Template:5e Creature Trait

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Trait Name. The default description would appear here.

Usage

This template is used to reproduce the exact text of common traits among 5e creatures. To use it, simply type the following, replacing "Trait Name" as appropriate.

{{5e Creature Trait|creature|Trait Name}}

Alternatively, the first part can be abbreviated:

{{5eCT|creature|Trait Name}}

This template also supports common traits with variables. For example, several creatures have a "Dive Attack" trait that is identical except for the number of dice rolled. For these traits, you can use the following template instead. Of course, replace "Trait Name" and "Variable" as appropriate.

{{5eCT|creature|Trait Name|Variable}}

Default Descriptions

The description will automatically fill with the default text if the trait name is one of entries in the table below.

Trait Name Default Description Variable Examples
Aggressive As a bonus action, the creature can move up to its speed toward a hostile creature that it can see.
Ambusher The creature has advantage on attack rolls against any creature it has surprised.
Amphibious The creature can breathe air and water.
Amorphous The creature can move through a space as narrow as 1 inch wide without squeezing.
Angelic Weapons The creature's weapon attacks are magical. When the creature hits with any weapon, the weapon deals an extra variable radiant damage (included in the attack). 2d8, 5d8
Antimagic Susceptibility The creature is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the creature must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Avoidance If the creature is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Blood Frenzy The creature has advantage on melee attack rolls on any creature that doesn't have all its hit points.
Brave The creature has advantage on saving throws against being frightened.
Brute A melee weapon deals one extra die of its damage when the creature hits with it (included in the attack).
Chameleon Skin The creature has advantage on Dexterity (Stealth) checks made to hide.
Chess People The carapacian has advantage on Intelligence (History) checks and can take the Disengage or Help action as a bonus action on each of its turns.
Constructed Nature A creature doesn't require air, food, drink, or sleep.
Corrode Metal Any nonmagical weapon made of metal that hits the creature corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made from metal or wood that hits the creature is destroyed after dealing damage.

The creature can eat through 2-inch thick, nonmagical wood or metal in 1 round.

Corrosive Form A creature that touches the creature or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made from metal or wood that hits the creature corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made from metal or wood that hits the creature is destroyed after dealing damage.

The creature can eat through 2-inch thick, nonmagical wood or metal in 1 round.

4 (1d8)
Courage The creature has advantage on saving throws against being charmed or frightened.
Cunning Action The creature can Dash, Disengage, or Hide as a bonus action.
Damage Absorption Whenever the creature is subjected to variable damage, it takes no damage and instead gains a number of hit points equal to the variable damage dealt. Fire, Lightning
Damage Transfer When it is grappling another creature, the creature takes only half the damage dealt to it (rounded down), and the creature grappled by the creature takes the other half.
Devil's Sight Magical darkness doesn't impede the creature's darkvision.
Dive Attack If the creature is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra variable damage to the target. 1d6, 2d8, 3d10
Echolocation The creature can't use its blindsight while deafened.
Elemental Nature A creature doesn't require food, drink, or sleep.
Ethereal Sight The creature can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa. 30, 60
Evasion When the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
False Appearance While the creature remains motionless, it is indistinguishable from an ordinary object. a normal stalactite
Fey Ancestry The creature has advantage on saving throws against being charmed, and magic can't put the creature to sleep.
Flyby The creature doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Heated Body A creature that touches the creature or hits it with a melee attack while within 5 feet of it takes variable fire damage. 5 (1d10), 7 (2d6)
Heated Weapons Any metal melee weapon the creature wields deals an extra 3 (1d6) fire damage on a hit (included in the attack). 3nbsp;(1d6), 7nbsp;(2d6)
Forest Camouflage The creature has advantage on Dexterity (Stealth) checks made to hide in forests, woodlands, or other terrain of abundant foliage.
Grappler The creature has advantage on attack rolls against any creature grappled by it.
Hold Breath The creature can hold its breath for 30 minutes. 15, 30
Illumination The creature sheds bright light in a 15-foot radius and dim light for an additional 15 feet. 10, 30
Immortal Nature A creature doesn't require air, food, drink, or sleep.
Immutable Form The creature is immune to any spell or effect that would alter its form.
Improved Initiative The creature has advantage on initiative rolls. If the campaign uses static initiative, it instead gains a +5 bonus to its initiative score.
Incorporeal Movement The creature can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Inscrutable The creature is immune to any effect that would sense its emotions or read its thoughts, as well as any divination that it refuses. Wisdom (Insight) checks made to ascertain the creature's intentions or sincerity have disadvantage.
Keen Senses The creature has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.
Keen Hearing The creature has advantage on Wisdom (Perception) checks that rely on hearing.
Keen Hearing and Sight The creature has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Keen Hearing and Smell The creature has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Keen Sight The creature has advantage on Wisdom (Perception) checks that rely on sight.
Keen Sight and Smell The creature has advantage on Wisdom (Perception) checks that rely on sight or smell.
Keen Smell The creature has advantage on Wisdom (Perception) checks that rely on smell.
Labyrinthe Recall The creature can perfectly recall any path it has traveled.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the creature can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the creature. A creature can benefit from only one Leadership die at a time. The effect ends if the creature is incapacitated.
Legendary Resistance (3/Day). If the creature fails a saving throw, it can choose to succeed instead. 1, 3
Limited Magic Immunity The creature is immune to spells of 6th level or lower unless it wished to be affected. It has advantage on saving throws against all other spells and magical effects. 1st, 6th
Limited Telepathy Using telepathy, the creature can magically communicate with any other creature within 60 feet of it. 15, 60, 120
Magic Resistance The creature has advantage on saving throws against spells and other magical effects.
Magic Weapons The creature's weapon attacks are magical.
Martial Advantage Once per turn, the creature can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the creature that isn't incapacitated. 7 (2d6), 10 (3d6)
Mimicry The creature can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. 14
Nimble Escape The creature can take the Disengage or Hide action as a bonus action on each of its turns.
Ooze Nature A creature doesn't require sleep.
Otherworldly Perception The creature can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. The creature can pinpoint such a creature if it is moving.
Pack Tactics The creature has advantage on an attack roll against a creature if at least one of the creature's allies is within 5 feet of the creature and the ally isn't incapacitated.
Parry The creature adds 2 to its AC against one melee attack that would hit it. To do so, the creature must see the attacker and be wielding a melee weapon. 2, 3, 5
Powerful Attacks A weapon attack deals one extra die of its damage when the creature hits with it (included in the attack), and these weapon attacks are magical.
Psychic Defense While the creature is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Rampage When the creature reduces a creature to 0 hit points with a melee attack on its turn, the creature can take a bonus action to move up to half its speed and make a Bite attack. Bite
Reactive The creature can take a reaction on every creature's turn in combat.
Reckless At the start of its turn, the creature can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Regeneration The creature regains 10 hit points at the start of its turn if it has at least 1 hit point. 10, 20
Rejuvenation If it dies, the creature returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning. 1d6 days, 1d6 years
Relentless (Recharges after a Short or Long Rest). If the creature takes variable damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead. 7, 10, 14
Shadow Stealth While in dim light or darkness, the creature can take the Hide action as a bonus action.
Siege Monster The creature deals double damage to objects and structures.
Slippery The creature has advantage on ability checks and saving throws made to escape a grapple.
Snow Camouflage The creature has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Spider Climb The creature can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Stone Camouflage The creature has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Sunlight Sensitivity While in sunlight, the creature has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Sunlight Weakness While in sunlight, the creature has disadvantage on attack rolls, ability checks, and saving throws.
Superior Invisibility As a bonus action, the creature can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the creature wears or carries is invisible with it.
Sure-Footed The creature has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Surprise Attack If the creature surprises a creature and hits it with an attack during the first round of combat, the target takes an extra variable damage from the attack. 7 (2d6)
Swamp Camouflage The creature has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
Swarm The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Tiny insect, Small beast
Transparent Even when the creature is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a creature that has neither moved nor attacked. A creature that tries to enter the creature's space while unaware of it is surprised by the creature. 15, 20
Tunneler The creature can burrow through solid rock at half its burrow speed and leaves a 5-foot-diameter tunnel in its wake. 10-foot-diameter
Turn Immunity The creature is immune to effects that turn undead.
Turn Resistance The creature has advantage on saving throws against any effect that turns undead.
Undead Fortitude If damage reduces the creature to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant damage or from a critical hit. On a success, the creature drops to 1 hit point instead. 2, 5, 10
Underwater Camouflage The creature has advantage on Dexterity (Stealth) checks made while underwater.
Undead Nature A creature doesn't require air, food, drink, or sleep.
Water Breathing The creature can only breathe underwater.
Web Sense While in contact with a web, the creature knows the exact location of any other creature in contact with the same web.
Web Walker The creature ignores movement restrictions caused by webbing.
Wounded Fury While it has 10 hit points or fewer, the creature has advantage on attack rolls. 10
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