BRKNdevil
2017-06-13, 04:25 PM
So in Unearthed Arcana, a 3.5 supplement, they brought about the option of Flaws. They acted like Negative Feats that would detract in some form but allow you to gain an extra Feat. Couldn't find it anywhere else so i thought i'd get some input for it here.
Same as before, 2 Disabilities unless your DM says otherwise. The Disabilities chosen have to be cleared by your DM as well before usage. Thats to prevent super munchkinness
Disabilities; Flaws for 5e
Missing Limb
You are missing an otherwise dominant upper limb. You cant duel wield, use Two-Handed weapons, or have a shield equipped in an offhand. You can perform sematic components while holding material components and are otherwise unrestricted by your missing limb in terms of weapon usage (i.e. you can reload a one handed ranged weapon without difficulty).
You take a disadvantage on all skill rolls that would require or benefit from the use of two arms without the use of specialized equipment. This includes but not restricted to the following: Grappling with Athletics, Climb rolls without climbing gear fitted for your use, Sleight of Hand rolls that would benefit from the usage of two limbs and other such things.
Pathetic Figure You are born with a weak body and have to work harder to compensate for it. You roll with a disadvantage on all skill rolls for Strength and Constitution and you receive one less bonus Health point gained from High Constitution to a minimum of 0 per hit die.
Murky-Eyed You are either born with bad vision or your vision had deteriorated severely in life. Everyone else is always treated as Lightly Obscured (PHB 183) and if they are in a Lightly obscured area, they are treated as Invisible.
Slow You are exceptionally slow for some poor reason. You halve your movement speed for all forms of movement to a minimum of 15ft for any movement speed you naturally have.
Required: you must have a minimum base speed greater then 20ft.
Unreactive and Vulnerable You move too slowly and react a step behind your attackers due to some old injury or minor disability that you carry. You roll with a Disadvantage on all Initiative Checks and take a -1 Penalty to your Armor Class.
Noncombatant You have a disadvantage on all melee attack rolls.
Shaky You have a disadvantage on all ranged attack rolls.
Inattentive You roll with a disadvantage on all Perception checks (including the -5 on passive checks) and attackers have an advantage on all attacks against you, should you be caught in a surprise attack, till your first turn.
Phobia you have a severe fear to something. For as long as you are within the presence, area, or belief, you start are Frightened (Appendix A) and can roll once a round to negate those effects for your turn with anywhere between a Moderate and Very Hard DC Wisdom Save
DMs note, this should be something that is encountered with moderate to low frequency, Such as Claustrophobia in an open world with hidden small crypts or such.
Same as before, 2 Disabilities unless your DM says otherwise. The Disabilities chosen have to be cleared by your DM as well before usage. Thats to prevent super munchkinness
Disabilities; Flaws for 5e
Missing Limb
You are missing an otherwise dominant upper limb. You cant duel wield, use Two-Handed weapons, or have a shield equipped in an offhand. You can perform sematic components while holding material components and are otherwise unrestricted by your missing limb in terms of weapon usage (i.e. you can reload a one handed ranged weapon without difficulty).
You take a disadvantage on all skill rolls that would require or benefit from the use of two arms without the use of specialized equipment. This includes but not restricted to the following: Grappling with Athletics, Climb rolls without climbing gear fitted for your use, Sleight of Hand rolls that would benefit from the usage of two limbs and other such things.
Pathetic Figure You are born with a weak body and have to work harder to compensate for it. You roll with a disadvantage on all skill rolls for Strength and Constitution and you receive one less bonus Health point gained from High Constitution to a minimum of 0 per hit die.
Murky-Eyed You are either born with bad vision or your vision had deteriorated severely in life. Everyone else is always treated as Lightly Obscured (PHB 183) and if they are in a Lightly obscured area, they are treated as Invisible.
Slow You are exceptionally slow for some poor reason. You halve your movement speed for all forms of movement to a minimum of 15ft for any movement speed you naturally have.
Required: you must have a minimum base speed greater then 20ft.
Unreactive and Vulnerable You move too slowly and react a step behind your attackers due to some old injury or minor disability that you carry. You roll with a Disadvantage on all Initiative Checks and take a -1 Penalty to your Armor Class.
Noncombatant You have a disadvantage on all melee attack rolls.
Shaky You have a disadvantage on all ranged attack rolls.
Inattentive You roll with a disadvantage on all Perception checks (including the -5 on passive checks) and attackers have an advantage on all attacks against you, should you be caught in a surprise attack, till your first turn.
Phobia you have a severe fear to something. For as long as you are within the presence, area, or belief, you start are Frightened (Appendix A) and can roll once a round to negate those effects for your turn with anywhere between a Moderate and Very Hard DC Wisdom Save
DMs note, this should be something that is encountered with moderate to low frequency, Such as Claustrophobia in an open world with hidden small crypts or such.