Putting the Omnitrix in DnD
The original purpose of the Omnitrix was to give the user access to the DNA of aliens from various worlds to preserve the DNA of a species in the event of a genocide or mass extinction. The watch fused to one person, was extremely hard to remove, and its default setting gave the user access to the DNA of 10 different species they could choose between. Aside from Humanoid, there are 13 total creature types: Aberrations, Beasts, Celestials, Constructs, Dragons, Elementals, Fey, Fiends, Giants, Monstrosities, Oozes, Plants, and Undead. In the spirit of Ben 10, I’ll make a list of 1 creature from each creature type that the watch can turn a player into. Playable races vary a little. Kenku, Grung, and Drow are all CR ¼, but Changeling, Satyr, and Hobgoblin are ½, and Bugbears are CR 1 creatures. So, I’ll be considering everything within that scope. Some do go beyond that, such as Centaurs and Minotaurs, but most are within the window of CR ¼ and CR 1. To give the DM and Player some variety, I’ll pick one option from each, if applicable. Celestials had to be eliminated because the lowest CR Celestial is CR 2 Pegasus. In-Universe, it was likely created by Mordenkainen.
ITEM:
BRACELET OF POLYMORPH
VERY RARE | ATTUNEMENT REQUIRED
The DM chooses any 10 possible transformations from the list below, only choosing 1 from each creature type. As a bonus action, you can activate the bracelet, becoming one of the creatures chosen by the DM. You use that creature’s stat block instead of your own, except you retain all languages you know, and your INT, WIS, and CHA are not affected unless the creature’s are higher than your own. If the creature you turn into does not speak any languages, you cannot communicate verbally while polymorphed by this item. Depending on the CR of the creature you turn into, the recharge rate of this item varies. For a CR ¼ creature, it recharges on a short rest, on a CR ½, it recharges at dawn, and for a CR 1 creature, it recharges after 1d4 days. You can stay in the form of a CR ¼ creature for up to 8 hours, a CR ½ creature for up to 4 hours, and a CR 1 creature for up to 1 hour. If your hit points in this form are reduced to 0, you return to your original form with your current hit points at the moment you transformed. The DM decides what the bracelet polymorphs the player into, and may ask the player for a contested INT check against a DC 15 to coax the bracelet into cooperation. Otherwise, the bracelet may choose to polymorph the attuned into a different creature than the one they wanted to turn into.
ABERRATION
CR ¼: Star Spawn Grue
CR ½: Gnome Squidling
CR 1: Core Spawn Crawler
BEASTS
CR ¼: Fastieth
CR ½: Jaculi
CR 1: Moorbounder
CONSTRUCTS
CR ¼: Duodrone
CR ½: Kiddywidget
CR 1: Clockwork Bronze Scout
DRAGONS
CR ¼: Pseudodragon
CR ½: Ambush Drake
CR 1: Faerie Dragon
ELEMENTALS
CR ¼: Smoke Mephit
CR ½: Magmin
CR 1: Fire Snake
FEY
CR ¼: Pixie
CR ½: Satyr
CR 1: Dryad
FIENDS
CR ¼: Abyssal Chicken
CR ½: Nupperibo
CR 1: Imp
GIANTS
CR ¼: Young Hill Giant
CR ½: N/A
CR 1: Half-Ogre (Ogrillon)
HUMANOIDS
CR ¼: Troglodyte
CR ½: Gnoll
CR 1: Thri-Kreen
MONSTROSITIES
CR ¼: Young Griffin (Small)
CR ½: Cockatrice
CR 1: Hippogriff
OOZES
CR ¼: Oblex Spawn
CR ½: Gray Ooze
CR 1: N/A
PLANTS
CR ¼: Needle Blight
CR ½: Myconid Adult
CR 1: Thorny Vegepygmy
UNDEAD
CR ¼: Skeleton
CR ½: Shadow
CR 1: Specter






















