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Flaws.png

A "Flaw" in game terms is sort of like a "negative feat", in that it provides a penalty or otherwise hindrance to the character who has it. Characters are permitted to take up to two flaws at level 1. They must be rolled for as per the table. If at any point your character becomes immune to the effects of a flaw you have (such as becoming undead renders you immune to poison) you must re-roll a new flaw to replace it.

Each of the flaws described here has a specific game effect. Some flaws can only be taken by a character who meets a special requirement.


Feeble - You are unathletic and uncoordinated.

  • Effect: You take a -2 penalty on Strength-, Dexterity-, and Constitution-based ability checks and skill checks.

Frail - You are thin and weak of frame.

  • Effect: Subtract 1 from the number of hit points you gain at each level. This flaw can reduce the number of hit points you gain to 0 (but not below).
  • Special: You must have a Constitution of 4 or higher to take this flaw.

Half-Wit - You're not the sharpest crayon in the shed.

  • Effect: You take a -2 penalty on Intelligence-, Wisdom-, and Charisma-based ability checks and skill checks.

Hemophiliac - Your blood has trouble clotting. If you are ever wounded (take hit point damage from an attack, fall, trap, or otherwise have your skin punctured) you do not stop bleeding.

  • Effect: Once you begin bleeding you take 2 points of damage every turn until you are either healed with a DC 15 Heal check, healed with a cure spell cast at a higher level than your character level, or die. This damage can not be reduced by damage reduction or other means.
  • Special: You must be a living creature with a Con score

Inattentive - You are particularly unaware of your surroundings.

  • Effect: You take a -4 penalty on Listen checks and Spot checks.

Incoherent - You have trouble speaking, your tongue twists terribly and your words tend to come out a garbled mess.

  • Effect: If you ever try to cast a spell with a verbal component, you gain a 15% chance to fail casting it, which wastes the spell. Additionally, your awkward stuttering and garbled speech bestows a -3 penalty to all social Cha based checks.

Meager Fortitude - You are sickly and weak of stomach.

  • Effect: You take a -3 penalty on Fortitude saves.

Murky-Eyed - Your vision is obscured.

  • Effect: In combat, every time you attack an opponent that has concealment, roll your miss chance twice. If either or both results indicate that you miss, your attack fails.

Noncombatant - You are inept at combat.

  • Effect: You take a -2 penalty on all attack rolls.

Pathetic - You are weaker in an attribute than you should be.

  • Effect: You take a -3 penalty to your highest stat. In the case of tied stats, roll to determine randomly which stat is effected.

Poor Reflexes - You often zig when you should have zagged.

  • Effect: You take a -3 penalty on Reflex saves.

Slow - You move exceptionally slowly.

  • Effect: Your base land speed is halved (round down to the nearest 5-foot interval).
  • Special: You must have a base land speed of at least 20 feet to take this flaw.

Somniac - You need inhuman amounts of sleep to function properly.

  • Effect: You require 4 more hours of rest or sleep to gain the benefits of rest or sleep, such as preparing spells and restoring hit points. Additionally, you have a -10 penalty to listen checks while you are sleeping or resting, and you must make a DC 15 Will Save to be awoken by other means. Finally, you take a -4 penalty on saves against sleep effects.
  • Special: If you do not sleep but have an equivalent (such as trance) you instead sleep, and lose any sleep immunities you may have had. Otherwise you must be a living creature that sleeps.

Squeamish - The sight of blood makes you physically ill

  • Effect: If you witness a living creature being dealt hit point damage, see blood, or anything particularly gruesome (rotting zombie flesh, dead bodies, etc) you must succeed a Fortitude Save DC 15 or be nauseated for the next 1d10 rounds. If you succeed, you are sickened instead.
  • Special: You must be a living creature with a functioning metabolic system.

Unbalanced - Something is wrong with your inner ear, and you tend to fall a lot.

  • Effect: You gain DR 1/Slashing because you're used to falling and running into things, but you take a -4 on Balance checks as well as Wisdom checks to orient yourself in subjective directional gravity. Furthermore you must make a balance check (DC 15) every time you make a run action, charge, or get hit in melee; otherwise fall prone.

Unlucky - Perhaps your ancestors conceived you under a ladder on a crack in the pavement while opening umbrellas indoors as a black cat passed them, but either way life tends not to go your way.

  • Effect: You take a -4 penalty to your Luck score (min 1).
  • Special: You must have a Luck score.

Unreactive - You are slow to react to danger.

  • Effect: You take a -6 penalty on initiative checks.

Vulnerable - You are not good at defending yourself.

  • Effect: You take a -1 penalty to Armor Class.

Weak Liver - Your friends call you a lightweight, you can barely keep down your liquor, let alone poisons

  • Effect: You take a -4 penalty on saves against poisons, and your auto-fail range on saves against poisons increases to 1-2.
  • Special: You must be a living creature with a Con score, who is not immune to poison.

Weak Will - You are highly suggestible and easily duped.

  • Effect: You take a -3 penalty on Will saves.
Character Creation
Alignment - Traits - Class - Ability Scores - Equipment - Feats - Race - Skills - Upbringing - Vices/Virtues - Zodiac
House Rules
Archetypes - Character Flaws - Geriatric Penalties - Spells
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