Omnitrix Wielder (5e Class)
Wielder of the Omnitrix[edit]
The Omnimatrix, better known as the Omnitrix, was a watch-like portable library of intergalactic genetic data. With proper mastery, it allows the wearer to alter their DNA at will and transform into a variety of different alien species, each with their own unique abilities. While the intentions behind creating it were good, it can certainly be used to make the wielder into a fearsome warrior.
Creating an Omnitrix Wielder[edit]
How did you come in contact with such a rare piece of alien technology? Do you hide in the shadows to avoid the shady government agencies and alien overlords that would try to take it from you, or do you hide in plain sight? Does its power make you selfish or cruel, or do you wield its power with justice and heroism?
- Quick Build
You can make an Omnitrix wielder quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background.
Class Features
As a Omnitrix Wielder you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Omnitrix Wielder level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Omnitrix Wielder level after 1st
- Proficiencies
Armor: Light Armor, Medium Armor and Shields
Weapons: Omnitrix and Simple weapons
Tools: Tinker's Tools
Saving Throws: Wisdom and Dexterity
Skills: Choose three from Athletics, Acrobatics, Insight, Intimidation, Perception, Performance, and Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- Omnitrix
- One simple weapon
Level | Proficiency Bonus |
Base Creature Capacity | Maximum CR of the Creature | Features |
---|---|---|---|---|
1st | +2 | 10 | 1 | Basic Transformations, DNA Scanning |
2nd | +2 | 10 | 2 | Improved Creatures |
3rd | +2 | 10 | 3 | Reduced Timeout, Upgrade Omnitrix |
4th | +2 | 11 | 4 | Ability Score Improvement, Improved Creatures |
5th | +3 | 11 | 5 | Fail-Safe |
6th | +3 | 11 | 6 | Extended Duration |
7th | +3 | 11 | 7 | Combat Initiative |
8th | +3 | 12 | 8 | Ability Score Improvement, Improved Creatures, Improved Omnitrix |
9th | +4 | 12 | 9 | Reduced Timeout, Upgrade Omnitrix, DNA Control |
10th | +4 | 12 | 10 | Improved Creatures, Final Fail-Safe |
11th | +4 | 12 | 11 | Extended Duration, Upgrade Omnitrix |
12th | +4 | 14 | 12 | Ability Score Improvement, Improved Creatures |
13th | +5 | 14 | 13 | Reduced Timeout |
14th | +5 | 14 | 14 | Upgrade Omnitrix |
15th | +5 | 14 | 15 | Extended Duration |
16th | +5 | 16 | 16 | Ability Score Improvement, Improved Creatures |
17th | +6 | 16 | 17 | Upgrade Omnitrix |
18th | +6 | 18 | 18 | Master Combination |
19th | +6 | 18 | 19 | Ability Score Improvement |
20th | +6 | 20 | 20 | Ultimate Alien |
The Omnitrix[edit]
At 1st level, you acquire the Omnitrix. The Omnitrix is a powerful and complex magical device, and little is understood about how it works. When weilding an Omnitrix, it automatically attunes to the wearer and once put on it can only be removed by magical means and the wearer must be willing or it automatically fails. It functions normally in an area of antimagic. A person attempting to remove the Omnitrix (unattune to it) must make an intelligence check DC 20+twice the levels in the class, the Omnitrix will try to defend itself and the wearer. If the person attempting to remove the Omnitrix fails the check, they take 3d12 + 3 force damage per class level, and are temporarily blinded until the end of their next turn by a flash of light. In addition, a failed check will automatically change the wearer randomly into one of their stored creatures.
Basic Transformations[edit]
Starting at 1st level, you may choose up to 10 monsters with a CR 1 or below to add to your Omnitrix.
- Transforming
To transform into a creature, As a free action: you must announce which of the stored creatures you want to transform into. If you pass a DC 10 Dexterity saving throw, you transform into the desired creature. If you fail, one is selected at random. Your game statistics are replaced by the statistics of the creature, but you retain your alignment and personality, and your Wisdom, Intelligence and Charisma scores if they are higher than the creatures. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any lair actions, you can't use them.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
If the wearer's hit points are greater than the creature's that you transform into, the extra carry over as temporary hit points. Transformations last for 2d6 minutes (at level 1). Once the duration ends the wearer cannot transform manually for 4d6 minutes (at level 1). You can only use this feature when in an non-transformed state unless you have the Master Combination feature. If your hit points drop to 0 while transformed, you return to your original form with any leftover damage applying to your base hp. You can choose to end the transformation early as a bonus action, but ending it this way adds another die to the cooldown of the next manual transformation.
DNA Scanning[edit]
Starting at 1st level, you can scan the DNA of other creatures and store their genetic information it the Omnitrix. As a free action, you can scan a creature whose DNA is not in the Omnitrix, forcing them to make a Constitution saving throw with a DC equal to 8 + your Wisdom modifier + your proficiency bonus. An unconscious or immobile creature automatically fails this check. Willing creatures can provide their DNA without making the check. If a creature's DNA is scanned and the Omnitrix wielder does not have enough slots for the new Creature, they must replace one of their current slots.
- Scanning Cooldown
Once the Omnitrix has scanned in new DNA, this feature cannot be used until you complete a long rest. Immediately after a scan, the wearer cannot transform using the Omnitrix for 2 rounds while the Omnitrix processes the new DNA.
- Accidental Scans
When you take damage in your non-transformed state, there is a possibility that the Omnitrix will automatically scan the creature's DNA. If the creature is currently not stored within the Omnitrix, roll a d20; if you roll 5 or less the Omnitrix will automatically scan the creature.
- Codon Stream
While Omnitrix can't store DNA for immediate use past its capacity, it does have access to the archive of millions of DNA stored inside a complicated system called "Codon Stream". Which represent by the entire monster book (every monster in any book for DnD 5e) which you're allowed to use in your game.
Improved Creatures[edit]
At 2nd level you discover that the Omnitrix is capable of handling stronger creatures. At 2nd level the max creature CR is increased to 2 and increases again outlined in the Max CR column of the class table.
Strand[edit]
At 3rd level, you chose a Strand. Choose between Mutant, Ultimate, or Perfected, which are detailed at the end of the class description. Your choice grants you features at 3rd and again at 9th, 11th, 14th, and 17th level.
Reduced Timeout[edit]
At 3rd level, the Omnitrix upgrades and you reduce the cool-down period by 1d6 minutes. You decrease this time by an additional 1d6 at 9th and 13th and 17th level.
Upgrade Omnitrix[edit]
At 3rd level you become more familiar with the capabilities of the Omnitrix; you discover new features about it. You may choose 1 feature to acquire from the list below. You acquire 1 additional feature at 5th, 7th, 9th, 11th, 13th, 17th and 20th level.
- Increased Capacity
Each time you take a point in this upgrade, you can increase the base creature capacity by 3.
- Universal Translator
Unlocks the feature to automatically translate any spoken language for the wearer.
- Detect Creatures
Unlocks the ability for the Omnitrix to detect the number of creatures within a 50ft. radius. If the creature's DNA is stored in the Omnitrix or Codon Stream, it also alerts the user as to the type of the creature. This feature, however, won't reveal the specific location of the creature detected.
- Codon Stream
Grants the wearer access to all creatures in the codon stream. You can switch out one or more creatures stored in the Omnitrix with another creature in the Codon Stream equal to or less than Omnitrix's CR limit as shown on the CR table of the class on every long rest.
- Swap
You gain the ability to swap alien forms mid-combat. Twice per long rest per investment in this option, you can change your alien form to another. You cannot make this swap the turn you transform, it used a bonus action, and you must make the Dexterity Saving Throw, otherwise it functions the same as a normal transformation.
- Ultimate Form
For every point you have in this upgrade, at the end of a long rest, you can choose one creature in the Omnitrix and increase all of its ability scores by 2 when you transform into that creature.
- DNA Attacks
While transformed using the Omnitrix or while using a partial transformation, your attacks are considered magical for the purpose of overcoming resistances and immunities against nonmagical attacks.
- Alter Self
This Feature may be used in either a transformed or untransformed state. You unlock the ability to take on aspects of creatures stored in the Omnitrix or the Codon Stream. You can opt to switch one of your ability scores (except Wisdom), adopt a sense the creature has, or take on one feature of the creature itself. If this requires the wearer to take on some physical aspect of the creature, they do so. The effect lasts for 1 minute. You can use this feature a number of times per day equal to the number of points you have in this feature x 2.
Ability Score Improvement[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.
Fail-safe[edit]
At 5th level when making a saving throw, you can choose to use your reaction to transform, if able, into a creature of your choice to make the saving throw with instead. If you fail a saving throw in a non-transformed state, the Omnitrix will transform the wearer into a known creature at random. If you are dropped to 0 hit points you are instantly transformed into a random creature, with 1 hp (your hp not creature hp you transformed), you cannot use this ability again until the end of a long rest.
Extended Duration[edit]
At 6th level, the Omnitrix upgrades and you increase the time you can stay transformed by 1d6 minutes. You increase this time by an additional 1d6 at 11th and 14th and 17th levels.
Combat Initiative[edit]
At 7th level when you roll initiative, if you are not surprised or incapacitated, you can immediately choose a creature to transform into.
Improved Omnitrix[edit]
Starting at 8rd level, the die size used to determine how long you can be in your transformation increases to d8's and the die size used to determine how long it takes for the Omnitrix to recharge is reduced to d4's.
At 14th level, you no longer need to make a dexterity saving throw in order to transform.
DNA Control[edit]
At 9th level, the Omnitrix is capable of keeping the user's form correct with it's vast control over dna, 1+ wisdom modifier number of times a day the Omnitrix can automatically succeed on a saving throw against effects such as polymorph, or any other ability which changes the body.
Final Fail-Safe[edit]
At 10th level, if you are knocked unconscious in your normal form you will be instantly stabilized and brought to 1 HP and covered with a protective bubble of green energy. You are considered to be inside of a barrier of force, those the Omnitrix regards as allies may enter. You will be unconscious for 1 hour at the end of which you regain consciousness. Once you use this ability you may not use it again for 7 days.
Master Combination[edit]
At 18th level, you unlock the Master Combination. Once the Master Combination is unlocked, the wearer can be transformed indefinitely into any creature but their chosen Ultimate Alien. There is no timeout period after the wearer returns to their normal form. As an action, the wearer can change to another creature, as long as they are able to verbally announce it or physically touch their Omnitrix, while already transformed. Using this feature can he harmful to the wearer however, and they must make a DC 15 Constitution saving throw using their normal form Constitution. On a failed save, the wearer takes a level of exhaustion that carries over into all forms. In addition to this, the wearer can now transform into any creature without fail.
Ultimate Alien[edit]
At level 20, you can select one creature with a CR up to 30 to add to the Omnitrix. You can use this feature to transform into the creature once per day for 10 minute. This feature recharges on a long rest.
Subclasses[edit]
Mutant[edit]
A subclass built around fusing the DNA in your Omnitrix and creating more unique transformations.
- Biomnitrix
When you gain level 3 your Omnitrix evolves into a Biomnitrix this gives you the ability to fuse two monsters together. When your Omnitrix evolves you gain a second Biomnitrix and you choose different monsters for your second Biomnitrix of CR 1 or less (has half the capacity of the other Biomnitrix to start).
- Fusion
At level 3 you gain the ability to fuse monsters. When this happens you take the higher ability scores, statistics, etc. Additionally, you only retain all the abilities of one of the creatures of your choice.
- Biomnitrix Upgrade
When you reach level 9 You upgrade your capacity of monsters by 4 on each of your Biomnitrix's, in addition when fusing two creatures, instead of taking the higher of the HP between them, combine their HP.
- Complex Fusions
When you reach level 11 you gain two creatures permanently up to CR 12, then at Level 14 you gain another two creatures up to CR 12, these do not count against your Omnitrix capacity. You have become more adept at fusing the DNA of creatures together, you can now switch out the abilities of a fusion to mix and match but only up to your Wisdom modifier. For example, an Omnitrix Wielder of 11th level with a Wisdom modifier of +3 would be able to use any three abilities from each of the two creatures.
- Perfected Biomnitrix
When you reach level 14 you gain the perfected Biomnitrix, the tests have been completed and the power has been balanced. You are now able to hold a number of creatures in each Biomnitrix equal to the number you could hold in the standard Omnitrix.
- Perfected Fusion
When you reach level 17 you have mastered the art of fusion, splicing DNA effortlessly, you can now fuse even ultimate creatures together, allowing for devastating combinations. Additionally, you can pick two more creatures and take one stat or ability from both to add into the fusion, creating unstoppable beings.
Ultimate[edit]
A subclass built around improving the DNA in your Omnitrix and making your existing forms more powerful.
- Ultimatrix
Starting at 3rd level, your Omnitrix starts to form into the Ultimatrix, all the monsters in your Omnitrix now gain 3,5 HP per Omnitrix Wielder Level.
- Ultimate Form
At 3rd level, when you transform into a monster, choose one ability score to increase by 4 and another to increase by 2.
- Ultimate Level
Starting at level 9, your Ultimatrix goes under a transformation and it gains the ability to evolve one of your monsters to their ultimate level once per long rest. Whilst you are transformed, if you hit the Ultimatrix again, then your current form goes under the evolution. It gains 6d6 + level in this class as temporary hitpoints, then increases all your ability scores by 2, and lastly the creature gains +10ft to it's movement speed. Cost = Bonus Action.
- Ultimate Damage
Starting at 11th level, the Ultimatrix alters the DNA of your monsters to make their attacks more potent. Each attack/ability that deals damage gains an extra d12 of whatever damage the attack already does.
- Ultimate Level Improvement
Starting at 15th level, when you evolve a monster into Ultimate Level they gain a new feature. Discuss with your DM on what this new feature could be(ex. the creature gains fly speed equal to its movement speed), Additionally, you may evolve a monster to it's Ultimate Level 3 times per long rest.
- Ultimate Creature
At level 17, your max CR Range is increased by 10. When you transform into a creature that's 1-10 CR levels above normal, the duration is at a set 6 minutes. If you have this feature, your Ultimate Alien gains access to its legendary actions and gains a new feature. Please discuss with your DM on what this new feature could be(ex. the creature gains fly speed equal to its movement speed).
Perfected[edit]
A subclass built around perfecting the flaws with the Omnitrix and improving some of the weaker transformations.
- Quality Forms
At 3rd level, the maximum CR of a creature you can store in your Omnitrix is improved by 1, this increases by an additional 1 at 6th level and every 3 levels thereafter.
- Empowered Forms
Starting at 9th level, all creatures stored in the Omnitrix that have a CR of 1/2 or lower gain sidekick levels equal to your levels in this class and every level in this class hereafter. While transformed you can use a bonus action on your turn to reduce the duration of your transformation by 1 minute in order to transform into a different creature, if you have the Master Combination feature than this ability does not require you to expend 1 minute of your forms duration. Now when you transform into a creature with legendary actions you have access to them.
- Reactive
Starting at 11th level, if you are in your base form you can use your reaction in order to transform into a creature of your choice. When you would be dropped to 0 hit points in your base form, you're instead dropped to 1 hit point and are forcefully transformed into one of the creatures stored in the Omnitrix at random once per long rest.
- Ultimate Base
Starting at 14th level, when you transform into a creature you can instead choose to gain all the benefits of the transformation in your base form, by doing this the duration is increased by 1 minute and the cooldown is reduced by 1 minute. You can only do this a number of times equal to your proficiency bonus per long rest.
At 18th level, there is no longer a limit to how many times you can use this feature per long rest and there is no longer a duration to how long this feature stays active for.
- Perfected Capacity
Starting at 17th level, the maximum CR of a creature you can store in your Omnitrix is improved by 4 and you have an unlimited capacity of creatures you can store in the Omnitrix.
Multiclassing[edit]
Prerequisites. To qualify for wearing the Omnitrix, you must meet these prerequisites: Wisdom 13
Proficiencies. When you multiclass into the Ben 10 class, you gain the following proficiencies: Light Armor and Medium Armor
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