Meta Gamer (5e Class)
From D&D Wiki
The Meta Gamer has spent years of their lives tormented with the knowledge that their world is not what it seems, a voice telling them that it’s all a lie. They gain knowledge that the highest of sages could only dream of knowing, but in return lose their sanity, developing many mental problems that can both hinder and help them.
Creating a Meta Gamer
- Quick Build
You can make a Meta Gamer quickly by following these suggestions. First, Intelligence, Wisdom or Charisma should be your highest ability score, followed by Dexterity. Second, choose the Haunted One background.
As a Meta Gamer you gain the following class features.
- Hit Points
Armor: Light Armour, Shields
Weapons: Simple and Martial Weapons
Tools: 2 of your choosing and 2 the DM selects
Saving Throws: Half Proficiency in all Saves (Rounded Up)
Skills: All except 9 of your choosing
You start with the following equipment, in addition to the equipment granted by your background:
- Any Martial Weapon
- Any Simple Weapon
- Any Spellcasting Focus
- Any Pack
- If you are using starting wealth, you have 4d4 x10 GP in funds.
|Cantrips Known||Spells Known||Unearthly Knowledge||Features||—Spell Slots per Spell Level—|
|1st||+2||2||4||—||Spellcasting, Copy Cat||2||—||—||—||—||—||—||—||—|
|3rd||+2||3||6||6||Meta Voice Feature||4||2||—||—||—||—||—||—||—|
|4th||+2||3||7||6||Ability Score Improvement||4||3||—||—||—||—||—||—||—|
|6th||+3||4||9||7||Meta Voice Feature||4||3||3||—||—||—||—||—||—|
|7th||+3||4||10||8||Kick The Die||4||3||3||1||—||—||—||—||—|
|8th||+3||4||11||8||Ability Score Improvement, Improved Character Sheet||4||3||3||2||—||—||—||—||—|
|10th||+4||5||13||9||Meta Voice Feature||4||3||3||3||2||—||—||—||—|
|11th||+4||5||14||15||See Through the Pain||4||3||3||3||2||1||—||—||—|
|12th||+4||5||15||15||Ability Score Improvement||4||3||3||3||2||1||—||—||—|
|14th||+5||5||18||16||Meta Voice Feature||4||3||3||3||2||1||1||—||—|
|16th||+5||6||20||17||Ability Score Improvement||4||3||3||3||2||1||1||1||—|
|18th||+6||6||22||18||Meta Voice Feature||4||3||3||3||3||1||1||1||1|
|19th||+6||6||23||19||Ability Score Improvement||4||3||3||3||3||2||1||1||1|
As you learn many things from your mind expanding with knowledge, you also gain access to magic that can only be accessed through years of practice or study. You gain spells from the wizard spell list.
You know two cantrips of your choice from any spell list. You learn additional Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Meta Gamer table.
- Spell Slots
The Meta Gamer table shows how many spell slots you have to cast your spells of 1st level or higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
- Spells Known of 1st Level and Higher
You know 4 1st level spells of your choice from any spell list. The Spells Known column of the Meta Gamer table shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown in the table.
- Spellcasting Ability
At 1st level you choose from either Intelligence, Wisdom or Charisma to be your spellcasting focus for your Meta Gamer spells, this can not be changed at any point after Character Creation. Your magic comes from a strange understanding of the world around you, so your use of these Abilities refers to the part of the brain that is acquiring this knowledge. In addition, you use this Ability modifier when setting your saving throw DC for Meta Gamer Spells you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your spellcasting modifier
Spell attack modifier = your proficiency bonus + your spellcasting modifier
- Spellcasting Focus
Your spellcasting focus is a small trinket of your choice that the Meta Gamer treasures greatly.
Because you know this is all a game and have knowledge of how other classes work, you can take abilities from the various classes. Pick any 1 ability other classes access at your level and make them your own, you gain an additional ability every 3 levels.
Something in your life has caused you to have a strange understanding of the world around you, things that to others are incomprehensible and crazy. At 2nd level, you understand things such as XP, Stats, Initiative, and other such game rules. You can spend one point during a long rest to change 2 spells known. In addition, as a bonus action, 1 point can be used to find out a stat or DC of anything. The number of Unearthly Knowledge points per long rest can be found in the Meta Gamer Table.
Meta Voice Feature
At 3rd level, you choose a Meta Voice. Choose between Voice of God, See No Evil and Convenient Characterization, All are detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, 14th, and 18th levels.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1 (until stated otherwise at 8th level). As normal, you can't increase an ability score above 20 using this feature.
You can now see creatures for what they really are, figments of a greater beings imagination, sent to create conflict in your world, and you now know how they work better. At 5th level, you gain the ability to know all vulnerabilities and resistances of enemy creatures.
Kick the Die
You now see your plane of existence, some plaything of the gods, you see the tools that they use, which others do not possess the vision to see, and can now manipulate small areas of the game around you. At 7th level, if the die rolled lands within 10ft in-game of your character model, you can change the die to an adjacent number on the die, however, if you hit a friendly model, they take that die of damage.
Improved Character Sheet
If you are going to be a plaything, you are going to make sure you are going to survive the game, you gain the ability to mildly manipulate, physically and mentally how tough you are. At 8th level, all Ability Score Improvements now have 3 points to use, and a feat costs 1 point.
See Through the Pain
The gods think that your life is just a number, and numbers are easy to change. At 11th level, as an action, you can now use your hit dice to heal at any time.
Skills are no longer things that need to be trained, just improved upon through manipulation of the world. At 13th level, Choose 3 Skills or saves, double your current proficiency bonus for these skills or saves. Gain this again at 17th level.
The spells you cast are no longer confined by the conventional rules of magic, you can manipulate them to be exactly what you want, and work however you want. At 15th level, you can use 1 unearthly knowledge point to change a single spell feature as stated below;
• The casting time for that spell is halved
• The range for that spell is doubled
• The components are removed from that spells requirements
• The duration of that spell is doubled
• The concentration on a spell can be removed for 1 point per minute
• The targets affected are doubled
• The school of magic that the spell is in can be changed
• The damage type of that spell can be changed for 1 point per damage type
The world unfolds before you, you can see all aspects of the game, every dimension, every rule, yours to control. At 20th level, you gain infinite uses of Unearthly Knowledge.
Voice of God
The Voice is afraid of the world the gods have created, it knows that things can occur out of nowhere and that the world is actively out to get you.
You constantly feel like somebody is watching you…. Probably because they are. At 3rd level, you gain the ability to sense your surroundings at all times, you have advantage on checks to spot hidden creatures.
The voice won’t let you sleep, you must always be wary of your surroundings. At 6th level, during long rests, you must still have 8 hours of inactivity, but you are still fully awake and aware of your surroundings.
You know that people are trying to deceive you, trying to harm you in any way they can. At 10th level, you have advantage in all insight checks.
- Vocal Focus
At 14th level, after years of blocking out the voice, you have developed a way to focus on what you want to hear. As long as you are within 50ft of your target, no matter how loud the surrounding area, you can perfectly understand what is being said no matter the language, however, this renders you deaf and blind to all other sources.
- Overpowering Voices
The voice has become powerful, it can weave its way through the planes and affect others. At 18th level, your spell DC and spell attack bonus are increased by 2 for any spell with the vocal component.
See No Evil
Illusions and visions now appear in your mind, you don’t know if what you see is real anymore, the game and the real world are indistinguishable from each other in your mind.
- It's Not Real
Your voice knows that it is only a game. At 3rd level, you automatically see secret switches and things cloaked by magic.
- Game Map Vision
The world around you warps into a map, with dimensions, a 2D plane in which walls and obstructions become ethereal. At 6th level, you can spend 1 Unearthly Knowledge point per 5ft of solid material or difficult terrain to walk straight through it. This includes climbing and swimming etc.
- See Through The Facade
The world becomes a sort of code you see that everything trying to kill you is made up, placed there to end your life, but you know you can end them quicker. At 10th level, once per 2 rounds, you can reduce a single creature’s max HP. This is done by using the hit dice of the creature and treating dice as stated below + any normal bonus.
- It's What It Says In The Book
The rules become refined to you, you see that rolls are meaningless and that, if needs be, can be reduced, and you now know how to do it. At 14th level, as a reaction, you can spend 2 unearthly knowledge points to reduce an attack within 30ft to minimum damage.
- I See What Game You Are Playing
You know that every person, every adventurer or monster, they all have their own abilities, and you think you would also find some of them useful. At 18th level, you can take 3 class features from any class, in their most basic form, up to 10th level.
The voice begins to be equal with your mind the two are now fighting for control, but you think you might know exactly how it could become useful.
- Look Out For The Other One
You have figured out how to switch between your 2 minds using both to your advantage. Twice per day, you can let your other personality take over, your mental stats switch with your physical stats in these pairs; Strength and Intelligence, Dexterity and Wisdom, Constitution and Charisma. This takes 1 minute. You gain additional uses at 6th, 10th, 14th, and 18th levels.
- Two Wolves Inside You
Switching has become second nature for you, and in fact, you can no longer remember which personality is the real one. At 6th level, you gain the ability to switch personalities as a bonus action.
- Forced Stability
The two personalities seem to want to work together, but facilitating this can take its toll, a body shouldn’t have two minds at once. At 10th level, you can choose to not switch some of your stat pairs, but for each stat pair you don’t change, you suffer 1 level of madness. (as seen in the table below)
- Truly Split
The voice has become so strong, that it can now gain physical form, splitting your mind in two to create a vessel for itself. At 14th level, you gain the ability to fully split up your personalities. You can become 2 characters as an action, however, the model with the highest spellcasting mod can not attack using any weapons, and the model with the lowest spellcasting modifier can not cast spells. Splitting your personalities causes 1 level of madness, and if the models do not return to each other’s body within 1 hour, you suffer 2 extra levels of madness.
- Good Cop, Bad Cop
Your personalities can now work in unison, but only when apart. At 18th level, while split, and attempting the same task, you can choose to add both modifiers together in addition to a +2 bonus to the check.
Level Of Madness=Effect
1= Lower you AC equal to half your madness level. (Rounded up)
2= After a Long Rest, your HP is your maximum hit points minus your level
3= Disadvantage on Charisma checks
4= Disadvantage on Intellignce Checks
5= Disadvantage on Concentration Checks
6= Disadvantage on Wisdom Checks
7= All Healing received is Halved
8= Disadvantage on Ability Saves (not Death Saves)
9= You can no longer cast spells
10= Natural 20’s become Natural 1’s
11= Disadvantage on death saves
12= Insanity takes over, gain indefinite madness, then reset your level of madness
All effects are cumulative. After a short rest, 1 level of madness is removed. After a long rest, 3 levels of madness are removed.
Prerequisites. To qualify for multiclassing into the Meta Gamer class, you must meet these prerequisites: A minimum of 14 in either Intelligence, Wisdom or Charisma.