Template talk:5e Creature Trait

From D&D Wiki

Jump to: navigation, search

Examples[edit]

Aggressive. The guy moves up to its speed toward a hostile creature that it can see.
Ambusher. The guy has advantage on attack rolls against any creature it has surprised.
Amphibious. The guy can breathe air and water.
Amorphous. The guy can move through a space as narrow as 1 inch wide without squeezing.
Antimagic Susceptibility. The guy is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the guy must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Avoidance. If the guy 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 guy has advantage on melee attack rolls on any creature that doesn't have all its hit points.
Brute. A melee weapon deals one extra die of its damage when the guy hits with it (included in the attack).
Chameleon Skin. The guy has advantage on Dexterity (Stealth) checks made to hide.
Construct Nature. The default description would appear here.
Corrode Metal. Any nonmagical weapon made of metal that hits the guy 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 guy is destroyed after dealing damage.
The guy can eat through 2-inch thick, nonmagical wood or metal in 1 round.
Corrosive Form. A creature that touches the guy or hits it with a melee attack while within 5 feet of it takes 5 (1d10) acid damage. Any nonmagical weapon made from metal or wood that hits the guy 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 guy is destroyed after dealing damage.
The guy can eat through 2-inch thick, nonmagical wood or metal in 1 round.
Psychic Absorption. Whenever the guy is subjected to psychic damage, it takes no damage and instead gains a number of hit points equal to the psychic damage dealt.
Damage Transfer. When it is grappling another creature, the guy takes only half the damage dealt to it (rounded down), and the creature grappled by the guy takes the other half.
Devil's Sight. Magical darkness doesn't impede the guy's darkvision.
Dive Attack. If the guy 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 1d6 damage to the target.
Echolocation. The guy can't use its blindsight while deafened.
Elemental Nature. A guy doesn't require air, food, drink, or sleep.
False Appearance. While the guy remains motionless, it is indistinguishable from yer mum.
Fey Ancestry. The guy has advantage on saving throws against being charmed, and magic can't put the guy to sleep.
Flyby. The guy doesn't provoke an opportunity attack when it flies out of an enemy's reach.
Heated Body. A creature that touches the guy or hits it with a melee attack while within 5 feet of the guy takes 50(1d100) fire damage.
Grappler. The guy has advantage on attack rolls against any creature grappled by it.
Hold Breath. The guy can hold its breath for 30 minutes.
Illumination. The guy sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
Immortal Nature. A guy doesn't require air, food, drink, or sleep.
Immutable Form. The guy is immune to any spell or effect that would alter its form.
Incorporeal Movement. The guy 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 guy 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 guy's intentions or sincerity have disadvantage.
Keen Senses. The guy has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.
Keen Hearing. The guy has advantage on Wisdom (Perception) checks that rely on hearing.
Keen Hearing and Sight. The guy has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Keen Hearing and Smell. The guy has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Keen Sight. The guy has advantage on Wisdom (Perception) checks that rely on sight.
Keen Sight and Smell. The guy has advantage on Wisdom (Perception) checks that rely on sight or smell.
Keen Smell. The guy has advantage on Wisdom (Perception) checks that rely on smell.
Labyrinthe Recall. The default description would appear here.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the guy 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 guy. A creature can benefit from only one Leadership die at a time. The effect ends if the guy is incapacitated.
Legendary Resistance. If the guy fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. The guy can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.
Magic Resistance. The guy has advantage on saving throws against spells and other magical effects.
Magic Weapons. The guy's weapon attacks are magical.
Martial Advantage. Once per turn, the guy can deal an extra 1 (1d2) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the guy that isn't incapacitated.
Mimicry. The guy can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 30 Wisdom (Insight) check.
Nimble Escape. The guy takes the Disengage or Hide action.
Ooze Nature. A guy doesn't require sleep.
Otherworldly Perception. The guy can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. The guy can pinpoint such a creature if it is moving.
Pack Tactics. The guy has advantage on an attack roll against a creature if at least one of the guy's allies is within 5 feet of the creature and the ally isn't incapacitated.
Parry. The guy adds 6 to its AC against one melee attack that would hit it. To do so, the guy must see the attacker and be wielding a melee weapon.
Psychic Defense. While the guy is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.
Rampage. When the guy reduces a creature to 0 hit points with a melee attack on its turn, the guy moves up to half its speed and makes a Longsword attack.
Reactive. The guy can take a reaction on every creature's turn in combat.
Reckless. At the start of its turn, the guy 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 guy regains 9000 hit points at the start of its turn if it has at least 1 hit point.
Rejuvenation. If it dies, the guy returns to life in 1d6 seconds and regains all its hit points. Only a wish spell can prevent this trait from functioning.
Relentless (Recharges after a Short or Long Rest). If the guy takes variable damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Shadow Stealth. While in dim light or darkness, the guy takes the Hide action.
Siege Monster. The guy deals double damage to objects and structures.
Slippery. The guy has advantage on ability checks and saving throws made to escape a grapple.
Snow Camouflage. The guy has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Spider Climb. The guy can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Stone Camouflage. The guy has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Sunlight Sensitivity. While in sunlight, the guy has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Sunlight Weakness. While in sunlight, the guy has disadvantage on attack rolls, ability checks, and saving throws.
Sure-Footed. The guy has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Surprise Attack. If the guy 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.
Swamp Camouflage. The guy 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 gigantic bicep. The swarm can't regain hit points or gain temporary hit points.
Transparent. Even when the guy is in plain sight, it takes a successful DC 1 Wisdom (Perception) check to spot a guy that has neither moved nor attacked. A creature that tries to enter the guy's space while unaware of it is surprised by the guy.
Tunneler. The guy can burrow through solid rock at half its burrow speed and leaves a 30-foot-diameter tunnel in its wake.
Turn Immunity. The guy is immune to effects that turn undead.
Turn Resistance. The guy has advantage on saving throws against any effect that turns undead.
Undead Fortitude. If damage reduces the guy 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 guy drops to 1 hit point instead.
Underwater Camouflage. The guy has advantage on Dexterity (Stealth) checks made while underwater.
Undead Nature. A guy doesn't require air, food, drink, or sleep.
Web Sense. While in contact with a web, the guy knows the exact location of any other creature in contact with the same web.
Web Walker. The guy ignores movement restrictions caused by webbing.
Wounded Fury. While it has 10 hit points or fewer, the guy has advantage on attack rolls.

You can probably tell where the replaced names and variables are without viewing the source. — Guy (talk | edits) 15:00, 5 March 2017 (UTC)
There you go, putting me to shame again. Marasmusine (talk) 16:49, 5 March 2017 (UTC)
Hehe. To be fair, I was working on this since I tweaked the creature template. — Guy (talk | edits) 20:24, 5 March 2017 (UTC)

Legendary Resistance[edit]

"3/day" should be "3/Day". In general, any X/Day should be "Day", not "day". SirSprinkles (talk) 19:05, 5 March 2017 (UTC)

Fixed. Sometimes I swear you're some kind of bot. — Guy (talk | edits) 20:24, 5 March 2017 (UTC)

Hindsight[edit]

When I made this I never considered it would be protected. It probably would have been better off as a bunch of different related templates, rather than one big one. That way anyone could just add more relatively easily. This wasn't really meant to be limited to official traits only, but even if it was there's been a lot more of those in the past six years. - Guy 07:41, 20 March 2023 (MDT)

Home of user-generated,
homebrew pages!


Advertisements: