Metagamer (3.5e Class)

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The Metagamers are an elite order of mages who possess an unparalleled insight into the nature of reality. They know that their world is just a construct of a game played by cruel gods, and they seek to understand the rules of this game so that they might become as gods themselves. To this end they study all aspects of the game and learn skills and abilities from all different sources.

Making a Metagamer[edit]

A Metagamer is a spell caster, first and foremost. He uses his spells to alter reality on some small level, thus succeeding in undermining the cruel gods that control this world.

Abilities: Intelligence is the most important ability for the Metagamer, as his spells are based off of it. Strength and Constitution are also important if the Metagamer intends to be involved in a great deal of melee combat. Charisma is the Metagamer's least important ability.

Alignment: Any nonlawful.

Starting Gold: 4d6×10 gp (125 gp).

Starting Age: Complex.

Table: The Metagamer

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +0 +2 Sourcebook Knowledge, Character Sheet 3 1
2nd +1 +0 +0 +3 Lonely Genius 4 2
3rd +2 +1 +1 +3 Sourcebook Knowledge 4 2 1
4th +3 +1 +1 +4 Rite of Stat-Swap +1 4 3 2
5th +3 +1 +1 +4 Sourcebook Knowledge, Bonus Feat 4 3 2 1
6th +4 +2 +2 +5 Jack of All Trades 4 3 3 2
7th +5 +2 +2 +5 Sourcebook Knowledge 4 4 3 2 1
8th +6/+1 +2 +2 +6 Rite of Stat-Swap +2 4 4 3 3 2
9th +6/+1 +3 +3 +6 Sourcebook Knowledge 4 4 4 3 2 1
10th +7/+2 +3 +3 +7 Bonus Feat 4 4 4 3 3 2
11th +8/+3 +3 +3 +7 Sourcebook Knowledge 4 4 4 4 3 2 1
12th +9/+4 +4 +4 +8 Rite of Stat-Swap +3 4 4 4 4 3 3 2
13th +9/+4 +4 +4 +8 Sourcebook Knowledge 4 4 4 4 4 3 2 1
14th +10/+5 +4 +4 +9 Gift of Knowledge 4 4 4 4 4 3 3 2
15th +11/+6/+1 +5 +5 +9 Sourcebook Knowledge, Bonus Feat 4 4 4 4 4 4 3 2 1
16th +12/+7/+2 +5 +5 +10 Rite of Stat-Swap +4 4 4 4 4 4 4 3 3 2
17th +12/+7/+2 +5 +5 +10 Sourcebook Knowledge 4 4 4 4 4 4 4 3 2 1
18th +13/+8/+4 +6 +6 +11 4 4 4 4 4 4 4 3 3 2
19th +14/+9/+4 +6 +6 +11 Sourcebook Knowledge 4 4 4 4 4 4 4 4 3 3
20th +15/+10/+5 +6 +6 +12 Rite of Stat-Swap +5, Bonus Feat, Damn the DM (3/day) 4 4 4 4 4 4 4 4 4 4

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise, Concentration, Craft, Decipher Script, Escape Artist, Forgery, Heal, Knowledge (All skills taken individually), Open Lock, Profession, Ride, Search, Spellcraft, Survival.

Class Features[edit]

. All of the following are class features of the Metagamer.

Weapon and Armor Proficiency: The Metagamer has proficiency with all simple weapons, as well as light armor.

Spells: The Metagamer prepares spells similarly to that of a Wizard, except he studies his notes and character sheet instead of a spellbook. The Metagamer can prepare spells from the Sorcerer/Wizard spell list as long has he has Sourcebook Knowledge of the book in which the spell he wishes to prepare is published. To learn, prepare, or cast a spell, the Metagamer must have an intelligence score equal to or higher than 10 + the spell's level. The Difficulty Class for saving throws against a Metagamer's spell is 10 + the spell level + the Metagamer's Intelligence modifier.

Sourcebook Knowledge (Ex): At first level and every two levels thereafter (third, fifth, seventh, etc...) the Metagamer chooses one officially published rule book. The Metagamer then has, as character knowledge, a complete, encyclopedic knowledge of that book. The Metagamer automatically succeeds on any knowledge check if that information is in the chosen book. The Metagamer also knows any and all Sorcerer/Wizard spells in that book. The first three times a Metagamer gains this feature, he must choose from either the Player's Handbook, the Dungeon Master's Guide, or the Monster Manual. Every time the Metagamer gains a new rule book after fifth level, he may choose from any other rule book, including supplements, compendiums and campaign settings.

Character Sheet: At character creation, the Metagamer creates a sheet of parchment containing his character information and research notes on the rules of the game. This sheet is vitally important to many of the Metagamer's class features, so many Metagamers cast powerful abjuration spells on it to protect it from damage or loss. Because of the intricacies of the sheet's layout, a Metagamer cannot multiclass into any other class, and no character with levels in any other class or any hit dice from any source besides character class can take levels in Metagamer. All Metagamers are single-classed characters. Additionally, any time a Metagamer's experience total becomes high enough to give a new level, the Metagamer must spend at least eight hours adding to his character sheet before he gains any benefits from leveling up. This process requires inks and magical regents costing the Metagamer's (new) class level × 100 GP. Should the Metagamer ever need to replace his character sheet, he must spend a full twenty-four hours without sleep and the cost of his lost character sheet and make a successful Intelligence check (DC 5 + class level) to recreate it. Should the Metagamer fail this check, the gold and time he spent are wasted.

Lonely Genius: The Metagamer has a fundamentally different take on reality than anyone around him. He alone believes that the entirety of the world is simply a game played by supremely powerful entities. Because of this, the Metagamer has a very difficult time dealing with other people. The Metagamer suffers a permanent, irreversible, penalty to his charisma score equal to half his Metagamer level (rounded down). This penalty can never reduce the Metagamer's charisma score to less than one.

Bonus Feats: At fifth level and every five levels thereafter (tenth, fifteenth, twentieth) gets a bonus combat-oriented feat. These bonus feats must be drawn from the Fighter Bonus Feats list. The Metagamer must still meet all prerequisites for the feat.

Rite of Stat-Swap (Ex): Any time a Metagamer would increase one of his ability scores through leveling up (fourth level, eighth level, etc...), he sets aside that point. As a full round action that requires access to his Character Sheet, the Metagamer can redistribute all ability score points he gained through leveling up as he sees fit. For example, a twelfth-level Metagamer who normally has a Strength score of 14 can use Rite of Stat-Swap to move three ability score points into Strength, thus giving him a strength score of 17. The Metagamer cannot use this ability to reduce any ability score to below what it was at character creation.

Jack of All Trades: At 6th level, the Metagamer gains Jack of All Trades as a bonus feat.

Gift of Knowledge (Ex) At 14th level, the Metagamer adds his Intelligence bonus (instead of other relevant modifiers) to all skill checks, ability checks, and saves.

Damn the DM (Ex):At 20th level, the Metagamer has gained enough knowledge of the core mechanics of the game to ignore them to a degree. 3 times per day, a Metagamer can automatically pass a save of his choice without having to roll the dice.



Epic Metagamer[edit]

Table: The Epic Metagamer

Hit Die: d6

Level Special
21st Sourcebook Knowledge
22nd Damn the DM (4/day, Skill checks)
23rd Sourcebook Knowledge, Wizard Bonus Feat
24th Damn the DM (5/day, Ability checks)
25th Sourcebook Knowledge
26th Damn the DM (6/day, Special attacks), Wizard Bonus Feat
27th Sourcebook Knowledge
28th Damn the DM (7/day, critical threats)
29th Sourcebook Knowledge, Wizard Bonus Feat
30th Damn the DM (at will, attack rolls)

6 + Int modifier skill points per level.

Spells: The metagamer’s caster level is equal to her class level. The metagamer’s number of spells per day does not increase after 20th level. Each time the metagamer achieves a new level, he or she learns two new spells of any spell levels that he or she can cast (according to his or her new level).

Wizard Bonus Feats: The epic metagamer gains a bonus feat (selected from the list of epic wizard bonus feats) every 3 levels after 20th.

Damn the DM: Every two levels, you gain an additional use of this ability, eventually being able to use this at will. In addition, you gain more uses for this ability. -At 22nd level, you can use Damn the DM to succeed on any skill check with a set DC. -At 24th level, you can use Damn the DM to succeed on any ability check with a set DC. -At 26th level, you can use it to succeed on any special attacks, such as grapples, trips, bull rushes, sunders, and overruns. -At 28th level, Damn the DM can be used to succeed on any critical threat automatically. -At 30th level, you can use Damn the DM at will and to succeed on any attack roll. You still have to roll if you want a chance to critically succeed.

Metagamer Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Metagamer[edit]

Religion: Metagamers know that the "gods" that most mortals worship are just fictional constructs within the game. The only true gods are the players and the Dungeon Master. However, the Metagamer resents these entities and seeks to break free from the game and usurp them. Therefore, nearly all Metagamers do not worship any deity. Those that do are merely pretending to be devout worshipers as a ruse.

Other Classes: Because the Metagamers alone believe that the world is just a game, they often find themselves at odds with others. Members of other classes might find the Metagamer's insistence on the existence of the game as a form of insanity or schizophrenia. That said, others can appreciate the skills and abilities the Metagamer can bring, even if they have to put up with a few bizarre personality quirks.

Combat: In combat, every metagamer varies. Some sit in the back and destroy opponents with spells, while other prefer to smash away at enemies.

Advancement: As noted above, you cannot multiclass away from Metagamer, nor can you enter Metagamer from another class.

Metagamer in the World[edit]

Metagamers tend to be loners and hermits, preferring the company of themselves rather than the company of people who don't see what they see.

I have long since determined that I have no control of my own. So, I seek to steal control from those who dare to control me.
—Loring, Human Metagamer

For the most part, metagamers keep to themselves. They stay away from most people, mainly because they have been known to get angry with people who don't share their view. However, they're always up for a good adventure, because it gives them a chance to screw with the DM.

Daily Life: .

Notables: One of the most noted metagamers is Loring, a human who dedicated his life to discovering the secrets of the universe. According to lore, he realized that the entire world was a cruel joke. He vowed at that point to take control away from the DM.

Organizations: Metagamers do not gather because then it would be easy for the DM to kill them.

NPC Reactions: Most NPCs are wary of metagamers, mainly because their radical take on the world often results in them muttering under their breath about how most people are pawns for the DM's amusement.

Metagamer Lore[edit]

Characters with ranks in Knowledge (arcana) can research Metagamers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 Metagamers view the world as a sick, cruel game played by higher beings.
10 Metagamers have popped over the years, and most of them have been silenced.
15 Most metagamers start as wizard's apprentices. However, most of them end up messing up a spell, which twists their mind. However, there have been cases of metagamers popping up in places where magic is not widely known.
20 There is some evidence that metagamers are actually right. Certain groups have been investigating metagamers for years, and have found tomes of knowledge, written in eons past.

Metagamers in the Game[edit]

PC metagamers can be used as the primary arcane casters of a group. They typically aren't the face of the group. NPCs of this class typically are hermits, usually spending all of their time trying to figure out a way to "break the game", i.e., make it so the DM has no control.

Adaptation: .

Sample Encounter: .

EL : .

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