Ben 10 (5e Class)
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- 1 Ben 10
- 1.1 Wielder of the Omnitrix
- 1.2 Creating Ben Tennyson
- 1.3 Class Features
- 1.4 Class Feature Descriptions
- 1.4.1 The Omnitrix
- 1.4.2 Basic Transformations
- 1.4.3 DNA Scanning
- 1.4.4 Improved Creatures
- 1.4.5 Strand
- 1.4.6 Reduced Timeout
- 1.4.7 Upgrade Omnitrix
- 1.4.8 Ability Score Increase
- 1.4.9 Codon Stream
- 1.4.10 Protective Transformation
- 1.4.11 Extended Duration
- 1.4.12 Combat Initiative
- 1.4.13 Master Combination
- 1.4.14 Ultimate Alien
- 2 Subclasses
Wielder of the Omnitrix
The Omnitrix is a powerful piece of equipment that allows the wearer to transform into many different species. While the intentions behind creating it were good, it can certainly be used to make the wielder into a fearsome warrior.
Creating Ben Tennyson
- Quick Build
You can make Ben Tennyson quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Folk Hero background.
As a Ben 10 you gain the following class features.
- Hit Points
Armor: Light Armor
Tools: Tinker's Tools
Saving Throws: Wisdom and Charisma
Skills: Choose three from Athletics, Acrobatics, Insight, Intimidation, Performance, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
|Base Creature Capacity||Features|
|1st||+2||10||Basic Transformations, DNA Scanning|
|3rd||+2||10||Reduced Timeout, Upgrade Omnitrix|
|4th||+2||11||Ability Score Improvement, Improved Creatures|
|6th||+3||11||Extended Duration, Upgrade Omnitrix|
|8th||+3||12||Ability Score Improvement, Improved Creatures|
|9th||+4||12||Reduced Timeout, Upgrade Omnitrix|
|12th||+4||14||Ability Score Improvement, Improved Creatures|
|16th||+5||16||Ability Score Improvement, Improved Creatures|
|19th||+6||16||Ability Score Improvement|
Class Feature Descriptions
At 1st level, you aquire the Omnitrix. The Omnitrix is a powerful and complex magical device, 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. A person attempting to remove the Omnitrix (unattune to it) must make a Intellegence check according to your spell save/primary ability save DC (this is Wisdom by default)
or the Omnitrix will try to defend itself and the wearer. If the person attempting to remove the Omnitrix fails the check, they take 2d6+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
Starting at 1st level, you may choose up to 10 monsters with a crof 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 14 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.
Starting at 1st level, you can scan the DNA of other creatures and store their genetic information it the Omnitrix. As an action, you man 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 minutes 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 percentile dice, if you roll 10 or less the Omnitrix will automatically scan the creature.
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 3. 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.
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.
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, 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), or adopt a sense the creature has. 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 Increase
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.
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. Additionally, if you fail a saving throw in an non-transformed state, the Omnitrix will transform the wearer into a known creature at random. Standard transformation rules apply.
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 level.
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
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.
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 and you gain the higher saving throws. Also you gain all abilities of one monster and double the dmg of each ability.
- Biomnitrix Upgrade
When you reach level 6 You upgrade your capacity of monsters by 4 on each of your Biomnitrix's.
- More Fusions
When you reach level 9 you gain two monsters permanently up to CR 12, then at Level 14 you gain another two Monsters up to CR 12.
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
Starting at level 9 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. Ultimate level:While you are transforned 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.
- ULTIMATE X
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