Metamagic
Careful Spell
Cost: 1 Sorcery Point
When you cast a spell that forces other creatures to make a saving throw, you can spend 1 Sorcery Point to protect a number of creatures equal to your Charisma modifier (minimum of 1). These creatures automatically succeed on their saving throw
Distant Spell
Cost: 1 Sorcery Point
When you cast a spell with a range of 5 feet or more, you can spend 1 Sorcery Point to double its range. If you use this on a spell with a range of touch, its range becomes 30 feet.
Empowered Spell
Cost: 1 Sorcery Point
After you roll damage for a spell, you can spend 1 Sorcery Point to re-roll a number of the damage dice up to your Charisma modifier (minimum of 1) and use the new rolls.
You can use Empowered Spell even if you have already used a different Metamagic during the casting of the spell.
Extended Duration
Cost: 1 Sorcery Point
When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Sorcery Point to double the spell's duration, up to a maximum duration of 24 hours.
Heightened Spell
Cost: 3 Sorcery Points
When you cast a spell that forces a creature to make a saving throw, you can spend 3 Sorcery Points to force one target of the spell to make their initial saving throw with disadvantage. The target makes subsequent saving throws as normal.
Misdirecting Spell
Cost: 3 Sorcery Points
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.
Quickened Spell
Cost: 2 Sorcery Points
When you cast a spell that has a casting time of 1 action, you can spend 2 Sorcery Points to cast it as a bonus action. You cannot use this Metamagic ability if you have already caste a spell of 1st level or higher on this turn, nor can you cast a spell of 1st level or higher after using this Metamagic ability.
Seeking Spell
Cost: 2 Sorcery Points
When you make an attack roll for a spell and miss, you can spend 2 Sorcery Points to re-roll the d20. You must use the new d20 roll, potentially turning a missed attack into a hit.
You can use Seeking Spell if you have already used a different Metamagic ability during the casting of the spell.
Subtle Spell
Cost: 1 Sorcery Point
When you cast a spell, you can spend 1 Sorcery Point to cast it without providing any of the somatic, verbal, or material components. You cannot use this to replace material components that are consumed by the spell or if they have a cost specified in the spell.
Twinned Spell
Cost: Varies
When you cast a spell that is incapable of hitting more than one target at the level at which you are casting it and doesn't have a range of self, you can spend Sorcery Points equal to the level you cast the spell (1 Sorcery Point for cantrips) to target a second target within the range of the spell.
Unerring Spell
Cost: 1 Sorcery Point
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 and three-quarters cover.