Metagaming Creature (5e Template)

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This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.

Metagaming Creature[edit]

Sometimes, rare souls emerge with otherworldly experiences, meeting mysterious beings that refer to themselves as "player characters" that seem bound to the power of a "dungeon master", wielding mystical "character sheets", and using them to control mighty heroes like puppets. Such an experience rarely leaves the victim's mind intact, and most descend into madness after making such a discovery, declaring that all existence is determined by powers greater than the gods themselves, with the ability to create or destroy entire swathes of reality on a whim. A few fall into insane worship of these powers, declaring themselves agents of the "dungeon master" tasked with ensuring that the "player characters" abide by the mighty figure's wishes.

Prerequisite

Any creature.

Statistics[edit]

Hit Dice The metagaming creature gains 1 additional hit dice, and it uses the maximum for its hit dice instead of half.

Abilities. Increase each of the metagaming creature's ability scores by 4.

Languages The metagaming creature gains any one language.

Traits[edit]

Bookkeeping. The metagaming creature knows one officially published rule book, and one other for every 3 CR it has above CR 1, from cover to cover.

Lucky Dice (1/Day). The metagaming creature can choose to automatically succeed on any attack roll, saving throw, or ability check. Alternatively, it may choose a creature within 30 feet of it to automatically fail any attack roll, saving throw, or ability check.

Actions[edit]

Metagame. The metagaming creature subtly alters the fabric of reality, allowing it to glimpse the future, granting it advantage on the next saving throw it has to make.

Legendary Actions[edit]

The metagaming creature can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The metagaming creature regains spent legendary actions at the start of its turn.

Move. The metagaming creature moves up to half its speed without provoking opportunity attacks.
Inspire Confusion (Costs 3 Actions). The metagaming creature casts the confusion spell, using the highest of its Intelligence, Wisdom, or Wisdom scores as its spellcasting ability, or its existing spell save DC if it has one (if it has multiple, use the highest).

CR Calculation[edit]

Recalculate the creature's CR with the following considerations:

  • Increased hit points (from improved hit dice).
5.00
(one vote)

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