Crisis21
2018-02-27, 10:25 PM
Well, here it is, the Anti-Feat list I've been working on for a while. Finally got it sorted and at a decent length. What follows is 28 individual and distinct Anti-Feats (with two that you can take for any of the six main ability scores, so they probably count as 6 each for 38 different possible Anti-Feats).
The goal here was to try and balance these both in flavor and against actual Feats in the game already (please, let me know how well I've succeeded or not, I beg you!). More than that, the goal was to make trading Anti-Feats for Feats (on a one-to-one basis) a net loss for the character, where they always lose just a bit more from the Anti-Feat than they would gain from the bonus Feat.
As always, Please Evaluate And Comment Honestly!
Anti-Feats (Flaws):
Anti-Feats (Flaws) are significant holes in an adventurer's abilities. They represent a weakness that your character must deal with that could prevent them from being a successful adventurer. If the DM allows, you may select one at character creation and in exchange gain a bonus Feat to offset the disadvantage. If there are any prerequisites to an Anti-Feat, then you must fulfill them before taking the Anti-Feat. In addition, the Anti-Feat itself will prevent you from fulfilling conditions that would make you ineligible for it.
To buy off an Anti-Feat, you must arrange it with your DM at least one level before you would gain an Ability Score Increase and roleplay any necessary actions to try and counter the Anti-Feat's effects. Then, the next time you would gain an Ability Score Increase through leveling up, you may forego it and remove the Anti-Feat instead.
Anti-Feat: Absent-Minded
Let's face it, you really would forget your head if it wasn't attached.
You have -1 to Intelligence.
You have disadvantage on Intelligence checks, saving throws, and concentration checks.
Anti-Feat: Anosmia
Prerequisite: Member of a race that can be poisoned.
You have lost your sense of smell.
You automatically fail any Action or ability check requiring a sense of smell.
You have disadvantage on ability checks using Cooking Utensils and Alchemist's Supplies.
You cannot identify poison or disease unless the concentration is sufficient that it leaves visible traces.
You have disadvantage on saving throws versus poison.
Anti-Feat: Bad Arm
One of your arms doesn't work quite right. You might have been born that way or you might have had a broken arm earlier in life that never healed right. Your bad arm is not considered your dominant arm.
You have -1 to Dexterity or Strength.
You may not hold any weapon in that hand that doesn't possess the Light property.
You may not wield any two-handed weapon with the Heavy property.
Attack rolls made using that arm are done with disadvantage.
You have disadvantage on all Strength (Athletics) and Dexterity (Acrobatics) checks requiring use of your arm.
If you use a shield on your bad arm, it only grants +1 AC instead of +2.
Your dead lift capacity is reduced to your maximum encumbrance.
Whenever you cast a spell with a somatic component, roll a d4. On a 1, you flub the somatic component and the spell fails.
Anti-Feat: Blind
You are completely blind.
You automatically fail any Action or ability check requiring sight.
You cannot make ranged attacks.
You have disadvantage on all melee Attack rolls.
You may choose to take the Rogue class's Blindsense ability (if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you) as your bonus Feat in exchange for this Anti-Feat. If you do, you no longer have disadvantage on melee Attack rolls as long as you can hear and you may use your hearing for class features that specify something 'you can see'.
Anti-Feat: Bum Leg
Prerequisite: No levels in Monk.
One of your legs doesn't quite work right. You might have been born that way or you might have had a broken leg earlier in life that never healed right.
You have -1 to Dexterity or Strength.
Your movement speed drops by 5.
You have disadvantage on all Strength (Athletics) and Dexterity (Acrobatics) checks requiring use of your bum leg.
Your carrying capacity is halved.
Anti-Feat: Deaf
You are completely deaf.
You automatically fail any Action or ability check requiring hearing.
You have disadvantage on Dexterity (Stealth) checks.
If an enemy you cannot see attacks you, it is considered a surprise attack.
Unless you possess the Observant Feat or some other feature allowing you to read lips, you cannot understand spoken language at all.
Note: You do not automatically know any form of Sign Language unless you gained it through a bonus Language from your background or another source.
Anti-Feat: Disability
Choose one ability score. You have -2 to that ability score.
Your new maximum value in that score is now 14 and your total in that score may no longer exceed 14 for any reason, including magic. (If for some reason, your natural score in that ability is still over 14, such as at character creation and/or random selection of flaws, redistribute any excess points to other abilities until it equals 14)
Anti-Feat: Foolish
If there's a sensible course of action… you probably aren't using it.
You have -1 to Wisdom.
You have disadvantage on Wisdom checks and saving throws.
Anti-Feat: Hemophiliac
You have a dangerous condition for an adventurer. If you start bleeding, you simply don't stop unless you receive healing.
If you take any bludgeoning, slashing, or piercing damage you begin bleeding uncontrollably. You take 1d4 bleeding damage each round for each bludgeoning, slashing, and/or piercing wound you have suffered.
Stopping the bleeding requires either magical healing (you may stop 1d4 bleeding damage for every 5 points of magical healing you receive) or using a Healing Kit and a successful Medicine check made at DC 20.
All bleeding stops if at any point you are restored to full hp.
Anti-Feat: Illiterate
Prerequisite: No levels in Wizard.
You never learned to read as a child and at this stage in your life, you really don't see the point of learning.
You have -1 to Intelligence.
You are incapable of reading any language, including those you can speak. You automatically fail at any Action or other activity that requires you to read.
You cannot use any scrolls or other form of written magic.
Anti-Feat: Inept
Prerequisite: No levels in Bard.
You are highly unskilled. Heck, you are outright hopeless at many tasks.
Choose three Skills you have proficiency in. You are no longer proficient in them.
You subtract one third your proficiency bonus (rounded up) from any ability check where you do not add your proficiency.
You do not qualify for any Feat that would grant or improve proficiency in any Tool or Skill.
Anti-Feat: Klutz
You are pretty darn clumsy, and you have actually tripped over thin air more than once. People who know you try to avoid standing anywhere you could crash into them.
You have -1 to Dexterity.
You have disadvantage on Dexterity checks and saving throws.
Anti-Feat: Monolingual
You never learned another language other than your race's native tongue.
You have -1 to Charisma or Intelligence.
If you are human, you know either Common or whatever regional language your DM declares is spoken where you grew up.
If you are any other race, you know your race's primary language (whichever option on your racial language feature isn't Common).
If you are a half breed race, you must choose one half of your heritage to know your single language from.
You cannot speak, read, or learn any other language and are ineligible for any Feats or features that would allow you to do so.
Anti-Feat: Mute
You cannot speak at all and must communicate with gestures or written language.
You may not attempt any form of Charisma (Persuasion) or Charisma (Deception) check unless you can somehow make yourself understood to the other person.
You have disadvantage on any Charisma check where speaking would significantly improve your chances of success.
You may not cast any spell with a verbal component.
Note: You do not automatically know any form of Sign Language unless you gained it through a bonus Language from your background or another source.
Anti-Feat: Numb
For some strange reason, you do not have a sense of touch. This extends to your sense of taste. You cannot feel pain at all, and often suffer more injury than you think and even injure yourself without realizing it.
You automatically fail any Action or ability check requiring a sense of touch or a sense of taste.
You have disadvantage on all Wisdom (Perception) and Intelligence (Investigation) checks involving physical contact.
You have disadvantage on all Tool checks.
You have disadvantage on saving throws versus Exhaustion and Death saving throws.
You are immune to pain. You cannot be directly tortured or take damage from illusions.
You have advantage on concentration checks while above half health.
If you are attacked and damaged by a creature hidden from you, you are not made aware of their location or even their existence unless someone else is able to point them out to you. If this happens during the surprise round, then your attacker retains surprise. In any case, the DM is under no obligation to tell you you have taken damage or how much until you notice your wounds (DC 15 Perception check), are made aware of them by another, or the DM thinks you might have been killed by the damage.
When you are below half health, you take 1d10 worth of damage any time you take an action, bonus action, or reaction as you aggravate your injuries.
If you undertake strenuous action, such as exceeding your normal carrying capacity or lifting heavy objects, you must make a DC 15 Strength saving throw or take 1d10 damage from overstressing your body. This includes any attempt to escape being grappled.
Anti-Feat: One Arm
You lost an arm at some point in your life and have lived with it ever since. Your remaining arm is considered your dominant arm for all game purposes.
You have disadvantage on all ability checks that would normally require two hands.
You may not wield any two-handed weapons nor use the increased damage for Versatile weapons that would come from wielding them in two hands.
You may not carry a shield while wielding a weapon.
You may not Attack using a bonus action and are ineligible for all two-handed and two-weapon/dual-wielding Feats and features.
Anti-Feat: One Eye
You lost an eye at some point in your life, and probably cover it with an eyepatch.
You have -1 to Wisdom or Charisma.
You have disadvantage on ranged attacks.
You have disadvantage on Wisdom (Perception) checks on your blind side.
Anti-Feat: One Leg
You lost a leg. You may have a crude prosthetic in place, such as a peg leg, or carry a crutch to move around, but you have trouble moving around regardless.
You may not take the Dash action for any reason.
Normal terrain is considered difficult terrain for you and you suffer double the penalty (i.e. half movement speed becomes quarter movement speed) on standard difficult terrain.
You are ineligible for any Feat that would increase your walking speed.
Anti-Feat: Pariah
Maybe you're ugly or maybe you just have a bad reputation. Whatever the reason, people just generally don't like you. Many are hostile, few will tolerate your presence for any length of time, and even fewer are inclined to actually like you.
Ordinary people are likely to attack you if you are not accompanied by a party member capable of dissuading them from the action. If you retaliate for any reason, you will become an immediate outlaw and likely have a mob after you.
You have -1 to Charisma.
You automatically fail all Charisma (Persuasion) and Charisma (Performance) checks and have disadvantage on Charisma (Deception) and Charisma (Intimidation) checks involving any character that is inclined to be hostile to you because of your status.
You have disadvantage on using the Disguise Kit in any area where your status is known.
Anti-Feat: Phobia
You have a severe phobia of a common phenomenon (heights, enclosed spaces, running water, the dark, etc.) or creature (spiders, rabbits, dogs, cats, birds, etc.).
You have -1 to Wisdom.
When exposed to your phobia for any reason, you must make a Wisdom saving throw or be affected by the Fear condition. This fear is not magical in any way and thus cannot be negated by class abilities that protect against fear. In addition, you may never have advantage on an ability check or saving throw involving your phobia.
Anti-Feat: Scrawny
You are the runt of the litter. The skinny kid all the bullies picked on. Pick a name, you've probably been called it by those bigger and stronger than you.
You have -1 to Strength.
You have disadvantage on Strength checks and saving throws.
You carrying capacity is treated as if you were one size category smaller.
Anti-Feat: Sickly
Not only are you prone to getting sick, you are likely to stay sick much longer than most people. Bad weather affects you much more than most people and you really should try to stay as far away from poison as possible.
You have -1 to Constitution.
You have disadvantage on Constitution saving throws.
You have 1 less hp per level.
Anti-Feat: Slow
Maybe you have an injury, maybe you don't have as much stamina, or maybe you just don't move as fast as most people. Whatever the case, your companions always seem to be waiting for you to catch up.
You have -1 to Dexterity or Constitution.
Your movement speed decreases by 10 ft.
Anti-Feat: Socially Awkward
It's hard to explain, but to put it simply you just don't get others. It's often frustrating for both you and them, and you tend to have to work twice as hard and twice as long to get what seems to just come naturally to others.
You have -1 to Charisma.
You have disadvantage on all Charisma checks and saving throws.
You also have disadvantage on contested ability checks against another character's Charisma check.
Anti-Feat: Sucker
You're the one they talk about being born every minute. You've fallen for every con, bluff, deception, and spurious sales pitch under the sun… and a few that have never seen daylight.
You have -1 to Intelligence or Wisdom.
You have disadvantage on all contested ability checks against Charisma (Deception), Charisma (Persuasion), and Dexterity (Sleight of Hand) checks.
If someone attempts to sell you something questionable or that you just don't need, you must make either a Wisdom saving versus their passive Deception or an Intelligence saving throw versus their passive Persuasion as appropriate to not buy it.
If you ever go shopping alone, you will always pay at least 50% more for any purchase you make than you otherwise would have.
Anti-Feat: Uncoordinated
You just seem to have problems getting your limbs to move with each other. You frequently fumble items and stumble along in the street when anything distracts you.
You have disadvantage on any Action or Ability check that requires the use of both hands.
You have disadvantage on any Action or Ability check made while walking, swimming, climbing, or otherwise moving under your own power.
You have disadvantage on Wisdom (Perception) checks when performing any complicated task.
Anti-Feat: Unlucky
If something bad is going to happen, it's likely going to happen to you.
You may neither possess a beneficial dice re-rolling feature nor benefit from another's.
The first time you roll a natural 20 after each Short or Long Rest, you must re-roll the die and take the new roll.
Anti-Feat: Vulnerable
Choose an ability score where you have saving throw proficiency.
You have -1 to that ability score.
Your maximum score for that ability is reduced by 2 for as long as you possess this Anti-Feat.
You lose proficiency in saving throws involving that ability. You may never add any part of your proficiency modifier to those saving throws for whatever reason so long as you possess this Anti-Feat.
You do not qualify for any form of the Resilient Feat.
Anti-Feat: Walking Disaster
You are prone to mishap and disaster. You have at least twice as many accidents as anyone else you've ever met.
You may not possess Luck Points, Luck features from race or class, or any other beneficial dice-rerolling ability. You may, however, benefit from an ally's.
You automatically (or critically) fail any roll on a d20 if you roll a natural 1 or a natural 2.
You do not qualify for any Feat that would increase your critical success range.
The goal here was to try and balance these both in flavor and against actual Feats in the game already (please, let me know how well I've succeeded or not, I beg you!). More than that, the goal was to make trading Anti-Feats for Feats (on a one-to-one basis) a net loss for the character, where they always lose just a bit more from the Anti-Feat than they would gain from the bonus Feat.
As always, Please Evaluate And Comment Honestly!
Anti-Feats (Flaws):
Anti-Feats (Flaws) are significant holes in an adventurer's abilities. They represent a weakness that your character must deal with that could prevent them from being a successful adventurer. If the DM allows, you may select one at character creation and in exchange gain a bonus Feat to offset the disadvantage. If there are any prerequisites to an Anti-Feat, then you must fulfill them before taking the Anti-Feat. In addition, the Anti-Feat itself will prevent you from fulfilling conditions that would make you ineligible for it.
To buy off an Anti-Feat, you must arrange it with your DM at least one level before you would gain an Ability Score Increase and roleplay any necessary actions to try and counter the Anti-Feat's effects. Then, the next time you would gain an Ability Score Increase through leveling up, you may forego it and remove the Anti-Feat instead.
Anti-Feat: Absent-Minded
Let's face it, you really would forget your head if it wasn't attached.
You have -1 to Intelligence.
You have disadvantage on Intelligence checks, saving throws, and concentration checks.
Anti-Feat: Anosmia
Prerequisite: Member of a race that can be poisoned.
You have lost your sense of smell.
You automatically fail any Action or ability check requiring a sense of smell.
You have disadvantage on ability checks using Cooking Utensils and Alchemist's Supplies.
You cannot identify poison or disease unless the concentration is sufficient that it leaves visible traces.
You have disadvantage on saving throws versus poison.
Anti-Feat: Bad Arm
One of your arms doesn't work quite right. You might have been born that way or you might have had a broken arm earlier in life that never healed right. Your bad arm is not considered your dominant arm.
You have -1 to Dexterity or Strength.
You may not hold any weapon in that hand that doesn't possess the Light property.
You may not wield any two-handed weapon with the Heavy property.
Attack rolls made using that arm are done with disadvantage.
You have disadvantage on all Strength (Athletics) and Dexterity (Acrobatics) checks requiring use of your arm.
If you use a shield on your bad arm, it only grants +1 AC instead of +2.
Your dead lift capacity is reduced to your maximum encumbrance.
Whenever you cast a spell with a somatic component, roll a d4. On a 1, you flub the somatic component and the spell fails.
Anti-Feat: Blind
You are completely blind.
You automatically fail any Action or ability check requiring sight.
You cannot make ranged attacks.
You have disadvantage on all melee Attack rolls.
You may choose to take the Rogue class's Blindsense ability (if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you) as your bonus Feat in exchange for this Anti-Feat. If you do, you no longer have disadvantage on melee Attack rolls as long as you can hear and you may use your hearing for class features that specify something 'you can see'.
Anti-Feat: Bum Leg
Prerequisite: No levels in Monk.
One of your legs doesn't quite work right. You might have been born that way or you might have had a broken leg earlier in life that never healed right.
You have -1 to Dexterity or Strength.
Your movement speed drops by 5.
You have disadvantage on all Strength (Athletics) and Dexterity (Acrobatics) checks requiring use of your bum leg.
Your carrying capacity is halved.
Anti-Feat: Deaf
You are completely deaf.
You automatically fail any Action or ability check requiring hearing.
You have disadvantage on Dexterity (Stealth) checks.
If an enemy you cannot see attacks you, it is considered a surprise attack.
Unless you possess the Observant Feat or some other feature allowing you to read lips, you cannot understand spoken language at all.
Note: You do not automatically know any form of Sign Language unless you gained it through a bonus Language from your background or another source.
Anti-Feat: Disability
Choose one ability score. You have -2 to that ability score.
Your new maximum value in that score is now 14 and your total in that score may no longer exceed 14 for any reason, including magic. (If for some reason, your natural score in that ability is still over 14, such as at character creation and/or random selection of flaws, redistribute any excess points to other abilities until it equals 14)
Anti-Feat: Foolish
If there's a sensible course of action… you probably aren't using it.
You have -1 to Wisdom.
You have disadvantage on Wisdom checks and saving throws.
Anti-Feat: Hemophiliac
You have a dangerous condition for an adventurer. If you start bleeding, you simply don't stop unless you receive healing.
If you take any bludgeoning, slashing, or piercing damage you begin bleeding uncontrollably. You take 1d4 bleeding damage each round for each bludgeoning, slashing, and/or piercing wound you have suffered.
Stopping the bleeding requires either magical healing (you may stop 1d4 bleeding damage for every 5 points of magical healing you receive) or using a Healing Kit and a successful Medicine check made at DC 20.
All bleeding stops if at any point you are restored to full hp.
Anti-Feat: Illiterate
Prerequisite: No levels in Wizard.
You never learned to read as a child and at this stage in your life, you really don't see the point of learning.
You have -1 to Intelligence.
You are incapable of reading any language, including those you can speak. You automatically fail at any Action or other activity that requires you to read.
You cannot use any scrolls or other form of written magic.
Anti-Feat: Inept
Prerequisite: No levels in Bard.
You are highly unskilled. Heck, you are outright hopeless at many tasks.
Choose three Skills you have proficiency in. You are no longer proficient in them.
You subtract one third your proficiency bonus (rounded up) from any ability check where you do not add your proficiency.
You do not qualify for any Feat that would grant or improve proficiency in any Tool or Skill.
Anti-Feat: Klutz
You are pretty darn clumsy, and you have actually tripped over thin air more than once. People who know you try to avoid standing anywhere you could crash into them.
You have -1 to Dexterity.
You have disadvantage on Dexterity checks and saving throws.
Anti-Feat: Monolingual
You never learned another language other than your race's native tongue.
You have -1 to Charisma or Intelligence.
If you are human, you know either Common or whatever regional language your DM declares is spoken where you grew up.
If you are any other race, you know your race's primary language (whichever option on your racial language feature isn't Common).
If you are a half breed race, you must choose one half of your heritage to know your single language from.
You cannot speak, read, or learn any other language and are ineligible for any Feats or features that would allow you to do so.
Anti-Feat: Mute
You cannot speak at all and must communicate with gestures or written language.
You may not attempt any form of Charisma (Persuasion) or Charisma (Deception) check unless you can somehow make yourself understood to the other person.
You have disadvantage on any Charisma check where speaking would significantly improve your chances of success.
You may not cast any spell with a verbal component.
Note: You do not automatically know any form of Sign Language unless you gained it through a bonus Language from your background or another source.
Anti-Feat: Numb
For some strange reason, you do not have a sense of touch. This extends to your sense of taste. You cannot feel pain at all, and often suffer more injury than you think and even injure yourself without realizing it.
You automatically fail any Action or ability check requiring a sense of touch or a sense of taste.
You have disadvantage on all Wisdom (Perception) and Intelligence (Investigation) checks involving physical contact.
You have disadvantage on all Tool checks.
You have disadvantage on saving throws versus Exhaustion and Death saving throws.
You are immune to pain. You cannot be directly tortured or take damage from illusions.
You have advantage on concentration checks while above half health.
If you are attacked and damaged by a creature hidden from you, you are not made aware of their location or even their existence unless someone else is able to point them out to you. If this happens during the surprise round, then your attacker retains surprise. In any case, the DM is under no obligation to tell you you have taken damage or how much until you notice your wounds (DC 15 Perception check), are made aware of them by another, or the DM thinks you might have been killed by the damage.
When you are below half health, you take 1d10 worth of damage any time you take an action, bonus action, or reaction as you aggravate your injuries.
If you undertake strenuous action, such as exceeding your normal carrying capacity or lifting heavy objects, you must make a DC 15 Strength saving throw or take 1d10 damage from overstressing your body. This includes any attempt to escape being grappled.
Anti-Feat: One Arm
You lost an arm at some point in your life and have lived with it ever since. Your remaining arm is considered your dominant arm for all game purposes.
You have disadvantage on all ability checks that would normally require two hands.
You may not wield any two-handed weapons nor use the increased damage for Versatile weapons that would come from wielding them in two hands.
You may not carry a shield while wielding a weapon.
You may not Attack using a bonus action and are ineligible for all two-handed and two-weapon/dual-wielding Feats and features.
Anti-Feat: One Eye
You lost an eye at some point in your life, and probably cover it with an eyepatch.
You have -1 to Wisdom or Charisma.
You have disadvantage on ranged attacks.
You have disadvantage on Wisdom (Perception) checks on your blind side.
Anti-Feat: One Leg
You lost a leg. You may have a crude prosthetic in place, such as a peg leg, or carry a crutch to move around, but you have trouble moving around regardless.
You may not take the Dash action for any reason.
Normal terrain is considered difficult terrain for you and you suffer double the penalty (i.e. half movement speed becomes quarter movement speed) on standard difficult terrain.
You are ineligible for any Feat that would increase your walking speed.
Anti-Feat: Pariah
Maybe you're ugly or maybe you just have a bad reputation. Whatever the reason, people just generally don't like you. Many are hostile, few will tolerate your presence for any length of time, and even fewer are inclined to actually like you.
Ordinary people are likely to attack you if you are not accompanied by a party member capable of dissuading them from the action. If you retaliate for any reason, you will become an immediate outlaw and likely have a mob after you.
You have -1 to Charisma.
You automatically fail all Charisma (Persuasion) and Charisma (Performance) checks and have disadvantage on Charisma (Deception) and Charisma (Intimidation) checks involving any character that is inclined to be hostile to you because of your status.
You have disadvantage on using the Disguise Kit in any area where your status is known.
Anti-Feat: Phobia
You have a severe phobia of a common phenomenon (heights, enclosed spaces, running water, the dark, etc.) or creature (spiders, rabbits, dogs, cats, birds, etc.).
You have -1 to Wisdom.
When exposed to your phobia for any reason, you must make a Wisdom saving throw or be affected by the Fear condition. This fear is not magical in any way and thus cannot be negated by class abilities that protect against fear. In addition, you may never have advantage on an ability check or saving throw involving your phobia.
Anti-Feat: Scrawny
You are the runt of the litter. The skinny kid all the bullies picked on. Pick a name, you've probably been called it by those bigger and stronger than you.
You have -1 to Strength.
You have disadvantage on Strength checks and saving throws.
You carrying capacity is treated as if you were one size category smaller.
Anti-Feat: Sickly
Not only are you prone to getting sick, you are likely to stay sick much longer than most people. Bad weather affects you much more than most people and you really should try to stay as far away from poison as possible.
You have -1 to Constitution.
You have disadvantage on Constitution saving throws.
You have 1 less hp per level.
Anti-Feat: Slow
Maybe you have an injury, maybe you don't have as much stamina, or maybe you just don't move as fast as most people. Whatever the case, your companions always seem to be waiting for you to catch up.
You have -1 to Dexterity or Constitution.
Your movement speed decreases by 10 ft.
Anti-Feat: Socially Awkward
It's hard to explain, but to put it simply you just don't get others. It's often frustrating for both you and them, and you tend to have to work twice as hard and twice as long to get what seems to just come naturally to others.
You have -1 to Charisma.
You have disadvantage on all Charisma checks and saving throws.
You also have disadvantage on contested ability checks against another character's Charisma check.
Anti-Feat: Sucker
You're the one they talk about being born every minute. You've fallen for every con, bluff, deception, and spurious sales pitch under the sun… and a few that have never seen daylight.
You have -1 to Intelligence or Wisdom.
You have disadvantage on all contested ability checks against Charisma (Deception), Charisma (Persuasion), and Dexterity (Sleight of Hand) checks.
If someone attempts to sell you something questionable or that you just don't need, you must make either a Wisdom saving versus their passive Deception or an Intelligence saving throw versus their passive Persuasion as appropriate to not buy it.
If you ever go shopping alone, you will always pay at least 50% more for any purchase you make than you otherwise would have.
Anti-Feat: Uncoordinated
You just seem to have problems getting your limbs to move with each other. You frequently fumble items and stumble along in the street when anything distracts you.
You have disadvantage on any Action or Ability check that requires the use of both hands.
You have disadvantage on any Action or Ability check made while walking, swimming, climbing, or otherwise moving under your own power.
You have disadvantage on Wisdom (Perception) checks when performing any complicated task.
Anti-Feat: Unlucky
If something bad is going to happen, it's likely going to happen to you.
You may neither possess a beneficial dice re-rolling feature nor benefit from another's.
The first time you roll a natural 20 after each Short or Long Rest, you must re-roll the die and take the new roll.
Anti-Feat: Vulnerable
Choose an ability score where you have saving throw proficiency.
You have -1 to that ability score.
Your maximum score for that ability is reduced by 2 for as long as you possess this Anti-Feat.
You lose proficiency in saving throws involving that ability. You may never add any part of your proficiency modifier to those saving throws for whatever reason so long as you possess this Anti-Feat.
You do not qualify for any form of the Resilient Feat.
Anti-Feat: Walking Disaster
You are prone to mishap and disaster. You have at least twice as many accidents as anyone else you've ever met.
You may not possess Luck Points, Luck features from race or class, or any other beneficial dice-rerolling ability. You may, however, benefit from an ally's.
You automatically (or critically) fail any roll on a d20 if you roll a natural 1 or a natural 2.
You do not qualify for any Feat that would increase your critical success range.