TEXT: 1
  CCiirrccllee  ooff  tthhee
  OOmmnniixx
  
  2
  Credits
  Writing and Editing: 
  Cameron Day
  Creature and Cover Art: 
  Toby Blanchard
  Creature Stat Blocks: 
  Griffin Fredette
  Layout: 
  Lydia Van Hoy
  Table of Contents
  Designer's Notes ........................................ 3
  The First Ten (2nd Level) ................. 5
  A Symbiotic Force (6th Level) ............ 6
  Ultimate Symbiosis (10th Level) .......... 8
  Omegnix Unleashed (14th Level) ........ 9
  Omnix Overdrive (14th Level) ............ 10
  Appendix: Statblocks by Druid Level ..... 11
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  for Dungeon Masters Guild.
  
  3
  IT’S SHIFTING TIME!
  “Transformation does not happen by learning new 
  information. It happens when you change how you 
  view and react to other people, events and things 
  around you.”   - Med Jones
  SCHOLARS OF 
  INTERPLANAR SCIENCE
  W
  ithin a pocket dimension known 
  only as the Om, magiscientists 
  watch the multiverse, observing 
  natural and magical life. These 
  beings, called the Mechanics by planar scholars, 
  are incredibly powerful and highly skilled 
  magiscientists. In fact, their power is so great, 
  they are able to recreate entire creatures in their 
  pocket dimension for study. However, one 
  Mechanic, named Graymalkin, became irritated at 
  the lack of sympathy that its colleagues had for 
  the various worlds of the multiverse and the 
  horrendous plights many of them suﬀered. And 
  so, in secret it created a powerful artifact, and 
  named it for the organization it served.
  Graymalkin imbued the artifact with the life’s 
  energy of numerous creatures from the Om 
  catalog, and gave them new, simple names so that 
  they who wore the Omnix would be able to 
  understand them and become a hero to the 
  people they served. Graymalkin duplicated the 
  Omnix, one for each plane and world, and slung 
  them into the cosmos to go where they might. And 
  to this day, its companions know nothing of their 
  peer’s actions, until the day that the ﬁrst of the 
  Omnix reveal themselves.
  Designer’s Note: 
  Balancing and Retooling 
  This is a subclass based upon a child’s cartoon, 
  and because of that, it is hard to balance AND 
  keep the fun nature of the cartoon alive in the 
  world of D&D. D&D is a fantasy world, which 
  means anything is possible. An interplanar bracer 
  holding the souls of numerous cross-planar 
  beasts plummeting to the Forgotten Realms or 
  Ravnica or Eberron is the stuﬀ of sheer insanity. 
  So that is why I am here to add that insanity. 
  With this subclass, I was faced with a challenge – 
  how do I keep the core of the druid alive, but also 
  keep the adaptation as close to the cartoon as 
  possible.
  So, I settled on the core feature: Wild Shape. I 
  have been a critic of how Wild Shape works in 5e 
  for quite a while, as it just seems far too 
  underpowered and limiting. With a cartoon 
  adaptation such as this, to make it work to the 
  fullest, Wild Shape needs to be edited quite a bit. 
  With the Circle of the Omnix druid, a couple big 
  things occurred. One: I had altered the way CR 
  works on forms, I had to change what happened 
  to a druid in while shape, and how many shifts a 
  druid can do in a day. Each level up, a new wave 
  of beasts is unlocked as the Omnix becomes more 
  attuned to the druid.
  Therefore, creatures become more and more 
  powerful as time goes on. And here is where the 
  second part comes in: while in a diﬀerent creature 
  form, the druid takes all of the creature’s stats 
  except for its Intelligence and Wisdom – those 
  remain as the player’s own. However, if a 
  creature’s scores in those areas are higher, the 
  player simply gains advantage on rolls of those 
  two stats. The player still retains a pool of temp 
  HP and can speak while in creature form.
  
  4
  Now, the ﬁnal piece. A Circle of the Omnix druid 
  can shift up to eight times per long rest for ten 
  minutes each shift, with a half hour cooldown 
  needed between each shifting. As the druid levels 
  up, this period grows shorter between cooldowns 
  but shifts can last longer. A Circle of the Omnix 
  druid can choose to take a combination of several 
  diﬀerent shift lengths, with the appropriate 
  leveled cooldown applied.
  To DMs: THIS SUBCLASS IS NOT MEANT TO 
  BE BALANCED. This is a subclass meant to make 
  your druid feel like a massive badass and your 
  other players have to keep up. It is meant to spark 
  fun, creativity, and epic in-game moments that 
  your table will never forget.
  To Players: THIS CLASS IS NOT MEANT TO 
  RUIN YOUR DM’S LIFE. Please do not pick this 
  just to make your DM’s life a living hell. I have 
  outlined how to make it work as best as I can, but 
  I want EVERYONE at the table to have fun.
  NOTE: You CANNOT shift into any other 
  forms, as your traditional Wild Shape ability 
  is completely replaced by the forms the 
  Omnix provides for you. Wild Shape is 
  entirely subdued and taken over by the 
  Omnix’s abilities and forms. 
  Additionally, most forms within each level are 
  usually around the same CR rating - monsters 
  you gain at level 2 are CR 1, monsters you gain at 
  level 6 are CR 2, et cetera - however some are 
  stronger or weaker than their companions within 
  the same circle ability, and this is to represent the 
  variety of the cartoon monsters. 
  Bruiser, Magus, Sneak
   
  These beings are divided into three classiﬁcations: 
  Bruiser, Magus, and Sneak. This is to help the 
  players and DMs know what kind of attacks and 
  strategies are available to a speciﬁc. Bruisers are 
  primarily strength-based and like to smash things 
  real good, Magus are traditionally energy 
  benders or magic users, and Sneaks 
  prefer stealthier and more silent 
  attack methods. Next to each name 
  there will be a symbol coordinated 
            to their type. 
  First Contact
  Something important to think about when 
  building your Circle of the Omnix druid is how did 
  you discover the Omnix itself? Was it an item in a 
  dungeon or hoard you were sent to retrieve? Did 
  you watch it descend from the sky as a comet and 
  follow its trail? Was it given to you by a relative or 
  parent? Remember, the Omnix is sentient, and 
  does possess a personality of its own, and could 
  be either compatible or incompatible with its 
  wearer. Incorporate this into your game, and 
  remember, the creatures within it might have a 
  uniﬁed look on their world, but they can certainly 
  have small features that are reminiscent of the 
  player transformed.
  
  5
  The First Ten
  Upon taking this circle at second level, you have 
  gained the Omnix, a powerful tool – or weapon – 
  that allows you to shapeshift into ten diﬀerent 
  creatures from across the multiverse. Shifting 
  costs an action, and you cannot be restrained. 
  You may shift up to eight times per long rest for 
  up to ten minutes before the Omnix reverts you to 
  your regular form. There is a cooldown period of 
  half an hour between shifts, and you cannot shift 
  into the same creature more than once per day.
  While in a diﬀerent creature form, you take all 
  of the creature’s stats except for its Intelligence 
  and Wisdom – those remain as your own.  
  However, if a creature’s scores in those areas are 
  higher, the player simply gain’s advantage on rolls 
  of those two stats. The player still retains a pool of 
  temporary HP equal to that of the creature’s and 
  can speak while in creature form. If you are 
  reduced to zero HP in your creature form before 
  the ten-minute mark, the Omnix reverts you to 
  your base form. 
   
  Quadgrip 
  Quadgrip is a red girralon, a rare breed 
  found on very few worlds across the 
  multiverse. They are larger, smarter, and 
  more civilized than white girralon. They have 
  developed language and primative technologies 
  but have a strong warrior culture. However, most 
  red girralon prefer to use their ﬁsts and physical 
  strength in place of weapons. Often, red girralon 
  will attempt to help civilize their primal cousins, 
  with little to no results to show from it.
  Landtrench
  Landtrench is a strain of merrow who are 
  able to walk on land as well as swim 
  within the deepest undersea canyons of the world. 
  Because of this, they have developed incredibly 
  powerful darkvision and bite strength, with males 
  growing small light stalks from the top of their 
  heads. These deepmerrow often become mutated 
  with aberrant magic later in life due to their 
  proximity to the cracks of reality deep within the 
  oceans in which they dwell.
  Speedster
  Speedster is a breed of quickling known 
  as accelerators, high-speed assassins of 
  the Queen of Air and Darkness. Speedsters are 
  everywhere and nowhere at the same time, 
  shadows that vanish in a blink. While accelerators 
  are not outright devious, they do not mind a trick 
  or two, and many mortal homes often can be 
  found in slight disarray with one small thing 
  missing.
   
  Pinball 
  Occasionally, galeb duhr become ﬁlled 
  with a wanderlust, a desire to explore 
  their subterranean homes. These galeb duhr, 
  rather than walking everywhere, evolve to be able 
  to tuck into a ball and roll wherever they need to 
  go at high speeds. These galeb duhr, aﬀectionately 
  nicknamed rollers, are usually more friendly and 
  welcoming to adventurers, often looking for 
  conversation.
  Reacher 
  Reacher comes from a variety of treant 
  called vinelings who often dwell in jungles 
  and develop symbiotic relationships with the trees 
  they dwell on. Vinelings often have vines that can 
  stretch for miles underground or across canopies. 
  Because of this, vinelings will often act as 
  lookouts or protectors of smaller groups of plant 
  elementals and fey.
   Intel
  Intel is from a species of fey called the 
  korred (VGM), however, Intel is a special 
  kind of korred. While the korred are natural 
  tricksters, they are incredibly intelligent in the 
  ways of stonecraft and elemental magic. Korred 
  stonespeakers are slightly smaller and meeker 
  korred whose minds are far superior to their 
  brawn, and are able to see through the earth, as 
  well as hold ancient repositories of fey knowledge 
  within their minds.
  
  6
  Geodead
  Geodead is a crystal golem, a variant of a 
  stone golem. Where stone golems are 
  carved and made by magic uses, crystal golems 
  occur naturally, growing in places within the 
  Underdark where natural repositories of magic 
  fountain into the physical plane. Crystal golems 
  are sentient and proud ﬁghters, durable and 
  surprisingly sharp thinkers.
   Deepheat 
  Deepheat comes from a common 
  occurrence within ﬁrenewt society, where 
  the most powerful ﬁrenewt warriors sell their 
  souls to Imix. These ﬁrenewts are reborn as 
  hulking creatures covered in raw magma and 
  hardened stone plates. Everywhere they step they 
  melt the ground, and some can even master ﬂight 
  by altering the heat of the air around them.
  The Mutt 
  The Mutt is one of a kind, found by the 
  Mechanics on a desolate world 
  surrounded by the bones of many others. It 
  resembled a draegloth but lacked eyes and was 
  covered in a thick russet fur. The Mutt can see via 
  heat or echolocation, and can unleash terrifying 
  roars able to shatter stone. 
   Phantomscare 
  Occasionally, wraiths will develop split 
  personalities – that of their original life, 
  and that of their existence as a wraith. These 
  wraiths, often referred to as splitters, are from 
  whence Phantomscare originated. Nothing is 
  known of its origin, but previous wearers of the 
  Omnix have often struggled with Phantomscare’s 
  wraith half attempting to take control.
   A Symbiotic 
  Force
  At sixth level, your time wearing the Omnix has 
  attuned you two, and you have now unlocked a 
  new cache of creatures you may shift into. You 
  may shift up to eight times per long rest for up to 
  ten minutes OR up to four times per long rest for 
  twenty minutes before the Omnix reverts you to 
  your regular form. There is a cooldown period of 
  half an hour between shifts, and you cannot shift 
  into the same creature more than once per day. 
  You may still shift into your Level 2 creature 
  roster. If you are reduced to zero HP in your 
  creature form before the time limit is up, the 
  Omnix reverts you to your base form. 
  Megasaur
  Megasaur is an example of what happens 
  when a lizardfolk becomes too savage and 
  delves too deep into the natural magic that infuse 
  their swamps. These beings, called saurfolk, take 
  on more dinosaur-like aspects and become 
  massive monstrosities with incredible strength.  
  Mantal 
  The mantal people are a race that often is 
  native to worlds and dimensions with 
  large oceans. They resemble humanoid manta 
  rays, and can in fact both ﬂy and swim at high 
  speeds. They also can deliver high voltage stings 
  with their tails. Mantal are violent and often 
  prone to ﬁts of danger and excess. 
  Marshflame
  Marshﬂame comes from a race of 
  methane-ﬁlled plant elementals that 
  dwell in massive peat bogs. They resemble 
  shambling mounds, only they walk a little more 
  upright, grow large colored ﬂowers on them, and 
  have small plumes of ﬂame covering their bodies. 
  Territorial, these beings – called pyrmets – often 
  try to remain on their own, but when provoked 
  they can launch massive cones of ﬂame from their 
  bodies. 
  
  7
  Heavy Frost
  Heavy Frost is a Frigian, a race of bat-like 
  humanoids from the Elemental Plane of 
  Ice. The Frigians have become very well adapted 
  to dwelling in the cold, their own wings oﬀering 
  massive insulation as they fold around the body of 
  the Frigians as cloaks. Heavy Frost is a particular 
  rare Frigian, as he also has minor pyromantic 
  abilities.  
  Wavelength
  Wavelength belongs to a group of 
  creatures from the plane of Limbo called 
  Echians, beings of pure sound bound inside of 
  large suits of everﬂowing metal. Because of their 
  chaotic nature, Echians tend to remain very silent 
  and speak quietly, as anything above a whisper 
  can cause massive concussive damage.  
  Uberhulk 
  What is scarier than an umber hulk? How 
  about a hyper intelligent one? The 
  uberhulk are hard to ﬁnd, but often manage or 
  run the few umber hulk colonies that exist. They 
  are terrifyingly intelligent and possess almost all 
  living memory of the umber hulk hive, making 
  them almost unstoppable in combat.
  Dazzlerock
  While Dazzlerock is very similar to 
  Geodead, Dazzlerock belongs to a fey 
  species called shiners – specially cultured and 
  grown crystal golems who are able to manipulate 
  light and color. This makes them master 
  illusionists and guardians of fey holds or keys, as 
  a shiner can simply alter the lighting on their 
  naturally plated bodies and avoid detection until 
  the thief is too far gone.  
  Rage
  Rage is a rakshasa-tabaxi crossbreed, 
  but no ordinary one – Rage is the literal 
  embodiment of sheer unbridled anger. Hidden 
  amongst rakshasa culture – seen as bastard 
  hybrids – are beings like Rage who come to 
  possess powers of such intensity they are often 
  exiled. Rage was found having destroyed a ﬁve 
  hundred-mile-wide mountain valley by the 
  Mechanics, often referring to itself in the third 
  person.
  Arakchimp
  Some rumor the arakchimps to be 
  strange experiments by drow scientists on 
  Eberron to merge simian and arachnid, which is 
  not that far from the truth. Resembling 
  chimpanzees with eight eyes, four spider legs 
  growing from their sides and a special web-
  producing organ in their rear, the Arakchimp is 
  odd and terrifying to look upon.
  Faegear
  Faegear often appear in small swarms 
  during the spring and autumn months 
  when the border between the Feywild and mortal 
  world are thinnest. They look like small clockwork 
  faeries, and are incredibly intelligent. The 
  friendship of a faegear is one that when won is 
  something to not be forgotten.
  
  8
  Ultimate 
  Symbiosis
  At 10th level, you and the Omnix have come to 
  have a special symbiotic relationship, and a new 
  line of creatures is now available for you to 
  transform into. Also, you now no longer have to 
  physically manipulate the Omnix, but rather can 
  communicate with it telepathically to shift you.
  You may shift up to eight times per long rest for 
  up to ten minutes, up to four times per long rest 
  for twenty minutes, OR up to two times per long 
  rest for two hours before the Omnix reverts you to 
  your regular form. There is a cooldown period of 
  twenty minutes between shifts, and you cannot 
  shift into the same creature more than once per 
  day. You may still shift into creatures from your 
  Level 2 and Level 6 rosters.  If you are reduced to 
  zero HP in your creature form before the time limit 
  is up, the Omnix reverts you to your base form. 
  Tidalpool 
  Tidalpool is a being from the Elemental 
  Plane of Water, resembling a large 
  humanoid wearing heavy red coral armor with 
  crablike accents and features. Tidalpool is part of 
  a species known as the krusk, often used as 
  servants or guards by powerful water archons. 
  Able to ﬁre jets of water at high speeds from their 
  hands, krusk are also very durable.
  Foreram  
  Foreram comes from the Elemental Plane 
  of Earth, and resembles a titanic 
  armadillo in heavy ochre armor with over-large 
  and over-muscled forearms. His species, called 
  the armordyls, are friendly and jovial beings who 
  love to dig and make massive tunnel systems all 
  across the plane.
  Eanarg
  Eanarg is a unique being as it actually 
  came to the Graymalkin and asked to be 
  added to the Omnix’s intelligence. Eanarg, or 
  rather THE Eanarg, is a celestial being of pure 
  angelic energy entombed in a suit of silver armor.
            So far, there is only a record of one Eanarg
             existing in the multiverse.
  Colossal
  Colossal is the name granted to the 
  cosmic giant of which this form was 
  taken from. Colossal is one of a rare breed of 
  giants said to have been the true primogenitors of 
  giantkind. Resembling a titanic humanoid with a 
  body made of many galaxies and cosmoses, 
  Colossal is truly a sight to behold.
  Earthturn 
  Earthturn resembles a tortle, only 
  slightly larger, and with a more 
  streamlined body, similar to a sea turtle than a 
  tortoise. They have large vents in their chest, as 
  Earthturn is a species of tortle who hail from the 
  Elemental Plane of Air and can ﬂy using special 
  organs meant for compressing and expelling air.   
  Ozoni 
  Resembling a very electrically-charged 
  ogre mage, the ozoni are beings from the 
  Elemental Plane of Storms, and are essentially 
  lightning incarnate. These creatures, once oni but 
  taken in by a darker force, are barely held 
  together by ﬂesh and heavy armor, with lightning 
  and electricity snapping over their bodies at all 
  times, and even splitting their skin.
  Munchbug  
  Across the multiverse, there are many 
  giant insects, but none with the appetite 
  as insatiable as that of Munchbug’s species, the 
  consumites. Consumites resemble large 
  humanoid stag beetles, varying in coloration, with 
  the larger their horn being the older they are. But 
  the older they are, the greater their appetite is.
  Gearhead
  Gearhead is a modron goliath outcast 
  from Mechanus who came to Graymalkin 
  in search of help. Wanting to keep his legacy and 
  knowledge of the plane alive, Graymalkin added 
  Gearhead’s essence to the Omnix. Gearhead 
  resembles a large sphere with long thick arms 
  and legs, covered in heavy armor plating and 
  gears.
  
  9
  Glop 
  Glop is just that, glop. He was a sentient 
  ooze that Graymalkin kept as a lab 
  assistant and oﬀered his services to be added to 
  the Omnix, which Graymalkin accepted. Glop can 
  take any form, only, mind you, it is made of neon 
  blue ooze. A small set of ioan stones ﬂoat around 
  his head, keeping his usually loose form semi-stiﬀ 
  and rigid.
  Nordstrom 
  Nordstrom is a unique being, as they are 
  part of a species who are masters of 
  magnetism. Resembling strange metal elves with 
  over-large hands, Nordstrom’s kind are often 
  found drifting through the cosmos, entombed in 
  mineral-rich meteors where they build massive 
  metallic cities and hold magnetic shows.
  Omegnix 
  Unleashed
  At fourteenth level, you have unlocked eight more 
  forms, as well as allowing your bond with the 
  Omnix to grow so strong it has in fact evolved into 
  a new creation: the Omegnix. The Omegnix allows 
  you to unlock evolved forms of every one of these 
  creatures for up to one hour, which boosts their 
  damage die by one size each, they gain a temp HP 
  pool of eight hit dice, and grants them advantage 
  on all attack rolls. If you choose to activate your 
  creature via the Omegnix, you must declare it as 
  an action.
  Shifting is now unlimited, as you are able to 
  fully harness the power of the Ultranix.You may 
  still shift into creatures from your Levels 2, 6, and 
  10 rosters. However, it takes a full action to shift 
  from one form to another. 
  Boombark 
  Originating from the jungles of Eberron, 
  Boombark is a strange hybrid of warg and 
  werewolf, more beast than humanoid but still 
  possessing powerful intelligence. It also has the 
  incredible ability to ﬁre massive sonic bursts from 
  its mouth as a defense mechanism.
  Iris
  Iris is a strange union between beholder 
  and human, unknown of but appearing 
  once every few thousand years from within Limbo. 
  Iris for the most part is humanoid, save for the 
  numerous eyes that cover its body and the 
  miniature beholder that makes up the head.
  Doubleganger 
  Doubleganger is one of a unique subrace 
  of halﬂings who have interbred with 
  changelings. They are able to create up to ten 
  copies of themselves to distract enemies. They are 
  always cheery and friendly, as they are stealing 
  your goods. Sometimes, crimelords will hire these 
  rare halﬂings to work for them as guards or 
  contracted thieves.
  Zaprilla
  The zaprilla is a birth of the Simic 
  Conclave on Ravnica, a hybrid between 
  electric eel and ape. While it mostly resembles a 
  gorilla, it has insulated skin, a large dorsal and 
  spinal ﬁn, and can produce massive amounts of 
  electricity from its body. Additionally, it has an 
  incredible bite strength which is next to 
  impossible to release.  
  Advance 
  Advance is what you get when you merge 
  a warforged and an ooze. Resembling a 
  large jelly held together by warforged plating, 
  Advance can magically enchant and upgrade any 
  nonmagical item it touches, infusing it with raw 
  arcane energy, and to top it all oﬀ - they are 
  incredibly friendly.  
  Vomit
  Vomit looks like a xorn, only a very 
  special xorn. Rather than facing upward, 
  its mouth has changed to be able to face forward, 
  revealing the creature’s rather ugly face and the 
  large mouth from which four long tongues will 
  appear to eat anything. Vomit can eat literally any 
  substance and turn it into an acid sludge. 
  
  10
  Tripwire 
  Few creatures are able to enter the sheer 
  state of symbiosis that Tripwire’s kind – 
  the deep mummies – have been able to achieve. A 
  horrifying merger of cloaker and mummy, deep 
  mummies are one entity with terrible speed, 
  stealth, and reach. You often ﬁnd these deep 
  mummies in ancient tombs that have come into 
  contact with aboleths or daelkyr. 
  Foulfly 
  Foulﬂy looks like a corpulent stirge that is 
  constantly exuding a horrendous smell. 
  Able to spew streams of corrosive reeking acid, 
  Foulﬂy can also create a powerful adhesive from 
  mixing its acid with a second solvent it produces 
  from its rear.
  Omnix Overdrive
  Additionally, at fourteenth level, you may push the 
  Omnix to its ﬁnal stages: Overdrive. In Overdrive 
  mode, you may select a feature from each creature 
  you can transform into and combine them into 
  one beast. You can only do this with ten creatures 
  at a time, and this lasts for one hour.
  However, this can prove dangerous to the 
  druid who enters the Overdrive stage. They arrive 
  at a mental crossroads within this stage, called 
  the Ultimation. Here, the druid must ﬁght to keep 
  superiority over the personalities of the creatures 
  which they have combined.
  When the druid has been within the Overdrive 
  stage for half an hour, roll a Wisdom saving throw. 
  On a failed save, the druid ﬂies into a blind rage 
  and attacks anything within 30 feet. This blind 
  rage continues until a successful Wisdom save is 
  made. If the druid passes, they suﬀer 3d10 
  psychic damage. When their hour is up, they 
  must roll a Wisdom save. On a fail, they suﬀer 
  6d10 psychic damage as they transform back to 
  their base form. A success is half damage.  
  Afterwards however, the Omnix goes into a 
  comatose state for one tenday and cannot be 
  activated until it has fully rested. 
  
  11
  AAppppeennddiixx::  SSttaatt  BBlloocckkss
  bbyy  ddrruuiidd  lleevveell
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/Subclasses/Druid/Circle of the Omnix.pdf