Spend 1 sorcery point to protect a number of creatures (up to your Charisma modifier, minimum 1) from a spell of yours that forces a saving throw.
Spend 1 sorcery point to double the range of a spell with a default range of 5 feet or more. Alternatively, spend 1 sorcery point to increase the range of a touch spell to 30 feet.
Spend 1 sorcery point to re-roll a number of damage dice (up to your Charisma modifier, minimum 1) for a spell. You must use the new rolls. You can use Empowered Spell even with other Metamagic options.
Spend 1 sorcery point to double the duration of a spell with a duration of 1 minute or longer, up to a maximum of 24 hours.
Spend 2 sorcery points to impose Disadvantage on one target of the spell, if it must make a saving throw to resist the spell's effects.
Spend 2 sorcery points to reduce the casting time of a spell from 1 action to 1 bonus action.
Spend 1 sorcery point to cast a spell without any somatic or verbal components.
Spend 2 sorcery points to target a second creature in range with the same spell.
When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, thunder.
Spend 1 sorcery point to re-roll an attack roll that has missed. Must keep new roll. You can use this with other Metamagic options.
If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the attack roll. You must use the result of the second roll. You can use Unerring Spell even if you have already used a different Metamagic option during the casting of the spell.
Converting Spell Slots to Sorcery Points: You can expend a spell slot to gain a number of Sorcery Points equal to the slot's level.
Converting Sorcery Points to Spell Slots : You can transform Sorcery points into a spell slots with the cost being the spell level plus 1. So for a level 1 spell, it would cost 2 sorcery points, and a level 2 spell would cost 3 sorcery points, ect.