Omnitrix Wielder (5e Class)

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Wielder of the Omnitrix

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

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


Armor: Light Armor
Weapons: Omnitrix
Tools: Tinker's Tools
Saving Throws: Wisdom and Charisma
Skills: Choose three from Athletics, Acrobatics, Insight, Intimidation, Perception, Performance, and Survival


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

  • Omnitrix

Table: The Omnitrix Wielder

Level Proficiency
Base Creature Capacity Maximum CR of the Creature Features
1st +2 10 1/4 Basic Transformations, DNA Scanning
2nd +2 10 1 Improved Creatures
3rd +2 10 1 Reduced Timeout, Upgrade Omnitrix
4th +2 11 2 Ability Score Improvement, Improved Creatures
5th +3 11 2 Fail-Safe
6th +3 11 2 Extended Duration, Upgrade Omnitrix
7th +3 11 2 Combat Initiative
8th +3 12 4 Ability Score Improvement, Improved Creatures, Mind of It's Own
9th +4 12 4 Reduced Timeout, Upgrade Omnitrix, DNA Control
10th +4 12 5 Improved Creatures, Final Fail-Safe
11th +4 12 5 Extended Duration
12th +4 14 8 Ability Score Improvement, Improved Creatures
13th +5 14 8 Reduced Timeout
14th +5 14 8 Upgrade Omnitrix
15th +5 14 8 Extended Duration
16th +5 16 11 Ability Score Improvement, Improved Creatures
17th +6 16 11 Upgrade Omnitrix
18th +6 16 11 Master Combination
19th +6 16 11 Ability Score Improvement
20th +6 20 15 Ultimate Alien

The Omnitrix

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. 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 2d12+2 force damage per class level, and are temporarily blinded by a flash of light. In addition, a failed check will automatically change the wearer randomly into one of their stored creatures.

Basic Transformations

Starting at 1st level, you may choose up to 10 monsters with a CR 1/4 to add to your Omnitrix.


To transform into a creature, 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. When you transform into a creature you adopt all of the creature's statistics, however you keep your own wisdom ability score. 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 1d6 minutes (at level 1). Once the duration ends the wearer cannot transform 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 left over damage applying to your hp.

DNA Scanning

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 who's 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.

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 2d6 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 10 or less the Omnitrix will automatically scan the creature.

Improved Creatures

At 2nd level you discover that the Omnitrix is capable of handling stronger creatures. At 2nd level the max creature CR is increased to 1. At 4th level it increases to CR 2. At 8th level it increases to CR 4. At 10th level it increases to CR 5. At 12th level it increases to CR 8. At 16th level it increases to CR 11. And at 20th level the CR increases to 15.


At 3rd level, you chose a Strand. Choose between Mutant or Ultimate, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 9th, 11th, and 14th level.

Reduced Timeout

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 level.

Upgrade Omnitrix

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 additional features at 6th, 11th, 14th, and 17th.

Increased Creature Capacity

Each time you take a point in this upgrade, you can increase the base creature capacity by 2.

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, it also alerts the user as to the race of the creature.

Codon Stream

Grants the wearer access to all creatures in the codon stream. You can switch out creatures stored in the Omnitrix with creatures in the Codon Stream on a long rest.

Ultimate Creature Form

Each time you take this upgrade, you can choose one creature in the Omnitrix or Codon Stream and increase all of its ability scores by 1 when you transform into that creature.


Unlocks the ability to take on aspects of creatures stored in the Omnitrix or the Codon Stream. You can use this feature once per day for each time you take this upgrade. You can opt to switch one of your ability scores (except Wisdom), adopt a sense the creature has, or take one single feature of the creature. If this requires the wearer to take on an aspect of the creature, they do so. Work with your DM for flavor ruling on this. This ability becomes your own.

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.

Codon Stream

This is the entire monster book which you're allowed to use with the level you are. (The CR is equal to the CR you can use)


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, you cannot use this ability again until the end of a long rest.

Extended Duration

At 6th level, the Omnitrix upgrades and you increase the time your can stay transformed by 1d6 minutes. You increase this time by an additional 1d6 at 11th and 15th levels.

Combat Initiative

At 7th level when you roll initiative, if you are not surprised or incapacitated, you can immediately choose a creature to transform into. You also add wisdom to your initiative

Mind of It's Own

At 8th level, the Omnitrix is capable of denying access to the mind of its user by outside forces. 1+wisdom modifier number of times a day the Omnitrix can automatically succeed on a saving throw to possess, charm, or in any way affect the mind of its user.

DNA Control

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

At 10th level, if you are knocked unconscious you will be instantly stabilized and covered with a protective bubble of green energy. You are considered to be inside of a barrier of pure force, only those you and the Omnitrix regard as allies may enter. You will be unconscious for a number of hours equal to 1d12, you awake with the effects of a long rest. Once you use this ability you may not use it again until the end of the following long rest.

Master Combination

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, 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

At level 20, you can select one CR 20 creature to add to the Omnitrix. You can use this feature to transform into the creature once per day for 10 minutes. This feature recharges on a long rest.



A subclass built around fusing the DNA in your Omnitrix and creating more unique transformations.


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 chose different monsters for your second Biomnitrix (has half the capacity of the other Biomnitrix at all times).


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 7 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 10 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 10th level with a Wisdom modifier of +3 would be able to use a combination of any three abilities from the two creatures.

Perfected Biomnitrix

When you reach level 15 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 18 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 ether to add into the fuse, creating unstoppable beings.


A subclass built around improving the DNA in your Omnitrix and making your existing forms more powerful.


Starting at level 3 you your Omnitrix starts to form into the Ultimatrix, all the monsters in your Omnitrix now gain 5 HP every time you level up.

Advance Skills

You gain the ability to access the codon stream if you can't already and switch the monsters in the Ultimatrix.

Ultimate Levels

Starting at level 11 your Omnitrix goes under a transformation and you it gains the ability to evolve your monsters to their ultimate level once per long rest.

Ultimate level: while you are transformed you hit the Ultimatrix again then your current form gains 30 THP, then increases all your modifiers by 4 for 10 min, lastly your speed doubles for it's base.


When your Ultimatrix is in it's final form, you gain 2 level 10 monsters at level 14. Then you gain the ability to switch between monsters once per long/short rest while you are transformed.


Prerequisites. To qualify for wearing the Omnitrix, you must meet these prerequisites: Wisdom 15

Proficiencies. When you multiclass into the Ben 10 class, you gain the following proficiencies: Light Armor

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