Omega Soldier (5e Class)
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- 1 The Omega Soldier
- 1.1 Creating an Omega Soldier
- 1.2 Class Features
- 1.3 Alpha Knight
- 1.4 Sigma Knight
- 1.5 Rho Knight
- 1.6 Multiclassing
The Omega Soldier
Wielding the powers of darkness and light, omega soldiers are exceptional fighters whose power trumps even well-trained soldiers. Omega soldiers are the sole users of Omega equipment, special weapons and armor that are made in part out of raw magic. These warriors are experts in battle and can easily turn the tides of battle with one move. These soldiers are capable of winning the battle and the war.
Not everyone can become an omega soldier. Only those with great strength and discipline can hope to, and only those who succeed a special test can attune themselves with Omega equipment.
Creating an Omega Soldier
When creating an omega soldier, consider how you acquired your Omega equipment, and how you attuned to it. Were you part of an army's Omega detachment, obtaining your equipment after passing the test formally issued by that military? Was a member of your family a soldier who trained you to use the equipment before eventually dying in battle, passing on the equipment to you, the inheritor? Perhaps you defeated an omega soldier and claimed their weapons and armor as your own, only to discover that you were worthy to pass the test? Only omega soldiers can use the Omega weapons and armor, and thus, those who wield the Omega equipment are classified as omega soldiers, no matter if they are not tied to a military or already have a profession.
- Quick Build
You can make an omega soldier quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the soldier background.
As a Omega Soldier you gain the following class features.
- Hit Points
Armor: All armors, shields, Omega armors, Omega shields
Weapons: All weapons, Omega weapons
Saving Throws: Strength, Charisma
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Persuasion, and Survival.
You start with the following equipment, in addition to the equipment granted by your background:
- Any Omega weapon, including 20 pieces of ammunition if applicable
- Any Omega armor
- (a) Dungeoneer's pack or (b) Explorer's pack
- Any Omega shield
- If you are using starting wealth, you have If you are using starting wealth, you have 5d4 × 10 gold pieces. in funds.
|Features||Flames of Finality|
|1st||+2||Omega Apparatus, Flames of Finality, Shade of Morality||1d8|
|2nd||+2||Terminus Descent, Light and Dark||1d8|
|4th||+2||Ability Score Improvement||2d8|
|6th||+3||Omega Apparatus Improvement||3d8|
|7th||+3||Omega's Path feature||4d8|
|8th||+3||Ability Score Improvement||4d8|
|10th||+4||Omega's Path feature||5d8|
|11th||+4||Omega Apparatus Improvement||6d8|
|12th||+4||Ability Score Improvement, Omega Burst||6d8|
|15th||+5||Omega's Path feature||8d8|
|16th||+5||Ability Score Improvement||8d8|
|17th||+6||Omega Apparatus Improvement||9d8|
|18th||+6||Omega's Path feature||9d8|
|19th||+6||Ability Score Improvement||10d8|
|20th||+6||At Road's End||10d8|
You are capable of using Omega weapons and armor. The power within the Omega equipment is sequestered within, unleashing only when met with a worthy wielder. Omega equipment cannot be destroyed by non-magical means, and though they are of tremendous value, very few in the world are likely to buy them due to the requirement of worthiness. The Omega weapons require proficiency in martial weapons, and the Omega armors require proficiency in light, medium, or heavy armor, depending on the type of Omega armor. In order to draw out their power, the user must have a minimum Charisma score of 16. If you do not meet the Charisma prerequisite, you can instead attempt the Omega Ritual. Omega soldiers are treated as though they have taken the Omega Ritual and passed the test.
Omega weapons can be any martial weapon, but made of a special imitation of black darksteel that is exceptionally sharp and durable. While you are using an Omega weapon, you gain a +1 to attack and damage rolls. This effect increases to +2 at 6th level and +3 at 11th level. Additionally, the weapon becomes wreathed in blue flames, including the ammunition if applicable. These flames are harmless to you and friendly creatures. When you successfully hit a creature, they take an additional 1d8 radiant damage and 1d8 necrotic damage. This extra damage increases to 2d8 radiant and 2d8 necrotic at 6th level, 3d8 radiant and 3d8 necrotic at 11th level, and 4d8 radiant and 4d8 necrotic at 17th level. These flames shed dim light in a 5-foot radius. The flames cannot ignite flammable objects, nor can they radiate heat or be extinguished by any creatures other than yourself. However, if a creature is vulnerable to fire damage, they become vulnerable to the extra radiant and necrotic damage from your Omega weapon, losing any resistance or immunity to radiant or necrotic damage they may have had for the attack. When you drop or sheathe the weapon, the flames instantly extinguish. If it is a ranged weapon, the ammunition's flames extinguish when you stow away the weapon, in addition to the main weapon's flames extinguishing.
Omega armor can be light, medium, or heavy armor. While Omega armors are commonly believed to be for humanoids, they will conform to a shape befitting one deemed worthy who desires to wear it. For example, a dragon deemed worthy by a fallen human's Omega armor could wear it, as the armor would become barding large enough to fit the dragon. The statistics for the respective Omega armors are as follows:
Omega Light Armor
light armor (armor)
- AC: 12 + Dexterity modifier
- No Stealth Disadvantage
- Weight: 9
Similar in appearance to leather armor, but made of a special lightweight and flexible imitation of black darksteel that leaves no exposed skin.
Omega Medium Armor
medium armor (armor)
- AC: 15 + Dexterity modifier (maximum of +3)
- No Stealth Disadvantage
- Weight: 35
Similar in structure to half-plate armor, but made of a special imitation of black darksteel that is more maneuverable and does not make as much noise without sacrificing mobility and protection.
Omega Heavy Armor
heavy armor (armor)
- AC: 20
- Disadvantage on Stealth checks
- Weight: 75
- Required Strength: 16
Similar in appearance and structure to plate mail, but made of a special imitation of black darksteel that weighs more, but provides greater protection.
Additionally, you are proficient in the Omega Shield and Omega Tower Shield, which can defend against both weapons and magic.
- AC: +2
- Weight: 8
While you are wielding this shield, you have advantage on Dexterity saving throws against spells and other magical effects.
Nearly identical to a normal metal shield, but made of a special imitation of black darksteel that protects against magic, as well as being slightly larger.
Omega Tower Shield
- AC: +4
- Speed: -10
- Disadvantage on Stealth checks
- Weight: 50
- Required Strength: 17
While you are wielding this shield, you have half-cover, as well as advantage on Dexterity saving throws against spells and other magical effects. You can add the shield's AC to Dexterity saving throws as well.
Additionally, you can spend an amount of movement equal to half your speed to gain three-quarters cover until the start of your next turn. If you do this, then when you are an obstacle to a target [PHB. p. 196] you grant three-quarters cover instead of half cover.
A large shield that provides superior protection at the cost of mobility, it is made of a special imitation of black darksteel that protects against magic to a greater extent than the normal Omega Shield.
Furthermore, your Omega equipment becomes ineffective when subject to dispel magic, antimagic field, or similar effects that would dispel magic. When you are targeted by an effect that dispels magic, or when you enter an antimagic field, the following effects are applied until the end of your next turn or until you leave the antimagic field:
- Omega weapons cannot ignite their flames, and the the die size of their damage dice decreases (d12 → d10, d10 → d8, d8 → d6, d6 → d4, d4 → 1). Additionally, you lose the bonus to attack and damage rolls gained from using Omega weapons.
- Omega armors gain the penalties wrought by wearing armor you are not proficient in [PHB. p. 144].
- Omega shields lose the advantage on Dexterity saving throws, as well as the bonus to Dexterity saving throws if applicable.
The magic of Omega weapons cannot be dispelled permanently; if an effect would permanently dispel its magic, the duration instead becomes 24 hours.
- Omega Ritual
The Omega Ritual begins when the unworthy would attempt to wield an Omega weapon, or wear an article of Omega armor. This ritual is ingrained within all Omega items, and it cannot be removed or bypassed in any way short of passing the test.
When a creature with a Charisma score of 15 or less attempts to use a piece of Omega equipment, they are transported into a harmless demiplane. To onlookers, the target becomes wispy blue flame and is absorbed by the equipment. The demiplane is exceptionally dark, illuminated dimly by the floor, which takes the form of blue flame compact into a flat surface. The demiplane instantly deactivates all magic affecting the creature while they are within, except for magic that directly keeps them alive. The piece of equipment begins to speak to them in their native langauge, warning them that the test is about to begin. There is no voice, yet the creature understands them clearly. The creature must then succeed a DC 12 Charisma saving throw, followed by a DC 14 Charisma saving throw, and finally, a DC 16 Charisma saving throw. These saving throws are unaffected by advantage. If they fail any of the saves, the silent voice deems them unworthy and they are transported back to the plane they originally entered from in the nearest unoccupied space and cannot perform the ritual again for 24 hours. If they pass all three saves, the silent voice deems them worthy and transports them back to the plane they originally entered from in the nearest unoccupied space. A creature who is deemed worthy can use any piece of Omega equipment as though they were an omega soldier. If a creature is deemed unworthy and attempts to use a piece of Omega equipment before 24 hours pass, they suffer 1d12 necrotic damage and are pushed 5 feet back.
Flames of Finality
Also at 1st level, you can cause the flames of your Omega weapon to rapidly enlargen, creating an inferno of blue flame that you can unleash on your adversaries. As an action, you can choose a number of creatures equal to your Charisma modifier within 120 feet that you can see. The flames on your weapon disappear, reappearing in a rising whirlwind of flame below the target, no attack roll or saving throw required. The flames deal 1d8 radiant and 1d8 necrotic damage. The damage dice of both types increase as you gain levels in this class, as shown in the Flames of Finality column of the Omega Soldier table. If the creature is vulnerable to fire damage, they become vulnerable to this damage as well, ignoring any resistance or immunity they might have to radiant or necrotic damage. Until the end of your next turn, your weapon suffers the effects of being dispelled.
You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses after finishing a long rest.
Shade of Morality
To signify whether you are evil, good, or neither, you express yourself with color. This feature begins at level one or after an Omega Ritual. If you are neutral good, lawful good, or chaotic good, you express your self in a bright blue shade. If you are neutral evil, lawful evil, or chaotic evil, you express yourself with a bright red color. And finally, if you are neutral, chaotic neutral, or lawful neutral, you express yourself with a blinding white color. Some examples of these expressions may be the color of your eyes during Zenith, the flames of your weapon, and the color of your blast in Omega Burst.
You have mastered a special technique that concentrates destructive force into one attack. Beginning at 2nd level, when you take the Attack action, but before you make an attack roll, you can choose to sacrifice any amount of hit points within your maximum that is not sufficient to kill you. You add the amount of expended hit points to the attack's damage as necrotic or radiant damage, your choice, should it hit. You do not regain the lost hit points if you miss. If this feature would leave you below one tenth of your maximum hit points, you gain a level of exhaustion.
Light and Dark
You have achieved an equilibrium of negative and positive forces. Also at 2nd level, you can cast the daylight and darkness spells, without requiring material components. In addition, spells of 3rd level or lower that create light within the radius are consumed by the darkness spell you cast. You can only have one of these spells active at a time, and you can see through the darkness you create.
Additionally, you become immune to the blinded condition, and you gain resistance to radiant and necrotic damage.
You can use these spells a combined total of three times, regaining all uses upon finishing a long rest.
At 3rd level, you are ready to hone your skills towards a special path exclusive to omega soldiers. Choose between the Alpha Knight, the Sigma Knight, and the Rho Knight, all detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 7th, 10th, 15th, and 18th level.
Ability Score Improvement
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. As normal, you can't increase an ability score above 20 using this feature.
You can unleash attacks swiftly and strongly. Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action. Additionally, you gain a +2 to damage rolls with Omega weapons.
These effects increases to three attacks and +3 damage at 13th level.
You can exceed your mortal limitations, unleashing a flurry of attacks at blinding speeds. Beginning at 9th level, when you take the Attack action, you can expend any number of hit points equal to or less than your hit point maximum. You can also expend temporary hit points. For every 20 hit points you sacrifice, you make an additional weapon attack. These attacks automatically hit if your attack bonus + your proficiency bonus + your Charisma modifier added together exceeds the foe's AC. Otherwise, you must make individual attack rolls that cannot become critical hits. For every five attacks you make, you suffer an additional level of exhaustion. For the purpose of this feature, you have unlimited ammunition.
Once you use this feature, you cannot use it until you finish a long rest.
Beginning at level 12, you can use the kinetic energy taken onto your armor or shield as a burst of outward energy. The damage the burst does depends on how much damage you have taken. If you have taken damage less than ten percent of your maximum hit points, you do 1d12 force damage to your attacker(s). If you have taken damage greater than ten percent, but less than fifty percent of your maximum hit points, you do 2d12 force damage to your attacker(s). If you have taken damage greater than fifty percent, but less than your maximum hit points, you do 3d12 force damage to your attacker(s). If greater than three attackers are attacking you, you may do the previously written force damage, plus 1d8 necrotic damage. If you are neutral, neutral good, lawful good, or chaotic good, the burst looks like an outward blast of blue-transparent light. If you are neutral evil, lawful evil, or chaotic evil, the burst looks like an outward blast of red-transparent light. And finally, if you are unaligned, chaotic neutral, or lawful neutral, the burst looks like an outward blast of white-transparent light. The radius of the burst begins at 4 ft. at level 12, and increases 1 ft. for each level above 12. Finally, the burst cannot discern enemies from allies. Therefore, if an ally is within range of the burst, they will also be damaged.
You can enter a state of perfect balance and focus. Beginning at 14th level, as a bonus action, you can enter a combat trance for 1 minute, which ends early if you are knocked unconscious or end it as a bonus action. While in this trance, you gain the following benefits:
- You have advantage on attack rolls, ability checks, and saving throws.
- You can take a reaction every turn, rather than every round.
- You become immune to the charmed, frightened, and prone conditions.
- When you hit a creature with an Omega weapon, you deal additional damage equal to your attack bonus.
- Spells cast through your Light and Dark feature cannot be dispelled.
After using this feature, you cannot use it again until you finish a long rest.
At Road's End
You are an Omega soldier above all others, having mastered the art of battle. Beginning at 20th level, damage you take is reduced by an amount equal to your omega soldier level + your Charisma modifier, and damage you deal increases by an amount equal to your omega soldier level + your Charisma modifier. Additionally, your Charisma score increases by 6, and the maximum for your Charisma score becomes 26. Furthermore, radiant and necrotic damage you deal with Omega weapons and omega soldier features is doubled and cannot be reduced or nullified in any way. Moreover, while you are wearing Omega armor, your AC increases by 2, and you do not suffer disadvantage on Stealth checks. Lastly, your Omega equipment can no longer be dispelled.
The path you have taken is one of unrelenting offense, capable of unleashing powerful attacks without pause. Your methods may differ from Sigma Knights, but you have the same goal in mind: remove the opposition, and protect your allies. Those who suffer your blows are unlikely to stand up again, let alone stand against you or your friends.
- Superhuman Strength
Your strength and speed are greater than most mortals could hope to achieve. Beginning at 3rd level, your Strength and Dexterity scores increase by 2, and the maximums for those scores become 25. At 15th level, your Strength and Dexterity scores are further increased by 2, and the maximums for those scores increase to 30.
- Dark Offense
You have augmented your offensive capabilities with the power of darkness. Beginning at 7th level, you gain a bonus to damage rolls equal to your Charisma modifier + your proficiency bonus.
- Holy Defense
You have augmented your defensive capabilities with the power of light. Beginning at 10th level, you reduce all incoming damage by an amount equal to your Charisma modifier + your proficiency bonus.
- One By One
You can eliminate foes with ease, one at a time. Beginning at 15th level, when you deal damage to one creature and no others, you deal additional damage dice equal to your Charisma modifier. If your attack does not use damage dice, such as an unarmed strike, you instead multiply the damage dealt by an amount equal to half of your Charisma modifier, rounded up.
- Destiny's Call
Fate itself has recognised your power. Beginning at 18th level, you gain 5 kismets. Whenever you make an attack roll, ability check, or saving throw, you may spend one kismet to roll an additional d20. You can use this ability after the original roll, but before the outcome is revealed. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one kismet when an attack roll is made against you. Roll a d20, and choose whether the attacker's roll uses their d20 roll or yours.
If multiple creatures use a kismet on the same roll, they cancel out, resulting in no additional dice.
You regain expended kismets when you finish a long rest.
The path you have taken is one of irreproachable defense, capable of resisting dragon's breath and meteor strikes without effort. Your methods may differ from Alpha Knights, but you have the same goal in mind: remove the opposition, and protect your allies. Even the strongest attacks won't phase you, and your counterattacks have the potential to become equally as deadly.
- Shield of Light
You can protect your allies with the holy energy within you. Beginning at 3rd level, when a friendly creature within 60 feet that you can see is subject to an attack, you can use your reaction to conjure a barrier of glowing white light around them, granting them a +5 to their AC or saving throw, or +10 if the attack would inflict necrotic damage. When you use this feature on an ally, they gain advantage on attack rolls until the end of their next turn, as the magical light guides their strike against their assailants.
Additionally, the light has filled your body with its protection. You gain a +2 to your AC and saving throws. Furthermore, choose one saving throw you are not proficient in. You become proficient in that saving throw.
- Reprisal of Darkness
You can channel your dark energy into a fierce counterattack. Beginning at 7th level, when another creature hits you with a melee attack, you can use your reaction to instantly make one weapon attack against them with advantage. On a hit, you deal additional damage dice equal to your proficiency bonus. These extra damage dice count as necrotic damage, and they ignore resistance and immunity. Additionally, they suffer disadvantage on attack rolls until the end of their next turn, as residual dark energy conceals their assailants.
- Convalescing Pyre
Your flames are not limited to destroying others. Beginning at 10th level, when you use your Flames of Finality feature, you can choose to heal your targets with the flames. Choose an amount of friendly creatures equal to your Charisma modifier within 120 feet that you can see and roll your dice as normal. The total number rolled on the dice restores hit points, rather than dealing damage. If the target reaches their hit point maximum as a result of this feature without healing the full amount of hit points, they gain temporary hit points equal to the hit point overflow (e.g. a creature had only 22 hit points remaining, with 62 being their hit point maximum, and they healed 80 hit points from this feature, gaining 40 temporary hit points). Additionally, you can end one spell or magical effect on one willing creature of the creatures you chose.
- Guardian Angel
Your Omega armor has recognised your desire to protect and aid others. Beginning at 15th level, you sprout wings of energy resembling blue flame which you can make disappear or reappear as a bonus action. If you already have wings, they become covered in a blue flame-like energy. While these wings are out, you gain a flying speed of 30 feet, or a +10 to your flying speed if you already have wings. The wings phase through your Omega armor regardless of what type it is, but you cannot use them if you are wearing medium or heavy armor that is not Omega armor. If you do not already have wings, your wingspan equals your height.
Additionally, while your wings are sprouted, friendly creatures within 5 feet of you gain advantage on saving throws, as well as immunity to the charmed and frightened conditions, as the presence of an angelic defender invigorates them, alongside your holy energy empowering them.
- To Protect That Which One Holds Dear
You are prepared to give your life for another at any moment. Beginning at 18th level, when a creature within 120 feet that you can see is subject to an attack, you can use your reaction to instantly teleport in front of them and take the attack in its entirety, as your holy energy protects them alongside your interposed body. You suffer the full damage they would take, and they suffer no damage, even if the attack deals damage to all creatures within an area, such as a dragon's breath weapon or the fireball spell.
Additionally, as an action, you can taunt your foes by stimulating their hate with dark energy. You can choose any number of creatures within a 60 foot radius centered on you to make Wisdom saving throws. On a failed save, they cannot attack any creature other than you, and any damage or other effects they would apply to a creature other than you is nullified. This effect lasts for a number of turns equal to half of your Charisma modifier, rounded down (minimum of 1).
The path you have taken is one of greater magic-infused might, capable of crippling powerful opponents before they get a chance to act. Rho Knights are the least common of experienced Omega soldiers, but make no mistake; their power is equal to that of the Alpha Knights and the Sigma Knights... if not greater.
- Rho's Refinements
You have learned the secret techniques of the Rho Knight. These techniques are known as refinements, and they are capable of debilitating opponents with haste. Beginning at 3rd level, you learn three refinements. You learn one more at 7th, 10th, and 15th level. You can use only one refinement per attack. Each time you learn a new refinement, you can replace a refinement you already know with a new one.
You have four Rho dice, which are d8s. A Rho die is expended when you use it. You regain all expended Rho dice when you take a short or long rest. You gain another Rho die at 7th, 10th, and 15th level.
Some of your refinements impose a saving throw to resist its effects. The DC equals 8 + your Charisma modifier + your proficiency bonus.
For all there is in the world, the Rho Knights know the secret to perfecting it. Beginning at 7th level, you become proficient in all skills you are not already proficient in.
Additionally, your Rho dice become d10s. Beginning at 10th level, they become d12s, and at 15th level, they become d20s.
- Sacred Resistance
The holy energy within you defends your very being. Beginning at 10th level, you gain proficiency in all saving throws.
- Abyssal Assault
You can harness your dark energy to enhance the power of your refinements. Beginning at 15th level, your refinements deal 2d20 extra damage, rather than 1d20.
Additionally, when you use a refinement that imposes a saving throw, you can sacrifice 1d20 extra damage to impose disadvantage on their saving throw.
You unleash every last mote of your power. Beginning at 18th level, you can expend all of your remaining Rho dice and add them to your damage. Additionally, when you do so, the foe is treated as vulnerable to the damage you deal with this attack. After using this feature, your exhaustion level becomes five, and you cannot use this feature until you remove all exhaustion imposed by this feature.
Below is a list of refinements, available to the Rho Knight.
- Virulent Assault
When you successfully hit with a weapon attack, you can expend one Rho die and add it to the damage roll. Additionally, the foe must pass a Constitution saving throw or become poisoned for 1 minute.
- Tempest Rush
When you successfully hit with a weapon attack, you can expend two Rho dice and add them to the damage roll. Additionally, the foe must pass a Wisdom saving throw or become paralyzed for 1 minute.
- Baleful Daze
When you successfully hit with a weapon attack, you can expend one Rho die and add them to the damage roll. Additionally, the foe must pass a Constitution saving throw or become stunned for 1 minute.
- Shadow Raid
When you successfully hit with a weapon attack, you can expend two Rho dice and add them to the damage roll. Additionally, the foe must pass a Wisdom saving throw or become blinded and deafened for 1 minute.
- Fell Onslaught
When you successfully hit with a weapon attack, you can expend any number of Rho dice and add them to the damage roll. Additionally, the damage from the initial hit is maximized.
- Enervating Strike
When you successfully hit with a weapon attack, you can expend three Rho dice and add them to the damage roll. Additionally, the foe must pass a Constitution saving throw or be knocked unconscious for 1 minute.
- Redoubtable Ravager
When you make a weapon attack, you can expend one Rho die and add it to the attack roll. If you hit, the foe must pass a Wisdom saving throw or become frightened for 1 minute.
- Masterful Parry
When a creature hits you with a weapon attack, you can use your reaction and expend one Rho die and add it to your AC, potentially negating the attack.
- Blazing Celerity
As a bonus action, you can expend one Rho die to gain a +20 to your walk speed until the end of your turn, disregarding the roll. Additionally, during that turn, your movement does not provoke opportunity attacks.
Prerequisites. To qualify for multiclassing into the omega soldier class, you must meet these prerequisites: Strength or Dexterity 13, completion of the Omega Ritual as described above or Charisma 16.
Proficiencies. When you multiclass into the omega soldier class, you gain the following proficiencies: Omega weapons, Omega armor, Omega shields