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Ben 10 Races
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# Welcome! Ben 10 has always been a series that heavily influenced my younger years. From the first series to even the fan made series people create, I love all content involving Ben 10. Others may love this series just as much so I offer you all, fans and newcomers alike, this collection of races. ___ ## Where are the other aliens? The goal of this is to create as many aliens as possible to be playable in D&D without giving the feeling like you're just a god amongst normal people. Everyone deserves to have fun in their own unique ways. So, to aid this, I will focus less on the power scale of races and more on the unique playstyle that each race can give. The rates of inspiration are mutable like the tide. So I will restrict updating this once per month, 10 aliens per month as they appear in the series. Once we reach the area of Omniverse is where aliens will just be added in randomly with each installment. Each series will also be page color coded. ___ ## Ripjaws, NRG, and the rest. There are a good amount of aliens that either cannot live in the world of dnd or the dnd world cannot live with them in it. For such aliens they will be starting with gear that effectively buffs (or nerfs) them to allow them to live in the society Dungeons and Dragons holds. Each species will have their own reasons for being in the Dungeons and Dragons worlds. The gear they have on will go to reflect this while not straying from the original media's known cannon. Like the suit NRG must wear to keep from burning the world up or breathing aparatuses for Ripjaws to allow them to breathe on land. For the DnD narrative, the base concept is that each planet is another plane instead of being a planet in space. This is up to DM discretion though. ___ ## But this isn't "balanced"! -----***Usfortheworld55555@gmail.com***----- ___ That there is the creator's email. If you have complaints on the races or feel they are unusable or unfair for players to have. Please shoot me over an email and 3-5 reasons why the race itself poses a problem for the DM, the party, or all players in general. If a race you *really* wanted to play doesn't end up matching with what your imagined version of them would do. I apologize for that and reccomend you check all other races here, there's a lot of choice ones! ___ ## Without Further Ado Check out the Ben 10 Balanced Races for DnD!
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Original Races
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## Heatblast ### Pyronite The first alien to ever hit the screen seems fitting to be the first alien in this collection. Pyronites are a humanoid plasma-based race that are composed of a bright inner plasma body covered by volcanic rocks. As fire-based entities, their bodies radiate high amounts of heat. Their home plane of Pyros exists as close to the Plane of Elemental Fire as the Ethereal Plane exists with the Material. Pyros is a wide-open landscape of endless natural wonders: Infernal plumes erupt miles into the atmosphere and raging rivers of molten lava cut massive swaths across the fire-filled tundra. Pyronites are widly varied in their skills and capabilities, becoming so advanced they have learned to master magic and technology to the same extent as great civilizations in the Material Plane. * **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1. * **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. * **Creature Type.** You are a Humanoid. * **Life Span.** Pyronites have a life span of about 150 years. * **Size.** You are Medium. * **Speed.** Your walking speed is 30 feet. * **Innate Flame.** You gain the cantrip Control Flames at 1st level. In addition you can cast the spells Flaming Sphere at 5th level and Immolation at 11th level spell once with this trait as a 2nd and 5th level spell respectively, and you regain the ability to cast these spells this way when you finish a long rest. Constitution is your spellcasting ability for these spells. * **Illuminating.** You shed bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering yourself in something opaque blocks this light. As a bonus action you may dim your light to half the radius of bright and dim light. * **Plasma Body.** You are immune to fire damage and can use any swimming speed you have to traverse lava.
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## Wildmutt ### Vulpimancer The natives of the plane of Vulpin, a dumping ground for hazardous materials far too dangerous for other planes, Vulpimancers are apex predators. Part penal colony, part toxic waste dump, whatever life does manage to survive among Vulpin's subzero temperatures and the poisoned forests must learn to adapt to the harshest of climates. These quadrapedal, ape/dog-like creatures are intelligent however, able to use tools and complex devices but mostly prefer not to, favoring their natural wild instincts. Vulpimancers are rare to the realms but may become swept up and lost in another plane. The strangest occurrences is that in every plane that contains a large amount of prisoners, dangerous refuse, or violent materials. Vulpimancers seem to not only appear but thrive. Their fur patterns range from reds, blues, and orange. * **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1. * **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. * **Creature Type.** You are a Beast. * **Life Span.** Vulpimancers have a life span of about 60 years. * **Size.** You are Medium. * **Speed.** Your walking and climbing speed is 30 feet. * **Hypersensitive Tracker.** When making survival or perception checks based on scent or hearing, you roll with advantage. When you take thunder damage, you are not able to make reactions until the start of your next turn. * **Eyeless.** Instead of being able to see, you have 60 feet of blind sense and a passive perception of 12 + your perception modifier. You cannot be blinded unless afflicted by a disease. * **Pounce.** Instead of making an opportunity attack, you may make a check to grapple the creature moving away from you. If you succeed, you and the creature are now prone. * **Predatory Leap.** As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks, six times if it is towards a hostile creature. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ___ **Vulpimancer Translator.** Also called "The Leash", is a collar that you start the game with, this counts as a magical item that is not attuned to. While you carry this item, you are able to speak any language that you know, otherwise you can only understand languages and only speak to other Vulpimancers. \columnbreak
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## Diamond Head ### Petrosapien Petrosapiens are made of a super-hard, green/blue diamond-like material. Hailing from the ancient plane of Petropia, a plane destroyed by infighting, greed, and "The Great One" who invaded their home. Now refugees, they exist on all planes, looking for a new place to call their own, offering their service up as mercenaries or adventurers. A race that has difficulty interacting with their own out of their opportunistic and predatory society form, the Petrosapiens have much to learn about the Material Plane. * **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1. * **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. * **Creature Type.** You are a Humanoid. * **Life Span.** Petrosapiens do not age. * **Size.** You are Medium. * **Speed.** Your walking speed is 30 feet. * **Light Refraction.** You are resistant to radiant damage. * **Low Frequency Gem.** You are vulnerable to thunder damage. * **Articles of War.** Once per day, as a bonus action, choose one simple weapon, one shield, or two light weapons of your choice if you are empty handed. This transforms your arms into the weapon, creating a rough copy. While in this state, you cannot hold anything in the arms changed this way. These weapons cannot be thrown and ranged simple weapons have ammunition equal to your level. This effect lasts for 1 minute or until you are incapacitated. * **Arcane Refraction.** When hit with a magical attack, as a reaction, you take half of the damage dealt and can make the same magical attack back against the caster using your constitution modifier as the spellcasting bonus. If you hit, you deal the remaining damage to the target. When you use this feature, you cannot use it again until your next short rest. * **Diamond Shield.** As a reaction against an attack, until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack. You can use this once per short rest. \columnbreak
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## XLR8 ### Kinceleran One of the fastest known races, the Kincelerans from the plane of Kinet live fast and often recklessly. Everything on Kinet is accelerated. Days are compressed into minutes and lifetimes are spread over weeks. It is said that people will never return to a place on Kinet to find it the same after a small amount of time Kincelerans only have 30 years to their lives and they will spend every moment of it to the fullest. They can be found across the planes as their wanderlust and love for adventure overtake many ideas of staying home or settling down. * **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1. * **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. * **Creature Type.** You are a Humanoid. * **Life Span.** Kincelerans have a life span of about 30 years and mature at 10 years. * **Size.** You are Medium. * **Speed.** Your walking speed is 35 feet. * **Live Fast.** When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. When you use this trait, your climbing and swimming speed is your movement speed instead of half. * **Multi-talented.** You are proficient in 3 skills or tools of your choice. * **Split-Second Reaction** If you would fail a check to disarm a trap or a fail a dexterity saving throw, you may choose to succeed instead. When you use this trait, you cannot use it again until you take a short rest * **Impatient** When initiative is rolled, you may add your proficiency to that roll.
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## Greymatter ### Glavan Galvans are the geniuses of their plane Galvan Prime. The name Galvan Prime itself gives away their self-centered attitude towards near everything. Galvan Prime, while very technologic, settles for rustic and simple villages built inside Mushrooms. The technology the Galvans incorporate into their lifestyles is very subtly hidden in their cities, being at their most visible when seen in the various laboratories and monuments scattered around the plane. The frog-like Galvans can be found in the Material Plane or others. They may be on the hunt for new research, exploring the many planes, or seeking to meet and learn from new peoples. * **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1. * **Languages.** You can speak, read, and write Common and two other languages that you and your DM agree is appropriate for the character. * **Creature Type.** You are a Humanoid. * **Life Span.** Galvans have a life span of about a century. * **Size.** You are Small*. * **Speed.** Your walking speed is 30 feet. * **Tireless Precision.** You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total. * **Genius.** When using tools to create something, copying a spell into your spell book, or attuning to a magical item, the time and gold to do so is halved. * **Partially Amphibious.** By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest. * **Galvan Dispassion.** You have advantage on all Intelligence and Wisdom Saving Throws. ___ **Galvan Battlesuit.** Galvan tech that makes your size small while inside it. Once your hit points would reach 10 you are ejected from the suit and the remaining damage you would take is nullified. You can re-enter it as an action once you have 11 hit points or more. While out of the suit, your size is Tiny, your AC increases by 1, and you can only wield light weapons. You can only re-enter the suit once per short rest. While outside of the suit, you are able to occupy the same space as another creature regardless of size.
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## Four Arms ### Tetramand The Tetramands are from the plane of Khoros, home of the greatest gladiators in the realms. Once a wide spanning metropolis, Khoros' culture has long since devolved from the great influx of combative sport on the plane. Now it is filled with wastelands where bloodsports take place and the only law is the law of the survival. Tetramands wield supreme strength and are far spanning in the planes as they are either hired for muscle, sold off to the wealthy in auctions, or traverse the planes in search of more ways to display their strength. * **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1. * **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. * **Creature Type.** You are a Humanoid. * **Life Span.** Tetramands have a life span of about a century. * **Size.** You are Medium. * **Speed.** Your walking speed is 25 feet. * **Secondary Arms.** You have two secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions: * You can use a secondary arm to wield a weapon that has the light property, but you can’t use a secondary arm to wield other kinds of weapons. * You can’t wield a shield with a secondary arm. * **Of the Wastes.** You do not affected adversely by difficult terrain or heat and you are resistant to fire damage. * **Herculean Strength.** You gain the cantrip Thunderclap, creatures who fail this save are pushed 5 feet away from you. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. * **Hardened Endurance.** You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest. * **Storm Trauma.** Due to lightning being a rare occurance on your plane, you are particularly weak to lightning and electricity. You are vulnerable to lightning damage.
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## Stinkfly ### Lepidopterran Originating from Lepidopterra, a generally peaceful swamp plane whose numerous species live among a fantastic variety of giant plants. While normally farmers by trade, Lepidopterrans are most famous for their vile slime that secretes off their bodies. While making great fertilizer for some plants, this secretion leaves them constantly giving off a rancid smell of rotten eggs. They are a rare sight to see but Lepidopterrans have been found to make insightful druids and lethal stink bombing aerial fighters. * **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1. * **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. * **Creature Type.** You are a Beast. * **Life Span.** have a life span of about a century. * **Size.** You are Medium. * **Speed.** Your walking speed is 25 feet. * **Flight.** You have a flying speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor. If you were fully submerged in water you cannot fly until you take a short rest to dry your wings. * **Vile Excretions.** You gain the cantrip Acid Splash. In addition you gain the spells Grease at 3rd level and Stinking Cloud at 9th level spell once with this trait as a 1st and 3rd level spell respectively, and you regain the ability to cast it this way when you finish a short rest. Constitution is your spellcasting ability for these spells.
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## Ripjaws ### Piscciss Volann From the underwater plane very close to the plane of elemental water, Piscciss Volanns are hunters and zoologists. The plane is It is a large ocean with the only land being far to to bottom, which makes up less than 2% of the plane itself. Piscciss's ocean is held together by ancient runes set at the center of the mass of land, keeping it stable. Piscciss Volanns have multiple gills and an antenna on their heads for deep-sea diving. They seek to understand and hold equilibrium with all creatures to have the easiest non-confrontational experience. * **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1. * **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. * **Creature Type.** You are a Humanoid. * **Life Span.** Piscciss Volanns have a life span of about a 200 years. * **Size.** You are Medium. * **Speed.** Your walking speed is 30 feet. * **Native to Water.** You have a swimming speed of 50 feet. To use this speed, you can’t be wearing medium or heavy armor. In addition you are immune to any pressures or freezing temperatures in water. * **Aquatic.** You can only breathe water. * **Lantern.** As a bonus action, you shed bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. This effect remains until you turn it off as a bonus action. In addition, you have 60 feet of Darkvision. * **Rending Bite.** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6+ your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. When this damage is dealt to a construct, object, or structure, add your proficiency to the damage. **Respirator Tank.** A pair of spherical pods or a helmet which is filled entirely with breathable water. You need to change this once every 24 hours to avoid suffocating. This counts as a magical item that does not require attunement, only to be carried with you. If you fully submerge yourself in water then the change required is only 24 hours after you leave water again.
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## Upgrade ### Galvanic Mechamorph Created by the Galvans in their pursuit of overcoming even the gods, the Galvanic Mechamorphs are a race that is made entirely out of microscopic runed metal. Able to move like fluid and with the central goal of learning what it means to be alive, the Galvanic Mechamorphs can be seen in every plane aiding in the understanding of new magical technology. * **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1. * **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. * **Creature Type.** You are an Ooze. * **Life Span.** Galvanic Mechamorphs do not age. * **Size.** You are Medium. * **Speed.** Your walking speed is 30 feet. * **Amorphous.** You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple. * **Shape Self.** If you are not incapacitated, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob (no action required). As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. You can use this pseudopod to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour out the contents of a container. The pseudopod can’t attack, activate magic items, or carry more than 10 pounds. * **Mastercraft Merging.** As an action, you may expend 1 hit die to do one of the following: * Increase the AC, Melee and Range attacks, and Damage of a creature within 5 feet of you by your proficiency. Each time that creature would take damage, you take the damage instead. * Increase the speed of any vehicle that isn't a mount a number of feet equal to your movement speed. * Unlock a non-magically locked door. * Cast the identify spell, failing if it is not an uncommon or common magical item. The moment that you would be more than 5 feet away from the target, the effects of this feature ends. If you are hit by an attack or spell during this, you must make a concentration check using Constitution as your spell modifier.
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## Ghostfreak ### Ectonurite Ectonurites are a ghost/phantom based race from the city of Anur Phaetos in the Shadowfell. With their second layer of skin, Ectonurites look like a classical ghost with a track for their eye to travel upon. Seen as terrifying, most steer clear of Ectonurites. With a long past of possessing other creatures and manipulation, leaving the Shadowfell has granted them a new outlook on what they can do with their lives. Many Ectonurites seen across the planes are bound in chains and collars to keep them from tormenting other planes as much as they do in the Shadowfell. * **Ability Score Increase.** Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1. * **Languages.** You can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. * **Creature Type.** You are a Humanoid and Undead. * **Life Span.** Ectonurites do not age. * **Size.** You are Medium. * **Speed.** Your walking speed is 30 feet. * **Living Horror.** Intimidation checks you make are rolled with advantage. * **Phantom Possession.** Taking up all actions and movement on your turn, target one Humanoid you can can see within 5 ft. must succeed on a Charisma using your constitution as the spell modifier or become possessed; You disappear, and the target is Incapacitated and loses control of its body. You now control the body but don't deprive the target of awareness. You can't be targeted by any Attack, spell, or other Effect, except ones that turn Undead, and you retain Alignment, Intelligence, Wisdom, Charisma. You otherwise use the possessed target's Statistics, but don't gain access to the target's knowledge, Class Features, or Proficiencies. On the creature's next turn, you may use one of it's non-legendary actions or move it using its movement speed. Once doing so, you reappear in an unoccupied space 5 ft. from the creature and the creature is immune to Phantom Possession for 24 hours. The target is also immune to Phantom Possession for 24 hours after succeeding on the saving throw or after the possession ends. * **Incorporeal Movement:** You can move through other Creatures and Objects as if they were Difficult Terrain. You take 5 (1d10) force damage if you end your turn inside an object. * **Horrifying Visage:** Each non-undead creature within 60 ft. of you looking at you must succeed on a Wisdom Saving Throw using your Constitution as the spell modifier or be Frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A Frightened target can repeat the saving throw at the end of each of its turns, Ending the Frightened condition on itself on a success. If a target's saving throw is successful or the Effect ends for it, the target is immune to Horrifying Visage for the next 24 hours. The aging Effect is reversed after 24 hours. **Ghostly Chains.** A magical item that cannot be removed from your person. These chains restrict your racial abilities (excluding Living Horror) for the safety of the realms. At the start of each short rest, you may choose one of your racial features (excluding Living Horror), the rest will be inactive until you choose again.