Flaws in Candle'Bre | World Anvil

Flaws

Flaws - An Entirely Optional Rule

    Players, this is for you. If you want a way to get a few more AP's to work with, either to boost a key stat or to give you some more skills, improve your existing skills, or even give yourself a second starting Feat (or a first one, if you're playing an Elf or a Dwarf), then here's your answer. Pick a couple of Flaws. Your DM may set limits here. In my games, I use 3 Minor or 1 Major and 1 Minor flaw, which gives a player up to 3 extra AP's to play with. The trade off is - you actually have to RP your flaw. If you don't, you lose the AP's, deal?   Also bear in mind that this isn't an exhaustive list. If you don't see anything you like here, or if nothing feels like a good fit for the character you want to play, by all means, work with your DM to come up with something else and have him or her add it to the list. That's totally fine. Mostly, this list serves as a starting point to get you thinking about it, and by selecting a few flaws, it gives you some new angles to consider when role playing.   Minor flaws are worth 1AP. Major flaws are worth 2AP. Again, flaws certainly aren’t a requirement, but if you’re looking for an easy way to get a few more AP’s to work with, there’s an option to consider, IF you’re willing to pay the price. Note that some of the Major Flaws reduce your stats by -3.  That doesn't seem like a good trade at first blush, but here's the thing:  A Major Flaw is essentially an extra Level 1 Feat, and you can use down time and money to boost stats, so....   Anyway, here's the list:   Abrasive Personality (Minor)   You are difficult, overbearing and generally crass in social situations, causing others to dislike you.   Effect: You suffer disadvantage on all Persuasion skill checks.
Absent-Minded (Major) You are frequently preoccupied with random thoughts, and find it difficult to pay attention.   Effect: You suffer disadvantage on Initiative and Perception skill checks.
Aggressive (Minor)   You are hot-headed and brash, eager to rush into combat.   Effect: Opponents gain advantage on their first attack roll against you when you engage them in melee.
Animal Animosity (Major)   Animals have a tendency to dislike you.   Effect: You suffer disadvantage on all Animal Handling skill checks. Additionally animals and beasts choose you as a target in preference of other targets (as long as doing so does not put the attackers in some obvious additional risk), and such creatures gain advantage on attack rolls made against you.
Aquaphobic (Minor)   You are deathly afraid of water.   Effect: You suffer disadvantage on all Athletics skill checks made to swim and on attack rolls, skill checks, and saving throws made when you are in water that is at least half your height.
Asthmatic (Major)   Harsh conditions or long exertions overtire you and set you to wheezing.   Effect: You suffer disadvantage on any effect that will cause you to gain exhaustion, and any effect with cloud, dust, fog, or smoke in its name. You can hold your breath for only half the normal duration.   Additionally, sleeping in light or heavier armor causes you to gain one level of exhaustion.
Blatant (Minor - Major for Rogues)   You are terrible at being deceptive.   Effect: You suffer disadvantage on all Deception and Stealth checks, as you find it difficult to conceal any aspect of your activities.
Blind (Major)   You cannot see.   Effect: You permanently have the blinded condition.
Claustrophobic (Major)   You are deathly afraid of being enclosed.   Effect: If you are underground or in an enclosed area (five or less feet), you gain the frightened condition.
Clumsy (Minor)   You have a difficult time moving over and through obstacles.   Effect: When in difficult terrain or when making a Dexterity save, if you roll a natural 1 or 2 on any d20 check you make (attack, ability or skill check), you fall prone.
Craven (Major)   You are not brave and frighten easily.   Effect: You suffer disadvantage on all saves against fear and are frightened for the first round of combat against any creature whose CR is equal to or higher than your character level.
Deaf (Major)   You cannot hear.   Effect: You permanently have the deafened condition.
Easily Distracted (Minor)   You find it difficult to pay attention.   Effect: You have disadvantage on Perception checks and extended skill checks.
Farsighted (Minor - This flaw won’t work for anything but the martial classes – spellcasters pretty much have to be able to read)   You find it difficult to see things at close range.   Effect: You have difficulty making out details of close objects. You cannot read, and you have disadvantage on Perception checks and ranged attack rolls made for targets 10 feet and closer.
Fear of Heights (Minor)   If you climb or become more than 15’ elevated, you become very nervous.   Effect: You suffer disadvantage on all attacks, skill checks and saving throws any time you are climbing, or when you are within 10 feet of a drop off of 15 feet or more. Note: Depending on your campaign, this could be a major flaw but the conditions that trigger the negative effects are pretty specific and generally easy to avoid.
Frail (Major)   You have weak physical health.   Effect: You lose 1 hit point per every Hit Die you possess, starting at 1st level.
Graceless (Major)   You possess no balance or agility.   Effect: Your initial Dexterity ability score is reduced by -3.
Hard of Hearing (Minor)   Your hearing is greatly impaired.   Effect: You suffer disadvantage on all hearing-based Perception checks. The GM may decide you suffer disadvantage on other skill checks situationally.
Illiterate (Minor - again, spellcasters – this one isn’t for you)   You cannot read.   Effect: You do not begin play knowing how to read any languages. It takes you twice the time and money to ever train yourself to read any languages.
Loathsome Minor (Major for Bards, Paladins and Warlocks, Minor for everyone else)   There is something about your manners or looks that people find repulsive.   Effect: Your initial Charisma ability score is reduced by -3.   Note: It’s a big initial hit to an ability score, but unless you’re the party’s “Face” or a class that requires a high Charisma to function, it’s not a huge blow and actually, it opens up a ton of great RP possibilities.
Naive (Minor)   You lack wisdom and experience, foolishly believing what others speak as truth.   Effect: You suffer disadvantage on all Insight checks to see through deceptions.
Nearsighted (Minor - Major for spell casters or ranged attackers)   You see well close-up, but have difficulty farther away.   Effect: You suffer disadvantage on sight-based Perception checks and ranged attacks beyond 10 feet.
Not the Brightest Torch (Major)   You are somewhat slow and dim-witted.   Effect: Your initial Intelligence ability score is reduced by -3.
Obese Minor (Major if playing a character for whom speed is essential – most Rogues)   You are large, slow and heavy.   Effect: You weight +50% or more than others of your kind. Armor must be custom made for you, costing twice the normal amount listed. In addition, your movement speed is halved.
Overly Cautious (Minor)   You are extremely cautious and take great care before making any action.   Effect: You suffer disadvantage on all Initiative checks.
Phobia (Minor - could be Major, depending on what you pick – work with your DM)   You are terrified of a certain thing or creature type.   Effect: You gain the frightened condition whenever within 30’ of the object of your phobia.
Poor Defense (Minor - so many ways to boost this, it’s hard to justify it as a major flaw)   You are not good at defending yourself.   Effect: You suffer a -1 penalty to AC.
Puny (Major for strength-based characters, Minor for everyone else)   You are noticeably smaller and weaker than most of your race.   Effect: Your initial Strength ability score is reduced by -3.
Sickly (Major)   You are frequently ill and get exerted easily.   Effect: Your initial Constitution ability score is reduced by -3.
Uneducated (Minor)   You did not have the benefit of a standard education.   Effect: You are illiterate and only have proficiency in one class skill.
Unfocused Spellcaster (Major - obviously, this is for spellcasters only)   You are not good at spellcasting when threatened or distracted.   Effect: You suffer disadvantage on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or when grappled.
Unwise (Major for Wisdom-based classes (Clerics), Minor for everyone else)   You are imprudent and prone to making poor decisions.   Effect: Your initial Wisdom ability score is reduced by -3.
Weakness (Minor - you’ll find yourself using more Spirit Points, but this one’s pretty easy to get around)   You are less resilient than you should be.   Effect: You always suffer disadvantage against one ability saving throw.
Kenna was just beginning to wonder if perhaps another approach wasn't in order when the lad tripped himself up over one of his own fallen companions.   Faster even than the seasoned warrior's own reflexes, he pitched forward, and wound up impaling himself on Kenna's blade.   From the angle of entry, Kenna knew that he could not have placed the killing blow better if he had tried. Just between the ribs, then straight up to the heart. And once the fall had begun, gravity and his own momentum did the rest as the boy's legs gave out and he practically slid into Kenna’s arms.   "No!" He yelled hoarsely, not quite believing what had just occurred, but by then of course, it was far too late. Kenna let his blade go and embraced him.   The boy's mouth gaped open in surprise, and he moaned softly as he clutched the wound, staring uncomprehendingly into Kenna's eyes as the dagger fell from his trembling fingers.   "Shhh...I've got you...I've got you....easy now." He whispered. Knowing full well that there was nothing to be done.
The Reckoning, Book I Darkness Falls
 
 
 
 
Jack Ramsey felt the rain several minutes before he saw it.   Shockingly cold, and a none-too-subtle reminder that the Winter months would soon be upon them, it nonetheless felt wonderful on his burning skin where the Ether Cats had left their mementos on his body.   When the wounds healed, he had no doubt that he'd be sporting several scars to mark the occasion, and when times were better, and he was sitting before a roaring fire in the comfort of some inn or another, he imagined that those scars would make fascinating stories to tell that would enrapture his audience.   At present, however, he felt as though he had been run over by a wagon toting a load of stone from a quarry, then backed over again for good measure.
The Reckoning, Book I Darkness Falls



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