Traits in Weird Wastes | World Anvil
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Traits

After generating your stats and assigning +2 to any ability and +1 to any other ability, design your character's race by selecting traits from the following lists.  

Select a Race

  • Human - Select one trait from the Health, Movement, or Special lists
  • No matter what dimension they're from, humans seem to all be bipedal, primate humanoids. Despite this commonality, they are a race of vastly different shapes, sizes, alignments, and ancestries.
  • Elf - Language: Elvish, Select one trait from the Magic, Unique Nature, Special, or Resistance lists
  • Elves are a magical and fair race of humanoids with many different variations. The common thread between all elves seems to be their ancestral ties to the Feywild and the strange magics that suffuses the realm.
  • Dwarf - Language: Dwarven, Select one trait from the Health, Damage, Unique Nature or Resistance lists
  • The dwarves are beings of the earth itself, children of rock and stone, and stout clansmen. These naturally sturdy humanoids can survive in the roughest conditions the wasteland has to offer.
  • Automaton - Select one trait from the Movement, Resistance, Damage, Natural Armor, or Unique Nature lists
  • Automatons are humanoids made of inorganic materials and threaded together with technology so advanced that it experiences self awareness. These life-forms come in all shapes and sizes and range from clunky robots to synthetic people that are impossible to distinguish from the real thing.
  • Gnome - Language: Gnomish, Select one trait from the Magic, Speech, Special, or Resistance lists.
  • Gnomes are whimsical and magical humanoids, usually of diminutive size, that are kept alive by the act of creating, inventing, and pursuing their curiosity. Gnomes have of all ancestries and timelines have historically traveled across the stars and through other dimensions, constantly in search of their next creation.
  • Halfling - Language: Halfling, Select one trait from the Movement, Damage, or Resistance lists.
  • Halflings are brave, socially-driven humanoids, usually of diminutive size, that form small communes with one another where they share the stories of their ancestors and their acts of heroism. No matter what dimension they come from or what timeline they inhabit, halflings are brave and intrepid in the face of danger.
  • Orc - Language: Orc, Select one trait from the Damage, Movement, or Health lists
  • While orcs can vary greatly across timelines and dimensions, almost all of these muscular humanoids have some kind of tusk-like dental structure and a sturdy jaw. Orcs quickly become experts in whatever their society is built around. Sometimes this results in a bloodthirsty horde of killing machines, other times, a cloister of powerful wizards, or anything in between.
  • Goblinoid - Language: Goblin, Select one trait from the Damage, Unique Nature, Health, or Movement lists.
  • Goblins, hobgoblins, bugbears, and all other forms of goblinoid are humanoids of magical Feywild ancestry. Their species can vary wildly across different biomes, dimensions, and timelines. Sometimes they are wretched creatures that live in squalid tunnels and survive by killing travelers; other times they can organize complex and vast societies with many strange and overlapping cultures.
  • Beastfolk - Select one trait from the Unique Nature, Damage, Natural Armor, or Movement lists.
  • All humanoids of a bestial or monstrous nature are lumped together as beastfolk. They can be everything from minotaurs, centaurs, dragon people, and snake folk, down to the weirdest monstrosities of myth. There are countless societies and morphologies of beastfolk across the vast multiverse.
  • Plasmoid - Select one trait from the Unique Nature, Movement, Damage, or Resistance lists.
  • Plasmoids are sentient creatures made up of material that is cosmic, magical, or other unnatural material. They shape their bodies with their own will and force it into an arrangement of mostly humanoid limbs. This is just about the only thing that different kinds of plamsoids have in common with one another as they are an extremely rare and mystical race of beings.
 

Select an Ancestry

  • Skilled - Select another trait from any list that you could have already chosen from
  • Unbound - Defiant of the norm for your heritage, you select a trait from the choices available to a different race.
  • Mutant - Select one trait from the Damage, Unique Nature, Resistance, or Transformation lists.
  • Mutants are creatures characterized by a forced change in their morphology brought about by radiation, magic, or some other cosmic force. Mutants may have an entirely different set of limbs when compared to the race they started as.
  • Dragonborn - Language: Draconic, Select one trait from the Damage, Movement, Health, Natural Armor, or Unique Nature lists
  • When the mystical blood of dragon-kind makes its way into a person's lineage, they may enter the world as a Dragonborn. While they still have the basic look of their race, draconic elements such as scales, a tail, wings, or talons make their way into the mix.
  • Tiefling - Language: Infernal, Select one trait from the Transformation, Resistance, Unique Nature, Special, or Movement lists.
  • When a person's lineage becomes cursed, dark, or infernal, they may be born as a Tiefling. The demonic features of a tiefling can range anywhere from a pair of small horns all the way to a set of cloven feet and a halo of fire.
  • Aasimar - Language: Celestial, Select one trait from the Transformation, Resistance, Unique Nature, Special, or Movement lists.
  • When a person's lineage becomes blessed, divine, or sanctified, they may be born as an aasimar. The celestial features of an aasimar can range anywhere from a single strand of golden hair right up to a band of all seeing eyes wrapping around their head and a halo of pure light.
  • Dhampir - Select one trait from the Unique Nature, Transformation, Resistance, Damage, or Health lists.
  • When the curse of vampirism mingles with mortal bloodlines, a dhampir may be born. Dhampir are mortals with a lust for blood or other vital essence from a living being. While some can be mindless killing machines, others find their niche in society and live normal fulfilling lives.
  • Genasi - Language: Primordial, Select one trait from the Damage, Movement, Magic, Unique Nature, or Special lists.
  • When the magic of genies makes its way into a person's lineage, a genasi may be born. Genasi display features befitting their elemental ancestry. This can be anything, from fiery hair and watery skin to lightning eyebrows and a magma tongue.
 

Select a Size trait

  • Medium - Speed 30 ft
  • Small - Speed 25 ft
  • Large - Speed 30 ft, -5 ft penalty to the radius of all abilities and spells that state the user as the center of a radial effect
 

Select One of the Following Options

  • Choose two Skills to be proficient in
  • Choose one Skill and one Tool to be proficient with
  • Choose one Skill and one Vehicle to be proficient with
  • Choose one Skill to be proficient in and select one trait from the Health, Movement, Speech, Magic, or Resistance lists
  • Choose two traits from the Health, Movement, Speech, Magic, or Resistance lists. They can be from the same lists or from different lists.
  • Choose two more traits from a single list that you have already chosen from
  • Choose a trait from the Special list
 

Health traits

  • Uncanny Toughness - Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Lesser Auramancy - As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. You can’t use this feature again until you finish a long rest.
  • Relentless Endurance - When you are reduced to 0 hit points but not killed outright, you can drop to a number of hit point equal to your Constitution Modifier instead. You can’t use this feature again until you finish a long rest.
  • Stone's Endurance - You can supernaturally shrug off harm. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Adrenaline Rush - You can take the Dash action as a bonus action. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Whenever you use this trait, you gain a number of temporary hit points equal to your proficiency bonus.
 

Speech traits

  • Psionic Mind - You can send telepathic messages to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand these messages, but it must be able to understand at least one language to comprehend them. Additionally, you can cast the Mage Hand cantrip at will with no components; this spell does not count as magic and is powered by your mind.
  • Commune with the Small - You are in tune with the ecosystem of the post-apocalyptic world enough to communicate with the diminutive creatures around you. Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts and monstrosities.
  • Language Expert - Choose two languages to know. You have Advantage on Wisdom (Insight) checks to communicate with another intelligent creature that speaks a language you don't understand.
   

Movement traits

  • Climbing Adept - You have a Climbing speed equal to your walking speed.
  • Flying Appendages - (Prerequisite: Mutant, Dragonborn, Beastfolk, Tiefling, Aasimar) As long as you aren't wearing Medium or Heavy Armor, you have a Flying speed equal to your walking speed.
  • Natural Swimmer - You gain a swimming speed equal to your walking speed.
  • Leaping Appendages - (Prerequisite: Automaton, Mutant, Beastfolk) As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this trait only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Burst of Agility - When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
  • Fleet of Foot - Your base walking speed increases to 35 feet and moving through an allies space doesn't count as difficult terrain. When you take the Dash action on your turn, attack rolls against you have Disadvantage until the end of your turn.
  • Nimble - (Prerequisite: Small Size) You can move through the space of any creature that is of a size larger than yours.
 

Resistance traits

  • Adapted Resistance - When you select this trait, choose one from Fire, Cold, Acid, Poison, Lightning, Force, Radiant, Psychic, Thunder, and Necrotic. You have Resistance to damage of that type.
  • Powerful Vitals - You are Resistant to Poison damage and have Advantage on Saving Throws against becoming and remaining Poisoned.
  • Aggressive Metabolism - You are Resistant to Poison damage and have Advantage on Saving Throws against becoming Addicted.
  • Brave - You gain Advantage on Saving Throws against becoming and remaining frightened.
  • Fey Ancestry - You have Advantage on Saving Throws against being charmed, and magic can’t put you to sleep.
  • Magic Resistance - You have Advantage on Saving Throws against spells.
 

Damage traits

  • Bite - (Prerequisite: Beastfolk, Mutant, Dragonborn, Goblinoid, Dhampir) You have a fanged maw that you can use to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength or Dexterity modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.
  • Carnivore - (Prerequisite: Bite) You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. Additionally, this provides you with a meal's worth of sustenance. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Claws - (Prerequisite: Automaton, Beastfolk, Mutant, Goblinoid, Dragonborn) Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
  • Horns - (Prerequisite: Automaton, Beastfolk, Mutant, Dragonborn) You have horns that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. When you score a critical hit with your horns, the target is knocked prone if it the same size or smaller than you.
  • Goring Rush - (Prerequisite: Horns) Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Horns as a Bonus Action. If this horn attack hits a creature of a size less than or equal to one size above yours, they must succeed on a Strength saving throw or be pushed 10 ft in the opposite direction and knocked Prone. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier.
  • Savage Strikes - When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice two additional times and add it to the extra damage of the critical hit.
  • Fury of the Small - (Prerequisite: Size Small) When you damage a creature with an attack or spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn.
  • Expel Energy - (Prerequisite: Automaton, Mutant, Beastfolk, Dragonkin, Genasi) When you select this trait, choose one from Fire, Cold, Acid, Poison, Lightning, Force, Radiant, Psychic, Thunder, Necrotic, and Radiation. When you take the Attack action on your turn, you can replace one of your attacks with a projection of energy in a 15-foot cone or in a 30 ft line that is 5 ft wide (you choose which one when you take this trait). Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type you selected. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). You can use your Breath Weapon a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Shoot Energy - (Prerequisite: Automaton, Mutant, Beastfolk, Plasmoid, Genasi) When you select this trait, choose one from Fire, Cold, Acid, Poison, Lightning, Force, Radiant, Psychic, Thunder, Necrotic, and Radiation. When you take the attack action, you can use this as one of your attacks. You emit a potent blast of energy that targets one creature or object you can see within 30 feet of you. The target takes 1d10 acid damage unless it succeeds on a Dexterity saving throw against a DC equal to 8 + your Constitution modifier + your proficiency bonus. This damage increases by 1d10 when you reach 5th level (2d10) 11th level (3d10) and 17th level (4d10). You can use this trait a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
  • Grappling Appendages - You have two special appendages growing alongside your arms. Choose whether they’re both claws or tentacles. As an action, you can use one of them to try to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike. If you hit with it, the target takes bludgeoning damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages can’t precisely manipulate anything and can’t wield weapons, magic items, or other specialized equipment.
  • Hemophage - You have a fanged bite that is a natural weapon, which counts as an unarmed strike with which you are proficient. You add your Constitution modifier, instead of your Strength modifier, to the attack and damage rolls when you attack with this bite. It deals 1d4 piercing damage on a hit. While you are missing half or more of your hit points, you have Advantage on Attack Rolls you make with this bite. When you attack with this bite and hit a creature that isn’t a Construct or an Undead, you are sustained for the next 24 hours and can empower yourself in one of the following ways of your choice:
    • You regain hit points equal to the piercing damage dealt by the bite. After doing so, you feel full have enough nutrition for the next 24 hours.
    • You gain a bonus to the next ability check or attack roll you make; the bonus equals the piercing damage dealt by the bite.
    You can empower yourself with this bite a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
 

Natural Armor Traits

  • Natural Armor - When you aren’t wearing armor, your base AC is 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield’s benefits apply as normal while you use your natural armor.
  • Built In Armor - Protective armor encases you, giving you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal.
 

Magic Traits

  • Cantrip Knowledge - You know two cantrips of your choice from the wizard spell list. When you select this trait, choose Intelligence, Wisdom, or Charisma to be your spellcasting ability for them.
  • Memories of Nature - You know two cantrips of your choice from the druid spell list. When you select this trait, choose Intelligence, Wisdom, or Charisma to be your spellcasting ability for them.
  • Contagious Bad Luck - You can cast the Bane spell at first level without material components. When you cast Bane this way, one of the targets must be yourself. You automatically fail the saving throw. When you select this trait, choose between Intelligence, Wisdom, or Charisma to be your spellcasting ability for the spell. You can use this trait a number of times per long restequal to your proficiency bonus.
  • Warped Morphology - You can cast the Primal Savagery cantrip. You can also cast the Alter Self spell with no components a number of times per long rest equal to your proficiency bonus. When you select this trait, choose Intelligence, Wisdom, or Charisma to be your spellcasting ability for these spells.
 

Unique Nature traits

  • Amphibious - You can breathe air and water. You have a swim speed equal to your walking speed.
  • Amorphous - With a little effort, you can move through a space as narrow as 1 inch wide without squeezing. Anything you are carrying that doesn't fit naturally will not fit with you. Additionally, you have Advantage on any check to break free of a Grapple or similar restraint.
  • Beyond Mortality - You don't need to breathe, eat, sleep, or drink anything to sustain yourself (you can still be influenced by medicinal substances). Magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness and can hear and see as normal. Your lifespan is indefinite and you have Advantage on Saving Throws against Disease.
  • Darkvision - You have incredible vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  • Superior Darkvision - (Prerequisite: Darkvision) Your darkvision has a range of 120 feet.
  • Mutant Anatomy - Prolonged contact with immense amounts of radiation has caused your skin to wither and has changed the way your body interacts with radiation. Your lifespan is indefinite; however, you run the risk of becoming feral later in life. Exposure to any amount of radiation gives you the nutrients you need to survive for the next 24 hours. You have Resistance to Radiation damage.
  • Long Limbed - When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
  • Secondary Arms - You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms can work together to manipulate an object, open or close a door or container, pick up or set down a Tiny object, or wield a weapon that has the light property.
  • Daunting Roar - As a Bonus Action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can’t use it again until you finish a short or long rest.
  • Powerful Build - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Permeate - When you take the Dash action, you and anything you're carrying can move through a solid object until the end of turn. While you're dashing, you're not slowed by difficult terrain, you can move through spaces with other creatures in them without being slowed. Additionally, you can pass through one solid object up to 5 ft thick per dash. If you end your turn inside of a solid object, you take Force damage equal to your hit die and are shunted out into the nearest free space.
  • Naturally Stealthy - (Prerequisite: Size Small) You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
  • Tether Sputum - You are able to produce a sticky tether that shoots out of your body. With a free hand, you can make a proficient unarmed ranged attack against a creature or object within 60 ft of you in place of any attack made with the attack action. On a hit, a target that is the same size or smaller than you is Grappled. This happens a number of times equal to your proficiency bonus per long rest. Additionally, as you are falling, you can use a Reaction and a free hand to slow your fall with this ability.
  • Super Sputum - (Prerequisite: Tether Sputum) While a creature is Grappled by your Tether Sputum ability, it is also Restrained.
 

Transformation traits

  • Necrotic Shroud - As a bonus action you can cause an upwelling of dark energy within yourself that makes your eyes becomes pools of darkness and causes a spectral aura to float above or out of you. This aura can be anything from wings to a demonic visage; no matter what form it takes, it is terrifying. Creatures other than your allies within 10 feet of you that can see you must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Until the transformation ends, once on each of your turns, you can deal extra necrotic damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. This transformation lasts for 1 minute or until you end it as a bonus action. Once you use this feature, you can’t use it again until you finish a long rest.
  • Shapechanger - You can change your appearance and your voice as an Action. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Additionally, you can't regrow lost limbs or body parts and deep scars such as a brand persist no matter what form you take. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
  • Gravity Propulsion - You can warp the space around you as a bonus action. Until this transformation ends, strange spectral visages form in the warped space around you, giving you a flying speed equal to your walking speed. Once on each of your turns, you can deal extra force damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. This transformation lasts for 1 minute or until you end it as a bonus action. Once you use this feature, you can't use it again until you complete a long rest.
  • Glowing One - You have been exposed to an unparalleled amount of radiation and constantly emit dim light in a 5 ft radius. You have Advantage on any Saving Throws made to become Irradiated or take Radiation damage. As a Bonus Action you can build up the radiation within your body and cause searing light to temporarily radiate from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet. Until the transformation ends, once on each of your turns, you can deal extra radiation damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. This transformation lasts for 1 minute or until you end it as a Bonus Action. You can use this feature a number of times equal to your proficiency bonus per long rest.
 

Special Traits

  • Additional Feat - (Prerequisite: Human) Select a Feat from the list below that you meet the prerequisites for.
  • Fading Step - As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
  • Well Rounded - You get +1 to each ability score that you didn't choose for your initial ability score increases.
  • Jumpy - You can add your Proficiency Bonus to your Initiative rolls.
  • Lucky - When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll, even if it is a 1.

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