Monster Traits for Homebrew

Contents

Ability Traits

Action Traits

Bonus Action Traits

Reaction Traits

Villain Action Traits

Traits are specific abilities or special sets of actions that monsters or NPCs can possess. These traits can assist you, as a GM, in creating your own unique monsters.

Some of these traits may resemble existing feats, racial traits, or other player abilities, but they are not identical for balance reasons.

If a trait refers to a single X, you can define the damage, size, or any other relevant characteristic yourself.

Types of Traits

Traits can be separated in the following ways:

  • Ability Traits: These are traits for Abilities.
  • Action Traits: These are traits for Actions or Attacks
  • Bonus Action Traits: These are traits for Bonus Actions.
  • Reaction Traits: These are traits for Reactions.
  • Villain Action Traits: These are traits for Villain Actions.

Ability Traits

  • Acid Blood If a creature hits a Melee Attack while you are Bleeding or with 0 Posture, it takes X acid damage. Any Construct or Weapon being used by those creatures also takes 1 Corrosion Point when they take this acid damage.
 
  • All or Nothing Once per round, before you make an Attack, you can place a bet. If that Attack hits, you score a Critical Hit with it. However, if the Attack misses, you score a Critical Fail with it.
 
  • Ambusher You gain advantage on all Stealth Checks.
 
  • Assassin Once per round, when you hit a Surprised creature, you can deal extra X damage.
 
  • Athletic You gain advantage to all your Athletics and Endurance Checks or Saves.
 
  • Aura of Fear At the start of your turn, all creatures within X feet of you must succeed on an Insight Save (DC X) or become Scared of you for X turns.
 
  • Bad Mouth: You can talk shit behind someone’s back and ruin their reputation. Roll a Persuasion Check. This DC is equal to the total RP of the person you are Bad Mouthing. On a success, that person loses X RP.
 
  • Bad Sight You have disadvantage on Perception Checks.
 
  • Best Seller You gain advantage on Bargain Checks.
 
  • Between Realms You can cast the Ethereal Walk spell, without using any materials and with a casting time of X.
 
  • Beyond Time: You are unaffected by the effects of chronomancy spells.
 
  • Blood Curse: You are always Bleeding (1d4), but any bleed damage you take is first reduced by 4.
 
  • Blood Frenzy Once per round, you can Attack 1 target that is Bleeding as a Free Action. Obs: You can specify the type of Attack the creature makes.
 
  • Bloodthirst When you start the turn within 5 feet of a Bleeding creature, you can regain X HP.
 
  • Bookworm During a Long rest, you can translate, research and transcribe any documents texts.
 
  • Burning Vapor If a creature hits you with a Melee Attack while you have 0 Posture, it must succeed on an Agility Save (DC X) or take X fire damage and become Ignited (X).
 
  • Cast Ritual Spell A creature can use Ritual spells. The spell skills and the spells are always listed.
 
  • Camouflage While you remain motionless, you appear to be something else. A creature that attempts to analyze you must succeed on an Investigation or Nature check (DC X) to notice your true form. Obs: You always define what your camouflage looks like.
 
  • Cleaver If you deal slash damage with an Attack, you can choose 1 other creature within your reach. That creature must succeed on a Agility Save (DC X), or also take 1 hit from that same Attack.
 
  • Charge If you Dash and move at least 20 feet, you gain advantage on your next attack this turn, and deal an extra X damage with that same attack.
 
  • Charge Frenzy Once per round, when you Dash and move at least 20 feet, you can make 1 Attack as a Free Action. Obs: You can specify the type of Attack the creature makes.
 
  • Colossus Climb A Large or smaller creature can attempt to climb onto you. When it does, it must succeed on an Athletics Save (DC X) or fall. A creature with a Climbing Speed as their Base speed automatically succeeds this Save. If you hit an Attack against a creature that is climbing you, that creature must also repeat the Save. A creature that climbs X feet can reach your neck. If a creature deals slash or thrust damage with a Melee Attack against your neck, you become weak to that Attacks damage.
 
  • Command Once per round, you can use a Free Action to make a friendly creature within X feet to take an Action on your turn.
 
  • Condition Immunity You are immune against a certain Condition. Obs: This Condition is defined by you.
 
  • Curse You can give a specific Curse to a creature. A curse can be very specific, so it’s up to you to decide its effects.
 
  • Dark Regeneration You regain X HP at the start of your turn while alive. If you take any light damage, you lose this ability for 1 turn.
 
  • Death Blow When you die, all creatures within X feet of you must make an Agility Save (DC X). A creature takes X damage on a fail, or half as much on a success. Obs: You can also specify other effects for the death blow, such as causing other creatures to emerge from the explosion, inflicting corrosion points, or leaving behind poison gas.
 
  • Detective When you fail an Investigation, Insight, Memory or Perception Check, you can add a +Tier bonus, potentially turning it into a success.
 
  • Devil Immunity You are immune against being Confused, Enchanted or Scared. You are also immune to Curses, except Divine Curses.
 
  • Drowning Aura Any creature of your choice within X feet of you begins to Suffocate if it can’t breath underwater.
 
  • Echoing Magic The reach of all your spells become 300 feet.
 
  • Echolocation You lose Blind Senses and become completely Blinded while Deafened.
 
  • Electric Charge If a creature within 5 feet hits you with a Melee Attack or touches you, it must succeed on a Reflex Save (DC X), or take X electric damage, which deals double Posture damage.
 
  • Electrical Sensors Your Passive Insight/ Perception is increased by 10, but you become completely Blinded for 1 turn when you take electric damage.
 
  • Elite Posture At the start of your turn, if you have 0 Posture left, you can regain all your Posture. Obs: This ability doubles the amount of Challenge Points from the creature without changing its HP or Posture
 
  • Enchantment Aura At the start of your turn, any creature of your choice within X feet of you must succeed on an Insight Save (DC X), or become Enchanted by you for X turns.
 
  • Entangle Grounds: All the area within X feet within you becomes harsh terrain for creatures of choice.
 
  • Environmental Poison If you are subjected to an environment with poisons, such as a swamp or a tavern full of alcohol, you become poisonous. When you hit an Attack, the creature must then succeed on an Endurance Save (DC X) or become Poisoned (X, X turn). The poison might give extra effects depending on the environment. In a swamp, this poison might leave the creature in harsh terrain, while the alcohol might leave the creature Confused.
 
  • Evil Slayer Once per round, when you deal damage to a Fiend or Undead, that creature takes extra X light damage.
 
  • Explorer Your Passive Insight/ Perception is increased by 5, and you gain advantage on Insight and Perception Checks or Saves.
 
  • Extra Weight You are always in harsh terrain
 
  • Eye Weakness If a creature scores a Critical Hit against you, it hits your eyes making you become completely Blinded for 1 turn.
 
  • Fancy Footwork When you Disengage, you become in fast terrain until the end of your turn.
 
  • Fast You are always on fast terrain
 
  • Fast Impulse You’re on fast terrain during the turns that you Dash.
 
  • Fey Heritage You have advantage on Insight Checks and Saves.
  • Fire Aura At the start of your turn, all creatures within X feet of you must succeed on an Agility Save (DC X) or take X fire damage and become Ignited (X).
 
  • Fire Form Any creature that touches you directly (like grappling or mounting) becomes Ignited (X). You also take 10 cold damage for every 5 feet you move on water, or whenever you take damage from a spell or similar effect that splashes a lot of water.
 
  • Forced Attack (X) Once per round, you can make 1 Attack as a Free Action. You can only use this ability X times per Short or Long rest.
 
  • Forced Critical (X) Before you make an Attack with advantage, you can automatically score a Critical Hit with that Attack. You can only use this ability X times per Short or Long rest.
 
  • Freezing Aura: At the start of your turn, all creatures within X feet of you must succeed on an Endurance Save (DC X), or become Contained for X turns. If a creature was already Contained, it takes X cold damage instead.
 
  • Giga Charge If you Dash, you can pass through the space of any X or smaller size creature, without provoking Attacks of Opportunity. Those creatures must then succeed on an Agility Save (DC X), or take X strike damage and become Knocked Prone.
 
  • Glow You automatically fail any Stealth Check, and you illuminate a X feet area.
 
  • Good Food During a Long rest, you can prepare a meal for X creatures. Those creatures regain X HP.
 
  • Golem Body You are immune against being Suffocated or Poisoned
 
  • Grappler You gain advantage to all Attacks against a creature you are grappling, and any Brawling Save to escape your grapple is made with disadvantage.
 
  • Great Shield While wielding the Great Shield, you are also in harsh terrain.
 
  • Guardian You ignore Disengage when making any Attacks of Opportunities.
 
  • Head Regeneration For every X HP you lose in a round, you lose 1 head. If you lose all your heads, you die. However, at the end of your turn, you gain 2 extra heads and X/2 HP for every head lost. You do not regenerate heads if you are Ignited. You can take 1 Action and 1 Reaction for every head you have. You start with X heads.
 
  • Resilient You can reduce the damage of Critical Hits against you by X.
 
  • Healing Touch (X) As an Action, you can heal X HP. You can only use this ability X times per Long rest.
 
  • Heavy Impact When you hit an Attack against a Medium or smaller creature, that creature must then succeed on an Athletics Save (DC X), or be pushed X feet away and become Stunned and Knocked Prone.
 
  • Hold Breath You can hold your breath for X amount of time.
 
  • Ice Armor If a creature within 5 feet hits an Attack while you have 1 or more AP, that creature takes X cold damage. If you take Fire damage, your AC and AP decreases by 1 (minimum AC is X).
 
  • Immaterial Form You are immune against being Stunned, Contained, Immobilized, Knocked Prone, Suffocated or Poisoned. You can also pass through any creature or object space, regardless of size.
 
  • Immortality Once you reach 0 HP, you remain unconscious, but you don’t die. After X amount of time, you then regain all of your HP and revive. If your body is no longer usable, a new one is reincarnated in a specific way. Obs: You choose the manner in which your body is reincarnated.
 
  • Impostor: When you kill a creature, you can use its skin as a disguise, assuming its form as per the effects of the Alter Body spell, including changing your size to match that of the creature.
 
  • Influence Weakness A creature can only influence you using X skill. If it succeeds, your attitude increases by 2 instead of just 1.
 
  • Insane When you take psychic damage, you regain Posture instead of taking that damage, but you also become Confused after.
 
  • Invasive Threat When you hit an Attack against a creature, you can attempt to intimidate it. That creature must then succeed on an Insight Save (DC X), or become Scared of you for 1 turn.
 
  • Invisible You are always affected by the Invisibility spell.
 
  • Keen Eye You gain advantage on Perception Checks
 
  • Inspiring Presence All friendly creatures within X feet of you are immune against being Confused, Enchanted, and Scared.
 
  • Prone Persistance You are always Knocked Prone
 
  • Maddening Aura At the start of your turn, all creatures within X feet of you must succeed on an Insight Save (DC X) or take X psychic damage and become Confused.
 
  • Medic When you fail a Medicine Check, you can add a +Tier bonus to the result, potentially turning it into a success.
 
  • Metal Endurance You are immune to being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned. Additionally, after taking any fire damage, your Attacks deal an extra X fire damage for 1 turn.
 
  • Mitosis: When your Posture is broken, you can divide yourself into two. Obs: This divided form is usually the sheet of another smaller version of the monster.
 
  • Monstrosity Regeneration You regain X HP at the start of your turn while alive. If you are damaged by a silver weapon, you lose this ability for 1 turn.
 
  • Multiple Heads You gain advantage on all your Perception Checks, and you also have a number of Reactions equal to your Heads, but cannot use all of them at once. You also gain advantage on all Saves that would make you become Blinded, Deafened, Surprised, Confused, Scared, or Enchanted.
  • Necromancer You don’t lose HP when casting Necromancy spells that drain your own HP.
 
  • One with Skies You are in fast terrain while flying.
 
  • Orc Ferocity Once per Short or Long rest, you can give yourself advantage to 1 Melee Attack. If it hits, you can also add a +Tier bonus to its damage roll.
 
  • Pack Hunter You gain advantage on Attacks if there’s an ally within 5 feet of the target you’re attacking.
 
  • Pack Player All friendly creatures within 10 feet gain advantage on all their Checks, Attacks and Saves.
 
  • Pact Maker You can make pacts in exchange for someone’s soul. That person then gains an Infernal Mark. If a person carrying this mark dies, their soul immediately comes to you as if affected by the Steal Soul spell. Obs You define the terms of the pact and the conditions for breaking it.


  • Past Life Personal Items you had in your past life can be used as Improvised Weapon with the specials effects of a Phantasmal Weapon.
 
  • Paralyzing Fear Creatures within 5 feet that are Scared of you also become Paralyzed
 
  • Petrified Look All creatures that look directly to you must succeed on an Endurance Save (DC X), or become Cursed. While Cursed this way, that creature is Contained and it must repeat this Endurance Save at the start of its turn. If it fails again, that creature also becomes Paralyzed. If it fails for a third time, it turns into an inanimate statue and it does not repeat this Save. This Curse can be broken if the creature succeeds on the Endurance Save at least once, if it takes any acid damage, or if you die. The statue reverts back into that creature if touches acid or if you die.
 
  • Piercing Ammo (X) Before you Attack, you can use 1 of your X Piercing Ammos. On a hit, that Attack ignores all AP and can deal X extra damage.
 
  • Plant Regeneration You regain X HP at the start of your turn while alive. If you take any fire damage, you lose this ability for 1 turn.
 
  • Poison Ammo (X) Before you Attack, you can use 1 of your X Poison Ammos. On a hit, the target must succeed on an Endurance Save (DC X), or become Poisoned (X, X turn).
 
  • Poisonous Blood If a creature within 5 feet of you hits an Attack while you are Bleeding or with 0 Posture, it must succeed on an Endurance Save (DC X) or become Poisoned (X, X turn). A creature that is already Poisoned takes X extra poison damage instead.
 
  • Pounce If you Dash and move at least 20 feet on your turn, you can make 1 Attack as a Free Action. Obs: You can specify the type of Attack the creature makes.
 
  • Protector When a friendly creature within 5 feet of you would be hit by an Attack, you can transfer that Attack to you instead.
 
  • Putrid Aura At the start of your turn, all creatures within X feet of you must succeed on an Endurance Save (DC X) or become Poisoned (X, X turn). A creature that is already Poisoned takes X poison damage on a fail instead.
 
  • Reckless You gain advantage on all your Attacks, but all Attacks against you also gain advantage.
 
  • Reincarnation If you would die, you can transfer your soul to 1 other ally within 120 feet of you. That ally immediately transforms into the same creature you were with full HP and Mana recovered (if any). Obs: You can specify the ally that needs to be used for reincarnate.
 
  • Repair Expert During a Long rest, you can fix any broken object, as long as it is not Very Rare or Relical.
 
  • Coven You can form a Coven with X other creatures. While these X creatures are within X feet of you, one of them can take 1 extra Action during your turn. If one of these creatures dies or is no longer within X feet of you, they cannot take this extra action. Obs: You can specify the type of creature.
 
  • Sharp Shooter Once per round, if you miss a Ranged Attack, you can add a +Tier bonus to the result. In addition, you can also make Ranged Attacks of Opportunity when a creature Posture breaks.
 
  • Shape Shift You can cast the Alter Body spell at will, using Athletics as the Spell Skill. You can also change your size to Small, Medium, or Large when you cast it in this way.
 
  • Sloth Presence All creatures that start their turn within X feet of you must succeed on a Concentration Save (DC X) or become Exhausted. If the creature was already Exhausted, it becomes Unconscious as if by the effect of the Sleep spell instead.
 
  • Spell Skill You use X skill as your Spell Skill. *Obs:*If a creature can cast multiple spells using their action, bonus action, etc., you need to define the Spell Skill.
 
  • Spiked Armor When a creature within 5 feet hits you with a Melee Attack, it takes X thrust damage.
 
  • Sneaky Bastard You gain advantage on Stealth and Sleight of Hand Checks.
 
  • Stone Endurance You are immune against being Confused, Exhausted, Enchanted, Scared, Stunned, Suffocated, or Poisoned
 
  • Soul Searcher You know the exact location of all living things and souls in your current dimension.
 
  • Survivor If you would be reduced to 0 HP by damage that isn’t fatal, you can instead drop to 1 HP. You can use this ability once per Short or Long rest.
 
  • Sunlight Weakness You take X light damage at the start and at the end of your turns while exposed to sunlight.
 
  • Swarm The amount of Posture determines the number of creatures in the swarm. For each X Posture lost, the swarm loses 1 Action and 1 Reaction it can take during its turn. In addition, the swarm makes all Agility Saves with disadvantage, and if it takes any damage in an area, it doubles that damage. Once its Posture reaches 0, the swarm ends and becomes X creatures with 0 Posture.
 
  • Swimmer You are in harsh terrain while on ground. While underwater, you are considered to be in fast terrain and you don’t gain disadvantage on Attacks
 
  • Tired You are always Exhausted
 
  • Tracker You gain advantage on Nature and Investigation Checks to track creatures.
 
  • Trap Preparation Before combat, you can spend one hour preparing X traps within X feet of you. Each creature within 20 feet of a trap must succeed on a Reflex Save (DC X) or suffer the effects of that trap. Choose from the following traps: Bear Trap: On a fail, the creature takes X thrust damage and becomes Immobilized. A creature can use an Action to make an Athletics Save (DC X) to disarm the trap on a success. Net: All creatures within X feet of the trap that fail the save become Contained and Immobilized. A creature can use an Action to make an Athletics Save (DC X) to destroy the net on a success. You can capture up to X tiny creatures, up to X small creatures, up to X medium creatures, or one large creature with the net. Trap Hole: On a fail, a creature X size or smaller falls into a hole X feet deep in the ground, filled with spikes, taking X thrust damage and becoming knocked prone. A creature can still climb out of the hole.
 
  • Troll Regeneration You regain X HP at the start of your turn. If you take acid, fire or damage from a cold iron weapon, you lose this ability for 1 turn. If you reach 0 HP, you take 10 minutes to revive with full HP, unless you take acid, fire or damage from a cold iron weapon while dead, in which case you permanently die.
 
  • Tough Posture You don’t trigger Attacks of Opportunity when your Posture is reduced to 0.
 
  • Too Small A Small or larger creature has disadvantage on all Attacks against you.
  • Tools: You know the Tools X.
  • Undead Plague When you kill a creature, it turns into an Undead with the same Tier it had while alive.
 
  • Undead Mind You are immune to being Confused, Enchanted or Scared.
 
  • Undying When you reach 0 HP, you revive with full HP on the start of the next round. You can only use this once per Long rest. Obs: This ability doubles the amount of Challenge Points from the creature without changing its HP or Posture
 
  • Water Ambusher You gain advantage on Stealth Checks while underwater. In addition, creatures that are not fully submerge in water are considered completely Blinded when interacting with you.
 
  • Water Breath If you are out of water for more than 1 minute, you start to Suffocate.
 
  • Water Form You are immune to being Contained, Immobilized, Knocked Prone, Suffocated, or Poisoned. You can also pass through any creature or object’s space, regardless of size. If you take X or more cold damage in a single round, you become Paralyzed for 1 turn as a result of becoming frozen.
 
  • Weakness to Courage You are weak to any damage dealt by a creature that is not Scared of you.
 
  • Wind Supremacy When you Dash or Disengage, all creatures within X feet of you must succeed on an Athletics Save (DC X), or be pushed X feet away from you and become Knocked Prone.

Action Traits

  • Acid Trace Regardless if you hit the Attack, the target and every creature within X feet of it must succeed on an Agility Save (DC X) or take X acid damage.
 
  • Advanced Precision: You gain advantage on this Attack. If the Attack was already with advantage, it automatically hits instead.
 
  • Aerial Grab If you hit 2 Attacks against the same creature on your turn, you can grab that creature. You can only grab 1 creature at once. If you drop that creature, it must succeed on a Brawling Save (DC X) to keep holding you and avoid falling. That creature must then repeat this Save at the start of your turns.
 
  • Aquatic Being Underwater does not impose disadvantage on the Attacks.
 
  • Armor Piercer You ignore X AP.
 
  • Asphyxiate (Concentration) Choose 1 creature within X feet of you. It starts to Suffocate.
 
  • Big Triumph You can only use this Action once.
 
  • Bloody Hit On a hit, the target must succeed on a Endurance Save (DC X), or start Bleeding (X).
 
  • Brain Eat: On a hit, the target must make a Memory Save (DC X). On a fail, it takes X brain damage and it becomes Confused. On a success, it only takes half that damage.
 
  • Cast Spell A creature can use spells to Attack. The spell skills and the spells are always listed.
 
  • Cave Tremor While in a Cave, you can use your Action to make an entire Cave shake. All creatures of your choice within X feet of you must succeed on an Athletics Save (DC X), or take X strike damage and become Knocked Prone.
 
  • Burrowed Mass: On a hit, the target must succeed on an Athletics Save (DC X), or become Contained and Immobilized for X turn.
 
  • Chains: After you throw your weapon, you can use the Chains to return the weapon to your hand as a Free Action. A creature that you grabbed with this Attack is returned to you (if possible).
 
  • Chaotic Effect: On a hit, you roll on the table below. Obs: You define this table, giving multiple random effects.
 
  • Charge Attack If you Dash and move at least 20 feet, you can make this Attack with advantage and if it hits, the target must succeed on a Brawling Save (DC X), or become Knocked Prone.
 
  • Cold Strike On a hit, the target must succeed on an Endurance Save (DC X), or become Contained for X turn. If the target was already Contained, it takes X cold damage instead.
 
  • Colossal: You cannot make Attacks with this weapon using a Reaction, Bonus Action or even Free Action.
 
  • Condition Poison On a hit, the target must succeed on an Endurance Save (DC X), or become Poisoned (X, X turn). While Poisoned this way, the target also has 1 Condition of your choice. Obs: You can choose any Condition for the creature.
 
  • Consume If you hit an Attack against a creature that is Bleeding, you can deal extra X bleed damage, and regain that same amount of HP.
 
  • Containment: On a hit, a X or smaller creature must succeed on a Reflex Save (DC X), or become grappled by you. A creature grappled this way also becomes Contained. You can only grapple X creatures at once. 
 
  • Corrosion Any Construct, Armor or Shield being used by a creature also takes 1 Corrosion Point when they take this acid damage.
 
  • Crushing Weight If you hit a X size or smaller target that is Knocked Prone, that target takes extra X damage
 
  • Dark Energy If you are not exposed to sunlight, you deal extra X dark damage.
 
  • Drain Ego Choose 1 creature within X feet of you. That creature must make an Insight Save (DC X). On a fail, it takes X psychic damage and becomes Scared of you for X turns. You also regain HP equal to the damage dealt this way. On a success, you take X psychic damage instead.
 
  • Electric Hit On a hit, that target must succeed on a Reflex Save (DC X), or take X electric damage, which deals double Posture damage.
 
  • Fat Prison On a hit, a X size or smaller creature then shares the same space as you, and it becomes Knocked Prone, Contained and Immobilized while you are above it. That creature can use 1 Action to make 1 Athletics Save (DC X), moving away from your space.
 
  • Favorite Weapon You gain the specific effects for the weapon you are using.
 
  • Fearful Haunt If you hit a creature that is Scared, that creature takes extra X psychic damage.
 
  • Fire Breath All creatures in a X feet wide and X feet long area in front of you must make an Agility Save (DC X). On a fail, they take X fire damage and become Ignited (X). On a success, they only take half that damage.
 
  • Forced Obedience: Choose one creature within X feet of you. That creature must succeed on an Insight Save (DC X), or be under your control for X turns, as if by the effects of the Control Creature spell. Creatures Enchanted by you automatically fail this Save.
 
  • Freezing Breath: All creatures in an area X feet wide and X feet long in front of you must make an Endurance save (DC X). On a fail, a creature takes X cold damage and becomes Contained and Immobilized for X turns. On a success, a creature takes only half of this damage.
 
  • Giga Impact: On a hit, a X or smaller creature must make an Athletics Save (DC X). On a fail, it takes X strike damage and is pushed X feet away from you and becomes Knocked Prone. On a success, it only takes half that strike damage.
 
  • Grappled Impact: You can only use this Attack if you are grappling a creature. On a hit, both the target you hit and the creature you are grappling take the damage.
 
  • Grapple: On a hit, a X or smaller creature becomes grappled by you. You can only grapple X creatures at once.
  • Great Help (Concentration) Choose 1 creature within X feet of you. That creature gains advantage on all Attacks and Saves it makes. This Concentration lasts until the start of your next turn.
 
  • Great Weapon: If you roll a 1, 2 or 3 on the damage roll, you can add a second 1d12 to the damage roll. You do not get to add a third 1d12.
 
  • Handguard: This weapon cannot be Disarmed.
 
  • Heavy You can gain advantage with this Attack, but all Attacks against you also gain advantage until the start of your next turn after this Attack.
 
  • Ignite On a hit, that target must make an Agility Save (DC X) or be Ignited (X).
 
  • Improved Strike If you roll a 1 or 2 on the damage roll, you can reroll the result and choose the highest one, but you cannot reroll it again.
 
  • Kamikaze After you hit an Attack, you then die.
 
  • Knocker On a hit, the target must succeed on an Athletics Save (DC X), or become Knocked Prone. This Attack deals double Posture damage
 
  • Light Attack You make 2 Attacks. If the first Attack was with advantage or disadvantage, the second Attack gains the same advantage or disadvantage.
 
  • Long Reach The reach of this weapon is X feet. Obs: X is defined by you, but is always more than 5 feet and is always a Melee Attack.
 
  • Magic Powder You throw magical powder that produces a random effect. All creatures within a X feet wide and X feet long area in front of you must roll on the X table to determine which effect takes place. Obs: You determine the effects on the random table.
 
  • Mount Weapon Needs two hands to be wielded, unless you are mounted.
 
  • Parasite: If you are stuck to a Bleeding target, you can use 1 Action to enter inside it. Both you and the target share the same space, and you are in full cover while inside it. During a Short or Long rest, a creature can use one Med Kit and make a Medicine Check (DC X) to remove you from the body. Obs: You can give additional effects to the parasite while it is inside its host.
 
  • Poisoner You can poison food, weapons and other things, making a creature become Poisoned (X, X turns) when it eats it.
 
  • Poison Hit On a hit, the target must succeed on an Endurance Save (DC X), or become Poisoned (X, X turn). A creature that is already Poisoned takes X extra poison damage instead.
 
  • Poison Breath All creatures within an X feet wide and X feet long area in front of you must succeed on an Endurance Save (DC X) or become Poisoned (X, X turns). A creature that is already Poisoned takes X poison damage instead.
 
  • Posession: You can try to possess a creature within X feet of you. That creature must then succeed on a Persuasion Save (DC X) to avoid the possession. The creature must repeat this Save every 10 minutes while possessed or every time it takes any damage while possessed. You completely control the creature’s body, using all its stats, skills, and abilities. You also use the HP and Posture of that creature. If the creature’s Posture is reduced to 0, the possession ends. If the creature succeeds on this Persuasion Save, it becomes immune to possessions for 1 day.
 
  • Prone You become Knocked Prone after this Attack. You cannot use this Attack while Knocked Prone.
 
  • Pull If you hit a X size or smaller size creature, you can pull that creature X feet closer to you.
 
  • Quick Bandage Choose 1 creature within 5 feet of you. That creature gains X Posture.
 
  • Ranged Weapon (X/X)
 
  • Regroup You can touch 1 other X creature. Both of you regroup and become another creature, but it cannot act during this round.
 
  • Return Once you throw the object of this Attack, you can make the object return to your hand. The creature you grabbed with this Attack returns to you (if possible)
 
  • Revive creature Choose 1 corpse that is within X feet of you. That corpse immediately revives with full HP. Obs: You can define a specific type of creature.
 
  • Scare On a hit, the target must succeed on an Insight Save (DC X), or become Scared of you for X turns.
 
  • Sing (Concentration) All creatures within X feet of you must make an Insight Save (DC X). On a fail, that creature becomes Enchanted by you, until your Concentration ends, until it takes any damage, or until someone uses its Action to shake the target. On a success, the target becomes immune to this ability for the next 24 hours. While Enchanted by you, the target must use all its Base movement during its turns to follows your voice, even if it would harm itself.
 
  • Smash All creatures within X feet of you must succeed on an Athletics Save (DC X) after you have Attacked. On a fail, a creature takes X strike damage and becomes Knocked Prone.
 
  • Sneak Weapon: Before you Attack, you can make a Sleight of Hand Check (DC equal to the target’s Passive Perception). On a success, you Attack with advantage. On a fail, you Attack with disadvantage.
 
  • Sonic Scream All creatures within X feet of you must make an Endurance Save (DC X), taking X sonic damage on a fail, or half as much on a success. A creature that takes this sonic damage must also succeed on an Insight Save (DC X), or become Scared of you for X turns. Obs: You can rename this ability to have the flavor you want.
 
  • Special Effect This Attack has the Special Effects of a Special Item
 
  • Sticky: On a hit, you stick to the target. Both you and the target share the same space. If any Attack against you misses, it then hits that target instead. The target can use 1 Action to make an Athletics save (DC X) to remove you on a success.
 
  • Stunning Strike: On a hit, the target must succeed on an Endurance Save (DC X), or become Stunned.
 
  • Swallow (Concentration): On a hit, the target must succeed on a Brawling Save (DC X) or be swallowed by you if it’s X size or smaller. While swallowed, the creature: • Shares the same space as you. • Is in Full Cover. • Becomes Paralyzed if it has 0 Posture. • Takes X acid damage at the start of its turns. Any Construct or Armor/Shield/Weapon being used by a creature also takes 1 Corrosion Point when they take this acid damage. You can have X creatures swallowed at once, but you vomit if you lose Concentration.
 
  • Tactical Command Choose a creature within X feet to take an Action on your turn. Obs: You can specify the type of creature
 
  • Throw Rock Choose 1 point within X feet of you. All creatures within X feet of that point must succeed on an Agility Save (DC X), or take X strike damage.
 
  • Throw Weapon (X/X) X is defined by you.
 
  • Toxic Hit On a hit, the target must make an Endurance Save (DC X). On a fail, it takes X poison damage and it becomes Poisoned (X, X turn). On a success, it takes half that poison damage, but it does not become Poisoned.
 
  • Triumph This Action has a limit of once per round.
 
  • TwoHanded Needs two hands to be wielded.
 
  • Versatile If you Attack with both hands, the damage roll of this weapon becomes 1d12.
 
  • Volley Attack If there are at least X other creatures within X feet of you, you can use this Action. Choose 1 point within X feet of you. All creatures within X feet of that point must make an Agility Save (DC X), taking X damage on a fail, or half as much on a success.
 
  • War Inspiration Choose X friendly creatures within X feet of you, except yourself. Those creatures gain X Posture.
 
  • Water Bash On a hit, a creature must also succeed on an Athletics Save (DC X), or be pushed X feet away from you while underwater and take extra X strike damage. This Attack deal double Posture damage.
 
  • Water Grapple On a hit, the target must succeed on an Athletics Save (DC X) or become grappled by you. A creature grappled by you is also considered Contained and underwater, and at the start of its turn, it takes X strike damage. You can grapple one creature of X size or smaller size at once.
 
  • Water Jet All creatures in a X feet wide and X feet long area in front of you must make an Agility Save (DC X). On a fail, they take X strike damage and become Knocked Prone. On a success, they only take half that damage. This strike damage deals double Posture damage.
 
  • Web Restrain On a hit, a Large or smaller target becomes Contained and Immobilized by the web. If the target is Enormous or larger, you can shoot the web at its face, making it completely Blinded instead. That creature can then use 1 Action to make an Athletics Save (DC X), bursting out of the web on a success. A Large or larger creature makes this Save with advantage. The creature also breaks free if it takes any fire damage.
 
  • Wide Reach The reach of this weapon is X feet, but you cannot Attack creatures within X fe

Bonus Action Traits

  • Cast Spell A creature can use spells to Attack. The spell skills and the spells are always listed.
 
  • Curl Cover (Concentration) You gain Heavy Cover until the start of your next turn.
 
  • Forced Posture You can gain X Posture.


  • Heavy Attack You gain advantage on your next Attack.
 
  • Medical Care You can use your Bonus Action to try to stop Bleedings or to stabilize creatures.
 
  • Quick Attack: Hit X, Dmg X
 
  • Quick Hide You can Hide as a Bonus Action.
 
  • Steady Aim (Concentration) You gain advantage on all Ranged Attacks against a creature more than X feet away from you.
 
  • Quick Jump Choose 1 space within 60 feet of you. You jump to that space. Any Attacks of Opportunity against you are made with disadvantage when you jump this way.

Reaction Traits

  • Absorb Blood If a Bleeding creature within 30 feet of you dies, you can use your Reaction to gain HP equal to 2 times its Tier.
 
  • Blood Feast As a Reaction, you can make 1 Attack when a creature takes bleed damage.
 
  • Elusive Before a creature makes an Attack against you, you can use your Reaction to impose disadvantage on that Attack. If the attack was already being made with disadvantage, it automatically misses instead.
 
  • Endure When you take any damage (except X damages), you can use your Reaction to reduce that damage by X.
 
  • Evasion When an Attack would hit you, you can use your Reaction to gain a +X bonus to your AC, potentially making that Attack miss instead.
 
  • Bright Look Before a creature Attacks you, you can use your Reaction to throw light on its face. That creature must then succeed on a Reflex Save (DC X), or become completely Blinded for X turn.
 
  • Lynch When another friendly creature hits an Attack while 5 feet from you, you can make an Attack of Opportunity on the same target. Obs: You can choose a specific type of creature
 
  • Panic Attack If you would take any damage, you can use your Reaction to make 1 Attack before that damage is taken.
 
  • Reactive Attack When a creature within 5 feet of you Attacks without Disengaging first, you can use your Reaction to make 1 Attack of Opportunity against that creature.
 
  • Relentless If you would be reduced to 0 HP by a damage that isn’t Fatal, you can use your Reaction to make an Endurance Save (DC X). On a success, you are reduced to 1 HP instead.
 
  • Revenge When an ally of yours dies, you can make 1 Attack of Opportunity against the target that killed the ally if it is within reach, even if that target has Disengaged.
 
  • Sick Look When a creature within X feet from you makes an Endurance Save, you can use your Reaction and impose disadvantage on that Save.
 
  • Spike Defense When a creature hits a Melee Attack against you, you can use your Reaction to shoot spikes everywhere. All creatures within X feet of you must succeed on a Reflex Save (DC X), or take X thrust damage.
 
  • Survival Instincts Before you make a Save, you can use your Reaction to gain advantage on that Save. If the Save was already being made with advantage, it automatically succeeds instead.
 
  • Territorial If a creature within X feet of you moves without Disengaging first, you can make 1 Attack of Opportunity against that creature.
 
  • Use Great Shield Before you make an Agility Save, you can use your Reaction to automatically succeed in it.
 
  • Use Shield When an Attack would hit you, you can use your Reaction to gain a +X bonus to your AC, potentially making that Attack miss instead.

Villain Action Traits

  • Born For every X HP you lose on a round, you can give birth to 1 creature, which takes its turn after you.
     
     
  • Boss Presence At the start of each round, you can make 1 ally of the creature appears on the battlefield. Obs: This ally can be any creature, but it is typically a weak one.
     
     
  • Call When you roll for Initiative, you can call X creatures to aid you in battle. Obs: This ally can be any creature.
     
     
  • Carnage When you kill a creature, you regain X HP.
     
     
  • Critical Villainy Once per round, before you Attack, you can automatically score a Critical Hit with it.
     
     
  • Divine Punishment A creature that has done something wrong during its life becomes permanently Scared of you. In addition, it also gains another negative effect of your choice. Obs: This is a flavorful and open-ended ability.
     
     
  • Fallen Grace If you have X or less HP, all friendly creatures within 60 feet take extra 1 Action at the start of your turn.
     
     
  • Fearsome Sound When you roll for Initiative, you can make a sound. All creatures within X feet of you must make an Endurance Save (DC X) or take X sonic damage on a fail, or half as much on a success. Any creature that takes this sonic damage must also succeed on an Insight Save (DC X) or become Scared of you for X turns. Obs: The sound is defined by you. The sound can be Shriek, a Roar, or a horrifying Cry for example.
     
     
  • Flood Presence When you roll for Initiative, you can make all the environment within 300 feet magically flood with water. All the area is now underwater, and any creature that starts its turns in this water must succeed on an Athletics Save (DC X), or become Immobilized for the rest of their turns as the water magically holds them in place.
     
  • Frenetic Rage On the end of each creature turn, you can make 1 Attack against it if possible Obs: You can specify this Attack.
     
     
  • Lights Out! If you are in a closed space, you can immediately make the lights go out. The closed place then becomes dark, causing all creatures without Dark Vision to become partially or completely blinded (up to the GM).
     
     
  • Not allowed to die! Once per round, when you see a creature within 30 feet being reduced to 0 HP, you can make that creature be reduced to 1 HP instead. Obs: You can specify the type of creature.
     
  • Pride Action Once per round, you can use 1 Action anytime that you want.
     
     
  • Replenish On the start of your turn, you can make all friendly creatures regain their use of 1 specific ability.
     
     
  • Revive (X): When you reach 0 HP, you can regain all your HP. You can use this ability X times per Long rest.
     
     
  • Second Phase Once you reach 0 HP, instead of dying, you become another creature. Obs: You decide what this creature is going to be.
     
     
  • Spread Fire When you deal fire damage, you also regain HP equal to half fire damage dealt
     
     
  • Summon Fog When you roll for Initiative, all the area within X feet of you becomes covered in fog. All creatures in that area become completely Blinded. The Fog can be dispersed by strong winds.
     
     
  • Summon Storm When you roll for Initiative, all the area within 1.000 feet of you is affected by a powerful storm. All that area is affected by strong winds, and is considered harsh terrain, except for you. When a creature ends its turns, it must make a Luck Check (DC X). On a fail, it must then succeed on a Reflex Save (DC X), or be struck by a lightning, taking X electric damage. A creature can avoid all the effects of this storm if it is on a close environment.
     
     
  • Unstoppable You ignore harsh terrain and cannot be Immobilized by any means.
     
     
  • Villain Look When you roll for Initiative, all creatures looking at you must succeed on an Insight Save (DC X), or gain a certain Condition for X turn. Obs: The Condition is defined by you.
     
     
  • Villain Luck Before someone within X feet of you makes an Attack, Check or Save, you can spend 1 Luck Point to give disadvantage on that roll.
     
     
  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.
     
     
  • Villain Mana When you start your turn with 0 Mana, you can regain X Mana.


  • Villain Save: When you fail on a Save, you can make X thing to succeed instead. Obs: X can be anything you want, but is usually a cost and not beneficial to you.