Omitrix Wielder (5e Class)

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Omnitrix Wielder[edit]

The Omnitrix. A powerful device that was designed by a genius who wanted to create the ultimate means for universal understanding. A way to walk a mile in the shoes of another being. Creatures from all across the galaxy who have heard of the Omnitrix have sought its power, searching the entire universe for the device...and somehow it ended up on your wrist.

Easy there, sport. Let's talk requirements...[edit]

In order to use the Omnitrix and take this class, you must meet the following requirements.

-Your Wisdom score must be 14 or higher.

-You must be a living creature with at least one arm to wear the Omnitrix.

-You cannot already have a class.

If you meet these requirements, then it's hero time!

Creating an Omnitrix Wielder[edit]


Quick Build

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

Class Features

As a Omnitrix Wielder you gain the following class features.

Hit Points

Hit Dice: 1d8 per Omnitrix Wielder level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Omnitrix Wielder level after 1st

Proficiencies

Armor: Light Armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom and Constitution
Skills: Choose three from Athletics, Acrobatics, Insight, Intimidation, Perception, and Sleight of Hand

Equipment

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

Table: The Omnitrix Wielder

Level Proficiency
Bonus
Features DNA points
1st +2 Omnitrix, Tetramand 10
2nd +2 Genetic, Genetic Feature 10
3rd +2 Vulpimancer 20
4th +2 Ability Score Improvement 20
5th +3 Piscciss Volann 30
6th +3 Genetic Feature 30
7th +3 Kineceleran 40
8th +3 Ability Score Improvement 40
9th +4 Lepidopterran 50
10th +4 Genetic Feature 50
11th +4 Galvan 60
12th +4 Ability Score Improvement 60
13th +5 Pyronite 70
14th +5 Genetic Feature 70
15th +5 Mechamorph 80
16th +5 Ability Score Improvement 80
17th +6 Petrosapien 90
18th +6 Genetic Feature 90
19th +6 Ability Score Improvement, To'kustar 100
20th +6 100

Omnitrix[edit]

Starting at 1st level, you gain the power of the Omnitrix. A powerful device designed to let someone walk a mile in the shoes of another life form and preserve all sentient life. To use the Omnitrix, you must have one hand available in order to use any function of the device. You may, as an action, use it to transform into one of the life forms stored within it. You unlock these lifeforms the more you use the Omnitrix and the more you become familiar with it. In order to transform however, you must use your DNA points to transform and maintain these transformations. Once you have expended those points, you may transform into that form for 1d6 minutes. The number of DNA points you have is detailed on the Omnitrix wielder table. You recover all your DNA points after a long rest.

Tetramand[edit]

Starting at 1st level, you unlock the first of your transformations: The Tetramand. A strong red humanoid with incredible strength and four powerful arms. You may change into this form by expending _ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Tetramand

While a Tetramand, your strength score is increased by 2 and unarmed strikes made while in this form deal 1d6 bludgeoning damage + your strength modifier. In addition, you are considered a large creature for the purposes of carry weight and pushing, pulling, or lifting.

Genetic[edit]

At 3rd level, you chose a Genetic. Choose between Monster or Exotic, both detailed at the end of the class description. Your choice grants you features at 3rd and again at 6th, 10th, 14th, and 18th.

Vulpimancer[edit]

At 3rd level, you unlock the second of your transformations: The Vulpimancer. A large orange dog like creature with a distinct lack of eyes. You may change into this form by expending _ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Vulpimancer

While a Vulpimancer, you have 60 feet of blindsight based on smell in place of your normal vision. In addition, you have claws that deal 1d6 slashing damage + your strength modifier of slashing damage and have advantage on Wisdom (Perception) checks relying on smell.

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.

Piscciss Volann[edit]

At 5th level, you unlock the third of your transformations: The Piscciss Volann. A humanoid fish with powerful abilities in the water. You may change into this form by expending _ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Piscciss Volann

While a Piscciss Volann, you gain a swim speed of 60 feet and claws that deal 1d6 slashing damage + your strength modifier. However, should you be away from any water for more than 1 minute, you will begin to suffocate.

Jaws of Steel

For _ DNA points, you may enhance the strength of your Jaws. You gain a bite that has a +2 to hit and deals 2d6 piercing damage + your strength modifier for 1d4 turns.

Galvan[edit]

At the 7th, you unlock the fourth of your transformations: The Galvan. A tiny grey frog like creature with a massive intellect that puts other minds to shame. You may change into this form by expending _ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Galvan

While a Galvan, your intelligence score is increased to 19 unless your intelligence score is equal to or higher than 19. In addition, you have advantage on any intelligence based checks or saving throws. However, your strength score is reduced to 6 unless your strength score is equal to or lower than 6 and you are considered a tiny creature.

Lepidopterran[edit]

At 9th level, you unlock the fifth of your transformations: The Lepidopterran. A human sized flying insect with four eye stalks to the side of its head. You may change into this form by expending __ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Lepidopterran

While a Lepidopterran, you have a fly speed of 60 feet. In addition, you have a pungent odor that makes those within 10 feet of you sick, giving you disadvantage on stealth, but anyone within 10 feet of you must make a Constitution saving throw or gain disadvantage on any attacks made against you until they leave the area of your stink.

Kineceleran[edit]

At 11th level, you unlock the sixth of your transformations: The Kineceleran. A humanoid appearing similar to that of an armored Velociraptor with orbs on its feet that and a helmed visor. You may change into this form by expending __ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Kineceleran

While a Kineceleran, you have a movement speed of 90 ft .

Pyronite[edit]

At 13th level, you unlock the seventh of your transformations: The Pyronite. A humanoid made of fire and rock. You may change into this form by expending __ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Pyronite

While a Pyronite, you are covered in fire and you may make a touch based heat attack dealing 2d8 + your strength modifier of fire damage. In addition, anything flammable that you touch that isn't being worn or carried catches fire.

Mechamorph[edit]

At 15th level, you unlock the eighth of your transformations: The Mechamorph. A living metal with the power to enhance and control certain objects. You may change into this form by expending __ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Petrosapien[edit]

At 17th level, you unlock the ninth of your transformations: The Petrosapien. A crystalline humanoid with a body as tough as diamonds. You may change into this form by expending __ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Petrosapien

While a Petrosapien, your body is toughened and you gain natural armor, giving you an AC of 20. You may also make slashing or bludgeoning attacks with your hands, dealing 2d8 + your strength modifier of slashing or bludgeoning damage. In addition, your weight is doubled due to your new heftiness.

To'kustar[edit]

At 19th level, you unlock the last of your transformations: The To'kustar. A giant humanoid with immense strength and devastating size. You may change into this form by expending _ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

To'kustar

While a To'kustar, your size class is increased to giant.

Monster[edit]

A subclass that adds some monstrous transformations to your Omnitrix.

Thep Khufan

At 3rd level, you acquire your first monstrous transformation: The Thep Khufan. A mummy like humanoid with extendable wraps from its cloth-like body. You may change into this form by expending __ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Loboan

At 6th level, you acquire your second monstrous transformation: The Loboan. A werewolf like creature with the ability to emit incredibly loud sounds from it's mouth. You may change into this form by expending __ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Transylian

At 14th level, you acquire your third monstrous transformation: The Transylian. A humanoid resembling a flesh golem in appearance, with stitches across it's body and two metal rods that extend from its back that harness electricity. You may change into this form by expending __ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Opticoid

At 18th level, you acquire your last monstrous transformation: The Opticoid. A bat like humanoid covered in eyes along its arms and back. You may change into this form by expending __ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Exotic[edit]

A subclass that adds some exotic transformations, with their own unique abilities, to your Omnitrix.

Splixson

At 3rd level, you acquire your first extra transformation: The Splixson. A small creature known for making duplicates of itself. You may change into this form by expending __ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Florauna

At 10th level, you acquire your second extra transformation: The Florauna. A living plant humanoid. You may change into this form by expending __ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Gourmand

At 14th level, you acquire your third extra transformation: The Gourmand. A small mole like creature known for eating the strangest of things. You may change into this form by expending __ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

Gourmand

While a Gourmand, you have a insatiable appetite and are capable of eating nearly anything. Should you eat an medium sized object or number of objects equal to a medium sized object (ex. a barrel, chair, crate), you may create a ball of energy in your stomach which you can spew at an enemy up to 30/60 feet. This ball of energy does 2d8 force damage + your dexterity modifier. In addition, your size class is considered small.

Arburian Pelarota

At 18th level, you acquire your last extra transformation: The Arburian Pelarota. A pillbug like humanoid that can curl up into its tough and durable shell. You may change into this form by expending __ DNA points. You gain passive features and a list of features you may use the following abilities at the expense of DNA points whilst in this form.

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