Combat Traits
Creature Cover
By slipping behind enemies or allies alike, you are able to fade from view with ease. You can take the Hide action even when you have Half Cover from a creature, as long as that creature is of a size larger than you.
Magical Fortification
The more that magic threatens you, the more your resilience to it increases. Choose an ability score: Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. You have Advantage on saving throws using that ability score against spells and other magical effects.
Exploration Traits
Artificial Form
You were made, not born, and your unnatural origin forever marks you as different. You are a Construct, but your enchanted form still benefits from healing spells. You can also heal yourself by spending Hit Dice during Short Rests and Long Rests, as normal. You don’t need to eat, drink, sleep, or breathe. You must still be inactive for 8 hours during a Long Rest to gain its benefits.
Self-Repair. If you take this trait twice, when the Mending cantrip is cast on you, you can spend a Hit Die to regain a number of Hit Points equal to the roll of the die plus your Constitution modifier (minimum 1 Hit Point). You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you f inish a Long Rest.
Helping Hand
You excel at aiding your allies, knowing that the time will come when you need them to return the favor. You can use the Help action as a Bonus Action to assist any ally making an ability check. (This is an Exploration trait.)
Helpful Tactics. If you take this trait twice, when you use Helping Hand, you can also assist an ally making an attack roll. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest. (This is a Combat trait.)
Roleplaying Traits
Magical Savant (Disguise Self)
If you take this trait multiple times, you select a different cantrip each time, or you can select a level 1 spell from the same list as a cantrip you have previously chosen. If you select a level 1 spell, you can cast it once without expending a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. If you have levels in the associated spellcasting class, you always have this spell prepared, and it doesn’t count against the number of spells you can prepare each day.
Magical Savvy (Minor Illusion)
Whether through intensive study or the innate touch of magic in your blood, you have the ability to invoke magical spells. You learn one cantrip of your choice from any spell list, which you cast using the associated ability score: Intelligence for Wizard spells, Wisdom for Cleric and Druid spells, and Charisma for Bard, Sorcerer, and Warlock spells. If the spell appears on multiple spell lists, choose one to determine the spellcasting attribute for that spell.
Intuitive Acrobat
Staying loose and limber means being able to get out of even the tightest spots when your life is on the line. You have proficiency in the Acrobatics skill.
Features & Traits