User:Revival/List of Racial Traits

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Racial Traits[edit]

This list of trait descriptions in the table below are written in such a way so that users can easily copy them in without needing to edit them to hyperlink references. In addition, any word enclosed in square brackets [like so] is meant to be replaced with an appropriate value (e.g. damage type, skill, etc.); the square brackets must be removed! Anything marked with [#] is meant to be filled with a numerical value (again, remove the square brackets). Finally, this table only includes additional traits that are added on top of the default races receive and as such the first two languages a race gets, a base 30ft walking speed, etc, aren't included.

Name Description
Tiny.* Your size is Tiny.
Damage Vulnerability. You have vulnerability to [damage type] damage.
Small.* Your size is Small.
Sunlight Sensitivity. You have disadvantage on attack rolls and on {{5a|wis}} ({{5s|Perception}}) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Ability Swapping. You can use your {{5a|[str/dex/con/wis/int/cha]}} modifier instead of your {{5a|[str/dex/con/wis/int/cha]}} modifier when [situation].
Amphibious. You can breathe air and water.
Armor Proficiency. You have proficiency with {{5e|[Light Armor/ Medium Armor/ Heavy Armor/ Shields]}}.
Brave.* You have {{5e|advantage}} on saving throws against being {{5c|Frightened}}.
Cantrip. You know [one cantrip of your choice from the {{5E|[Class]}} spell list]/[the ''{{5e|[Spell]}}'' cantrip]. {{5a|[str/dex/con/wis/int/cha]}} is your spellcasting ability for it.
Climb.* You have a climbing speed of [#] feet.
Damage Resistance. You have resistance to [damage type] damage.
Darkvision. You can see in {{5e|Dim Light}} within 60 feet of you as if it were {{5e|Bright Light}}, and in {{5e|Vision and Light|darkness}} as if it were {{5e|Dim Light}}. You can't discern color in {{5e|Vision and Light|darkness}}, only shades of gray.
Environmental Adaptation.* You’re acclimated to [environment], as described in chapter 5 of the Dungeon Master’s Guide.
Extra Language.* You can speak, read, and write one extra language of your choice.
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Extra Movement.* Your base walking speed increases to [#] feet.
Fey Ancestry.* You have {{5e|advantage}} on saving throws against being {{5c|Charmed}} and magic can’t put you to sleep.
Innate Casting.* You can cast the ''{{5e|[Spell]}}'' spell once with this trait, requiring no material components, and you regain the ability to cast it this way when you finish a long rest. {{5a|[str/dex/con/wis/int/cha]}} is your spellcasting ability for this spell.
Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can re-roll the die and must use the new roll.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Natural Armor.* When you aren't wearing armor, your AC is 11 + your {{5a|dex}} modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Natural Weapon.* Your [natural weapon] are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal [piercing, slashing or bludgeoning] damage equal to 1d4 + your [{{5a|str}} or {{5a|dex}}] modifier, instead of the bludgeoning damage normal for an unarmed strike.
Nimble. You can move through the space of any creature that is of a size larger than yours.
Poison Resilience.* You have {{5e|Advantage}} on saving throws against {{5c|Poisoned|poison}}, and you have resistance against poison damage.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Skill Proficiency. You have proficiency in the {{5s|[Skill]}} skill.
Speak with Small Beasts.* Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
Stonecunning.* Whenever you make a {{5a|int}} ({{5s|History}}) check related to the origin of stonework, you are considered proficient in the {{5s|History}} skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Swim.* You have a swimming speed of [#] feet.
Tinker. You have proficiency with artisan’s {{5e|Tools}} ({{5e|Tools|tinker’s tools}}). Using those {{5e|Tools}}, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
  • Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.
Tool Proficiency.* You gain proficiency with the [artisan {{5E|Tools}} or {{5E|Tools}}] of your choice: [tools]./ You gain proficiency with {{5E|Tools|[tool]}}
Trance.* You don’t need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Weapon Proficiency.* You have proficiency with the {{5e|weapons|[weapons]}}.
Minimum Armor Class. Your Armor Class can not be lower than 12.
Ability Score Increase. Your {{5a|[str/dex/con/wis/int/cha]}} score increases by 1.
Breath Weapon. You can use your action to exhale destructive energy. This produces a [15 or 5 by 30]-foot [cone or line] dealing [damage] damage.

When you use your breath weapon, each creature in the area of the exhalation must make a {{5a|[str/dex/con/wis/int/cha]}} saving throw. The DC for this saving throw equals 8 + your {{5a|con}} modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.

After you use your breath weapon, you can’t use it again until you complete a short or long rest.

Burrow.* You have a burrow speed of [#] feet.
Living Construct. Even though you were constructed, you are a living creature. You are immune to {{5e|Diseases}}. You do not need to eat or breathe, but you can ingest food and drink if you wish. Instead of sleeping, you enter an inactive state for 4 hours each day. You do not dream in this state; you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Natural Armor.* When you aren't wearing armor, your AC is 12 + your {{5a|dex}} modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Natural Weapon.* Your [natural weapon] are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal [piercing, slashing or bludgeoning] damage equal to 1d6 + your [{{5a|str}} or {{5a|dex}}] modifier, instead of the bludgeoning damage normal for an unarmed strike.
Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Relentless Endurance. When you are reduced to 0 {{5e|Hit Points}} but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
Superior Darkvision. You can see in {{5e|Dim Light}} within 60 feet of you as if it were {{5e|Bright Light}}, and in {{5e|Vision and Light|darkness}} as if it were {{5e|Dim Light}}. You can't discern color in {{5e|Vision and Light|darkness}}, only shades of gray.
Quicken.* Reduces the time cost of something by one stage. For example, making a Innate Casting a short rest instead of a long rest or being able to take the Dodge action, as a bonus action.
Innate Magic.* You know the ''{{5e|[Spell]}}'' cantrip. When you reach 3rd level, you can cast the ''{{5e|[Spell]}}'' spell once and need to finish a long rest before you can cast it again. When you reach 5th level, you can also cast the ''{{5e|[Spell]}}'' spell once and need to finish a long rest before you can cast it again. {{5a|[str/dex/con/wis/int/cha]}} is your spellcasting ability for these spells.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Minimum Armor Class. Your Armor Class can not be lower than 14.
Ability Score Increase. Your {{5a|[str/dex/con/wis/int/cha]}} score increases by 2.
Cunning.* You have {{5e|advantage}} on all {{5a|int}}, {{5a|wis}}, and {{5a|cha}} saving throws against magic.
Natural Armor.* When you aren't wearing armor, your AC is 13 + your {{5a|dex}} modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Minimum Armor Class. Your Armor Class can not be lower than 16.
Feat. You gain one {{5e|feats|feat}} of your choice.
Flying.* You have a flying speed of [#] feet. [restrictions and additional properties if any].
Higher Ability Scores.* Your {{5a|[str/dex/con/wis/int/cha]}} score increases by [1/2/3/4].
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