Difference between revisions of "Template:CreatureTrait"

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{{#switch: {{{1|}}}
 
{{#switch: {{{1|}}}
 
|Damage Absorption='''''{{uc:{{{variable|Damage}}}}} Absorption.'''''  
 
|Damage Absorption='''''{{uc:{{{variable|Damage}}}}} Absorption.'''''  
 +
|Hearty='''''Hearty''' ({{{variable|1}}}/day).''
 
|Legendary Resistance='''''Legendary Resistance''' ({{{variable|3}}}/day).''
 
|Legendary Resistance='''''Legendary Resistance''' ({{{variable|3}}}/day).''
|Relentless='''''Relentless''' (Recharges after a {{BrownLink|Rest|Short or Long Rest}}).''
+
|Enduring Resistance='''''Enduring Resistance''' ({{{variable2|3}}}/day).''
|='''''{{{1|Trait Name}}}.'''''}} {{#switch: {{{1|}}}
+
|Relentless='''''Relentless''' (1/day).''
 +
|'''''{{{1|Trait Name}}}.'''''}} {{{2|{{#switch: {{{1|}}}
 
|=Unknown effect.
 
|=Unknown effect.
  
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|Amphibious=The {{{name|{{LC:{{PAGENAME}}}}}}} can breathe air and water.
 
|Amphibious=The {{{name|{{LC:{{PAGENAME}}}}}}} can breathe air and water.
  
|Ambusher=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on attack rolls against any creature that has yet to act in {{BL|combat}}.
+
|Ambusher=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on attack rolls targeting any creature that has yet to have a turn in this {{BL|combat}}.
  
 
|Amorphous=The {{{name|{{LC:{{PAGENAME}}}}}}} can move through a space as narrow as 1 inch wide without {{BrownLink|squeezing}}.
 
|Amorphous=The {{{name|{{LC:{{PAGENAME}}}}}}} can move through a space as narrow as 1 inch wide without {{BrownLink|squeezing}}.
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|Angelic Weapons=The {{{name|{{LC:{{PAGENAME}}}}}}}'s weapon attacks are magical.  When the {{{name|{{LC:{{PAGENAME}}}}}}} hits with any weapon, the weapon deals an extra {{{variable|'''variable'''}}} {{BrownLink|radiant damage}} (included in the attack).
 
|Angelic Weapons=The {{{name|{{LC:{{PAGENAME}}}}}}}'s weapon attacks are magical.  When the {{{name|{{LC:{{PAGENAME}}}}}}} hits with any weapon, the weapon deals an extra {{{variable|'''variable'''}}} {{BrownLink|radiant damage}} (included in the attack).
  
|Antimagic Susceptibility=The {{{name|{{LC:{{PAGENAME}}}}}}} is {{BrownLink|incapacitated}} while in the area of an ''{{BrownLink|antimagic field}}''. If targeted by ''{{BrownLink|dispel magic}}'', the {{{name|{{LC:{{PAGENAME}}}}}}} must succeed on a {{BrownLink|Constitution}} saving throw against the caster's spell save DC or fall {{BrownLink|unconscious}} for 1 minute.
+
|Antimagic Susceptibility=The {{{name|{{LC:{{PAGENAME}}}}}}} is {{BL|Unconscious}} while in the area of an antimagic field. Any effect which destroys or disables a magic item has the same effect on the {{{name|{{LC:{{PAGENAME}}}}}}}.
  
 
|Avoidance=If the {{{name|{{LC:{{PAGENAME}}}}}}} 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.
 
|Avoidance=If the {{{name|{{LC:{{PAGENAME}}}}}}} 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.
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|Damage Transfer=When it is {{BrownLink|Combat#Grappling|grappling}} another creature, the {{{name|{{LC:{{PAGENAME}}}}}}} takes only half the damage dealt to it (rounded down), and the creature grappled by the {{{name|{{LC:{{PAGENAME}}}}}}} takes the other half.  
 
|Damage Transfer=When it is {{BrownLink|Combat#Grappling|grappling}} another creature, the {{{name|{{LC:{{PAGENAME}}}}}}} takes only half the damage dealt to it (rounded down), and the creature grappled by the {{{name|{{LC:{{PAGENAME}}}}}}} takes the other half.  
 +
 +
|Deflect=When it would be hit by a ranged attack, {{{name|{{LC:{{PAGENAME}}}}}}} adds {{{variable|2}}} to its AC, potentially turning the hit into a miss.
  
 
|Devil Sight=Magical darkness doesn't impede the {{{name|{{LC:{{PAGENAME}}}}}}}'s {{BrownLink|darkvision}}.
 
|Devil Sight=Magical darkness doesn't impede the {{{name|{{LC:{{PAGENAME}}}}}}}'s {{BrownLink|darkvision}}.
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|Elemental Nature=The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]].
 
|Elemental Nature=The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't require [[Food and Water|food]], [[Food and Water|water]], or [[Restless|sleep]].
 
|Elusive=While its movement isn't reduced, the {{{name|{{LC:{{PAGENAME}}}}}}} cannot be targeted with attacks made as {{BrownLink|reactions}}.
 
  
 
|Evasion=When the {{{name|{{LC:{{PAGENAME}}}}}}} is subjected to an effect that allows a {{BrownLink|Dexterity}} {{BrownLink|saving throw}} to take only half damage, it instead takes no damage on a success, and only half damage if it fails.
 
|Evasion=When the {{{name|{{LC:{{PAGENAME}}}}}}} is subjected to an effect that allows a {{BrownLink|Dexterity}} {{BrownLink|saving throw}} to take only half damage, it instead takes no damage on a success, and only half damage if it fails.
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|Fey Ancestry=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against being {{BrownLink|charmed}}, and magic can't put the {{{name|{{LC:{{PAGENAME}}}}}}} to sleep.
 
|Fey Ancestry=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against being {{BrownLink|charmed}}, and magic can't put the {{{name|{{LC:{{PAGENAME}}}}}}} to sleep.
  
|Flyby=The {{{name|{{LC:{{PAGENAME}}}}}}} doesn't provoke an {{BrownLink|opportunity attack}} when it flies out of an enemy's reach.
+
|Flyby=While it is flying, the {{{name|{{LC:{{PAGENAME}}}}}}}'s movement doesn't provoke {{BL|reaction|reactions}}.
  
 
|Forest Camouflage=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on {{BL|Dexterity}} ({{BL|Stealth}}) checks made to hide in forests, woodlands, or other terrain of abundant foliage.
 
|Forest Camouflage=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on {{BL|Dexterity}} ({{BL|Stealth}}) checks made to hide in forests, woodlands, or other terrain of abundant foliage.
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|Mimicry=The {{{name|{{LC:{{PAGENAME}}}}}}} can mimic any sounds it has heard, including voices.  A creature that hears the sounds can tell they are imitations with a successful DC {{{variable|14}}} {{BrownLink|Wisdom}} ({{BrownLink|Insight}}) check.  
 
|Mimicry=The {{{name|{{LC:{{PAGENAME}}}}}}} can mimic any sounds it has heard, including voices.  A creature that hears the sounds can tell they are imitations with a successful DC {{{variable|14}}} {{BrownLink|Wisdom}} ({{BrownLink|Insight}}) check.  
 
|Motionless Invisibility=If the {{{name|{{LC:{{PAGENAME}}}}}}} ends its turn without moving, it becomes {{BL|invisible}} until the start of its next turn.
 
  
 
|Nimble Escape=The {{{name|{{LC:{{PAGENAME}}}}}}} can take the {{BrownLink|Disengage}} or {{BrownLink|Hide}} action as a {{BrownLink|bonus action}} on each of its turns.
 
|Nimble Escape=The {{{name|{{LC:{{PAGENAME}}}}}}} can take the {{BrownLink|Disengage}} or {{BrownLink|Hide}} action as a {{BrownLink|bonus action}} on each of its turns.
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|Otherworldly Perception=The {{{name|{{LC:{{PAGENAME}}}}}}} can sense the presence of any creature within 30 feet of it that is {{BrownLink|invisible}} or on the {{BrownLink|Ethereal Plane}}.  The {{{name|{{LC:{{PAGENAME}}}}}}} can pinpoint such a creature if it is moving.
 
|Otherworldly Perception=The {{{name|{{LC:{{PAGENAME}}}}}}} can sense the presence of any creature within 30 feet of it that is {{BrownLink|invisible}} or on the {{BrownLink|Ethereal Plane}}.  The {{{name|{{LC:{{PAGENAME}}}}}}} can pinpoint such a creature if it is moving.
  
|Pack Tactics=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on an attack roll against a creature if at least one of the {{{name|{{LC:{{PAGENAME}}}}}}}'s allies is within 5 feet of the creature and the ally isn't {{BrownLink|incapacitated}}.
+
|Pack Tactics=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on an attack roll against a creature if at least one of the {{{name|{{LC:{{PAGENAME}}}}}}}'s allies {{#ifeq:{{{variable|}}}|mounted|(excluding any {{BL|Mounted Combat|mounted}} ally)}} is within 5 feet of the creature and the ally isn't {{BrownLink|incapacitated}}.
  
 
|Psychic Defense=While the {{{name|{{LC:{{PAGENAME}}}}}}} is wearing no armor and wielding no shield, its AC includes its {{BrownLink|Wisdom}} modifier.
 
|Psychic Defense=While the {{{name|{{LC:{{PAGENAME}}}}}}} is wearing no armor and wielding no shield, its AC includes its {{BrownLink|Wisdom}} modifier.
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|Sunlight Weakness=While in sunlight, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|disadvantage}} on attack rolls, ability checks, and saving throws.
 
|Sunlight Weakness=While in sunlight, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|disadvantage}} on attack rolls, ability checks, and saving throws.
  
|Sure-Footed=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Strength}} and {{BrownLink|Dexterity}} saving throws made against effects that would knock it {{BrownLink|prone}}.
+
|Sure-Footed=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on all {{BL|ability check|ability checks}} and {{BL|saving throw|saving throws}} made to prevent it from being knocked prone.
  
 
|Surprise Attack=If the {{{name|{{LC:{{PAGENAME}}}}}}} surprises a creature and hits it with an attack during the first round of combat, the target takes an extra {{{variable|'''variable'''}}} damage from the attack.
 
|Surprise Attack=If the {{{name|{{LC:{{PAGENAME}}}}}}} surprises a creature and hits it with an attack during the first round of combat, the target takes an extra {{{variable|'''variable'''}}} damage from the attack.
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|Wounded Fury=While it has {{{variable|10}}} {{hp}} or fewer, the {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on attack rolls.
 
|Wounded Fury=While it has {{{variable|10}}} {{hp}} or fewer, the {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on attack rolls.
 +
 
<!--
 
<!--
 
Inferred, derived, unknown, or other
 
Inferred, derived, unknown, or other
 
-->
 
-->
 
 
|Chameleon Skin=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made to hide.
 
|Chameleon Skin=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made to hide.
  
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|Courage=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against being {{BL|charmed}} or {{BL|frightened}}.
 
|Courage=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on saving throws against being {{BL|charmed}} or {{BL|frightened}}.
  
|Improved Initiative=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BrownLink|advantage}} on {{BrownLink|initiative}} rolls.  If static initiative is used, the creature instead gains a +5 bonus to its initiative score.
+
|Hearty=If the {{{name|{{LC:{{PAGENAME}}}}}}} would be reduced to 0 heart points but not killed outright, it is reduced to 1 heart point instead.
 +
 
 +
|Improved Initiative=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on any {{BL|ability check}} it makes to determine turn order in {{BL|combat}}.
  
 
|Powerful Attacks=A weapon attack deals one extra die of its damage when the {{{name|{{LC:{{PAGENAME}}}}}}} hits with it (included in the attack), and these weapon attacks are magical.
 
|Powerful Attacks=A weapon attack deals one extra die of its damage when the {{{name|{{LC:{{PAGENAME}}}}}}} hits with it (included in the attack), and these weapon attacks are magical.
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|Underwater Camouflage=The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made while underwater.
 
|Underwater Camouflage=The {{{name|{{LC:{{PAGENAME}}}}}}} has advantage on {{BrownLink|Dexterity}} ({{BrownLink|Stealth}}) checks made while underwater.
 +
 
<!--
 
<!--
 
LoH originals
 
LoH originals
 
-->
 
-->
|Enduring Resistance={{#if:{{{variable2|}}}|''({{{variable2|3}}}/day).''&nbsp;}}If the {{{name|{{LC:{{PAGENAME}}}}}}} fails a {{BL|saving throw}}, it can reduce its remaining {{hp}} by {{{variable|20}}} to succeed instead.
+
 
 +
|Deflect=When it would be hit by a ranged attack, {{{name|{{LC:{{PAGENAME}}}}}}} adds {{{variable|2}}} to its AC, potentially turning the hit into a miss.
 +
 
 +
|Enduring Resistance=If the {{{name|{{LC:{{PAGENAME}}}}}}} fails a {{BL|saving throw}}, it can reduce its remaining {{hp}} by {{{variable|20}}} to succeed instead.
 +
 
 +
|Erratic Movement=While its movement isn't reduced, the {{{name|{{LC:{{PAGENAME}}}}}}} cannot be targeted with attacks made as {{BrownLink|reactions}}.
  
 
|Exploitative=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on {{BL|attack roll|attack rolls}} targeting any creature that has its {{BL|speed}} reduced.
 
|Exploitative=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on {{BL|attack roll|attack rolls}} targeting any creature that has its {{BL|speed}} reduced.
  
 
|Fearsome Presence=Any hostile creature that starts its turn within 120 feet of the lynel and is aware of it must make a DC {{{variable|'''variable'''}}} {{BL|Charisma}} {{BL|saving throw}}, or become {{BL|frightened}} of it for 1 minute.  A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  If a creature has succeeded on this saving throw once within the past 8 hours, it automatically succeeds.
 
|Fearsome Presence=Any hostile creature that starts its turn within 120 feet of the lynel and is aware of it must make a DC {{{variable|'''variable'''}}} {{BL|Charisma}} {{BL|saving throw}}, or become {{BL|frightened}} of it for 1 minute.  A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.  If a creature has succeeded on this saving throw once within the past 8 hours, it automatically succeeds.
 +
 +
|Gleaming Haste=The {{{name|{{LC:{{PAGENAME}}}}}}} can take {{{variable|2}}} actions on each of its turns.
 +
 +
|Marine Movement=Swimming doesn't reduce the {{{name|{{LC:{{PAGENAME}}}}}}}'s remaining walking speed for the turn, and walking doesn't reduce its remaining swim speed for the turn.
  
 
|Mighty Marksman=The {{{name|{{LC:{{PAGENAME}}}}}}} adds both {{BL|Strength}} and {{BL|Dexterity}} to ranged weapon attack rolls.  These attacks ignore {{BL|half cover}} and {{BL|three-quarters cover}}.
 
|Mighty Marksman=The {{{name|{{LC:{{PAGENAME}}}}}}} adds both {{BL|Strength}} and {{BL|Dexterity}} to ranged weapon attack rolls.  These attacks ignore {{BL|half cover}} and {{BL|three-quarters cover}}.
 +
 +
|Motionless Invisibility=If the {{{name|{{LC:{{PAGENAME}}}}}}} ends its turn without moving, it becomes {{BL|invisible}} until the start of its next turn.
 +
 +
|Multi-Action=The {{{name|{{LC:{{PAGENAME}}}}}}} can take {{{variable|2}}} actions on each of its turns{{#ifeq:{{{repeat|}}}|yes||, but can't use the same action twice in one turn}}.
 +
 +
|Native=In {{{variable|forest}}} terrain, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on all {{BL|Wisdom}} ({{BL|Survival}}) {{BL|ability check|checks}}.
 +
 +
|Pack Defense=While the {{{name|{{LC:{{PAGENAME}}}}}}} is within 5 feet of an ally that isn't {{BrownLink|incapacitated}}, attack rolls targeting the {{{name|{{LC:{{PAGENAME}}}}}}} have {{BrownLink|disadvantage}}.
  
 
|Perseverance=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on any ability check or saving throw to avoid {{BL|exhaustion}} or being {{BL|poisoned}}.  It can thrive on one-quarter of the {{BL|Food and Water|food and water}} normally needed for a creature of its size.
 
|Perseverance=The {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on any ability check or saving throw to avoid {{BL|exhaustion}} or being {{BL|poisoned}}.  It can thrive on one-quarter of the {{BL|Food and Water|food and water}} normally needed for a creature of its size.
}}<noinclude>
+
 
 +
|Rooted=The {{{name|{{LC:{{PAGENAME}}}}}}} is planted in the ground. Its base walking speed cannot increase above 0 feet. It has {{BL|advantage}} on all {{BL|saving throw|saving throws}} and {{BL|ability check|ability checks}} to remain in its position. If the {{{name|{{LC:{{PAGENAME}}}}}}} is forced from its position but not reduced to 0 heart points, it dies at the end of its next turn.
 +
 
 +
|Woodlander=In forest terrain, the {{{name|{{LC:{{PAGENAME}}}}}}} has {{BL|advantage}} on any ability check it makes using {{BL|Stealth}} or {{BL|Survival}}.
 +
 
 +
|Undying=The {{{name|{{LC:{{PAGENAME}}}}}}} can't be reduced to 0 {{hp}} by taking {{{variable|5}}} or less damage at once.  At least {{#expr: {{{variable|5}}}+1}} damage must be dealt at once, otherwise the {{{name|{{LC:{{PAGENAME}}}}}}} always retains at least 1 {{BL|heart point}}.
 +
}}}}}<noinclude>
 +
 
 +
 
  
 
See [[Template talk:CreatureTrait]] for examples of every included trait.
 
See [[Template talk:CreatureTrait]] for examples of every included trait.

Latest revision as of 13:20, 23 July 2022

Trait Name. Unknown effect.


See Template talk:CreatureTrait for examples of every included trait.

Usage

{{CT|Trait Name|The trait description goes here, unless using Spellcasting or a Default Description, as below.}}