 sounds hilariously funny
Twinned spells must have different targets. I've looked at the combination myself before, distant spell works well with Witch bolt, as it stops people from just walking out of range.
Would you say magic initiate giving your character spellcasting ability allows you to pass the prerequisite without going into an actual spellcasting class?
Nope. That was covered before when folks were askinga bout magic initiate + spell sniper sadly
Your spell casting must be a class feature, not another feat.
I would take quickened spell meta magic and twined spell meta magic on warlock for max eldritch blast spamming
u cant use twinned spell on eldrich blast
@@zinogrevz7389 Why wouldn't you be able to?
@@justinner3489 cuz u can(atleast level 5 and upwards) target 2 creatures with it
@@zinogrevz7389 Oh can you not twin aoes or multi effect spells?
@@justinner3489 u can only twin smt that can only effect obe target
So i play aberran mind sorcerer subclass and how can I gett the metamagic adept cuz its not regular feat. I cant understand how its work
So I was wondering.... can you or can you not get Metamagic Adept as *_a Wild Surge Barbarian?_* you are casting spells technically after all
No where in the description does it say that the two points are seperate than other sorcery points you may have
What page is this on in Tssha's book? I'm still searching for it.
80
Some has got to tell him. Because this feat only gives 2 sorcery point, taking it doesn’t allow you to twin haste on it’s own. Secondly, I don’t think this dose much for sorcerers in the long run. They already get meta magic and usual will specialize into one kind of play-style.
Twin Haste half of your pets as a Warlock 3 Fiend with Investment of Chain Master, Ranger 3 Beast Master with Panther, Artificer 3 Battle Smith with Steel Defender and Sorcerer 11 Shadow Magic with Hound of Ill Omen to drag them back to your darkness cloud. 😅🤷🏾♂️
subtle counterspell is great, but maybe not worth a feat
I personally think Sorcerers should be allowed to use the points gained for spell slot conversion; to do otherwise would contradict the unwritten code of conduct that 5th Edition supposedly tries to do.
I mean with this it makes it where not only can't use it on spell slot conversion, but also your sorcerer class features, like getting wings or creating magical datkness.
The question is can you spend spell slots to get more sorcery points
Not without dipping 2 sorcerer
@@zwordsman so do you have to take two levels of sorcerer to do that or is just the one good?
So if you go with this you loose a chance to up your ability?
Yes. At various points while leveling up you get the option to add 1 to any two ability scores, or add 2 to any one ability score, or take 1 feat. Some feats come with a +1 to a specific anility score, some more powerful ones, like this one, don't.
@@bskec2177 do I want that +1 to hit...or the ability to reroll on a miss so like a +5to hit when I need it or the ability to change damage types to potentualy double damage output against vulerable or resident types ect ect? if your a Lvl 4 sorcerer you now have the metamagic flexability of a pre-Tasha lvl17 sorcerer! thats worth giving up an early +1 especially if you rolled decent stats.
...So heeeeeeell yes!
@@fuzzydragon Agreed, this feat is a real boost to sorcerers. The only beef I have with it, is that it takes the main sorcerer ability and opens it up to anyone, robbing sorcerers of their uniqueness in game. Metamagic is an ability even sorcerers don't get until level 3, and now everyone can have it at level 4. It does help sorcerers a lot more than other classes, and I would say anyone playing the class should really consider taking it, but at my table, I'm considering banning it for other classes.
Some classes get more Ability Score Increases, so they can afford more Feats. An Eldritch Knight, for example, gets an additional ABI at Level 6 and could take this.
@@TDSFounder Fighters get 7 ABI where sorcerers get 5. An EK could take this feat twice, and still get the same stat boosts as a sorcerer.
>1 combat encounter per session anyway
why the fuck does short rest exist, then?
Magic Initiate + Magic Adept seems better than Meta Magic Adept for non Sorcerer classes/multiclasses.
It's great for Sorcerers and multiclasses which uses this Class... Only for the extra 2x Sorcery Points.