Traits

Traits, inspired/adapted from the Fallout games, are optional choices made at character creation to help customise characters slightly. The changes should be mechanically neutral, or potentially slight improvements depending on how your character is played, but they should allow a small degree of extra customisability.

Characters as standard can select a maximum of two traits, though they do not need to choose any if they don't wish to.

Traits List

Agoraphobic - You really don't like being outside. While in a space room larger than 20' by 20' you have disadvantage on any saving throws against being frightened. While in a room smaller than 20' x 20', you have advantage on saving throws against being frightened.


Blaze of Glory - You feel of a rush of adrenaline whenever you're nearing death, pushing beyond normal limits. While below half health, you deal extra damage on the first attack you hit with each round equal to your proficiency bonus. However, the first time you take damage each round you take additional damage equal to your proficiency bonus in turn.


Bloody Mess - For some reason, deaths around you just seem a little...messier. When you make a melee attack with lethal intent and kill a creature, roll a 1d6. On a 6 their body explodes, dealing 1d6 bludgeoning damage to all enemy creatures within 5' of it, along with being very, very messy.


Bruiser - You're big, slow, and hit hard. That's all you really need. Your strength score increases by 1, however your initiative modifier is lowered by -4.


Built to Destroy - Weapons seem to do a bit more for you than others, but they also break far faster. Attacks made with weapons now critically strike on a roll of 19 or 20. However, when you roll a 1 your weapon is damaged, only dealing 1d4 damage until repaired and not benefiting from any magical properties. Magic weapons can be restored as part of a long rest by expending hit dice equal to your proficiency bonus. Non-magical weapons require being fixed by someone with the appropriate tool proficiency and four hours of work.


Bullied - You were bullied as a child, and sometimes it just makes you lash out. Whenever you use your reaction to make an attack, you deal an extra 1 damage when you hit. You have a permanent -2 on Intimidation rolls.


Claustrophobic - You really don't like being inside. While inside a room that isn't at least 20' by 20' you have disadvantage on any saving throws against being Frightened. While in a larger space than 20' x 20', you have advantage on saving throws against being Frightened.


Early Bird - They get the worm. You gain a +1 to skill checks using the Athletics, Acrobatics and Insight skills during the hours of 6:01Am to 6:00PM, and a -1 to those same checks between the hours of 6:01PM and 6:00AM. This is mutually exclusive with Night Person.


Edge of Death - You teeter a bit closer to death than most. When you make death saving throws you now require only two successes to stabilise, but also have a -2 on death saving throws.


Fast Metabolism - Scratches and bruises never seemed to bother you. But a drop of alcohol? That's a whole different story. Whenever you are healed, magically or otherwise, you can choose to reroll one of the dice. However, you must take the second roll. Expending hit dice as part of a short rest does not trigger this. However you have a permanent vulnerability to poison damage and disadvantage on saves against being poisoned.


Fast Aim - Attacking at range is what gets you up in the morning and sometimes you're a little too eager. When you attack with a ranged or thrown weapon, if you roll a 13 or 17 you can make one extra attack with your ranged or thrown weapon this turn. However, your first attack with said weapons each turn and the potential extra attack both suffer a -2 on their attack rolls.


Finesse - You've always given more weight to an attack made in the right place than an attack made with the right force behind it. Attacks made with weapons now critically strike on a roll of 19 or 20. However, you deal 1 less damage on the first weapon attack you hit with each turn. This is mutually exclusive with Heavy Handed.


Four Eyes - Bad natural eyesight won't hold you back. When wearing glasses, you have +2 on perception checks using sight. When not wearing glasses, you have -2 on perception checks using sight. Glasses cannot be worn with helmets (which includes all heavy armour and some magic items).


Gifted - You were always a bit special, but that also made you a bit of a slacker. At the end of a long rest roll a 1d6. Until your next long rest you gain +2 to the ability that the d6 refers to (Strength=1, Dexterity=2, etc.) However, you lose proficiency with one skill.


Glutton - Your love of food keeps you from being fast on your feet, but when you eat so much, you're going to get used to bad food too. Your movement speed is reduced by 5', and you have advantage on saves against being poisoned.


Good Natured - Sometimes it'd be nice if everyone just got along. You gain a permanent +3 to rolls made for the Persuasion, Medicine, Investigation, Animal Handling and Nature skills. You also gain a permanent -1 to all attack rolls, be they for weapon or spells.


Heavy Handed - Consistency is key, and sometimes you have to sacrifice a bit of finesse for that. You gain a +1 damage on the first attack you hit with each turn with melee weapons or unarmed strikes. Whenever you critically strike with melee weapons or unarmed strikes, the damage from the critical dice is reduced by half. This is mutually exclusive with Finesse.


Hoarder - Yes, you need to be carrying fourteen different bars of soap. You never know when you're going to need them! Your carrying capacity increases by 25lbs, but you have disadvantage on initiative rolls whenever you have more than 10lbs of carrying capacity not in use. The items you carry must have value. No filling your pockets with rocks!


Hot Blooded - Reckless might get some people killed, but the best defense is a good offense. You have a permanent -1 to your armour class, however on your first turn of each combat you can choose to either make one extra attack or take the Dash action on top of your normal actions.


Illiterate - Why bother learning to read when other people can do it for you? You lose the ability to read and write, but gain proficiency in one skill or tool.


Jinxed - Bad luck has followed you your whole life, and sometimes it rubs off on other people. Whenever a creature makes an attack roll against you, they automatically miss on a roll of 1, 7, 13, and 17, as if they had rolled a 1. Whenever you make an attack roll against a creature, you automatically miss on a roll of 1, 7, 13, and 17, as if you had rolled a 1. You also automatically fail saving throws on a 1, 7, 13 and 17, and creatures making saving throws against your effects fail on a 1, 7, 13 and 17.


Multi-talented - While some people are naturally gifted, you've always been more of just a hard worker. You gain proficiency in two skills of your choice, however because of your split focus, you can no longer raise the same ability score twice when you gain an Ability Score Improvement from levelling up.


Night Person - Sleeping in is really the way to go. You're most productive during the Witching Hour anyway. You gain a +1 to skill checks involving Intelligence and the Perception skill during the hours of 6:01pm to 6:00AM, and a -1 to those same checks between the hours of 6:01AM and 6:00PM. This is mutually exclusive with Early Bird.


One-Hander - Maybe your offhand is just a bit weak, but you like to say you're focusing your efforts where it's most important. When you are wielding a single one handed weapon and no shield, you have +1 to weapon attack rolls. When you are wielding any other combination of weapons/shields, you have -1 to weapon attack rolls.


Paranoid - It's not paranoia if they're really out to get you...or is it? You have advantage on saving throws against being charmed, and disadvantage on saving throws against being frightened.


Romantic Appeal - Whatever the right "stuff" is, you've got it. But that can put people off. You have +2 on any charisma skill checks made against creatures that are attracted to you, however you have -2 on the same checks against creatures which are not. At the DM's discretion, you might not gain any bonus or negative with certain creatures who aren't interested in romance at all (constructs, for example).


School Specialist - Some spellcasters say "adaptability is key". I say "I cast Fireball". You pick one school of magic. All spells you cast from this school are treated as being upcast one spell level. Spells from one other school you pick are treated as if they're one spell level higher. For example, if you chose Evocation as your specialist school, Burning Hands cast from a 1st level slot would deal 4d6 damage, instead of 3d6. If you chose Necromancy as your non-specialist school, you would have to cast Cause Fear from a 2nd level slot as its lowest option, and it would still be treated as if you cast it from a 1st level slot for its effects.


Small Frame - You were never the biggest around, but you make up for it in speed. You gain +1 to your Dexterity score, but your carrying capacity is reduced by 25lbs and you have disadvantage on athletics checks.


Truth Teller - You cannot tell a lie, perhaps due to magic, perhaps due to your upbringing. You roll Persuasion checks with advantage because of your air of honesty, but all Deception rolls are treated as rolling a 1 and forcing yourself to tell a lie often has violent physical reactions such as vomiting or hysterical crying. Stretching the truth can likewise cause problems.


Wild World - Lets. Get. Wild. Taking this trait makes the world just a little bit stranger, a little bit less serious, and a little bit wilder. The chance of strange occurrences should increase the more party members take this trait.