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Anti-Feats
\pagebreak # Anti-Feats In D&D 3.5 there was a system of introduced “flaws” which were selectable at level one, in exchange for the benefit of selecting an additional bonus-feat at the same time (maximum of 2 flaws). The general idea was that because the flaws actually represented a Larger detriment than the feats' benefit, this would not be unbalancing. In addition, however, the flaws very often provided excellent role-playing points, and brought the PC's to life more than any other system available at that time in the game. Because of the push in 5e towards greater role-playing and character development (backgrounds, etc) it seems appropriate to add a similar option in homebrew, even if it never appears in the core rules of the game. This system is based on an almost identical system, allowing players to choose up to 2 Anti-Feats in exchange for starting feats. However, in 5e, feats are much more powerful, and thus these Anti-Feats have been made stronger to compensate. You cannot take an Anti-Feat which you do not meet the prerequisites of, and cannot cause your character to not meet the prerequisites after without consulting a DM. The reason a DM may be consulted is if the character has a change that causes them where it makes most sense to lose the Anti-Feat, such as a Recurring Amnesia user to have their mind fixed by high-level magic. Should this be done, you should lose the Anti-Feat **and** the Feat gotten from the Anti-Feat. ## Anti-Feat List: | Anti-Feat | Basic Description | |:---:|:-----------:| | Aligned Devotion | Why would you want to heal the evil anyways? | | Armor-Phobic | You can't bare the weight of the armor on your shoulders. | | Blind | "How many fingers am I holding up?" | | Child Prodigy | You tried it at home. And then you made the 'experts' look like idiots. | | Cursed | What if *every* enemy had the Lucky Feat against you? | | Deaf | "Speak a little louder for the folks in the back! Oh wait..." | | Feeble | You are unathletic and uncoordinated. | | Forsaken of Gods and Men | To put it gently, God hates you. | | Frail | You're not up to the strain that most people handle without thinking about it. | | Green | You aren't the smartest there is. | | Anti-Feat | Basic Description | |:---:|:-----------:| | Gremlin Artificer | You're your setting's equivalent of a Warhammer 40K Ork. | | Left-Footed | Your shoes are custom made! | | Mage Novice | Magic just ain't that easy. | | Magic Vulnerability | Magic is too easy. | | Mute | You're the guy that needs to speak up in the Deaf description. | | One-Armed | Ha! You thought the "One Leg in the Grave" joke would be used in the One-Legged description! Idiot. One arm in the Grave anyone? | | One-Legged | The dog really likes your peg leg. | | Pathetic | You are weaker than most. | | Poor Sighted | You couldn't even read the "E" on the testing board. | | Psycopath | There are bad people in this world. Some bad people happen to be very useful, however, and we keep them around. | | Slow Reflexed | You always fail the Ruler-Test entirely. | | Socially Inept | You stutter and make situations awkward. | | Substance Abuser | "Stop? Why would I stop?! The shakes only stop when I DO get my fix." | | Superstitious | Afraid of magic. | | Reborn | Sometimes there's a cost to coming back. | Recurring Amnesia | It's actually rather unfortunate. That blue tang was cool though. | | Unlucky | Think of it like reverse Elven Accuracy | | Weak | You're immune system isn't the best. | \pagebreak #### Aligned Devotion *Prerequisite:* The Lay On Hands Feature Your healing powers are only effective for those whose alignment closely matches yours. - Those that have exactly the same alignment as you, or are unaligned, gain full benefit from your healing. Those with an alignment within one step (one square away on the alignment square, no diagonal movements) of yours are cured half the normal amount of hit points from your healing spells. Characters with alignments more than one step from yours gain no benefit from your healing at all. #### Armor-Phobic *Prerequisites:* Have proficiency in Medium and Heavy armors Armor and you can't seem to get along, it cramps your style. - You lose proficiency in Medium and Heavy Armors. - You have disadvantage on stealth whenever you wear any kind of armor. #### Blind *Prerequisites:* Be a race that can normally see Somehow, you have lost the ability to see. This may have been from birth, developed over time, or was caused by some incident. - You are permanently affected by the blinded condition. Additionally you cannot become immune to the blinded condition. #### Child Prodigy *Prerequisites:* None You've gotten through most of your life without issue and challenge, and as such haven't learned as much. - You are not allowed to choose a character background. You choose other traits, flaws, bonds, and ideals, as normal, however you do not gain the appropriate background features or proficiencies. - Take -1 to an ability score of your choice. #### Cursed *Prerequisites:* None - You have 4 curse points. Anytime you make an attack roll, ability check or saving throw, the DM can opt to expend one curse point and roll a d20. The DM can choose to spend a curse point after you roll the die, but before the outcome is determined. The DM chooses which of d20s is used for the attack roll, ability check, or saving throw. - The DM can also spend a curse point when an attack roll is made against you. The DM rolls a d20, then selects which d20 to use for the attack roll. - You regain the expended curse points when you finish a long rest. \columnbreak #### Deaf *Prerequisites:* Be a race that can normally hear You have lost the ability to hear. This may have been from birth, or may have developed over time. Sometimes hearing loss is caused by exposure to traumatic noise. Whatever the case, you can't hear anything ever. - You are permanently affected by the deafened condition. Additionally you cannot become immune to the deafened condition. #### Feeble *prerequisites:* None You aren't as tough as you think. - You have disadvantage on all physical based checks and skills. #### Forsaken of Gods and Men *Prerequisites:* None On a very simple level, the world is against your existence. - You take damage from holy water, holy weapons, and unholy weapons, as though you were an undead, fiend, or celestial. Whichever is least beneficial to you at the time. - Any turning ability of any cleric or paladin will affect you as though you were one of the normal applicable target. (Destroy Undead does not work however) - Magical abilities that discern if you are lying or not always determine you to be lying. - The spells Detect Evil and Good, Protection from Evil and Good, Augury, Dispel Evil and Good, Hallow, Divine Word, Holy Aura and any other magical effect based on alignment or hostile intent takes full effect against you as though you were the intended target and/or enemy of the user of the spell/ability. - Any ability, such as Truesight, that attempts to determine your true form, sees you as the most hated creature the viewer can think of as your true form. #### Frail *Prerequisites:* None Whether from poor health or poor grooming, your just not up to the strain most people can handle. - You have disadvantage on one kind of physical saving throw. - You are at disadvantage at all Athletics and Acrobatics rolls. - You have vulnerability to to Necrotic Damage. #### Green *Prerequisites:* None Things just don't come as naturally as others. - Subtract 1 from your proficiency bonus. \pagebreak #### Gremlin Artificer *Prerequisite:* An intelligence of 10 or above You were never good with technology. Things just seem to inexplicably break around you. - Ability checks made with Intelligence or tool proficiencies to interact with or fabricate technologies, such as potions, vehicles, machinery, etc, have a critical fail state on a roll of 2 or lower. - When you critically fail at making technology, typically bad things. Your DM determines how the device malfunctions. Usually, violent explosions are normal for such an instance, and the scale of the malfunction depends on the scale, complexity, and difficulty of the technology. #### Left-Footed *Prerequisites:* None Sometimes having two left feet is more embarassing than not being able to dance, struggling to run as fast or get up as quickly. - Your movement speed is reduced by 10 feet. - It takes your entire movement speed to stand up from prone. - When you dash, you only add half your speed to your movement. - Subtract 1 from your dexterity score. #### Mage Novice *Prerequisites:* The ability to prepare and cast spells Magic does not come as easy to you as it does to others, and you suffer because of it. - Choose two of your known cantrips, remove them from your spell list. - Decrease your maximum number of prepared spells by 1. #### Magic Vulnerability *Prerequisites:* None Your body just doesn't like magic. - You have disadvantage on saves against magic and magical effects. #### Mute *Prerequisites:* Be a race that can normally talk Somehow, you've lost your ability to talk. - You automatically fail every ability check that involves talking. - You cannot cast spells that need Verbal Components. - You're able to read and write languages as normal. - You're immune to magic that makes the target talk. #### One-Armed *Prerequisites:* Be a race that normally has more than one arm. You only have one arm. This prevents you from doing anything if your one hand is full, and prevents you from holding multiple weapons or two-handed weapons. - You cannot use two-handed weapons. (Abilities that let you wield two-handed weapons with one hand ignore this feature) - You cannot use 2 weapons at once. - You cannot use a weapon and a shield at the same time. - You cannot make object interactions involving more than one hand. - Prosthetics are unable to replace your lost arm(s). #### One-Legged *Prerequisites:* Be a race that normally has more than one leg Some birth defect or horrible incident has robbed you of one leg, leaving you crippled. - Your speed on foot is halved. - You must use a can or crutch to move unless you have a prosthetic. - You fall prone after taking the Dash action. - You have disadvantage on checks to maintain your balance. #### Pathetic *Prerequisites:* None You not as good as the rest. - Decrease one ability score by 2. #### Poor Sighted *Prerequisites:* Proficiency in the Perception Skill Too bad it's so hard to get a pair of glasses in a fantasy setting. - Your passive investigation and investigation have a -5 penalty. - You lose proficiency in perception. - You have disadvantage on checks against being surprised. #### Psychopath *Prerequisite:* Non-Good alignment Most local authorities will eventually find out who you are. The main question is if they'll survive once they learn. - Every week you are required to murder a quota of at least 1 innocent victim. In place of an innocent victim you may choose to instead kill two “non-innocent” victims (known murderers, etc), or 5 non-intelligent beasts. - If you go short of your quota during each week-long period, you lose a single skill, save, item, or armor proficiency, chosen by the DM. You recover one lost proficiency each time you meet your quota. (if you double your quota you recover two proficiencies, etc.) - You may not “save up” kills, in order to staive off degeneration. You are perfectly free to take living hostages, however... \pagebreak #### Slow Reflexed *Prerequisites:* Lack the Alert Feat You aren't the fastest when it comes to reacting to threats, which makes you an incredibly easy target to get the jump on. - You gain a -5 penalty to intitiative. - Creatures have advantage on attack rolls against you while you are surprised. - You have disadvantage on finding hidden creatures. #### Socially Inept *Prerequisites:* Charisma of 9 or below "How do I put this... You're an idiot. Not so much that you aren't knowledgeable, but you make a fool of yourself more often than not." - You have disadvantage on all Charisma Checks as well as Animal Handling and Insight Checks. - You have disadvantage on all saves against psychic damage, as well as against the charmed and frightened conditions. - When in a social encounter (ie out of combat), you cannot take a bonus action. #### Substance Abuser *Prerequisites:* None You're horribly addicted to an illicit substance. Choose a substance. - One tenth of all loot that would normally be given you is instead allotted to maintaining your addiction. (as you gain levels, you need more and more just to get your normal “fix”) - You require a fresh supply of your substance at all times, using one day of your supply per day, which is an amount appropriate to your character and can be acquired through means known to you when in a village of at least 100 people. Each day you go without your substance you suffer one level of exhaustion. This exhaustion is cured instantly when you receive a dose of your chosen drug. If the drug may not be procured, the exhaustion may be reduced by one step by any spell or effect that would cure disease or poison. - You have vulnerability to Poison damage. #### Superstitious *Prerequisites:* Inability to cast spells You are deathly afraid of magic. - Whenever you see an item, effect, or location obviously created by magic (whether by spell or some other means), you become frightened, unless you succeed a wisdom saving throw with a DC equal to the catser's spellcasting save DC if a spell, the DC 10 if the item is common, 15 if uncommon, 17 if rare, 20 if very rare, 23 if legendary, and 25 if an artifact, or a DC 20 if it is a location. The frightened condition lasts until you can no longer see the obviously magical item, effect, or location. \columnbreak #### Reborn *Prerequisites:* None You came back from the dead, but not in a perfect way. - You do not benefit from magical healing. #### Recurring Amnesia *Prerequisite:* A good sense of humor from you as a player and from your DM, Lack the Keen Mind Feat You have a notepad of who you are and what you're doing. You write in this notepad constantly so you can remember things. - Every long rest, roll a wisdom save with a DC equal to thrice your proficiency bonus. On a failure, you forget everything. On a success, you need not make this save for a week. - You may not use any tool whose use requires more than one hour. - You have disadvantage on one of the following three types, chosen when this Anti-Feat is acquired: Intelligence, Wisdom, and Charisma saving throws. - You have disadvantage on all Arcana, History, Medicine, and Nature checks. - At your own discretion as a player, or at your DM's discretion, you simply forget where you are and what you're doing. #### Unlucky *Prerequisites:* Lack the Lucky Feat You try never to get yourself in a pinch, because whenever someone says that things can't get worse, it's just your luck that they do. - Whenever your roll with disadvantage, roll 3 dice instead of 2 and take the lowest result. - When you roll to beat a DC, tying with the number counts as a failure. #### Weak *Prerequisites:* Lack the Tough Feat Not all adventurers are quick healing heroes, and the next scariest thing sometimes isn't a beholder, but pollen. - Your Constitution score decreases by 1. - Whenever you roll hit die, roll twice and choose the lower result. - You have disadvantage on saves against disease. \pagebreak # Expanded Anti-Feats These expanded anti-feats are based off the traits from Rogue Legacy 2, a game where you use traits based off lineage to modify how you play a roguelike. Not all traits have been converted and used, as some are purely beneficial. | Anti-Feat | Basic Description | |:---:|:-----------:| | Acrophobia | You don't like being high. | | Alexithymia | The emotions of others elude you. | | Algesia | Stubbing your toe may lead to cardiac arrest. | | Associative Agnosia | A table is just a word to you. | | Chronic Fatigue Syndrome | Sudden siesta assault. | | C.I.P. | May your GM be ever merciful. | | Claustrophobia | You don't like tight spaces. | | Clownanthropy | You were bitten by a clown. | | Clumsy | Like a bull in a china shop. Or any shop really. | | Colorblind | Color hasn't been invented yet. | | Compulsive Hoarder | You never know when you'll need a backup. | | Crippling Intellect | You are an arcane vortex. | | Diva | You are a star! | | Dyslexia | You can't read good. | | Dyspraxia | Fine motor controls are your foe. | | Dwarfism | You are adorable. | | Ectomorph | You're more sticks than stones. | | Exploding Casket Syndrome | Never do a full seal. | | F.N.D. | Functional Neurological Disorder, you become disarmed when stressed. | | Gigantism | You make other people self-conscious about their height. | | Hero Complex | Your self-sacrifice is actually self-sabotage. | | Masochism | Pleasure from pain. | | Muscle Weakness | Testosterone? More like Testoster-none... | | Old Timey | Remember the good ol' days? Naps in the park, ice cream socials, and the Plague. | | One-Hit Wonder | One shot, one opportunity. | | Anti-Feat | Basic Description | |:---:|:-----------:| | Pacifist | Peace for profit. | | Panic Attacks | Making popcorn is nightmare fuel. | | Perfectionist | There's only first or worst. | | Synesthesia | The color of movement. | | Vegan | Meat is murder. It's literally trying to kill you. | #### Acrophobia *Prerequisites:* None You are afraid of heights. Should you ever have a fly speed, it is automatically set to 0 as you are unwilling to use it. You take double fall damage. #### Alexithymia *Prerequisites:* None You cannot read other's emotions well. - You always fail insight checks. - Your abilities and spells that reveal lies or truth or emotions, such as a Zone of Truth, fail for you. #### Algesia *Prerequisites:* None When you take damage, bleed. You lose 1 hit die of health at the beginning of your next turn after you take damage. #### Associative Agnosia *Prerequisites:* None You are incapable of telling apart faces. You cannot identify any creature by sight alone. #### Chronic Fatigue Syndrom *Prerequisites:* Ability to cast spells When you cast a spell of any kind, you cannot cast another spell (Including cantrips) again until the end of your next turn. #### C.I.P. *Prerequisites:* None You do not feel pain. You are immune to pain based effects such as Power Word: Pain, however you do not keep track of your own health: Your GM does for you and does not tell you how much damage you take when you take damage of any kind or fall prone. #### Claustrophobia *Prerequisites:* None When in a space with a height of less than 1.5 times your height, you have disadvantage on all attacks, and move at half speed. #### Clownanthropy *Prerequisites:* None You are not intimidating at all. You cannot cause the firghtened condition ever, and automatically fail intimidation checks of all kind. \pagebreak #### Clumsy *Prerequisites:* Proficiency with martial weapons You have shakey hands. When you use a ranged weapon or make a ranged/thrown weapon attack, you always have disadvantage that cannot be canceled out by any means. #### Colorblind *Prerequisites:* None You have total Achromatopsia. You do not see colors, only shades of gray. #### Compulsive Hoarder *Prerequisites:* None You cannot store items in locations. Either you lose the item, or it is kept on your person. #### Crippling Intellect *Prerequisites:* Intelligence score of 14 or higher Your hit die size, for all purposes including calculating health, is one size smaller. #### Diva *Prerequisites:* None You always have the spotlight on you... literally. The space you inhabit is always in bright light, and you automatically fail stealth checks of all kinds. #### Dyslexia *Prerequisites:* Proficiency in at least one written language Whenever you attempt to read any written language, you must make an intelligence check, with a DC equal to 4 times your proficiency bonus minus the calligrapher's supplies check the creature made to write the writing (Minimum 10). On a fail, you cannot read the writing. Additionally, you cannot read cyphers of any kind. #### Dyspraxia *Prerequisites:* Proficiency in martial weapons You have bad motor control. When you use a melee weapon or make a melee weapon attack, you always have disadvantage that cannot be canceled out by any means. #### Dwarfism *Prerequisite:* At most, be of medium size; no larger You are one size smaller. #### Ectomorph *Prerequisites:* None You weigh half as much, and effects that move you against your will, such as a shove attack, the telekinesis spell, or a Grasp of Hadar invocation, all are able to move you twice as far without extra cost. Additionally you have disadvantage on checks made to resist being moved against your will. #### Exploding Casket Syndrome *Prerequisites:* None When you reduce a creature to 0 hit points, the spell Fireball is casted on their location. This fireball only affects you, and no one else, not even the body. The DC for the saving throw is equal to the killed creature's CR. \columnbreak #### F.N.D. *Prerequisite:* None You have disadvantage against effects that cause the frightened condition and cannot become immune to the firightened condition. When you are frightened, you automatically drop anything you are holding and cannot pick anything up until the condition ends. #### Gigantism *Prerequisites:* None You count as one size larger, but only for the purposes of determining where you are for attack targeting and area-of-effects. You can overlap this extra space with walls or other creatures, though you cannot be attacked through objects. #### Hero Complex *Prerequisites:* None Your maximum health is multiplied by 3. You only heal when you level up, and cannot heal by long/short rests or any other sources. Effects such as Relentless Endurance that attempts to keep at 1 hit point still works as normal. Once you reach maximum level, you are no longer affected by the negatives of this Anti-Feat (Though you still have it for the purposes of Feats). #### Masochism *Prerequisites:* None When a creature damages you, you are considered charmed by that creature for 1 hour. However you can still attack that creature regardless of the charm condition when charmed in this way. #### Muscle Weakness *Prerequisites:* None You lose the ability to take the shove action. You cannot move creature's against their will. #### Old Timey *Prerequisites:* No feature that reduces how long it takes to rest Your age makes you need longer to rest. You need to spend 2 times as long to gain the effects of a long or short rest. #### One-Hit Wonder *Prerequisites:* None Your maximum HP is set to 1 and cannot be increased above such (Temporary hit points work normally). You have a bonus to your AC equal to your character level, and a bonus to your saves equal to half your character level (rounded down) as compensation. When you reach maximum level with this Anti-Feat, you become immune to the effects of critical hits. #### Pacifist *Prerequisite:* None You lose the ability to take the attack action. You can still damage creatures through other means such as spells. \pagebreak #### Panic Attacks *Prerequisites:* None You are considered Blinded and Deafened when Frightened. Every hour, roll a wisdom saving throw with a DC equal to the CR of the highest CR creature you've faced in the last 24 hours. On a fail, you are frightened for 1 minute. #### Perfectionist *Prerequisites:* None Your critical hit range increases by 1, but you can only hit attacks at all through critical hits. #### Synesthesia *Prerequisites:* None When a creature moves within your sight, for the purposes of your sight, they always occupy any space they move into until the end of their next turn. This functions like an after effect that only you can see. This after effect is a different color (your choice) that is distinguishable enough for you to know when its an after effect. #### Vegan *Prerequisites:* Require food to survive You cannot willingly eat meat or drink potions.