Special Traits (General)

## List Of Special Traits

Agile Swiftness -3 Points-

*Prerequisites: Creature Type (Any)*

If you start moving, you can double your walking speed until the end of the current turn. You can only use this feature once before you must end one of your turns without moving to use it again.

Brave -2 Points-

*Prerequisites: Creature Type (Any)*

You now have advantage on saving throws against being frightened.

*Restrictions: If you are using the Freelancer class, you must not have [Gallant].*

Charging Attack -3 Points-

*Prerequisites: Creature Type (Any)*

If you move 20 feet in a straight line before you hit with a melee weapon attack, you inflict one extra die of damage.

Climbing -2 Points-

*Prerequisites: Creature Type (Any)*

You now have a climbing speed equal to your walking speed.

*Restrictions: If you are using the Freelancer class, you must not have [Climber].*

Darkvision -1 Point-

*Prerequisites: Creature Type (Any)*

You now have darkvision with a range of 30 feet. But if you already have darkvision due to another source, its range increases by 30 feet instead.

Elemental Resistance -2 Points-

*Prerequisites: Creature Type (Any)*

When you get this special trait, you choose one of the following damage types: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. You now have resistance to the chosen damage type. And if the damage type that you had chosen was poison, you also now have advantage on saving throws against being poisoned.

*Restrictions: You must not have [Heart Of The Land], [Heart Of The Sea], [Heart Of The Sky], [Impressive Knack], or [Marvelous Healing]. And if you are using the Freelancer class, you must not have [Channel Divinity I (Blessings Of Protection)].*

Firearm Proficiency -4 Points-

*Prerequisites: Creature Type (Any)*

You gain proficiency with firearms.

Heart Of The Land -2 Points-

*Prerequisites: Creature Type (Any)*

You can now move along walls and ceilings, without requiring both of your empty hands.

*Restrictions: You must not have [Elemental Resistance], [Heart Of The Sea], [Heart Of The Sky], [Impressive Knack], or [Marvelous Healing]. And if you are using the Freelancer class, you must not have [Channel Divinity I (Blessings Of Earth)].*

Heart Of The Sea -2 Points-

*Prerequisites: Creature Type (Any)*

You can now breathe underwater. You also now have immunity to damage from water pressure.

*Restrictions: You must not have [Elemental Resistance], [Heart Of The Land], [Heart Of The Sky], [Impressive Knack], or [Marvelous Healing]. And if you are using the Freelancer class, you must not have [Channel Divinity I (Blessings Of Water)].*

Heart Of The Sky -2 Points-

*Prerequisites: Creature Type (Any)*

You can use your bonus action to lift yourself up from the ground. Until the end of your turn, you have a flying speed of 30 feet, and you can hover. If you already have a flying speed due to another source, your flying speed increases by 30 feet instead.

*Restrictions: You must not have [Elemental Resistance], [Heart Of The Land], [Heart Of The Sea], [Impressive Knack], or [Marvelous Healing]. And if you are using the Freelancer class, you must not have [Channel Divinity I (Blessings Of Air)].*

Impressive Knack -3 Points-

*Prerequisites: Creature Type (Any)*

When you get this special trait, you choose one of the following skills: Strength (Athletics), Dexterity (Acrobatics), Dexterity (Sleight Of Hand), Dexterity (Stealth), Intelligence (Arcana), Intelligence (History), Intelligence (Investigation), Intelligence (Nature), Intelligence (Religion), Wisdom (Animal Handling), Wisdom (Insight), Wisdom (Medicine), Wisdom (Survival), Charisma (Deception), Charisma (Intimidation), Charisma (Performance), or Charisma (Persuasion). You now have advantage on your checks with the chosen skill.

*Restrictions: You must not have [Elemental Resistance], [Heart Of The Land], [Heart Of The Sea], [Heart Of The Sky], or [Marvelous Healing].*

Improved Darkvision -1 Point-

*Prerequisites: Darkvision*

The range of your darkvision increases by 30 feet.

Improved Telepathy -2 Points-

*Prerequisites: Telepathy*

The range of your telepathy increases by 30 feet.

Innate Magic -3 Points-

*Prerequisites: Creature Type (Any)*

When you get this special trait, you choose one cantrip from any spell list, except for *Eldritch Blast*. You can now use this special trait to cast that cantrip. Your spellcasting ability for that cantrip is Intelligence, Wisdom, or Charisma (your choice when you get this special trait).

Innate Spellcasting -2 Points-

*Prerequisites: Innate Magic*

When you get this special trait, you choose one 1st level spell from any spell list. You can now use this special trait to cast that spell, but you can only do so once before you must finish a long rest to do so again. You can also use any spell slots that you have to cast it. Your spellcasting ability for that spell is the ability score that you had chosen for [Innate Magic].

Language Study I -1 Point-

*Prerequisites: Creature Type (Any)*

You learn one new standard language or exotic language.

Language Study II -1 Point-

*Prerequisites: Language Study I*

You learn one new standard language or exotic language.

Light Armor Proficiency -2 Points-

*Prerequisites: Creature Type (Any)*

You gain proficiency with light armor.

Loyal -2 Points-

*Prerequisites: Creature Type (Any)*

You now have advantage on saving throws against being charmed.

*Restrictions: If you are using the Freelancer class, you must not have [Devoted].*

Magic Resistance -7 Points-

*Prerequisites: Creature Type (Any)*

You now have advantage on saving throws against spells.

Marvelous Healing -2 Points-

*Prerequisites: Creature Type (Any)*

If you roll for making a creature regain hit points, you can reroll all of those dice, using either set of rolls.

*Restrictions: You must not have [Elemental Resistance], [Heart Of The Land], [Heart Of The Sea], [Heart Of The Sky], or [Impressive Knack]. And if you are using the Freelancer class, you must not have [Channel Divinity I (Blessings Of Life)].*

Medium Armor Proficiency -2 Points-

*Prerequisites: Light Armor Proficiency*

You gain proficiency with medium armor.

Nimble -2 Points-

*Prerequisites: Creature Type (Any)*

The spaces of other creatures are no longer treated as difficult terrain for you.

Powerful Build -1 Point-

*Prerequisites: Creature Type (Any)*

You now count as one size larger for determining your carrying capacity and the weight that you can push, drag, or lift.

*Restrictions: You must not have [Equine Body].*

Regeneration -5 Points-

*Prerequisites: Creature Type (Any)*

At the start of your turn, you can spend one hit die, regaining a number of hit points equal to its result. But if you use this feature while you have 0 hit points, you gain one level of exhaustion.

If a severed limb of yours is held to its stump, it knits itself back into place.

Relentless Endurance -3 Points-

*Prerequisites: Creature Type (Any)*

If you would drop to 0 hit points, you could drop to 1 hit point instead. You can only use this feature once before you must finish a long rest to use it again.

Robust -4 Points-

*Prerequisites: Creature Type (Any)*

Your hit point maximum increases by one point. And when you gain a level in a class, your hit point maximum increases by one point.

Shield Proficiency -4 Points-

*Prerequisites: Creature Type (Any)*

You gain proficiency with shields.

Siege Creature -1 Point-

*Prerequisites: Powerful Build*

The damage that you inflict to objects and structures is now doubled.

Simple Weapon Proficiency -2 Points-

*Prerequisites: Creature Type (Any)*

You gain proficiency with all types of simple weapons.

Skill Proficiency I -2 Points-

*Prerequisites: Creature Type (Any)*

You gain proficiency with one skill.

Skill Proficiency II -2 Points-

*Prerequisites: Skill Proficiency I*

You gain proficiency with one skill.

Sneaky -3 Points-

*Prerequisites: Creature Type (Any)*

You can now attempt to hide even while you are obscured by a creature who is at least one size larger than you.

Superior Darkvision -2 Points-

*Prerequisites: Improved Darkvision*

The range of your darkvision increases by 60 feet.

Superior Telepathy -4 Points-

*Prerequisites: Improved Telepathy*

The range of your telepathy increases by 60 feet.

Swimming -2 Points-

*Prerequisites: Creature Type (Any)*

You now have a swimming speed equal to your walking speed.

*Restrictions: If you are using the Freelancer class, you must not have [Swimmer].*

Telepathy -2 Points-

*Prerequisites: Creature Type (Any)*

You now have telepathy with a range of 30 feet. But if you already have telepathy due to another source, its range increases by 30 feet instead.

Tool Proficiency I -1 Point-

*Prerequisites: Creature Type (Any)*

You gain proficiency with one tool.

Tool Proficiency II -1 Point-

*Prerequisites: Tool Proficiency I*

You gain proficiency with one tool.

Unyielding -5 Points-

*Prerequisites: Creature Type (Any)*

You now have advantage on your death saving throws.

Walking Speed Increase I -2 Points-

*Prerequisites: Creature Type (Any)*

Your base walking speed becomes 35 feet.

Walking Speed Increase II -2 Points-

*Prerequisites: Walking Speed Increase I*

Your base walking speed becomes 40 feet.