Omegian (5e Race)

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Super Humans[edit]

Having full knowledge about this, Omegians are humans that were given supernatural abilities by a deity of some sort. These abilities include high strength and high dexterity, with the lowering of other skills. At first, it is not very different, but after they get proper training, they are able to bring out the best in themselves. These types of training methods include Omegian schools, real-life experiences, and plain old magic. The abilities are generally given to people that have proven themselves to be able to use it for good, so not just anybody can become a superhuman unless the circumstances say otherwise.

Horrible Choices[edit]

Gaining the ability of supernatural abilities come with their downsides. One of them includes a very big false sense of security. They avoid dangerous situations less often as of knowing that they will probably be able to come out of it alive. They also become very confident in themselves, typically making things more difficult in themselves or making the stakes exceedingly high as to show off and get more glory in the end if they win. Even when they do not prevail victorious, they still do these things, sometimes even more often.

Superhero School[edit]

Most Omegians are sent to a boarding school for Omegians at the first sighting of their abilities. This school teaches them how to bring out the best in themselves, What they should do with their abilities, and, if wanted, how to return their abilities back to the deity who granted them the abilities so they can live normally again. People who were sent to the school while in a school of their own will also be taught the normal things that they would have been in school as to make sure that they are as strong as they can be and as smart as they can be. These classes can be canceled at any time if the Omegian’s parent/guardian chooses to.

Omegian Names[edit]

Omegians have the names of humans, but sometimes change it to the name of the deity that gave them the abilities.

Omegian Traits[edit]

Ability Score Increase. Your Strength and Dexterity score each increase by 2.
Age. Omegians Mature at the same rate as humans, but can live up to ten times as long.
Alignment. Most Omegians are good and act as if they were superheroes. Omegians that are neutral or evil typically isolate themselves from other omegians in school and as such are noticed easily and don’t get the care and attention that a normal Omegian would have.
Size. Omegians have around the same height and build as a human would. They vary widely in height and build, from barely 5 feet to well over 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 35 feet. You have a fly (hover) speed of 35 feet, but you cannot fly higher than 5 feet from the ground.
Unarmed Strike. Your training in school helped you become very strong without weapons. Your unarmed strike deals 1d4 bludgeoning damage.
Languages. You can speak, read, and write Common and Celestial.

Random Height and Weight[edit]

Table: Omegian Random Height and Weight
Base Height Height Modifier Base Weight Weight Modifier
4′ 9″ +2d10 120 lb. × 2d4 lb.

Omegian Suit[edit]

The Omegian Suit class can only be used by the Omegian race.

Restrained From Full Strength[edit]

Omegians are trained in the Omegian boarding school to use their newfound abilities to help people around Sword Coast, and once they complete their training, they are given an Omegian suit that restrains their abilities, since the school is built to survive strong impacts, but the rest of the world isn’t. By doing this, It makes the suited Omegian less likely to destroy things on graduation day. It also helps them be able to fit in with the rest of the town, since their school has less restrictions. After a while, the Omegian gets used to the suit, and can eventually have the Strength and Dexterity that they had before they put on the suit.

Creating an Omegian Suit[edit]

When creating an Omegian Suit, consider which deity gave you the abilities in the first place, and what age you got them at. Perhaps they were from Myrkul, days before you passed away, or from Eldath, on your first day of going to school. Also consider why you were chosen to be an Omegian. Maybe you tried to do as many good deeds possible, or you actively search for trouble, and try to stop it in the least violent way possible. These are the things that make a good Omegian.

Quick Build

You can make an Omegian Suit quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background.

Class Features

As a Omegian Suit you gain the following class features.

Hit Points

Hit Dice: 1d6 per Omegian Suit level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Omegian Suit level after 1st

Proficiencies

Armor: All armor
Weapons: Simple weapons, Martial weapons
Tools: none
Saving Throws: Strength and Dexterity
Skills: Choose three from Acrobatics, Athletics, Intimation, Perception, Performance, Stealth, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Shortsword or (b) Spear or (c) Two daggers
  • (a) Shortbow and quiver of 20 arrows or (b) Hand crossbow and 20 bolts or (c) Any simple weapon
  • (a) Dungeoneer’s pack or (b) Explorer’s pack
  • (a) Chain mail and a Scimitar or (b) {{{item4b}}}
  • If you are using starting wealth, you have 2d4 x 10gp in funds.

Table: The Omegian Suit

Level Proficiency
Bonus
Features
1st +2 Magical Armor, Second Wind
2nd +2 Ability Excellence
3rd +2
4th +2 Ability Score Improvement
5th +3 Ability Excellence Improvement
6th +3 Call of the Gods
7th +3
8th +3 Ability Score Improvement
9th +4
10th +4 Ability Excellence Improvement
11th +4 Call of the Gods Improvement
12th +4 Ability Score Improvement
13th +5
14th +5
15th +5 Ability Excellence Improvement
16th +5 Ability Score Improvement
17th +6 Call of the Gods Improvement
18th +6
19th +6 Ability Score Improvement
20th +6 Unarmored Omegian

Magical Armor[edit]

When Omegians leave Omegian school, they are given magical armor. No matter what you do, you are unable to take of the armor. Of course, this rule is broken at 20th level.

Second Wind[edit]

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d4+your Omegian Suit level. Once you use this feature, you must finish a short or long rest before you can use it again.

Ability Excellence[edit]

At 2nd level, your character has found out how to excel in one of their abilities. Choose between Strength, Dexterity, Constituion, or speed, all detailed at the end of the class description. Your choice grants you features at 2nd level, and again at 5th, 10th, and 15th.

Ability Score Increase[edit]

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.

Call of the Gods[edit]

You have found a mysterious gift from the deity that gave you your amazing abilities. At anytime, you can can call the deity to do one action of your choice, and they will automatically succeed. If you call them in a battle, it will take up your action. They will have one type of action based on which domain they are in.

Death

You can roll a Charisma(persuasion) check to automatically defeat an enemy with a DC of the dm’s choosing.

Knowledge

You can find out the weakness of an enemy that you are battling.

Life

You can heal 1d6 hit points of someone of your choosing. You can also revive someone with 2 hit points.

Light

You can turn any area into bright light.

Nature

You can grow vines from the ground and target them at an enemy. The targeted enemy will either be grappled or take 1d6 damage.

Tempest

You can blind 3 enemies of your choice with snow.

Trickery

You can stun 3 enemies of your choice.

War

You can choose 1 enemy. They will automatically take 2d4 damage.


If they have two domains, you can only choose one of them to activate. you cannot use this feature again until you finish a long rest. At 11th level, you can use this feature twice, and three times at 17th level.

Unarmored Omegian[edit]

After many years in Sword Coast, you have been fully accepted into society and have been granted permission to take off your armor. At anytime, you can press a button on the back of your head that drops the armor on the floor as a hollow shell. If you are in a battle you can take it off as a bonus action, and is not needed to be carried around, since it is called over to you with a single word. When off, your AC equals to 10 + dexterity modifier (max 5), and your strength and dexterity scores each increase by 5.

Strength Improvement[edit]

When you pick this path at 2nd level, you gain the following benefits.

Super Strength

You are able to pull out all of your ability’s power for a period of time. As a bonus action, you can increase your strength score by 1 for an hour. You are not able to use this feature again until you finish a short or long rest.

Strength Change

At 5th level, instead of having your strength score increase by 1, your strength score increases by your level divided by 4.

Longer Strength

At 10th level, you are able to use your extra strength longer. You can increase your strength score for an hour and 30 minutes.

Longer Strength

At 15th level, you are able to use your extra strength longer. You can increase your strength score for 2 hours.

Dexterity Improvement[edit]

When you pick this path at 2nd level, you gain the following benefits.

Super Dexterity

You are able to pull out all of your ability’s power for a period of time. As a bonus action, you can increase your dexterity score by 1 for an hour. You are not able to use this feature again until you finish a short or long rest.

Dexterity Change

At 5th level, instead of having your dexterity score increase by 1, your Dexterity score increases by your level divided by 4.

Longer Dexterity

At 10th level, you are able to use your extra dexterity longer. You can increase your dexterity score for an hour and 30 minutes.

Longer Dexterity

At 15th level, you are able to use your extra dexterity longer. You can increase your dexterity score for 2 hours.

Constituion improvement[edit]

When you pick this path at 2nd level, you gain the following benefits.

Super Health

You are able to pull out all of your ability’s power for a period of time. As a bonus action, you can increase your hit points by your level x 2+your constitution modifier for an hour. You are not able to use this feature again until you finish a short or long rest.

Longer Health

At 5th level, you are able to use your extra health longer. You can increase your health for 1 hour and 20 minutes.

Longer Health

At 10th level, you are able to use your extra health longer. You can increase your health for 1 hour and 40 minutes.

Longer Health

At 15th level, you are able to use your extra health longer. You can increase your health for 2 hours.

Speed improvement[edit]

When you pick this path at 2nd level, you gain the following benefits.

Super Speed

You are able to pull out all of your ability’s power for a period of time. As a bonus action, you can increase your speed by your level x 2+your dexterity modifier for an hour. You are not able to use this feature again until you finish a short or long rest.

Longer Speed

At 5th level, you are able to use your extra speed longer. You can increase your speed for 1 hour and 20 minutes.

Longer Speed

At 10th level, you are able to use your extra speed longer. You can increase your speed for 1 hour and 40 minutes.

Longer Speed

At 15th level, you are able to use your extra speed longer. You can increase your speed for 2 hours.

Multiclassing[edit]

There is no multiclassing for the Omegian Suit.

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