Crusaders! (5e Sourcebook)/Traits

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Traits[edit]

Traits are minor mutations, supernatural gifts, etc. which are not powerful enough to qualify as a full super-ability. Effectively, this system replaces the rules for races that are present in the 5e core rules. Every character has 20 points to spend on traits.

Traits worth -4 Points[edit]

Blind

You can't see and automatically fail any ability check that requires sight. Attack rolls against you have advantage, and your attack rolls have disadvantage.

Damage Vulnerability (X2)

Pick one of the following damage types: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, Water, or Wind. You have vulnerability to that damage type, taking double damage from it.

Sunlight Hypersensitivity

You take 20 radiant damage, which cannot be reduced or ignored, whenever you start your turn in sunlight. You also have disadvantage on attack rolls and ability checks when you are in direct sunlight.

Tiny

You are Tiny sized - no more than 1-2 feet tall. Your base speed is 20 feet, not 30 feet, and your carrying capacity is halved.

Traits worth -3 points[edit]

No Manipulation

You lack hands, and you cannot wield weapons or perform many tasks.

Traits worth -2 points[edit]

Damage Vulnerability (X1.5)

Pick one of the following damage types: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, Water, or Wind. You have vulnerability to that damage type, taking half again as much damage from it.

Small

You are small sized - no more than 2-4 feet tall. Your base speed is 25 feet, not 30 feet.

Traits worth -1 point[edit]

Sunlight Sensitivity

You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Traits worth 1 point[edit]

Amphibious

You can breathe air and water.

Climb

You gain a climbing speed of 10 feet. You can take this trait multiple times; each time you select it after the first, your climbing speed increases by 10 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Endure Cold

You suffer no harm or discomfort for being in a cold environment, and you automatically succeed on all saving throws to resist the effects of extreme cold. This trait doesn't protect you against cold damage - it only renders you immune to mundane cold.

Endure Heat

You suffer no harm or discomfort for being in a hot environment, and you automatically succeed on all saving throws to resist the effects of extreme heat. This trait doesn't protect you against fire damage - it only renders you immune to mundane heat.

Fast

Your speed increases by 5 feet. You can take this trait multiple times, and its effects stack.

Flight (Winged)

You gain a flying speed of 10 feet. You can take this trait multiple times; each time you select it after the first, your flying speed increases by 10 feet. You use a set of wings to fly, meaning that you must be in a space large enough to accomodate your wingspan in order to fly. If your wings are bound, crippled, or restrained, they won't work and you can't fly.

Keen Senses

Choose one of the following senses: Sight, hearing, smell, taste, or touch. You have advantage on Wisdom (Perception) checks that rely on that sense. You can take this trait multiple times; each time you select it after the first, choose another sense to gain this benefit.

Natural Weaponry

You have natural weaponry, such as claws or sharp teeth, with which you can make unarmed strikes. If you hit with them, you deal bludgeoning, piercing, or slashing damage (choose at character creation) equal to 1d4 + your Strength or Dexterity modifier (2d4 if you are Large), instead of the normal damage for an unarmed strike.

Jumping

You gain a jumping speed of 10 feet. You can take this trait multiple times; each time you select it after the first, your jumping speed increases by 10 feet.

Natural Armor (+1)

When you aren't wearing armor, your AC is 11 + your Dexterity 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.

Swim

You gain a swimming speed of 10 feet. You can take this trait multiple times; each time you select it after the first, your swimming speed increases by 10 feet.

Traits worth 2 points[edit]

Ability Score Increase (+1)

One ability score of your choice increases by 1. You can take this trait multiple times, but no more than once for each ability score.

Burrow

You gain a burrowing speed of 10 feet. You can take this trait multiple times; each time you select it after the first, your burrowing speed increases by 10 feet.

Endure Elements

You gain the benefits of the traits Endure Cold and Endure Heat.

Flight (Wingless)

You gain a flying speed of 10 feet. You can take this trait multiple times; each time you select it after the first, your flying speed increases by 10 feet.

Improved Darkvision

You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Natural Armor (+2)

When you aren't wearing armor, your AC is 12 + your Dexterity 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.

Powerful Build

Your carrying capacity, as well as the amount of weight that you can push, lift, or drag, is doubled.

Toughness

Your hit point maximum increases by 5, and it increases by 1 every time you gain a level.

Traits worth 3 points[edit]

Improved Natural Weaponry

You have natural weaponry, such as claws or sharp teeth, with which you can make unarmed strikes. If you hit with them, you deal bludgeoning, piercing, or slashing damage (choose at character creation) equal to 1d6 + your Strength or Dexterity modifier (2d6 if you are Large), instead of the normal damage for an unarmed strike.

Traits worth 4 points[edit]

Ability Score Increase (+2)

One ability score of your choice increases by 2. You can take this trait multiple times, but no more than once for each ability score.

Blindsense

You have some means of easily pinpointing the location of things you cannot see, such as acute smell or hearing. You are aware of the location of any creatures or objects within 30 feet of you, even invisible creatures or objects, provided that a creature isn't hidden from you.

Breathless

You don't need to breathe. You are immune to inhaled gasses and other respiratory effects, and you can survive in a vacuum.

Improved Toughness

Your hit point maximum increases by 10, and it increases by 2 every time you gain a level.

Multiple Arms

You have more than two arms (the precise number is not important). You may interact with an additional object or feature of the environment for free during your turn. You can use your extra arms for anything you can normally use your arms for, although they don't allow you to make extra attacks.

Multiple Legs

You have more than two legs (again, the precise number is not important). You have advantage on saving throws against being knocked prone, and on ability checks or saving throws to maintain your balance.

Natural Armor (+3)

When you aren't wearing armor, your AC is 13 + your Dexterity 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.

Traits worth 5 points[edit]

Improved Blindsense

You have some means of easily pinpointing the location of things you cannot see, such as acute smell or hearing. You are aware of the location of any creatures or objects within 60 feet of you, even invisible creatures or objects, provided that a creature isn't hidden from you.

Traits worth 6 points[edit]

Ability Score Increase (+3)

One ability score of your choice increases by 3. You can take this trait multiple times, but no more than once for each ability score.

Blindsight

You can perceive your surroundings within 30 feet of you without relying on sight.

Constructed Nature

You are a construct, such as a living doll, a magical golem, or a robot. You don't require air, food, drink, or sleep. You have immunity to poison damage, as well as to the exhaustion and poisoned conditions, and you can survive in a vacuum. Your type is Construct.

Large

You are far larger than most, standing 8-16 feet tall. Your base speed is 35 feet, not 30 feet, and your carrying capacity is doubled.

Undead Nature

You are an undead, such as a skeleton or a zombie. You don't require air, food, drink, or sleep. You have immunity to poison damage, as well as to the exhaustion and poisoned conditions, and you can survive in a vacuum. Your type is Undead.

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