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Metamagic as Feat
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<blockquote data-quote="DEFCON 1" data-source="post: 7959549" data-attributes="member: 7006"><p>Since you're requiring a feat to gain metamagic, I also think you're going to find very few takers if you only go with what you suggested in your first post. Most metamagic is so situational that it's not worth spending a feat on, not when you can gain ASIs instead.</p><p></p><p>To truly make metamagic something kind of worth taking, I personally think you need to really make it enticing. So I would say that taking the feat gives you both the Font of Magic ability and the baseline Metamagic ability. Thus when you take this feat:</p><p></p><p><u>METAMAGIC INITIATE</u></p><ul> <li data-xf-list-type="ul">You gain 2 sorcery points. You regain all spent sorcery points when you finish a Long Rest.</li> <li data-xf-list-type="ul">As a Bonus action on your turn you can expend one spell slot and gain a number of sorcery points equal to the slot's level.</li> <li data-xf-list-type="ul">You gain two of Metamagic options of your choice. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.</li> </ul><p></p><p>This gives a player two metamagic selections so they have a bit of variety. They also get two sorcery points, so for most of the standard metamagics that cost 1 point each they can use each one once or the same one twice per long rest. And because the more powerful metamagics require 2 or more sorcery points, I threw in the ability to change over your spell slots into more points so that you could use them. This can be done either in the middle of combat, or a caster could gain a bunch more points at the start of the day by burning spell slots for them out of combat.</p><p></p><p>Obviously I haven't playtested any of this to see if there are spells on the other casting class lists that might become too overpowered by adding metamagic to them... but at least this would give enough "stuff" for the feat slot that might make taking the feat worthwhile.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7959549, member: 7006"] Since you're requiring a feat to gain metamagic, I also think you're going to find very few takers if you only go with what you suggested in your first post. Most metamagic is so situational that it's not worth spending a feat on, not when you can gain ASIs instead. To truly make metamagic something kind of worth taking, I personally think you need to really make it enticing. So I would say that taking the feat gives you both the Font of Magic ability and the baseline Metamagic ability. Thus when you take this feat: [U]METAMAGIC INITIATE[/U] [LIST] [*]You gain 2 sorcery points. You regain all spent sorcery points when you finish a Long Rest. [*]As a Bonus action on your turn you can expend one spell slot and gain a number of sorcery points equal to the slot's level. [*]You gain two of Metamagic options of your choice. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted. [/LIST] This gives a player two metamagic selections so they have a bit of variety. They also get two sorcery points, so for most of the standard metamagics that cost 1 point each they can use each one once or the same one twice per long rest. And because the more powerful metamagics require 2 or more sorcery points, I threw in the ability to change over your spell slots into more points so that you could use them. This can be done either in the middle of combat, or a caster could gain a bunch more points at the start of the day by burning spell slots for them out of combat. Obviously I haven't playtested any of this to see if there are spells on the other casting class lists that might become too overpowered by adding metamagic to them... but at least this would give enough "stuff" for the feat slot that might make taking the feat worthwhile. [/QUOTE]
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