5e:Phoenix Ash/Trait: Difference between revisions
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}}{{Phoenix Ash}}</div> | }}{{Phoenix Ash}}</div> | ||
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Each adventurer has a number of traits based on {{phoenixash|Character Type|character type}}. These traits are divided into Greater (g) and Lesser (l). Some of these are taken from {{pub|Ancestery Awakened}} (aa). | {{tocright}}Each adventurer has a number of traits based on {{phoenixash|Character Type|character type}}. These traits are divided into Greater (g) and Lesser (l). Some of these are taken from {{pub|Ancestery Awakened}} (aa). | ||
==List of Traits== | ==List of Traits== | ||
Armored (g) - Your body is a suit of armor, which determines your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. | ===A=== | ||
'''{{anchor|Amphibious}}'''<ref name="srd5" /> (l) - The creature can breathe air and water. | |||
'''{{anchor|Armored}}'''<ref name="aa" /> (g) - Your body is a suit of armor, which determines your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. | |||
Pick one of the following options to determine the type of armor you are, provided you meet the prerequisite. You cannot change this option unless the GM allows you to. | Pick one of the following options to determine the type of armor you are, provided you meet the prerequisite. You cannot change this option unless the GM allows you to. | ||
{| | {|class="small" | ||
!Armor Type | !Armor Type | ||
!Prerequisite | !Prerequisite | ||
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|} | |} | ||
Darkvision (l) - You can see in | ===D=== | ||
'''{{anchor|Darkvision}}'''<ref name="srd5" /> (l) - You can see in {{srd5lc|Dim Light}} within 60 feet of you as if it were {{srd5lc|Bright Light}}, and in {{srd5lc|Darkness}} as if it were dim light. You can’t discern color in darkness, only shades of (color/gray). | |||
Darkvision | '''Superior Darkvision'''<ref name="srd5 /> (g) - 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 (color/gray). | ||
Disconnected (l) - If any of your limbs or appendages are severed, you can reattach them as an action. Your limbs continue to function when separated, although they are limited in the actions they can take. For example, if your head is severed, you can still see from it but the head itself can’t move. In general, a severed appendage can’t take actions or make attacks. (aa) | Disconnected (l) - If any of your limbs or appendages are severed, you can reattach them as an action. Your limbs continue to function when separated, although they are limited in the actions they can take. For example, if your head is severed, you can still see from it but the head itself can’t move. In general, a severed appendage can’t take actions or make attacks. (aa) | ||
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Dual Type (l) - You have two creature types: (type) and (type). You can be affected by a game effect if it works on either of your creature types. (aa) | Dual Type (l) - You have two creature types: (type) and (type). You can be affected by a game effect if it works on either of your creature types. (aa) | ||
===F=== | |||
False Appearance (l) - When you are motionless, you are indistinguishable from a regular ____. (use SRD) | False Appearance (l) - When you are motionless, you are indistinguishable from a regular ____. (use SRD) | ||
Fluent (l) - You can speak, read, and write two additional languages of your choice. (aa) | Fluent (l) - You can speak, read, and write two additional languages of your choice. (aa) | ||
===H=== | |||
'''{{anchor|Healing Touch}}'''<ref name="srd5" /> (g) - As an {{srd5lc|Action}} you touch another creature. The target magically regains 2d8 + your {{srd5lc|Proficiency Bonus}} hit points. Instead of restoring hit points you may remove a {{srd5lc|Disease}}, {{srd5lc|Poison}}, {{srd5lc|Blindness}}, or {{srd5lc|Deafness}}. | |||
===K=== | |||
Keen Senses [sense] (l) - You have proficiency in the Perception checks related to (sense). | Keen Senses [sense] (l) - You have proficiency in the Perception checks related to (sense). | ||
===L=== | |||
Luminous (l) - You may produce light. As a {{srd5lc|Bonus Action}} you can produce {{srd5lc|Bright Light}} in a 20-foot radius and {{srd5lc|Dim Light}} for an additional 20 feet. The light can be colored as you like. This light produces no heat. You may use a bonus action to extinguish this light. This may be from an organ, a general glow, or a mechanical source (if roguebot). | Luminous (l) - You may produce light. As a {{srd5lc|Bonus Action}} you can produce {{srd5lc|Bright Light}} in a 20-foot radius and {{srd5lc|Dim Light}} for an additional 20 feet. The light can be colored as you like. This light produces no heat. You may use a bonus action to extinguish this light. This may be from an organ, a general glow, or a mechanical source (if roguebot). | ||
Natural Armor - Your natural armor provides a minimum AC value. If you wear armor, you choose the better of the two AC values, but you are also affected by the armor's Str minimum and if it has disadvantage on stealth checks. The AC value depends on if this trait is a lesser (l) or greater (g) trait: | ===N=== | ||
'''{{anchor|Natural Armor}}'''<ref name="rly" /> - Your natural armor provides a minimum AC value. If you wear armor, you choose the better of the two AC values, but you are also affected by the armor's Str minimum and if it has disadvantage on stealth checks. The AC value depends on if this trait is a lesser (l) or greater (g) trait: | |||
:(l) Your minimum AC is 11 + your Dexterity bonus. | :(l) Your minimum AC is 11 + your Dexterity bonus. | ||
:(g) Your minimum AC is 9 + your Dexterity bonus + your proficiency bonus. (rly) | :(g) Your minimum AC is 9 + your Dexterity bonus + your proficiency bonus. (rly) | ||
Natural Melee Weapon - You have claws, teeth, spines, club tail, or other body part that may be used to cause physical (bludgeoning, piercing, or slashing) damage. The damage type is taken when you gain this trait. Natural weapons have both the finesse and light weapon properties. You make a {{srd5lc|Melee Weapon Attack}} when you attack with them. The attack bonus is either your Strength or Dexterity modifier + your proficiency modifier. The damage done is determined by if the trait is a lesser (l) or greater (g) trait. | '''{{anchor|Natural Melee Weapon}}'''<ref name="rly" /> - You have claws, teeth, spines, club tail, or other body part that may be used to cause physical (bludgeoning, piercing, or slashing) damage. The damage type is taken when you gain this trait. Natural weapons have both the finesse and light weapon properties. You make a {{srd5lc|Melee Weapon Attack}} when you attack with them. The attack bonus is either your Strength or Dexterity modifier + your proficiency modifier. The damage done is determined by if the trait is a lesser (l) or greater (g) trait. | ||
: (l) - When you hit with this weapon you do 1d4 + your Strength bonus damage of the damage type chosen when you acquired this trait. | : (l) - When you hit with this weapon you do 1d4 + your Strength bonus damage of the damage type chosen when you acquired this trait. | ||
: (g) - When you hit with this weapon you do a number of d4 equal to your proficiency bonus + your Strength bonus damage of the damage type chosen when you acquired this trait. i.e. if your proficiency bonus is 2 and your Str bonus is 3, you do 2d4+3 damage. | : (g) - When you hit with this weapon you do a number of d4 equal to your proficiency bonus + your Strength bonus damage of the damage type chosen when you acquired this trait. i.e. if your proficiency bonus is 2 and your Str bonus is 3, you do 2d4+3 damage. | ||
Natural Ranged Weapon - You have spines, quills, or other body part that may be projected to cause physical (bludgeoning, piercing, or slashing) damage at range. The damage type is taken when you gain this trait. Natural weapons have both the ranged and ammuntion weapon properties. You make a {{srd5lc|Ranged Weapon Attack}} when you attack with them. The attack bonus is your Dexterity modifier + your proficiency modifier. The damage done is determined by if the trait is a lesser (l) or greater (g) trait. The number of times you may use this trait is equal to your proficiency bonus; once you expend these uses, this trait may not be used until recover uses. At the end of a {{srd5lc|Short Rest}}, you may spend a {{SRD5|Hit Die}} to recover 2 uses of this trait instead of regaining {{srd5lc|Hit Point}}s. At the end of a {{srd5lc|Long Rest}} you recover all uses of this trait. The range for these natural weapons is 20/60 feet. | '''{{anchor|Natural Ranged Weapon}}'''<ref name="rly" /> - You have spines, quills, or other body part that may be projected to cause physical (bludgeoning, piercing, or slashing) damage at range. The damage type is taken when you gain this trait. Natural weapons have both the ranged and ammuntion weapon properties. You make a {{srd5lc|Ranged Weapon Attack}} when you attack with them. The attack bonus is your Dexterity modifier + your proficiency modifier. The damage done is determined by if the trait is a lesser (l) or greater (g) trait. The number of times you may use this trait is equal to your proficiency bonus; once you expend these uses, this trait may not be used until recover uses. At the end of a {{srd5lc|Short Rest}}, you may spend a {{SRD5|Hit Die}} to recover 2 uses of this trait instead of regaining {{srd5lc|Hit Point}}s. At the end of a {{srd5lc|Long Rest}} you recover all uses of this trait. The range for these natural weapons is 20/60 feet. | ||
: (l) - When you hit with this weapon you do 1d4 + your Dexterity bonus damage of the damage type chosen when you acquired this trait. | : (l) - When you hit with this weapon you do 1d4 + your Dexterity bonus damage of the damage type chosen when you acquired this trait. | ||
: (g) - When you hit with this weapon you do a number of d4 equal to your proficiency bonus + your Dexterity bonus damage of the damage type chosen when you acquired this trait. i.e. if your proficiency bonus is 2 and your Str bonus is 3, you do 2d4+3 damage. (rly) | : (g) - When you hit with this weapon you do a number of d4 equal to your proficiency bonus + your Dexterity bonus damage of the damage type chosen when you acquired this trait. i.e. if your proficiency bonus is 2 and your Str bonus is 3, you do 2d4+3 damage. (rly) | ||
===R=== | |||
Resistance - You gain resistance to one or more {{SRD5|Damage Type|type) of damage.The type of damage is chosen when this trait is gained. | Resistance - You gain resistance to one or more {{SRD5|Damage Type|type) of damage.The type of damage is chosen when this trait is gained. | ||
:(l) - You have resistance to one type of damage. This lesser trait may be taken more than once, choosing a different damage type each time. | :(l) - You have resistance to one type of damage. This lesser trait may be taken more than once, choosing a different damage type each time. | ||
:(g) - You have resistance to bludgeoning, piercing, and Slashing damage. | :(g) - You have resistance to bludgeoning, piercing, and Slashing damage. | ||
===S=== | |||
Sentry Mode (l) - You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. When you take a long rest, you enter a state of low activity, remaining semiconscious for 4 hours. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. | Sentry Mode (l) - You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. When you take a long rest, you enter a state of low activity, remaining semiconscious for 4 hours. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. | ||
Skilled (l) - You have proficiency in one skill or tool of your choice. This trait may be taken more than once. (rly) | Skilled (l) - You have proficiency in one skill or tool of your choice. This trait may be taken more than once. (rly) | ||
===T=== | |||
'''{{anchor|Probing Telepathy}}'''<ref name="srd5" /> (g) - If a creature communicates telepathically [you], you learn the creature’s greatest desires if the [you] can see the creature. | |||
Transfer Consciousness (g) - You can transfer your consciousness between different suits of armor. During a short rest, you can transfer your consciousness to a suit of armor that you are holding and have proficiency in. After the short rest, you control the new suit of armor as your new body. | Transfer Consciousness (g) - You can transfer your consciousness between different suits of armor. During a short rest, you can transfer your consciousness to a suit of armor that you are holding and have proficiency in. After the short rest, you control the new suit of armor as your new body. | ||
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==Sources and Notes== | ==Sources and Notes== | ||
* [[user:Rlyehable]] | * [[user:Rlyehable]] | ||
<references> | |||
<ref name="aa">{{Cite Pub|Ancestry Awakened}}</ref> | |||
<ref name="srd5">{{Cite Pub|SRD-OGL v5.1}}</ref> | |||
<ref name="srd5">[[user:Rlyehable]]</ref> | |||
</references> | |||
{{5e Phoenix Ash Footer|Character Creation}} | {{5e Phoenix Ash Footer|Character Creation}} | ||
[[Category:5e]] | [[Category:5e]] |
Latest revision as of 08:27, 11 August 2020
Phoenix Ash Campaign Setting |
5e |
List of Traits
A
Amphibious[1] (l) - The creature can breathe air and water.
Armored[2] (g) - Your body is a suit of armor, which determines your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. Pick one of the following options to determine the type of armor you are, provided you meet the prerequisite. You cannot change this option unless the GM allows you to.
Armor Type | Prerequisite | Effect |
---|---|---|
Light Armor | None | AC 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor). |
Medium Armor | Medium armor proficiency | AC 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus. |
Heavy Armor | Heavy armor proficiency | AC 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks. |
D
Darkvision[1] (l) - 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 (color/gray).
Superior Darkvision[1] (g) - 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 (color/gray).
Disconnected (l) - If any of your limbs or appendages are severed, you can reattach them as an action. Your limbs continue to function when separated, although they are limited in the actions they can take. For example, if your head is severed, you can still see from it but the head itself can’t move. In general, a severed appendage can’t take actions or make attacks. (aa)
Dual Type (l) - You have two creature types: (type) and (type). You can be affected by a game effect if it works on either of your creature types. (aa)
F
False Appearance (l) - When you are motionless, you are indistinguishable from a regular ____. (use SRD)
Fluent (l) - You can speak, read, and write two additional languages of your choice. (aa)
H
Healing Touch[1] (g) - As an action you touch another creature. The target magically regains 2d8 + your proficiency bonus hit points. Instead of restoring hit points you may remove a disease, poison, blindness, or deafness.
K
Keen Senses [sense] (l) - You have proficiency in the Perception checks related to (sense).
L
Luminous (l) - You may produce light. As a bonus action you can produce bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. This light produces no heat. You may use a bonus action to extinguish this light. This may be from an organ, a general glow, or a mechanical source (if roguebot).
N
Natural Armor[3] - Your natural armor provides a minimum AC value. If you wear armor, you choose the better of the two AC values, but you are also affected by the armor's Str minimum and if it has disadvantage on stealth checks. The AC value depends on if this trait is a lesser (l) or greater (g) trait:
- (l) Your minimum AC is 11 + your Dexterity bonus.
- (g) Your minimum AC is 9 + your Dexterity bonus + your proficiency bonus. (rly)
Natural Melee Weapon[3] - You have claws, teeth, spines, club tail, or other body part that may be used to cause physical (bludgeoning, piercing, or slashing) damage. The damage type is taken when you gain this trait. Natural weapons have both the finesse and light weapon properties. You make a melee weapon attack when you attack with them. The attack bonus is either your Strength or Dexterity modifier + your proficiency modifier. The damage done is determined by if the trait is a lesser (l) or greater (g) trait.
- (l) - When you hit with this weapon you do 1d4 + your Strength bonus damage of the damage type chosen when you acquired this trait.
- (g) - When you hit with this weapon you do a number of d4 equal to your proficiency bonus + your Strength bonus damage of the damage type chosen when you acquired this trait. i.e. if your proficiency bonus is 2 and your Str bonus is 3, you do 2d4+3 damage.
Natural Ranged Weapon[3] - You have spines, quills, or other body part that may be projected to cause physical (bludgeoning, piercing, or slashing) damage at range. The damage type is taken when you gain this trait. Natural weapons have both the ranged and ammuntion weapon properties. You make a ranged weapon attack when you attack with them. The attack bonus is your Dexterity modifier + your proficiency modifier. The damage done is determined by if the trait is a lesser (l) or greater (g) trait. The number of times you may use this trait is equal to your proficiency bonus; once you expend these uses, this trait may not be used until recover uses. At the end of a short rest, you may spend a Hit Die to recover 2 uses of this trait instead of regaining hit points. At the end of a long rest you recover all uses of this trait. The range for these natural weapons is 20/60 feet.
- (l) - When you hit with this weapon you do 1d4 + your Dexterity bonus damage of the damage type chosen when you acquired this trait.
- (g) - When you hit with this weapon you do a number of d4 equal to your proficiency bonus + your Dexterity bonus damage of the damage type chosen when you acquired this trait. i.e. if your proficiency bonus is 2 and your Str bonus is 3, you do 2d4+3 damage. (rly)
R
Resistance - You gain resistance to one or more {{SRD5|Damage Type|type) of damage.The type of damage is chosen when this trait is gained.
- (l) - You have resistance to one type of damage. This lesser trait may be taken more than once, choosing a different damage type each time.
- (g) - You have resistance to bludgeoning, piercing, and Slashing damage.
S
Sentry Mode (l) - You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep. When you take a long rest, you enter a state of low activity, remaining semiconscious for 4 hours. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Skilled (l) - You have proficiency in one skill or tool of your choice. This trait may be taken more than once. (rly)
T
Probing Telepathy[1] (g) - If a creature communicates telepathically [you], you learn the creature’s greatest desires if the [you] can see the creature.
Transfer Consciousness (g) - You can transfer your consciousness between different suits of armor. During a short rest, you can transfer your consciousness to a suit of armor that you are holding and have proficiency in. After the short rest, you control the new suit of armor as your new body. The new suit of armor can’t be occupied or worn by a creature during the short rest. Your statistics, aside from your AC, remain the same. During character creation, choose one of the following choices for the type of armor you start with. (see Armored)
Unliving Body (g) - Your body is a suit of armor. You are immune to poison damage and the poisoned condition. You do not need to eat, drink, or breathe, and you are immune to diseases.
Voice of the Divines (g) - The Source contains information on every language. You can temporarily tap into this font of knowledge to gain the ability to speak and understand all languages for 1 hour. You can’t use this ability again until you finish a short or long rest. (aa)
Sources and Notes
- Wizards RPG Team. SRD-OGL v5.1 (5e 2014) (2015.05.06). Wizards of the Coast. Cite error: Invalid
<ref>
tag; name "srd5" defined multiple times with different content ↑ 1.0 1.1 1.2 1.3 1.4 - Ancestry Awakened ↑
- Cite error: Invalid
<ref>
tag; no text was provided for refs namedrly
↑ 3.0 3.1 3.2
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