3.5e Flaws

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These are character flaws that use rules in Unearthed Arcana. It is recommended that one reads these rules and familiarizes themselves with them before using any flaws in a campaign.

If you have an idea for a flaw that does not follow these guidelines, consider adding it to 100 Character Compulsions.

Flaw Prerequisites Summary
Amputee Your race must have a functional version of the selected limb. You are missing a limb.
Asthmatic Afflicted with a respiratory condition marked by spasms in the lungs, causing difficulty in breathing.
Aurophilia Find a penny, pick it up. Find gold, give it to me now!
Bad Seed It's hard to be good when you're tainted by evil.
Beastial Instinct You prefer to meet your foes so close that you can smell their blood.
Berry Picker (3.5e Trait) You only eat what you prepare for yourself.
Binding Contract
Blind, Partially You're as blind as a bat.
Blind You are blind.
Callous Unaware of social cues and minor personal boundaries.
Chivalrous Whether due to a vow or natural inclination, you do not fight women.
Chronic Disease (Choose from a list) A chronic disease afflicts you. It's genetic, or beyond supernatural. It can't be cured.

Each of the following diseases counts as a flaw. Obviously, more than one of them can be picked at once. They can't be overcome. Not even by a Miracle or Wish spell, or by achieving diseases immunity of any kind. Their effects are very different from those of common diseases (no ability score damage, sometimes). Their effects stack. If two you picked would each mean -2 penalty on Strength checks, then you actually take a -4 penalty on said checks. Some are more complex than others. But all of them are pretty serious... no joke. Picking any of them should grant a bonus feat. Maybe two bonus feats if you and your GM agree it's too terrible! I did my best to simulate some of the sympthomps of these existant diseases, without making them way too overwhelming. Though I admit they can be extremely harsh. Note that any of these flaws should be discussed with your GM and considered properly, since they can be really difficult to handle.


-Anterior Hypothalamic malfunction: Your brain is unable to effectively control your body temperature. Whenever you are in a cold or hot environment, roll 1d4 (or 1d4+1 if your Constitution score is 15 or higher). The result is the number of hours you have before you start feeling weak due to thermic issues. You become shaken, and after 10 minutes or taking an extenuating action, you faint. If your temperature is externally stabilized (with proper tools and a Heal check at DC 12 or Survival check at DC 15, each of which takes 30 minutes), you recover consciousness after 1d4 hours. Otherwise you remain there, and you might die of starvation, be killed by something, or be saved by weather... GM's choice.

-Bradycardia: Your heart rate works at a considerably lower frequency than normal and necessary. When you are put through heavy physical effort, you feel weakened, and sometimes, you faint. Whenever you fail a Strength, or Constitution check to hold breath, hustle or sprint, you become staggered, as if with taking non-lethal damage equal to your max HP. Now you have right to a Fortitude save (DC 15). If you fail that save, you faint for 1d4 hours. Also, if you become staggered due to your bradycardia and keep trying to push yourself, you automatically faint after 1 minute, and if you don't have success in the Fortitude save(DC 15 again), you take lethal damage equal to your remaining hitpoints plus one, entering a dying status, which is treated normally. The benefits of the Diehard feat won't be of any use against this dying status.

-Celiac Disease: You are completely intolerant to gluten, but you don't know that. Gluten is contained in wheat, rye, barley and oats. Food based on these elements is pretty obvious. Still, remember beer is made of barley (though there exist other kind of beers, like corn beer, which are fine for people with Celiac), but mead isn't. It's gluten-free. Gluten is treated as a poison, except it acts one day after ingestion (aproximately, at GM's or player(s) discretion). This "poison" allows no save, and the initial damage dealt to ability scores is the following: 1d3 Con and Str, 1d2 Dex and Cha. You also take, for 12 hours, a -2 penalty to all skill checks that require concentration, except for Knowledge checks. This "poison"'s secondary damage occurs 1 hour after the initial damage, and it is intestinal upset: you'll have to run! This "poison" leaves your system after this. The ability scores damage heals over time normally. You can be given right to an Intelligence, Wisdom or Heal check (all at GM discretion) to realize what's harming you (of course the answer won't be GLUTEN). Constantly feeding on gluten based food can lead to severe problems, such as delusioning or permanent score damage (and obviously death, since Con damage).

-Diabetes: You are unable to produce insuline, and therefore depend on obtaining it artificially. Every day, you must consume a dose of insuline, or take 1d4 Con damage and 1d2 every other ability scores damage. A dose is consumed by injection, which can be administered by succeding at a Heal check (CD 10). You suffer a -5 penalty on this check. The dose is lost if the Heal check is failed, and if it's failed by more than 10, you are also dealt 1 point of lethal damage. You start the game with four doses, for free. A dose is sold in any decent apothecary, and is worth 10 gold pieces. If your Constitution score is 16 or better, you need an extra daily dose. And for each 5 total HD you have, you need one extra daily dose (one extra dose at 5HD, two extras at 10HD, and so on). Being powerful takes its toll on your metabolism. You can never become addicted to insuline in any way, not even magical. You can't take more than 4 daily doses, no matter how high your HD is, and taking two doses within the same 2 hours will lead to the same ability scores damage as if you hadn't taken it for a day. Your Intelligence score can't drop below 3 due to Diabetes disease or insuline abuse.

-Dry Kidneys: Your kidneys dry easily, which occassionally leads you to terrible, long-lasting and distracting pain. You must consume half a gallon of water a day. If any day you fail to take the full amount of water needed, you receive 1 point of lethal damage per HD you have. If you fail to drink at least half the needed amount, you receive 1 and 1/2 points of lethal damage per HD you have. If you take damage in any of these two ways, you also take -2 penalty on all checks and attack rolls until next day, and any water you drink until you sleep is useless to the Dry Kidneys disease cause. The next two days, you'll have to compensate the liquid loss by drinking at least three quarters a gallon each day, or suffer the exact same consequences.

-Immunodeficiency: (FACT: This one makes most of the listed along even WORSE) Your defenses against pathogens are extremelly weak. You receive a -10 penalty on Fortitude saves against diseases. When a disease afflicts you, add +1 to any damage it deals. For example, if it deals 1d6 Con damage, it will deal 1d6+1 Con damage to you, instead. Also, the incubation time for any disease you take hold of is 1 day, and no more. It can be less, though, at GM's discretion. You can never get rid of the disease by your own natural means, given your immune system is almost non-existant, and can't fight the infection.

-Respiratory insufficiency: Your lungs are slightly malformed, which give you some troubles related to breathing. When making checks to keep running, hustling or holding breath, treat your Constitution score as 4 points lower than it actually is. Also, the Endurance feat numeric bonuses are all halved for you.

-Severe Pollen Allergy: You are easily afflicted by your allergy to pollen. When you are in a forest, jungle or plains terrain (or in an urban environment surrounded or partially located in these biomas), roll 1d3. The result is the number of hours before you have right to a Fortitude save (DC 20). If you have success, you gain a degree of allergy. If you fail, you gain two degrees. Roll another 1d3, and repeat this process. The max number of degrees is three. Each degree is described below. For healing purposes, consider them as the disease named in each description, and having a right to a Fortitude save each hour.
First degree: You start having some respiratory difficulties. You take a -2 penalty to all Constitution checks. For healing purposes, consider this a Mindfire.
Second degree: Your respiratory difficulties become more severe. You also experience a fever. You take -4 penalty to all Constitution checks, and a -2 penalty to Strength checks and Strength-based skill checks. For healing purposes, consider this a Cackle fever.
Third degree: Your respiratory difficulties and fever are alarming. You take a -6 penalty to all Constitution, Strength and Strength-based skill checks, and half that to attack and damage rolls. All your mental attributes count as 6 points lower than they are. If any one of them is now considered as lower than 1, it's not dangerous as commonly considered; you will be completely recovered as soon as you are healed. For healing purposes, consider this the Devil Chills.
There is no way the sickness can go beyond the effects of the Third degree status. A degree can also be healed with a Restoration spell, which will grant the right to a Fortitude save (DC 15), and, if successful, will place you in the previous degree (or none at all if you were suffering from the first degree).

-Thrombocytopenia: Your low platelet count makes it difficult for your body to heal its wounds by itself. If damage dealt by an enemy leaves you in negative hitpoints, you have no right to stabilize unless you have the Diehard feat, which won't grant you any other benefits than to allow this. When you are dealt piercing or slashing damage, you take extra damage of the same type dealt equal to half your total HD (minimum 1). If you take a Bleeding Critical or similar blows that deal Constitution damage or extra damage through bleeding, you are dealt 1 extra damage of the same nature (or damage per tick if it's a persistent effect).

Chummy You prefer being part of a group/team/pack
Clinically Depressed Robot You are a construct that has an intense depression beyond that of any human, because you have an intelligence beyond that of any human.
Cold-Blooded You where raised in the arctic an cannot tolerate heat.
Command Word You have a secret command word...
Compulsive Killer When somebody pisses you off, they are going to die before the night is done.
Corruptible The character is easily led astray, even to the potentially fatal detriment of other party members.
Coward Must not be immune to fear. You are susceptible to fear.
Cubic Vision Your character's world is made of cubes, round things disturb him/her
Curse of the Wild The lycanthropic affliction that runs through your veins is so potent that you can barely control your changes even at the best of times, but in turn, it proves easier to assume your much more savage form on whim.
Dark Premonition You see disturbing prophecies in your sleep, often resulting in emotional weakness.
Deadly Strength No matter what your character's intentions are, your attacks always cause lethal damage... even with your fists.
Deaf Your hearing is much worse than normal.
Deep Scar You have suffered a deep magical wound somewhere on your body that prohibits you from partaking in greatly strenuous activities.
Dense Although ordinary in size, you are much heavier than most of your kind.
Depressed Your character for some reason is extremly depressed.
Detached You are socially and/or emotionally aloof most of the time, probably because of some personal matter from your past that nags at your thoughts.
Directionless You have no sense of direction, you cannot get anywhere without the help of a map and compass, or someone else. Directions are useless to you. Even setting out more than 5 feet you become obliviously lost.
Disorganized You are disorganized and clutter seems to follow you where ever you go.
Ditzy You live in a world of your own.
Dwarfism You are very short.
Dyslexia Although you learned to read and write, reading can be difficult, and writing is commonly misspelled.
Esophilic Esophagitis The inability to hold down your food, and a resulting frail character.
Exhibitionist A character with this flaw suffers the compulsive need to remove all of his equipment whenever encountering new creatures. The more creatures around, the stronger the compulsion, however the presence of young offspring of the creatures lessens this effect.
Family Curse Someone in the your family did something to inflict a death curse upon their entire family, example-The PC's grandfather was a powerful paladin who was cursed by an evil wizard as he struck him down.
Favorite Target For one reason or another, you find yourself the chosen target of the enemies your party fights.
Fear of Magic You find magic incredibly frightening.
Fear of Starvation
Fearless Your courage and overconfidence are extreme to the point of foolhardiness.
Forlorn of Men You are uncomfortable in the presence of humanoids.
Gossip Secrets Your character seems to be physically incapable of keeping a secret for very long, at least without showing extreme discomfort.
Gullible You believe things, no matter how far fetched they seem.
Haemophilia Constitution score Your blood does not form clots normally.
Haunted Boo!
Hauntings of the Past You have disturbing Dreams, often reliving past events, often resulting in emotional weakness.
Hemeralopia You cannot see in daylight.
High Functioning Alcoholic Addiction to drinking, but still capable of functioning.
High Metabolism You burn calories at a greater rate than average, though you gain no additional weight from such consumption.
Hippopotomonstrosesquipedaliophobia You have an irrational fear of "big words" (usually words with seven or more syllables, or words that have a lengthy spelling (Constantinople, for instance)).
Hollow Bones You can feel things in your bones, and not in a good way.
Honest You cannot lie, and are disturbed when others do so.
Honorable Fighter You do not like fighting opponents who are armed with lesser weapons.
Hot-Blooded You were raised in the desert and cannot tolerate cold.
Hunted You have enemies who will stop at nothing to find you, enemies to whom you are vulnerable.
Hypochondriasis Fear of having a serious illness. Characters with this flaw are constantly worried of becoming sick and every bodily function is heavily scrutinized.
Illiteracy Not a class or race that is already illiterate.
Impatient You take a -4 penalty to all Move Silently and Hide checks and can not defer or delay actions.
Incompetent This person can't be trusted to do any thing, save sabotaging the enemy. This character can never get it right. If they ordered soup, he gives them salad.
Insomnia (2.5e Flaw)
Jumpy You nervously and excessively flinch whenever you are touched.
Laziness You are just lazy. You would much rather sleep or eat your life away then go on some stupid adventure.
Long-Term Addiction
Loud You are loud in some fashion: Perhaps you can't help but speak your thoughts aloud, or maybe you are heavy-footed.
Love of Nature You do not wish harm upon any natural creature
Lovestruck You love someone with your whole heart and it shows when they're not around.
Low Pain Threshold
Magic Corrupting Touch You corrupt magical items that you touch.
Magical Hydrophobia
Magical Mania
Magnetic You become magnetic. Everything metal that comes within 5 sq ft of you attracts to you.
Malformed Vocal Cords In gaining the breath weapon, somehow your vocal cords were altered so that you speak in Draconic only and are hard to understand.
Merciful Good alignment Many times you don't have it in your heart to kill.
Moe Weakness You have a strong interest in particular types of characters.
Motion sickness You have a hard time getting around, on anything else but your feet
Music Lover You absolutely love to listen to music
Narcissistic Your devotion to your own beauty tends to be distracting.
Near Sighted Character finds it hard to see things at greater distances.
Necrophilia You become aroused by the dead.
Night Blindness
Nocturnal Enuresis
Nyctalopia You cannot see in the dark.
Obese Let's just say you enjoy a good feast. Ten times a day.
Obsessive Compulsive
One-Armed You spent so much time working on one arm's strength that your other arm has suffered from lack-of-use.
Phobia You are afraid of something.
Pokemon Syndrome You suffer from a syndrome that affects your mind. When speaking, the only word you can say is your name.
Poor Saves Bad things happen to you: it's rather unfortunate.
Possessed You are possessed by an extra-planar entity
Pride No matter the odds, you refuse to retreat from battle due to your overwhelming pride and honor.
Rabbit Phobia
Rage Against the Unliving The defiance to natural order the undead bring with them cause you to fly into an feral rampage.
Reincarnated Misfortune Things in this life remind you of things from your last, and these things make you sad.
Short Attention Span
Short Temper You get enraged easily, going berserk whenever you suffer damage.
Skinny Dipper You like to swim with no clothes on.
Stiff Your joints are not very flexible.
Stoicism You repress emotion to favor knowledge and logic
Substance Addiction You are physically or mentally dependent on some kind of addictive substance.
Sunblind You have difficulty functioning in direct sunlight due to your sensitive eyes.
Tame Spirit Something about your being is civil to its core, and despite your lycanthropic affliction, you manage to hold some greater semblance of control.
Terrible Tumbler Kids roll down hills gracefully; you flail like a dying fish.
The Game You are playing the Game; the point of this game is to not remember you are playing it, or you lose.
Tourette syndrome Your character has Tourette syndrome.
Traplover If you see a Trap you have the urge to set it off.
Tsundere You're character is a Tsundere, meaning they rapidlly change between being nice and sweet and harsh and tough...b-b-but it's not like I'm telling you this because I like you or something. Baka.
Twitchy, Spasm Your limbs twitch periodically.
Uncontrollable Spell Resistance You have no control over your Spell Resistance
Unfocused You cannot concentrate on anything for too long.
Unlucky You seem to always fall short at the worst possible moment, right when it matters most.
Unready You are never ready for combat.
Unusually Formed Body There are parts of your body that are different from most other humanoids.
Urbanite While you may have travelled extensively at some point in your life, you always feel more at home in a large town or city. Wilderness life simply isn't for you.
Vorarephilia you love to eat the flesh of other intelligent creatures
Vow of Silence You have vowed never to speak again.
Weak Mind You have a weak mind, and can't resist mental attacks or afflictions.
Weak Stomach You posses a sensitive and easily upset digestive system, and are forced to cope with this at inconvenient times.
Weakened Power Your lifeblood is greatly weakened.
Wedgie Obsessed A character affected by this flaw find's themselves eternally fixated with pulling on the undergarments of other's. Whether fighting for their live's or exploring an ancient city, yanking on a hapless victims undergarments is somewhere in the back of their mind.
Whimsical You are playful and fanciful; you cannot concentrate on some of the more serious aspects of adventuring life.
Xiphiphilia An unhealthy fascination with swords and large bladed weapons.
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