Templates (9e)
From Traditional Games Wiki
Contents
Nature
Arcane
- Weakness: Melee attacks against arcane users increase by one damage die.
- Wizardly: Minions and major archetypes can choose to deal any type of damage instead of untyped.
Demonic
- Battleborn: Demons gain +1 attack.
- Flight: Major archetypes can fly.
- Unnatural: Successful melee attacks against enemies also cause +1 Corruption.
- Weakness: Radiant attacks against demons increase by one damage die.
Draconic
- Flight: Major archetypes can fly.
- Furnace: Minions and major archetypes can choose to deal fire damage instead of untyped.
- Weakness: Cold attacks against draconics increase by one damage die.
Elemental
- Embodiment: Elementals can only deal one damage type (including untyped) with their attacks.
- Incarnate: Elementals are resistant to any typed damage they can deal.
Insect
- Carapace: Minions gain +1 dice hits.
- Numerous: Cowardice is always zero while mooks and minions are alive.
- Swarming: Mooks can make up to three attacks on their turn.
Machine
- Heavy: Machines gain +2 Armor.
- Unfeeling: Cowardice is always zero.
- Weakness: Lightning attacks against machines increase by one damage die.
Plant
- Mindless: For mooks and minions, Cowardice is always zero.
- Regenerative: Major archetypes regain 1d6 hit points every turn, unless they have been hit by cold, fire, necrotic, or poison damage since the end of their last turn.
- Weakness: Fire attacks against plants increase by one damage die.
Undead
- Rot: All undead can choose to deal necrotic damage instead of untyped. Major archetypes can choose to deal cold, necrotic, or poison damage instead of untyped.
- Unfeeling: Cowardice is always zero.
- Weakness: Radiant attacks against undead increase by one damage die.