Templates (9e)

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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.