Flaw Feats
Flaw feats are an optional feat that you may take at level 1. If you do, you may also gain a feat, or increase two ability scores by +1 (or one by +2). It is recommended to take a flaw that is both fitting to your character, and will come up in the story or gameplay. Being perfect isn't as fun as it sounds.
Abrasive Personality
You are difficult, overbearing and generally crass in social situations, causing others to dislike you. You suffer disadvantage on all Persuasion skill checks.Absent Minded
You are frequently preoccupied with random thoughts, and find it difficult to pay attention. You suffer a -1 penalty to all Investigation and Perception skill checks, and a -2 penalty to your Initiative.Agressive
You are hot-headed and brash, eager to rush into combat. Opponents gain advantage on their first attack roll against you when you engage them in melee.Amputee - Arm
You have lost all or part of one of your arms. You suffer the following penalties:- You cannot use weapons with the two handed property.
- You can only wield or use one item at a time.
- Disadvantage on all ability checks involving strength and that require arms.
- Work with your DM to figure out ways your character might work around this limitation.
- For example, your character might carry around some extra tools which they use when other characters might not.
Amputee - Leg
You have lost all or part of one of your legs. You suffer the following penalties:- Your maximum long and high jump distances are halved. See the rules on Jumping in Chapter 8 of the PHB for more information.
- Your base walking speed is 20 feet.
- You suffer a -1 penalty to all Dexterity saving throws.
Animal Animosity
Animals have a tendency to dislike you. You suffer disadvantage on all Animal Handling checks. Additionally beast type creatures prioritise you as a target in combat (as long as doing so does not put the attackers in some obvious additional risk).Aquaphobic
You are deathly afraid of water. You suffer disadvantage on all attack rolls, ability checks and saving throws made when you are in water that is at least half your height.Asthmatic
Harsh conditions or long exertions overtire you and set you to wheezing. You suffer the following penalties:- You have disadvantage on exhaustion checks imposed while travelling.
- You may only use the dash action once per turn, even if a spell or feat (such as the rogue's cunning action, or Expeditious Retreat) allows you to use it twice.
- You have disadvantage on any saving throws against effects caused by cloud, dust, fog, or smoke.
- You can hold your breath for only half the normal duration.
- You can hold your breath for a number of minutes equal to (1 + your Constitution modifier) / 2 minutes (minimum 15 seconds).
- When you run out of breath or are choking, you can survive for a number of rounds equal to half your Constitution modifier (minimum of 1 round).
- For example, with a Constitution of 14, you can hold your breath for 1.5 minutes. If you start suffocating, you have 1 round to reach air before you drop to 0 hit points.
Blatant
You are terrible at being deceptive and you find it difficult to conceal any aspect of your activities. You suffer a -2 penalty to all Deception checks, and a -1 penalty to all Sleight of Hand and Stealth checks.Blind
You cannot see. You permanently have the blinded condition. IMPORTANT NOTE. This flaw carries with it some significant problems, such as:- All attack rolls against you will have advantage.
- All of your attack rolls will have disadvantage.
- You automatically fail all Wisdom (Perception) checks to see.
- You cannot read something unless the thing is written in braille (i.e. all spell scrolls).
- You will not be able to cast any spells with the text "that you can see".
- You will not be able to move around the world without some form of assistance.
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