17 traits, from Hag to Humanoid.
Hag · Half-Elf · Half-Orc · Halfling · Hampering · Hampering · Harnessed · Haunt · Healing · Hefty · Hex · High Gravity · Hindering · Hobgoblin · Huge · Human · Humanoid
Trait
These creatures are malevolent spellcasters who form covens.
Core Rulebook, page 632. Reprinted in B1.
Trait
A creature with this trait is part human and part elf. An ability with this trait can be used or selected only by half-elves.
A prominent heritage in the Graikitain Sea region, half-elves share characteristics with both elves and humans.
— LOCG, page 133.
Core Rulebook, page 632. Expanded in LOCG.
Trait
A creature with this trait is part human and part orc. An ability with this trait can be used or selected only by half-orcs.
A prominent heritage in the Graikitain Sea region, half-orcs share characteristics with both humans and orcs.
— LOCG, page 133.
Core Rulebook, page 632. Expanded in LOCG.
Trait
A creature with this trait is a member of the halfling ancestry. These small people are friendly wanderers considered to be lucky. An ability with this trait can be used or selected only by halflings. A weapon with this trait is created and used by halflings.
Core Rulebook, page 632. Reprinted in B1.
Trait
A weapon with the hampering trait is designed to be shaken, cast outward, or whipped about to control space on the battlefield. You can use an Interact action to thrash the weapon in a square within the weapon's reach. That square becomes difficult terrain until you attack with the weapon, move, or would otherwise stop intentionally thrashing it.
LOAG, page 139.
Trait
A weapon with the hampering trait includes a disruptive limb or flange. After you hit with the weapon, you can use an Interact action to give the target a –10-foot circumstance penalty to all Speeds. The penalty ends after the target takes a move action, at the start of your next turn, if you attack with the weapon, or if you move out of reach of the target, whichever comes first.
Player Core 2, page 274.
Trait
This shield features a special brace or opening designed to hold lances or other jousting weapons. Jousters often use these shields as a backup in narrow passages and other places where they're unable to ride a mount. You can Interact to lock a weapon with the jousting trait in place in the shield, enabling you to use two hands to wield the shield and weapon simultaneously. If you're not wielding the combined unit with both hands, you can use neither the weapon nor the shield.
While you have the shield raised, you can gain the jousting benefit of a weapon as if you were mounted. Because a significant portion of the weapon needs to be braced behind the shield, the weapon's reach is reduced by 5 feet if it is greater than 5 feet.
Treasure Vault, page 219.
Trait
A hazard with this trait is a spiritual echo, often of someone with a tragic death. Putting a haunt to rest often involves resolving the haunt's unfinished business. A haunt that hasn't been properly put to rest always returns after a time.
Core Rulebook, page 632. Reprinted in G&G.
Trait
A healing effect restores a creature's body, typically by restoring Hit Points, but sometimes by removing disease or other debilitating effects.
Core Rulebook, page 632. Reprinted in SoM, G&G.
Trait
A hefty shield is so heavy that raising it takes more effort. Raising a Shield with the hefty trait is a two-action activity unless your Strength score equals or exceeds the number with the trait.
Treasure Vault, page 219.
Trait
A hex is a short-term effect generated on the fly from your patron's magic, requiring your familiar to draw from your patron. As such, you can cast only one spell with the hex trait each turn; attempts to cast a second hex spell on the same turn fail and the spellcasting actions are lost.
Advanced Player’s Guide, page 101.
Trait
As in normal gravity, bodies of great mass act as centers of gravity, but the force relative to the size of the body is greater than on the Material Plane. The Bulk of all creatures and objects is doubled, meaning creatures acclimated to normal gravity can carry only half as much. Creatures used to normal gravity move at half Speed and can jump only half as high and far. Physical ranged attacks are impossible beyond the third range increment (instead of the sixth). Creatures that fall in high gravity take bludgeoning damage equal to the distance they fell.
Gamemastery Guide, page 252.
Trait
This armor is so heavy and bulky it slows you down no matter what. You take a –5 penalty to all your Speeds (to a minimum of a 5‑foot Speed). This is separate from and in addition to the armor's Speed penalty, and affects you even if your Strength or an ability lets you reduce or ignore the armor's Speed penalty.
Treasure Vault, page 8.
Trait
Hobgoblins are a sturdy, clever people with a propensity for militaristic order.
LOCG, page 133.
Trait
A Huge creature takes up a 15-foot-by-15-foot space (9 squares on the grid). It typically has a reach of 15 feet if the creature is tall or 10 feet if the creature is long.
Bestiary, page 345.
Trait
A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
Core Rulebook, page 633. Reprinted in B1, B2.
Trait
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Core Rulebook, page 633. Reprinted in B1, B2, SoM.