Limitless Heroics Including Characters with Disabilities, Mental Illness, and Neurodivergence in fifth edition ________________ In loving memory of my dad, Bill Critchley You always told me how proud you were of me, But you will always be my hero. Making Lives Better through Roleplaying Games This book is one piece of the beginning of a movement within the roleplaying game (RPG) community to invite, encourage, and include those who have not been, both in the RPG community and nearly everywhere in real life. Wyrmworks Publishing is dedicated to using Tabletop RPGs (TTRPGs) to help you make lives better, and to provide tools, training, and a community to this end. We believe that this effort will extend far beyond the ever-growing RPG community as more and more people learn, grow, and give and receive acceptance. If you want to help make that happen, we invite you to support the Wyrmworks Publishing Patreon, and enjoy the additional benefits we offer to our patrons, including a modular version of this book. [Sidebar: https://patreon.com/wyrmworkspublishing Support the Wyrmworks Publishing Patreon] [Sidebar: Find a random disability generator based on this book at generate.inclusiverpg.com. While you’re there, sign up for our free email announcements to get free content, exclusive extras for this book, discounts, and opportunities to improve lives.] 100% of content creators hired for this book are disabled, neurodivergent, and/or have mental or chronic illness, and the variety of art styles intentionally reflects the diversity of experiences and expressions of these conditions. About the Cover Our heroes fighting the hydra represent only some of the variety of traits in this book. The paladin has a prosthetic arm to assist with their amputation. The barbarian rages from their wheelchair, mobile without needing to rely on their legs. The ranger, more accustomed to an aquatic environment just as someone in the real world may be more comfortable in a quieter or darker sensory environment, finds ways to compensate and keep fighting using sensory filtering devices. The wizard’s vitiligo may not be thought of as a disability, nor should it be, yet many in the real world experience severe discrimination due to unusual skin pigment — how many celebrities, corporate executives, or politicians do you know with visibly irregular skin? ________________ Content Warning This book contains descriptions and game mechanics for nearly every physical, mental, and emotional trait in existence and a few that don’t exist. These descriptions include trauma and all manner of illnesses, including an entry on phobias and mention or illustrations of possible phobic triggers. If it can happen to your mind and/or body, it’s probably here. For those who would have difficulty with any of that, please be aware of that likelihood. Make careful use of the table of contents or give this book to a trusted friend and let them comb through it for the details you need to build your character while skipping past the traumatic entries. Welcome! No, seriously, you’re welcome here. The 2020 release of Sara Thompson’s Combat Wheelchair and Jennifer Kretchmer’s adventure in Candlekeep Mysteries sparked a conversation throughout the RPG community about disabilities, ableism, and accessibility, bringing awareness to a relatively ignored but huge global minority. While I don’t identify as disabled, I do find myself in over a half dozen physical, mental, and neurodivergent traits in this book. I have a Bachelor of Arts in psychology, and I've cared for people with disabilities for decades, including working in an orthotics shop in college and as a counselor at a camp with developmentally disabled campers. I have also worked with teens with disabilities and mental illness as a youth pastor, was recently employed as a Direct Service Provider in a group home, and am a father of children with disabilities, neurodiversity, and mental illness. I want the disabled people I love not just to find characters like them in an RPG, but I also want others who might not encounter many disabled people in their own lives to have a chance to experience and interact with disabled people through roleplaying to help them feel comfortable when they encounter them in real life. The process of writing this book included consultations and conversations with multiple disabled, neurodivergent, and mentally ill people who shared their experiences and feedback to provide proper representation. But feedback on hundreds of traits — some of which correspond to rare conditions — was impossible, so to that end, we continue to hear those experiences through our monthly show, Gaining Advantage (https://wyrmworkspublishing.com/gaining-advantage-show/). We invite our readers to contact us to come on the show and share your experiences as others have. [Sidebar: The Gaining Advantage Show https://cutt.ly/LHGainingAdvantage ] What This Book Is [Quote Sidebar: If you have ever felt not represented, now is your opportunity! Jess Butt] This book is a tool to include disabled characters in a fifth edition setting, both as Player Characters (PCs) and Non-Player Characters (NPCs). The book helps the Game Master (GM) and players explore the concept of disability in a fantasy setting, raise awareness of disabled people and communities, and normalize interactions with them. This book assumes familiarity with at least the Basic Rules of the fifth edition of the world’s greatest roleplaying game. (5thsrd.org) Note that this book is also intended to help people without the book’s traits represent people with them in their games. If we want better representation and less stigma, it helps to encourage it at every gaming table beyond one where the players only represent their own experiences, analogous to female characters in a world at an all-male table or including other populations not currently playing, especially minorities. (See the Asians Represent! Podcast for one example: aznsrepresent.simplecast.com) We can’t claim to know or to perfectly represent someone else’s experience, but in respectful roleplay, we can attempt to know it a little better today than we did yesterday and thus gain empathy and awareness, which will, in turn, help us interact with those whose experiences vary from ours and better understand how we can support each other and embrace diversity. What This Book Is Not This is not a medical journal. While real-world examples of disabilities are listed for disabled players looking for representation and to help educate players, these are fantasy disabilities designed to work within the rules of fifth edition in a fantasy world. They are not intended to be exact duplicates of real-world disabilities. Real-world terminology for traits, where used, is for convenience, not clinical accuracy. Do not use this as WebMD&D to self-diagnose. This book breaks disabilities down into traits, rather than the collections that comprise real-world disorders. We made this choice for many reasons. First, most disorders include a range of possible traits but manifest differently in different people. Many of us have heard the saying, “Autism is a spectrum.” There's no way a simple game mechanic could encapsulate that variety, while the converse is also true — many disorders have the same traits but differ in their underlying cause, so in game terms, they're identical. At the same time, nearly all disabled players should be able to find their traits represented here, so if they'd like to play as a character with the same ones, they can use this book like a list of ingredients in a recipe. Also, note that many disabilities and traits don’t fit into a single category, and the categorization here is by presentation rather than cause, grouped more with character creation in mind than scientific accuracy (which is subject to change). Even with the extensive list of traits included here, it’s impossible to describe every subtle difference from one person’s experience to another’s, as even with the same traits, every experience is unique. We’ve included some sidebars as examples of these variations, but players should consider every entry to be open to variations, and we encourage learning about different experiences. This book is also not an experience of disability for the player. While it may give players insight into the challenges that some disabled people face, players can, at any time, stop playing the game, setting that imagined disability aside. Finally, language changes through time, and sometimes there are even disagreements over current terminology (e.g., identity-first vs. person-first language). It is not our intention to use language that offends anyone. Please keep this in mind when using the book if you prefer different terminology, and feel free to use it in place of what is here. What to avoid [Quote Sidebar: This book is a revelation! It will help everyone who wants to play a disabled character create one with ease and without resorting to harmful tropes. The system is simple, elegant, and very effective. I can't wait to use this book in my next campaign! Candace Hoeckley] Certain harmful tropes tend to recur in fictional media that dehumanize and objectify disabled people. Even if a kobold has post-traumatic stress disorder (PTSD), they're still a person. Take a moment to consider the character's disability and how it affects them, even a background NPC. How did they acquire the disability? How long have they had it? Mentally move through a typical day for them, and consider how it's different from a non-disabled character. With this in mind, avoid these common themes: [Sidebar: This list is a summary of the articles in Fay Onyx’s Ableist Tropes in Storytelling series. You can find this series, along with many more resources on portraying disability, at https://cutt.ly/LHTrope] * Villainous Disability. Often, the villain is the only character in the story with a disability. Darth Vader was so defined by his breathing apparatus that, at the door of his redemption arc, he had it removed. If you have villains with disabilities, make sure they’re not the only noticeable disabled characters, and don’t define them by their disability. Likewise, don’t use “insane/crazy” as the villain’s motivation, especially when “crazy” has nothing to do with actual mental illness and is just a lazy motivation for “quirky bully.” If you have a disabled villain, make sure they’re not the only disabled character, and make sure their disability is neither a symbol nor a motivation for their evil. * Bitter Disability. If the character is bitter, don’t make their bitterness about their disability. The disability can be part of the story that made them bitter, but don’t make it the focus. (Darth Vader is bitter about losing his wife, not about his disability.) * Cosmetic Disability. If a character has a disability, don’t give them a perfect adaptation that makes their disability meaningless. Luke Skywalker in Star Wars loses a hand but is provided a prosthetic hand that does everything his original hand did without any depiction of the need for maintenance, the hand’s limitations, or any discomfort. The prosthetic is so perfect that it, and Luke’s disability, are meaningless. Consult the adaptations in the Magic Assistance appendix for ways to assist with the disability without minimizing it. * Helpless Disability. Don’t make the disabled character the one who always needs to be rescued any more than any other characters and avoid predatory plot points that specifically target the character’s disability. Give them challenges that, just like anyone else, they sometimes overcome and sometimes not. * Inspirational Disability. Don’t dehumanize a character so that their only purpose is to inspire and teach non-disabled people a lesson. (“If they can do this while disabled, you can, too!” or “Aren’t you glad you don’t have that disability?”) Make NPCs complex characters with other features such that their disability is one feature in a list, not a defining characteristic. (Yoda has a mobility disability that requires the use of a cane, but that isn’t his core characteristic.) Make their accomplishments great accomplishments regardless of disability. * Magical Cures and Disability as an Obstacle. Disability should be depicted as something to be managed, not cured. Adaptations have side-effects and disadvantages that change the way a person gets through each day, makes plans, and relates to the world. The goal of most disabled people is to achieve their dreams while managing their disability, not curing or hiding it from non-disabled people. The next section on the difference between conditions and disabilities discusses this. Finally, consider how a character’s experience changes over time, possibly getting gradually better or worse, but also how their goals don’t focus on their disabilities any more than a fighter’s goal is to overcome the inability to cast spells. * Fragile Body, Magic Mind. (Yes, Professor X, we’re thinking of you.) When choosing abilities for your fantasy character, consider all possibilities as you would any other character. Yes, physically disabled characters can be casters, but they can also be barbarians, and characters with mental disabilities can be wizards. Choose their class and abilities based on the character concept, not based on the disability. * One-Dimensional Disability. Don’t have all your disabled characters fit all the majority norms of race, gender, religion, and orientation. How else besides disability are they different from Gandalf, Frodo, and Gimli? * Metaphorical Disability. Don’t use an oppressed group, including disabled people, as a metaphor for that oppression unless the player is a member of that group and chooses to do so, such as Tiny Tim and his crutch representing poverty and oppression in A Christmas Carol or Captain Hook being both named for and represented by his prosthesis in Peter Pan. If you want to have metaphorical representation in your stories, rather than using humanoid characters as symbols, use objects, animals, or the environment, or use a different feature of the character as the symbol (e.g., red armor or their warlock patron), not their oppressed identity. * Ableist Monsters. Don’t use disability to make monsters scary or unsettling. Drooling, limping, limb deformities, and other physical and mental features that mimic human disabilities associate those characteristics with fear and evil and affect our perception of real disabled people. Avoid monster abilities that impose “madness” on characters. If a monster has an emotionally upsetting ability, consider describing it as confusing, disorienting, horrifying, distressing, unsettling, or some other synonym for extreme discomfort, and avoid effects that seem to mimic real-world mental illness or stereotypes of the same. What about the Restoration and Regeneration Spells? Many have asked, “Why would you have disabilities in a world with the Greater Restoration and Lesser Restoration spells? Why not just heal them?” First, consider the real-life effect versus the in-game effect. Campaign worlds are designed starting with the real world, then removing and adding features to make it fantasy. When creating a world, why are you removing disabled people from it? Disabilities add depth to a campaign world and benefits to players and GMs by learning about disabilities and living with them. But even beyond that, what do the rules say? Lesser Restoration “can end either one disease or one condition afflicting [the target]. The condition can be blinded, deafened, paralyzed, or poisoned.” Greater Restoration can “undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target…reduction to one of the target's ability scores…effect reducing the target's hit point maximum.” A condition, as a fifth edition game mechanic, has specific implications. “A condition lasts either until it is countered (the prone condition is countered by standing up, for example) or for a duration specified by the effect that imposed the condition.” Conditions in fifth edition either can be countered or have durations. An injury could result in a condition that will eventually either be countered (healed), end its duration (wear off), or become a disability (See Acquired Disabilities below), but none of the fifth edition conditions are permanent or long-term. Further, to undo a debilitating effect implies that the effect was done in the first place. For a person born with a congenital condition, nothing was done that can be undone. But even if it’s an effect that happens later, the spell gives specific rules to what effects can be undone, not just any debilitating effect. It can’t undo the debilitating effect of not being able to breathe due to falling one thousand feet and being crushed. Related to disabilities, it only helps with exhaustion (not the cause of the exhaustion unless it’s a disease, for which you can use Lesser Restoration), not chronic pain, anxiety, depression, or most disability traits in this book which do not directly affect ability scores or maximum hit points. Lesser Restoration can end a disease, but how do you define disease in your game, especially since the rules distinguish between diseases and insanity (fifth edition’s harmful term for mental illness and neurodiversity), and disease is a physical condition caused by a foreign substance interacting with the body detrimentally? This description rules out all forms of mental illness, congenital conditions, and other conditions caused by internal factors. The exceptions may be those specifically listed: blinded, deafened, paralyzed, or poisoned; but even those are specific conditions that refer to Acute (IE 4 in this book) conditions. But again, if the condition is caused by internal biology, it only mitigates the condition, not the cause, which means it will likely return at the same rate as the initial onset or faster unless caused by injury or disease, or if you distinguish between conditions and traits as noted here, these spells only affect (temporary) conditions, not traits, by a strict reading of the rules. [Sidebar: Blindness or Blinded? While fifth edition includes rules for the blinded condition, as noted here, that condition is temporary and does not reflect the experience of a person with long-term or permanent blindness. This book uses blinded to refer to the condition, and Blind or Blindness to refer to the trait. Likewise, deafened is the temporary condition versus Deaf or Deafness. All references in this book to Paralysis or being Paralyzed refer to the trait, not the condition, unless specifically noted. Regenerate “stimulate[s a creature’s] natural healing ability” to regrow severed body members, not grow new members that were never there in the first place, so using Regenerate to grow a limb that was never there will be no more effective than trying to “regrow” a tail on an elf or wings on a pig. Have the Discussion Talk to your players either during Session Zero, when you first introduce disabled characters, or when you plan to give a player character a disability. Point them to one of the links at the end of this book. Talk about the above tropes. Find out how they feel about it. Note that some players like to have the chance to fight against oppression in-game where they can sometimes feel or be more effective than in the real world (emancipation bleed) while others don't have the emotional spell slots for this (fatigue diversity) and instead want a world that is very accessible and leaves this conflict behind. Talk about this together, and decide how you’d like to experience representation in your game. Don’t force it If a player is uncomfortable playing a character with a disability or chooses not to in the game, the GM should not force this on the player without their consent. If GMs want to give players experiences with disabled people, this can still be done with disabled NPCs. Forcing a player to play a disabled character will only create resentment. GMs and players should also be sensitive to “body horror” concerns. As difference has been used commonly in the horror genre to elicit fear and disgust, participants should be careful that they avoid eliciting these reactions among other participants, as the goal is to make people comfortable around those with disabilities, not afraid of them. Again, talk to players, individually if necessary, to understand how they feel about specific proposed traits among their own or other characters. Every one of us encounters disabled people in our lives, and many of us are disabled or will be someday, and including them in our fantasy worlds gives us insights into their experiences, opportunities to explore accessibility, and awareness of ways that we can improve each other’s lives, but know your players enough to determine the most beneficial way to do that. How many, if any, will roleplay a character that experiences a fulfilling life with some added challenges? Will they meet an NPC that they will interact with and depend on? Decide what will be most beneficial at your table. Don't fix it While the disabilities listed offer suggestions for assistive technology, notice that most of the suggestions don't negate the disability. That's not how assistive devices usually work. Some assistive devices come close, such as the glasses I wear for nearsightedness and astigmatism, but because they correct my vision to 20/20, I don’t identify as disabled, but even those require maintenance and can fall off. They help compensate but also have drawbacks and limitations. We encourage you to include this in your game. Learn When playing a character with specific traits, to get the most benefit, learn more about those real-world traits or, even if playing fantasy traits, the ones they’re based on. Look them up on recognized medical websites or Wikipedia. Even better, find people for whom those traits are part of life who write or speak about their experience. Note that this isn’t always easy, as part of life for a disabled person is explaining their traits ad nauseum to medical professionals, family members, friends, coworkers, and many more, and it’s exhausting. Online communities like Reddit’s r/disability or /r/Disabled_dungeons or subreddits dedicated to specific disabilities, websites dedicated to specific disabled communities, or Wyrmworks Publishing’s show, Gaining Advantage, can help you. At the same time, part of learning is recognizing that you don’t know everything and won’t always get it right. Not to mention that everyone’s experiences with disability, and even the same traits, are different. Be patient with others and yourself. No one should expect you to know everything. I talked to dozens of people about their traits in addition to hundreds of hours of research to write this book, and I welcome the opportunity to learn and grow. You just need to care and value people. Acknowledge the Inconvenience Adding these rules, which can sometimes affect every round, may add some inconvenience or even tedium to the game. This is unavoidable but also educational; you may find it adds to the roleplay experience and how you identify with your character and others’. In other words, experiencing these challenges creates empathy for those for whom such challenges are an unavoidable part of their lives. Choose Your Style The rules in this book are suggestions — starting points for representation. Players and GMs should discuss any given trait and decide how to roleplay it, whether using the rules in this book as they are, altering or replacing them to better match a lived experience, reduce cognitive load, or avoid emotional triggers, or using the trait(s) to raise awareness while roleplaying the traits purely through descriptions without assigning modifiers but still discussing what benefits and challenges would apply to any given situation. Note also that every random table says, “Choose or roll,” and the GM and player can decide how to use these tables to their benefit during character creation. Acquired Disabilities People acquire disabilities in many ways. You may be born with a condition that’s noticeable at birth or early in life. Other conditions may be present at birth but don’t manifest until later, and a condition may also be a genetic predisposition toward a condition that increases the chances of it manifesting but doesn’t guarantee that it will. Others manifest as a natural result of aging, although like any other condition, they can manifest in diverse ways as people age. Not all conditions originate internally. A traumatic event, exposure to a substance, or other external factors can result in temporary or permanent conditions both physical and mental to varying degrees, and the time and means by which the condition is acquired doesn’t reduce or negate the experience or its impact. What Not to Do * Don’t force it. Do not make a disabled condition the result of a die roll, especially with a “Crit Table” that offers extra effects on the roll of a natural 1 or 20 in combat. * Don’t curse it. While certain conditions can give people’s lives challenges that they might wish they didn’t have, avoid associating “curses” with disabilities, as the word curse often has evil or unnatural connotations. * Avoid madness/insanity tropes. While specific traits go into more detail about how mental illness manifests, avoid making mental illness the direct result of a monster ability or action. (Watch our website, wyrmworkspublishing.com, for suggestions on how to replace madness features in existing fifth edition monsters.) How to Implement Acquired Disabilities Just like including these conditions at character creation, any addition to an existing character should be a conversation between a player and GM, using an in-game event or a character’s background to implement and explore certain traits, either rolled or chosen, depending on the in-game circumstances or player choice. The GM might say, “You've been through a traumatic event. If you'd like to include it, we can choose or roll a disability related to that experience,” or, “Your character contracted a disease. Once you recover from it, there’s a possibility of a long-term condition as a result. Are you interested in exploring that experience with your character?” The player and GM should agree on the traits, impact, duration, and whether this is a permanent condition or may eventually end. After this conversation, if the player would like to make an ability check to resist the condition, the GM can offer a Constitution or Wisdom saving throw with a target Difficulty Class (DC) as applicable, but only by player preference. In the same way, the player and GM may choose how to end a temporary condition, whether by choosing or rolling a timeframe or by making a series of ability checks, as long as the player chooses to continue the experience. As stated above, don’t force it, and make the conversation ongoing. As you adapt to certain traits, you may develop abilities that result from your adaptation. These adaptive skills develop over time. Any associated adaptive bonuses take 10d100 ÷ IE days per +1 bonus unless otherwise stated as more impactful traits will enable you to adapt more quickly. Accessibility in a Fantasy World What is an accessible world? Most tabletop roleplaying games focus on obstacles to overcome, not accessibility, so this question may seem like a non-sequitur, but what happens when we consider accessibility from a different perspective? Yes, all characters will have challenges in the wilderness, as the wilderness provides different obstacles for different people. Druids and rangers, regardless of whether they’re disabled, will have developed strategies to thrive in their preferred environment and can probably help those more accustomed to population centers. In the wilderness, the obstacle is the environment, and you bear the responsibility of survival and attaining your goals using the environment and the resources you bring, either individually or as a party, and everyone in a party contributes to the whole using their unique skills. The wilderness is accessible when you can collectively use available resources to survive and achieve your goals in it. But once you pass through the city gates, the responsibility expands to the entire community, not just the party. A city is a big party of dozens or thousands of individuals, again each contributing to the whole for survival and attaining the goals of the community using the environment and the resources each brings, and just like in the wilderness, the obstacle is the environment. But population centers have the advantage of using the environment, whether socially or physically, more permanently for the benefit of the entire community. Regardless of whether the environment is wilderness, rural, or urban, each person has strengths and challenges as they interact with the environment, whether you’re a druid trying to adapt to an urban environment or a barbarian to a wizard’s tower, relying on each other’s strengths to help with your challenges. Any environment is accessible when you can collectively use available resources to survive and achieve your goals in it. This project intends to improve inclusion and accessibility in all areas of life, starting at the gaming table but extending out into the world, so we hope the creativity of the gaming community will make the real world more fantastic for everyone. Cultural Accessibility [Quote Sidebar: The impairments are annoying, but I can live with those. What is disabling is the inaccessibility of and lack of acceptance by society. Jerome van Leeuwen] When a culture gives equal value to every person, accessibility follows as societal structures are designed with the entire community in mind. This can only happen with representation in the governmental and social leadership structures, since the only way to know what specific groups or individuals need is to hear from them, and the sooner the leadership seeks that diverse input, the fewer repairs will need to be made later. In a fantasy world, we have the opportunity to build that structure from the start, and even if you haven’t built it into your campaign world, fantasy revisions and construction tend to be noticeably more affordable than in the real world. While Wyrmworks Publishing plans to release a future supplement that will provide a campaign world with these principles woven through it, here’s some things to keep in mind as you explore these concepts in your world that will hopefully flow into the real world through your game table. Cultural Attitudes People tend to surround themselves with others who share their experiences and perspectives. This can lead to prejudice, fear, contempt, discrimination, and exclusion. A culture of access takes intentional steps to promote inclusion and integration. The more people listen to each other, the better they understand and empathize. How do your world’s population centers deliberately bridge people of different cultures, beliefs, and abilities? How is that effective? Has a misunderstanding caused communication to break down in a way that the adventurers need to stabilize? Has ignorance or fear put someone in danger? Emotional Spell Slots Even in the most welcoming world, life brings its own challenges, which can be exhausting. Casters aren’t the only ones with spell slots — we all have limits to our physical, mental, and emotional energy! This can get further complicated for people who have to navigate an inaccessible environment or culture, but even the communication necessary to promote understanding and accessibility can exhaust those emotional and mental slots. You can only explain so many times why you use a wheelchair but can still stand, how you have depression but aren’t sad all the time, or how you’re blind but can still see a little before you say, “I’m done. No more.” While accessibility means listening, it also means allowing others to save their energy by refraining from explaining. Organizational Accessibility Just as a party with elves and humans still needs to take an eight-hour long rest regardless of whether the elves need that much time, accessibility includes designing our organizations and plans around its party members’ needs. Whether the wizard needs time to find spell components or to find a sage with the capability to convert their spellbook into a tactile language, whether the party needs time for the fighter to get into her armor or the cleric to put on his leg braces, this awareness applies to both fantasy and reality. What adjustments can you make to your habits to make their world more accessible? A small change in your behavior can make a huge difference for someone else’s well-being and participation. Communication Accessibility A scroll with a scrying spell can help gather information, but it’s useless to a barbarian. The same applies to other forms of communication, so accessibility means communicating in a way that those who need the information can receive it. Sometimes, this means speaking in Thieves’ Cant. Other times, it means using a sign language (which are usually different for each culture, so consider including as many sign languages as spoken languages), Tactile Writing such as Braille, or a tactile language such as tapping or rubbing patterns on a person’s skin, which you can include in your game as optional language skills the same way using modern communication tools in the real world improves accessibility to those who need it. How do your worlds make communication accessible? Has something interfered with communication in your game that the characters need to deal with? Does a school or other institution need some equipment that your characters can acquire? Physical Accessibility Whether a sheer cliff, a fortified keep, or a torrential river, every world presents obstacles for all, and manufactured structures can also provide these obstacles, whether intentional or not. A staircase isn’t just an obstacle to a wheelchair user — it’s uncomfortable to traverse for anyone not roughly the same height as the designer, whether a halfling or an ogre in a human-centric fantasy environment. But ramps don’t necessarily provide access to everyone — using a ramp with a cane or crutches has its own challenges. A space designed to amplify sound for the hard of hearing can be unbearable to the hypersensitive. So how do you make your fantasy spaces more accessible to all? How can your party work together to navigate challenging environments, whether urban or wilderness, physical or social, mundane or magical? And how do those creative solutions provide opportunities in the real world? Disability Questions for Players (This chart can be given to players before starting a campaign in Session Zero or when discussing implementing these mechanics mid-campaign.) We will be using disabled characters in this RPG, just as you meet them in real life. We all experience this differently. Maybe you personally experience some. Maybe a loved one has or had a disability. Maybe some of these, as a result, will cause painful memories. We want you to have fun. What disabilities will take the fun out of the game for you? Think about what you’re ok with in player characters (PCs) that you’ll play with every time. Think about what you’re ok with in non-player characters (NPCs) that you meet sometimes. Talk about specifics with the game master (GM). Ask if you don’t understand a term. You can change your mind at any time in the future. This list is not exhaustive, just broad categories that are often difficult for people to encounter. Feel free to list others below. Disability Type OK for PC OK for NPC Atypical Movements Body Difference Confrontational Personalities Hallucinations Loss of Senses Loss of Control Emotional Disturbance Parasites Personality Changes Reality Disconnect Skin Disease Degenerative Diseases Fluid Discharge Memory Loss Identity Loss Please avoid these traits or disabilities (See the Table of Contents if desired for others): _____________________________________________________________________________________ _____________________________________________________________________________________ ________________ Glossary Because this book is not a medical book, we do not adhere to strict medical definitions and labels. Most specific terms are explained in their individual entries, but since we use some similar terms throughout, here’s some clarification. This book also uses fifth edition game terms as defined in official sources and assumes familiarity with or access to the Basic Rules. Condition: When accompanied by one of the fourteen temporary states of existence in official fifth edition rules (e.g., the blinded condition), it refers to that official game mechanic. Otherwise, the word is used according to its standard definition. Complication: When capitalized, this refers to a condition that results from a trait or event and is usually temporary. Disability: Used according to its standard definition, this term implies limitation of movements, senses, or activities. We primarily use this term when referring to real-world experiences. Disorder: We only use this term for examples and discussions of real-world medical conditions. Experience: We use this word according to its standard definition, referring to living through one or more events. Note that we only use “lived experience” to refer to real-world experiences, since playing a character with that experience is only a temporary simulation of the experience. Frequency: When capitalized, this refers to how often and for how long a trait expresses itself in-game. Each trait has an assigned Frequency, and the trait’s description refers to the character’s experience when the trait is active. Impact Extent (IE): This game term, further described below with a range of 1–4, refers to the relative degree to which a trait expresses itself in a character’s life. Trait: This term refers to a creature’s symptom, experience, or condition as expressed in game terms. Every trait has a Frequency and IE unless noted in the description. Unless specifically noted in the description or decided by the players, all traits are permanent and incurable. Roll for Traits Players can either roll for a random disability or discuss disability as part of their character concept with their GM, choosing specific traits, Frequencies, and IEs, keeping tropes to avoid in mind. Game Masters especially who want to include a realistic percentage of disability in a game world’s population may find these random generators useful to provide a varied population. Fantasy worlds don’t need to have the same clusters of traits that we have in real-world experiences, but it’s also beneficial to use real-world clusters (diagnoses, both common and rare, and which vary by region or get organized differently by different cultures) to better understand the experiences of those around us, which again is why the tables allow you to “choose or roll”. Maybe you’ll do a little of both, or maybe you’ll use your first roll to find a real-world experience that includes that trait and learn more about it. This suggestion also applies to the traits’ IEs and Frequencies. Instead of using tables to determine these, you may choose a frequency that ties into the narrative that you’re telling together, deciding in advance instead of leaving it to dice rolls. Many people are afraid to represent these experiences in their games for fear of inaccuracy, but absence isn’t necessarily better, so we designed this book to get you started, to provide guidelines so you could feel free to represent them creatively and respectfully. [Sidebar: Saving Throws vs. Ability Checks Throughout this book, some traits use saving throws, and some use ability checks. Notice the difference: “An ability check tests a character's or monster's innate talent and training in an effort to overcome a challenge. The DM calls for an ability check when a character or monster attempts an action (other than an attack) that has a chance of failure. When the outcome is uncertain, the dice determine the results.” “A saving throw — also called a save — represents an attempt to resist a spell, a trap, a poison, a disease, or a similar threat. You don’t normally decide to make a saving throw; you are forced to make one because your character or monster is at risk of harm.” We used ability checks to represent circumstances where conscious effort will allow you to determine the outcome and saving throws to represent circumstances where you have little or no control over the outcome. With ability checks, you make something happen. With saving throws, something is happening to you. We hope this will help people recognize that many actions may seem like conscious decisions to those who do not experience those traits, but are in fact involuntary or nearly impossible to avoid.] Chance of Traits Fifteen to twenty percent of people worldwide in real life have some form of disability. In a world with less medical, therapeutic, and nutritional science but additional magic threats, the rate of disability is likely higher. GMs should decide the rate in the campaign world but consider 20 percent to be the base rate. Roll 1d20, 1–4 indicating a disability. Any given population within that world should expect roughly the same percentage with possible variations based on environment and any number of other factors. Number and Category of Traits Many disabilities have multiple traits. Choose or roll on the following table to determine the number of traits your character has. If replicating a real-world cluster or more than one in the same character, you can increase or decrease the quantity. d20 Traits 1–7 1 8−12 2 13−15 3 16−17 4 18−19 5 20 6 Next, determine whether those traits are physical or mental. The first trait is equally likely to be physical or mental. (Roll d20: 1−10 = physical, 11–20 = mental) Subsequent traits are more likely to be in the same category, so add or subtract 2 cumulatively to the roll for the category of each additional trait. (e.g., 4 traits: First roll = 18 (mental), so the next roll would be 1–8 physical and 9–20 mental. Next roll = 10 (mental), so the next roll would be 1–6 physical and 7–20 mental. Next roll = 4 (physical), so the final roll would be 1–8 physical and 9–20 mental.) No matter how the range adjusts, a roll of 1 is always physical, and a 20 is always mental. Impact Extent (IE) Each trait can vary in the impact of its expression. Roll on the following table to determine the impact of each trait. Consult the individual trait descriptions for impact explanations. Unless otherwise stated in the description, any saving throws required by the adverse effects are DC 8 + (IE). Note that the term “impact” and the Extent labels are used for mechanical shorthand to cover a wide variety of traits, but these terms aren’t always appropriate descriptors for their real-world counterparts. Players are encouraged to use more accurate descriptors or just the mechanical number (e.g., Many neurodivergent traits are not appropriately described as “Acute” or with negative connotations; sensory disabilities, such as visual impairment, may be better described as “Complete” at IE 4). If a trait causes an additional experience without a listed IE, choose or roll on this table for the new experience’s IE. [Sidebar: Pushing Through and Masking You can use significant effort and concentration to force yourself overcome the challenges associated with many traits, temporarily reducing the IE penalties of a trait by expending one Hit Die per IE until the end of the encounter or for 1 minute, whichever is longer. This only affects ability checks, not saving throws, and all rolls to maintain concentration while pushing through are made with disadvantage. You also have advantage on Charisma (Deception) checks to conceal your trait.] d20 IE 1–9 Mild (1) 10−15 Moderate (2) 16−18 Substantial (3) 19–20 Acute (4) Frequency Traits can come and go, sometimes appearing instantly and disappearing as quickly. Others appear and disappear gradually over the course of days. Some can disappear for months or years and suddenly manifest again, and some never go away. Choose or roll on the following table to determine the duration of each trait. (Note: This may not be applicable to many traits: e.g., missing limbs don’t generally come and go without magic. Players and GMs should use discretion for this table and consult the trait description.) All trait descriptions assume the effects only occur while the trait is active, unless otherwise noted. [Sidebar: Variant Rule: Plot Arc-Based Timing For traits with Periodic Frequency or those that change over extended periods of time, instead of rolling for a number of days between changes or saving throws, depending on the trait description, make the change or roll based on the story arcs in your campaign, such as a climactic moment or after a major event when everyone is recovering. The players should decide how trait timing will be handled when implementing this system.] d20 Time Frequency 1 Roll Twice A trait may not fit one of these patterns exactly. Roll twice, and decide how they might combine, such as a trait that is Triggered but fluctuates in IE like Chronic or Frequent but only Periodic throughout a given day. 2 Remission The trait begins absent. It will recur in 1d100 days, taking 1d4 days to reach full effect. On a roll of 95−100, roll again and add the rolls together, repeating for each roll of 95−100. At the end of the time period, the trait gradually disappears over 1d4 days, then roll the same way for the duration of remission. 3–7 Periodic The trait fluctuates. It will recur in 1d20 days, rerolling cumulatively on a 20, taking 1d100 hours to reach full effect. On a roll of 95–100, roll again and add the rolls together, repeating for each roll of 95–100. At the end of the traits, they gradually disappear over 1d100 hours. 8−13 Triggered The trait is triggered randomly or by one or more stimuli (or absence of a stimulus, like withdrawal) as determined by a discussion between the player and GM. The trait lasts as long as the stimulus is present plus 1d100 minutes, extended as above unless otherwise noted. (For absence of stimulus, the trait begins after 1d100 minutes and lasts until the stimulus is restored.) Note that some stimuli may be unknown to the character and seem random until discovering the triggering stimulus. 14−17 Frequent The trait occurs more often than not but has periods of inactivity. Roll 1d20 every morning. The trait is present all day unless rolling a 19 or 20. 18−19 Chronic The trait is always present, but if the Extent is more impactful than mild, roll 1d20 each morning. The trait for the day is −(IE) on a roll of 15−19 and 2 Extents less on a roll of 20, with a minimum of Mild. 20 Degenerative The trait starts out Mild and gradually becomes Acute in 300d100 days. Once a degenerative trait becomes Acute, the character must succeed on seven daily DC 10 Constitution saving throws or gain a permanent level of exhaustion. Note: Degenerative conditions, even in a fictional character, can be emotionally taxing. This RPG is a game, and such a bleak prognosis may take the fun out of the game, and this would work counter to this book’s goal, so the GM should always give a player the choice to reroll this result for the player’s own mental health. That said, the author's own father struggled with a degenerative disease for decades and lived with its accompanying disabilities, and he lived a heroic life in service to others. Many a tale can be told of heroes who finish their quest and ride off into the sunset, knowing their days are numbered, but that lives are meaningful however long they last. [Sidebar: Variant Rule: Good and Bad Days In addition to overall trends in Frequency, many Traits have a fluctuating IE. Roll 1d20 after a long rest for each applicable trait. d20 Effect 1–7 Good Day: All IE-related penalties are reduced by 1 (Minimum 0) 8–17 No change 18–20 Bad Day: All IE-related penalties are increased by 1 (Maximum 4) Trait Descriptions Physical Traits For each physical trait, choose or roll to determine appendage or organ system (50/50 chance for each). Then roll on the appropriate table. Appendage d20 Appendage 1–2 Face 3–5 Ears (Roll again: 1−12 = 1 ear, 13–20 = 2 ears) 6–8 Eyes (Roll again: 1−12 = 1 eye, 13–20 = 2 eyes) 9 Nose 10−12 Mouth 13 Neck & Back 14−16 Arms & Hands (Roll again: 1−12 = 1, 13–20 = 2) 17−19 Legs & Feet (Roll again: 1−12 = 1, 13–20 = 2) 20 Teeth Face d100 Trait 1−10 Diverse Shape 11–25 Face Cleft 26–45 Color Difference 46–60 Paralysis 61–80 Rash 81–85 Tumor 86−100 Tremor Diverse Face Shape Your face draws immediate attention. It isn’t within the typical range of shapes of your ancestry. Part of your skull didn’t grow like skulls usually do due to the bones fusing, growing at different rates or some other cause. Consequently, when people who don't know you see you, they usually only see your face. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) (up to −4) to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a −(IE) penalty on Charisma (Persuasion) checks due to many people’s discomfort around those with unexpected appearances. Note however that some facial differences can give you a bonus on Charisma (Persuasion) or Charisma (Deception) checks instead, such as your face being seen as cute or more like a local ancestry. Note that this is usually a permanent condition and does not fluctuate, but the player and GM are welcome to determine a magical version that fluctuates based on the Frequency table. Classic stimuli include sunrise/sunset, fluctuation of the moon, or stress. Real-world Examples Craniosynostosis, Hemifacial Microsomia, Plagiocephaly, Macrocephaly, Microcephaly, Agnathia, Down Syndrome, Hydrocephalus Assistive Options Characters can attempt to use a Disguise Kit (with penalties per Extent) or some kind of hood or helmet to cover their shape if they’re trying to blend in, but otherwise, unless they have other traits, this trait by itself is cosmetic. Face Cleft You have a split in your skin and skull on the front of your face that begins at your upper jaw and moves upward, depending on Impact. (Mild is skin-only and ends at the nose. Acute (IE 4) is skin and skull and ends between the eyes. The player and GM can choose to move this cleft left or right due to magical causes.) In addition to the effects of Diverse Face Shape (above), you experience a penalty of −1 per IE on Constitution saving throws against face- and ear-related diseases and poisons, an additional −1 per IE on deception checks involving speech, and need to take (IE) times as long to eat meals to avoid choking, and you require a full round to quaff a potion. Real-world Examples Cleft Palate, Cleft Lip Assistive Options Surgery (IE × 100 gp) can reduce the IE by 1, requiring a successful DC (IE) × 2 + 10 Wisdom (Medicine) check. Color Difference Your face has colors or patterns not normally associated with your ancestry, usually an amorphous shape on the skin covering 15 percent × (IE). These may be due to blood vessel abnormalities, burn scars, pigment differences, or magical causes. While the color typically ranges from red to brown or black in the real world, magical causes could result in any number of colors (Choose randomly from https://www.random.org/colors/hex) or patterns, even changing or moving. Consequently, when people who don't know you see you, they usually only see your face. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) (up to −4) to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a −(IE) penalty on Charisma (Persuasion) checks due to many people’s discomfort around those with unexpected appearances. Note that this is usually a permanent condition and does not fluctuate, but the player and GM are welcome to determine a magical version that fluctuates based on the Frequency table above. Classic stimuli include sunrise/sunset, fluctuation of the moon, or mood changes. https://cutt.ly/LHRandomColor Random Color Generator Real-world Examples Burns, Vitiligo, Birthmarks, Melasma, Tinea Versicolor, Rosacea, Psoriasis Assistive Options Players can attempt to conceal the coloration using makeup or a tattoo, but a Wisdom (Perception) check against the character’s disguise skill (or the tattoo artist’s disguise skill) will notice the color difference. Makeup will need to be monitored and reapplied daily or when exposed to water or sweat. Paralysis Some of your face is paralyzed (20 percent × IE), making it difficult to talk and use non-verbal communication with your face. You receive a penalty on Charisma (Performance) and Charisma (Persuasion) checks equal to the IE. This is typically permanent, but the player and GM could choose a magical cause that results in fluctuations. Real-world Examples Bell’s Palsy, Lyme Disease, Injury, Multiple Sclerosis, Ramsay-Hunt Syndrome, Guillain-Barré Syndrome, Moebius Syndrome, Melkersson-Rosenthal Syndrome, Stroke Assistive Options Because facial paralysis usually prevents the eye from blinking fully, you must use eye drops to keep the eye moist and likely need to monitor for drooling and keep a towel handy. Rash Your face has a rash that covers (IE × 15 percent) of it. This can include discoloration, hives, blisters, lesions, pustules, scaling, peeling, and/or sores. Consequently, when people who don't know you see you, they usually only see your face. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) (up to −4) to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a −(IE) penalty on Charisma (Persuasion) checks due to many people’s discomfort around those with unexpected appearances. Real-world Examples Rosacea, Psoriasis, Lupus, Eczema Assistive Options A combination of makeup and salves can help reduce inflammation but need to be applied often. A jar of salve costs 1 sp for seven days’ worth and must be applied every 2 hours to receive the benefits. One hour after application, the IE reduces by 1 for 2 hours, continuing as long as applications continue. The benefits wear off after 2.5 hours if not reapplied. Tumor You have a noticeable tumor or growth on your face with a radius of (IE × 1 inch). This growth may match your skin color or be red, dark brown, or a different color caused by magic. Consequently, when people who don't know you see you, they usually only see your face. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) (up to −4) to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a −(IE) penalty on Charisma (Persuasion) checks due to many people’s discomfort around those with unexpected appearances. Note that this is usually a permanent condition and does not fluctuate, but the player and GM are welcome to determine a magical version that fluctuates based on the Frequency Table above. Real-world Examples Cystic Hygroma, Fibrous Dysplasia, Dermoid Cysts, Hemangiomas, Neurofibromatosis Assistive Options Surgery (IE × 50 gp) can reduce the IE by 2, requiring a successful DC (IE) + 10 Wisdom (Medicine) check. Reducing the IE to 0 will still leave a noticeable scar, giving a −1 to any charisma checks related to physical attractiveness. Tremor You have a facial tic that causes the muscles in your face to move involuntarily. Tics may include blinking eyes, flaring nostrils, raising eyebrows, grimacing, clicking the tongue, clearing the throat, grunting, and other involuntary verbalizations. This Tremor lasts (Frequency × 1d20 turns) when activated and activates (Frequency × 1d100) times per day. You have −(IE) on Charisma (Persuasion) checks while the Tremor occurs. Real-world Examples Tourette Syndrome, Transient Tic Disorder, Chronic Motor Tic Disorder, Hemifacial Spasms, Blepharospasms, Facial Dystonia Assistive Options If you spend a short rest meditating and using relaxation techniques, you can succeed on a DC (IE × 5) Wisdom saving throw to stave off Tremor for 1d4 hours. Taking damage, Barbarian Rage, and other intense situations will negate these benefits. A DC 15 Intelligence (Nature) check followed by a DC 10 Wisdom (Medicine) check will enable you to locate and blend soothing herbs that can be ingested to reduce the Tremor by 1 IE for 1d4 hours. Ear(s) d20 Trait 1 Diverse Ear Shape 2 Hyperacusis (sound sensitivity) 3 Diplacusis (double hearing) 4–5 Ear Discharge 6–7 Dizziness 8−12 Hearing Loss 13−15 Ear Pain 16–20 Tinnitus Diverse Ear Shape One or both of your ears has a shape that’s unusual for your ancestry. Choose or use the following table to determine the unusual shape and effects. This is a permanent condition. d20 Ear Shape 1−10 Miniature or Missing 11−12 Dangling Earlobes 13−14 Aquatic 15−16 Musoid 17−18 Fennec 19–20 Forked * Miniature or Missing. You have either no outer ear or a vestigial or embedded ear that causes Hearing Loss. This gives −(IE) on hearing-related Wisdom (Perception) checks but +(IE) on saving throws related to attacks that use sound (e.g., banshee wail). (Note: Thunder Damage is vibration, not sound, so this does not grant benefits against Thunder Damage.) * Dangling earlobes. Your earlobes hang down (IE × 10) percent of your height. Any attempt to surgically sever them results in a loss of 1 hp per ear and the earlobes growing back (IE) percent per week to full length. They must be secured during combat or cause −(IE) on all melee attack rolls due to swinging around your face. * Aquatic. Your fin-shaped ears are adapted to hearing underwater, giving you disadvantage on all hearing-related checks above water but advantage on all hearing-related checks when underwater. * Musoid. Your ears are large and round like those of a mouse but horizontal to your nose and pointing forward. This gives you advantage on hearing-related checks if the source is in front of you but disadvantage on hearing-related checks in any other direction. You also can’t wear hats or helmets that cover the ears. * Fennec. Your ears are large and pointed like a fennec fox, but point forward. This gives you advantage on hearing-related checks if the source is in front of you but disadvantage on hearing-related checks in any other direction. You also can’t wear hats or helmets that cover the ears. * Forked. Your ears come to (IE + 1) points, like a saw blade. This makes them sensitive to vibration, giving +(IE) on Wisdom (Perception) checks to sense movement but giving a −(IE) penalty on saving throws against Thunder Damage. Real-world Examples Protruding Ears, Constricted Ears, Cryptotia, Microtia, Antonia, Cauliflower Ear, Goldenhar Syndrome Assistive Options An external apparatus may be worn over the ear to focus sound for Miniature or Missing ears to assist with ear shape, but these tend to be cosmetically noticeable and cannot be worn while sleeping. They can reduce the Hearing Loss penalty by 1 IE while worn. You can benefit from learning a sign language, which can be exchanged for any language or proficiency. Hyperacusis You have extremely sensitive hearing but cannot filter out loud noises. You have a bonus of +(IE) on Wisdom (Perception) checks that rely on hearing faint sounds but a −(IE) penalty on saving throws against loud noises, and noises as loud as a crowded tavern or city marketplace are unbearable, requiring a successful DC 8 + (IE) Wisdom saving throw (or higher for louder noises) every minute or act as if frightened until away from the noise. Real-world Examples Hyperacusis Assistive Options A character can wear earplugs or other coverings that eliminate this condition while worn but also eliminate the benefits. Anytime you take damage in combat, unless secured firmly, you must succeed on a DC 5 Dexterity saving throw to keep them from falling out of the ears. Diplacusis You hear sounds at two different pitches at the same time. This gives you a −(IE) penalty on all Charisma (Performance) checks involving music or Wisdom (Perception) checks to recognize a specific voice or Intelligence (Nature) checks to identify an animal by sound. You also have a −(IE) penalty on Constitution saving throws to maintain concentration when you can hear voices or music. Because you’ve learned to navigate the world while hearing cacophonous noises, you have a +(IE) bonus on saving throws against sound-based charm effects such as a harpy’s Luring Song. Real-world Examples Sensorineural Hearing Loss Assistive Options By covering or plugging one ear, you can eliminate the dissonance of the two tones, but this doesn’t sufficiently correct the sound to affect the penalties. Ear Discharge A substance leaks out of your ears. Roll on the table below for the nature and effects of the substance. d20 Discharge 1 Acid 2–6 Blood 7 Light 8−14 Pus 15−16 Smoke 17−19 Sweat 20 Venom Acid. Acid leaks out of your ears at a rate of (IE) ounces per day. Your ear canal is immune to this acid, but your skin is not, so you have scars on and around your ears and need a way to constantly flush it out or collect it to keep it off your skin. If collected, a flask of 32 ounces equals one use as a weapon. Blood. Blood drains out of your ears at a rate of (IE)2 ounces per day. Because of this blood loss, you need to eat more to compensate, consuming an additional (IE) days’ worth of food per week to avoid exhaustion. Light. Light (The player and GM can choose the color or select randomly from https://www.random.org/colors/hex.) shines out of your ears equal in radiance to (IE) torches, but because it shines out the side of your head, it doesn’t help you see in darkness. The light is bright enough to spoil Darkvision and functions as a bullseye lantern. You have a −(IE) penalty on all Dexterity (Stealth) checks unless your ears are covered, but sufficient covering to negate the light gives disadvantage on hearing-related Wisdom (Perception) checks. https://cutt.ly/LHRandomColor Random Color Generator Pus. A foul-smelling ochre pus flows from your ears at a rate of (IE)2 ounces per day. The smell gives you a −(IE) penalty on Dexterity (Stealth) and Charisma (Persuasion) checks. If collected, 32 ounces of the pus can be thrown at a target and cause the same effects to that target as a Stinking Cloud spell. Smoke. Sulfurous-smelling black smoke streams out of your ears. The smell gives you a −(IE) penalty on Dexterity (Stealth) and Charisma (Persuasion) checks but advantage on Charisma (Intimidation) checks due to suspicion of fiendish origin. If left 1 ÷ (IE) hours in a room without ventilation, everyone in the room except you must succeed on a Constitution saving throw or be affected as if by a Stinking Cloud spell. Sweat. Sweat drains out of your ears at a rate of (IE)2 × 8 ounces per day. Because of this fluid loss, you need to drink additional water to assist with the loss to avoid Dehydration and exhaustion. Venom. A toxic substance leaks from your ears at a rate of (IE) ounces per day. You are not immune to this substance, so if not contained somehow, in any situation where you take damage that is not psychic or bludgeoning, you need to succeed on a DC 10 Dexterity saving throw with a −(IE) penalty to avoid getting it in a wound. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed saving throw, or half as much damage on a successful one. While referred to here colloquially as venom, this reflects real life examples, where an irritant or contagious liquid is expelled. Real-world Examples Swimmer’s Ear, Recurrent Ear Infections, Cholesteatoma, External Otitis Assistive Options Depending on the draining substance, a container may be designed to collect or absorb the discharge. Anything that sufficiently covers the ears will likely cause disadvantage on all hearing-related Wisdom (Perception) checks and will need to be emptied periodically. A hard container that plugs the ear completely may cause damage to the ear canal over time, and continuous use requires a successful DC 10 Constitution saving throw for every 7 days of use, or you develop Ear Pain. Magical Assistance The Prestidigitation spell can clean the affected area but does not stop the discharge. Dizziness You lose your sense of balance and equilibrium and experience a −(IE) penalty on Dexterity (Acrobatics) and Strength (Athletics) checks, requiring a successful DC 10 + (IE) Constitution saving throw while prone to recover from the Dizziness. This saving throw can be made once per round at the beginning of your turn. The saving throw can be made while not prone but with disadvantage. A critical failure results in Fainting, leaving you unconscious until you succeed on the Constitution saving throw. Real-world Examples Ménière's Disease, Benign Paroxysmal Positional Vertigo, Labyrinthitis, Anemia, Hypoglycemia, Postural Orthostatic Tachycardia Syndrome Assistive Options Usually, the solution is to sit or lie down for a while as noted above. Hearing Loss You are hard of hearing, which gives a −(IE) penalty on hearing-related checks but +(IE) on saving throws related to attacks that use sound (e.g., banshee wail). (Note: thunder damage is vibration, not sound, so this does not grant benefits against it.) An IE of Acute indicates that you are completely deaf. If you have multiple traits, you may choose Speech Impediment as one of them. Real-world Examples Osteogenesis Imperfecta, Patau Syndrome, Treacher Collins Syndrome, Ménière's Disease, Trauma Assistive Options An ear horn can reduce the IE by 1 for listening to a single target for all but those with Acute deafness, but the horn must be held in place with one hand or equivalent and aimed at the target. You can benefit from learning a sign language, which can be exchanged for any language or proficiency. Ear Pain You experience chronic pain in your ears, causing ear pain and headaches. Any action that requires concentration (e.g., maintaining a spell) requires a successful DC 10 + (IE) Constitution saving throw per round to maintain concentration. Because you’re used to managing pain, even though this doesn’t reduce the experience of pain, you have a +(IE) bonus to saving throws against psychic damage. Real-world Examples Otitis Media, Otitis Externa, Eustachian Tube Dysfunction, Wegener Granulomatosis, Ramsay Hunt Syndrome, Polychondritis Assistive Options Applied heat or cold may help, as can sleeping upright in some circumstances. A character with chronic ear pain will likely have determined what works for them. The player and GM should decide what works effectively, and using this method will reduce the IE by 1 for 1d6 hours. Magical Assistance Any kind of magical healing, except potions, that relieves at least 1 hp can be applied directly to the ears to reduce pain by 2 IEs for a number of hours equal to the number of hp that would’ve been healed to a maximum of 1 day. Tinnitus You have a persistent sound (ringing, buzzing, roaring, clicking, hissing) in your ears that makes it difficult to understand talking, especially in the presence of background noise. This sound is audible even in magical silence. This gives a −(IE) on all hearing-related Wisdom (Perception) and Charisma (Persuasion) checks when background noise is present. Real-world Examples Tinnitus, Meniere's Disease, Eustachian Tube Dysfunction, Temporomandibular Joint Disorders, Acoustic Neuroma Assistive Options While certain factors cause tinnitus to get worse, such as fatigue, alcohol, and reducing stress, reducing them doesn’t have enough effect to change game mechanics. Eye(s) d100 Trait 01 Akinetopsia 02 Aquatic Vision 03–10 Blindness 11−17 Cataract 18 Clairvoyance 19–24 Colorblindness 25–29 Discharge 30–32 Color Difference 33–34 Ocular Diversity 35–39 Eyelid Spasms 40 Microvision 41–43 Missing 44–48 Moisture Deficiency 49–54 Night Blindness 55–59 Pain 60–62 Partial Field Blindness 63–64 Palinopsia 65 Periscopic Vision 66–71 Photosensitivity 72–93 Refractive Difference 94–99 Involuntary Eye Movement 00 Thermal Vision Akinetopsia You are unable to see motion, resulting in difficulty tracking moving objects, their movement appearing similar to movement on a screen with a very slow refresh rate. This causes a −(IE) penalty on all Wisdom (Perception) checks to avoid being surprised and any roll relative to a moving object such as attacking, dodging, and catching. Real-world Examples Akinetopsia is extremely rare in real life, caused by brain damage or Alzheimer’s Disease, and very little is known about it due to only one person having ever been studied. Assistive Options A cane or service animal can help provide tactile or audible feedback to assist in some situations. Magical Assistance The Haste spell or any object that duplicates the effects of the spell can effectively negate the effects of this condition for the duration but does not grant the additional benefits of the spell. Aquatic Vision Your eyes are optimized for seeing underwater, so in air, they dry out easily and refract light differently, causing everything to be blurry, especially far away. This gives you disadvantage on all ranged actions and attacks that require aiming but no vision penalties when underwater. You also need to blink more often, which doesn’t affect game mechanics, but those who don’t know you will notice when you interact with them. This disability does not have an IE and is usually permanent. If the player and GM choose this as a temporary condition, it should not use immersion in water as a trigger (which would negate the disability) but could be triggered by moon phases, tidal fluctuations, or other sea-related factors. Real-world Examples Significant nearsightedness, the Moken people of South-East Asia. This trait should not be confused with fish eye disease, which causes clouding of the cornea and no advantages to seeing underwater. Assistive Options Wearing goggles filled with saline water can correct for this condition, but they slip off easily and require 2 actions to replace the water in them and refit them to the eyes. Anytime you take damage or make a roll based on Strength or Dexterity, you must succeed on a DC 10 Dexterity saving throw to keep the goggles on. Blindness Your vision is impaired to the point that it can't be corrected or is absent completely (IE 4), and you have learned to navigate the world with little or no reliance on your eyes, depending on other senses instead. [Sidebar: We highly recommend for more on blind characters in RPGs.] Because you have grown accustomed to this condition a long time, if you can explain to your GM how you're using your other senses to assist with your Blindness, you have a −(IE) on sight-related attack rolls, ability checks, and saving throws including ranged combat beyond 10 ft. but a +(IE) bonus when using other senses to compensate, not because they’ve become stronger, but because you’ve learned to use them more effectively. In addition: You do not have disadvantage to hit invisible creatures. You are proficient in the use of a stylus for reading and writing. If you have a spellbook, you can copy spells into your spellbook by pressing a stylus into its parchment pages. This method inscribes your spells for easy reading in your own personal texture code. (Since a metal stylus is a hand tool for writing, it can be crafted by any smith for a cost of 2 sp.) If you're only blind in one eye, the penalty only applies to that side. Real-world Examples Retinitis Pigmentosa, Macular Degeneration, Diabetic Retinopathy, Glaucoma Assistive Options Canes, quarterstaffs, and walking sticks help determine surroundings, reducing the IE penalty by 1, and trained animals can also assist, but mostly, you depend on your other senses to assist with your Blindness, using those senses to gather similar information about the environment that a seeing person would. Magical Assistance Spells and other effects that allow the caster to perceive visual information through another source than the eyes can temporarily assist with this disability and remove the penalty, although due to the difference in perspective direction, your proficiency bonus on physical ability checks is halved, rounding down, if precise movement is necessary, to be discussed between the player and GM. Detection spells allow you to sense the detected item or creature as a feeling of location without seeing the object itself or its surroundings, experienced by other senses as an echo, a tug, a temperature change, or even an aroma. Cataract You have a translucent covering growing over your eyes that clouds your vision. This gives you −(IE) to all vision-based actions, and you need to succeed on a DC 8 + (IE) Wisdom (Perception) check to read most non-tactile writing. If you're only affected in one eye, you have a −(IE) penalty on actions within 10 ft. including melee attack rolls, jumping, and anything else dependent on depth perception of nearby objects or locations. It does not affect depth perception or ranged attack rolls beyond 10 ft. Your spellbook is made from heavy paper that allows you to inscribe spells with a stylus to be read by texture in your own personal texture code. Real-world Examples Cataracts (Caused by Diabetes and Glaucoma among others) Assistive Options A character can undergo a surgical procedure called couching, which uses a needle to move the cataract away from the field of view but doesn’t remove it. This requires a successful DC 15 Wisdom (Medicine) check. An adjusted roll of 10−14 results in success, but the recipient will gradually have permanent Blindness (IE 4) within 1d6 × 28 days due to complications unless followed up with healing magic applied directly to the eyes. A roll of 9 or less results in the recipient having permanent Blindness (IE 4) immediately. Clairvoyance You can see (1d100 × 50) feet relative to your current location in a direction that changes every day after a long rest (Roll 1d8, 1=North, then clockwise, so 8 = Northwest), but you can’t see your immediate surroundings, nor do you know the direction or distance you're seeing. Regarding your immediate surroundings, you have Blindness (IE 4). Your spellbook is made from heavy paper that allows you to inscribe spells with a stylus to be read by texture in your own personal texture code. Real-world Examples This is a fantasy trait with no real-world equivalent. Assistive Options Detailed awareness of the surrounding area might give clues as to where you are seeing, but no device can correct for this. Magical Assistance The Clairvoyance spell or equivalent can be used to temporarily correct for this by setting the sensor to the caster’s face. Colorblindness You have a limited range of colors that you can see, if any. This typically results in the inability to distinguish complementary colors, especially red and green (80 percent), but less often, yellow and blue (15 percent) and rarely, complete (5 percent). This will affect some Wisdom (Perception) checks and possibly Charisma (Performance) (for visual arts such as painting) if color distinctions are important or Charisma (Deception) if trying to replicate a uniform with a disguise but does not have a more general effect on the game. Because you're used to detecting position and shape more than color, you have advantage on Wisdom (Perception) checks to see camouflaged objects. Real-world Examples Colorblindness is usually genetic, most common in males. Assistive Options Some red-green colorblind individuals wear glasses with a red tint over one eye. It helps emphasize certain tints but makes it more difficult to distinguish others, so the net result is nominal at best. Discharge A substance leaks out of your eyes. Roll on the table below for the nature and effects of the substance. d20 Discharge 1 Acid 2–6 Blood 7 Ink 8–9 Oil 10−15 Pus 16−19 Tears 20 Venom * Acid. Acid leaks out of your eyes at a rate of (IE) ounces per day. Your eye socket is immune to this acid, but your skin is not, so you have scars around your eyes and need a way to constantly flush it out or collect it to keep it off your skin. If collected, a flask of 32 ounces equals one use as a weapon. * Blood. Blood drains out of your eyes at a rate of (IE)2 ounces per day. Because of this blood loss, you need to eat more to compensate, consuming an additional (IE) days’ worth of food per week to avoid exhaustion. * Ink. Ink leaks out of your eyes at a rate of (IE) ounces per day. Your face is stained, and if you're not careful, so are your clothes and other items. The ink can be collected for writing, but it has stained your lenses; consequently, you're resistant to the blinding effects of bright light (not to radiant damage), but in low light or darkness, your vision is reduced by 20 feet, even if you have Darkvision. * Oil. An oil similar to lamp oil drains out of your eyes at a rate of (IE)2 ounces per day. If collected, it can be used for lanterns and other practical uses, but if not collected or washed away consistently, it gets on your hands, clothes, and items, making it difficult to hang onto anything. Consequently, anytime you're handling an object during a tense situation (e.g., a weapon in combat), you must succeed on a DC 10 Dexterity saving throw to avoid dropping the object. * Pus. A foul-smelling ochre pus flows from your eyes at a rate of (IE)2 ounces per day. The smell gives you a −(IE) penalty on Dexterity (Stealth) and Charisma (Persuasion) checks. If collected, 32 ounces of the pus can be thrown at a target and cause the same effects to that target as a Stinking Cloud spell. * Tears. Tears drain out of your eyes at a rate of (IE)2 × 8 ounces per day. Because of this fluid loss, you need to drink additional water to assist with the loss to avoid Dehydration and exhaustion. * Venom. A toxic substance leaks from your eyes at a rate of (IE) ounces per day. You are not immune to this substance, so if not contained somehow, in any situation where you take damage that is not psychic or bludgeoning, you need to succeed on a DC 10 Dexterity saving throw with a −(IE) penalty to avoid getting it in a wound. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed saving throw, or half as much damage on a successful one. While referred to here colloquially as venom, this reflects real life examples, where an irritant or contagious liquid is expelled. Real-world Examples Conjunctivitis, Keratitis, Blepharitis, Corneal ulcer, Dacryocystitis, Subconjunctival Hemorrhage, Haemolacria Assistive Options While no specific assistance normally exists for this condition, you will at least need an absorbent cloth to wipe discharge from the eyes. Collecting it will require a creative solution. Magical Assistance Characters with eye discharges benefit from eye gnats, but they come at a price. The Prestidigitation spell can clean the affected area but does not stop the discharge. Color Difference One or both of your eyes are colored outside the usual range of hues typical for your ancestry. Choose or roll on the following table. 1d20 Eye Region 1–3 Pupil 4−10 Iris 11−17 Sclera (Whites) 18–20 Entire eye The player and GM can choose the color or roll it randomly at https://www.random.org/colors/hex, ignoring results that would be typical unless only one eye is affected. While this coloration is relatively easy to cover, those who see it who aren’t familiar with you in some cultures may associate it with otherworldliness and evil, so this gives you a −1 penalty on Charisma (Persuasion) checks but +1 on Charisma (Intimidation) checks. https://cutt.ly/LHRandomColor Random Color Generator Real-world Examples Jaundice, Primary Acquired Melanosis, Subconjunctival Hemorrhage, Osteogenesis Imperfecta, Marfan's Syndrome, Anemia Assistive Options Eye Dye: This translucent pigment can change lighter colors into darker but not the opposite. Such dye lasts 4d6 + 30 minutes and tints the entire eye with the color. The dye irritates the eye, so when it wears off, the eye will be bloodshot for 2d4 hours after. Where available, a vial of 20 uses typically sells for 1 gp. A specialized artisan can craft a pair of sunglasses costing 200 gp to conceal your eyes. Ocular Diversity One or both of your eyes are shaped or located outside the range typical for your ancestry. Choose or roll on the following table. Note that this is usually a permanent condition and does not fluctuate, but the player and GM are welcome to determine a magical version that fluctuates based on the Frequency table above. Example stimuli include sunrise/sunset, seasons, or stress. 1d20 Ocular Diversity 1–3 Location 4–5 Eyelid Difference 6–8 Bulging 9–10 Sunken 11–13 Oversized 14–15 Undersized 16–19 Pupil Difference 20 Side Placement Location. Each affected eye is (IE) inches from its expected location. Roll 1d12, using clock locations for direction. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) to Charisma (Persuasion) checks with people who don't know you due to many people’s discomfort around those with unexpected appearances. Eyelid Difference. Your eyelids are an unexpected shape, such as an odd angle, or they don’t close typically, or they droop. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) to Charisma (Persuasion) checks with people who don't know you due to many people’s discomfort around those with unexpected appearances. Bulging. Your eyes poke out of your head noticeably. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) to Charisma (Persuasion) checks with people who don't know you due to many people’s discomfort around those with unexpected appearances. Sunken. Your eyes are sunken into your head, giving them a skull-like appearance. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) to Charisma (Persuasion) checks with people who don't know you due to many people’s discomfort around those with unexpected appearances. Oversized. Your eyes are larger than expected for your ancestry, an extra inch diameter per IE. This gives or increases Darkvision by 10 feet × (IE) but also gives a –(IE) penalty on saving throws against being blinded by bright lights. You have −(IE) to Charisma (Persuasion) checks with people who don’t know you due to many people’s discomfort around those with unexpected appearances. Undersized. Your eyes are smaller than expected for your ancestry by a factor of 1/2 × (IE). This gives you +1 to Dexterity (Sleight of Hand) checks but −1 to Charisma (Persuasion) checks with those who don’t know you due to many people’s discomfort around those with unexpected appearances. If you have Darkvision, this decreases it by 10 feet × (IE) but gives you a +(IE) bonus to saving throws against being blinded by bright lights. Pupil Difference. Your pupils are horizontal (50 percent) or vertical (50 percent). Horizontal pupils decrease the normal range of a ranged weapon by 50 percent but give +1 to Wisdom (Perception) checks against those making a Dexterity (Stealth) roll against you. Vertical pupils increase the normal range of a ranged weapon by 50 percent and give advantage on Strength (Athletics) checks to jump but −1 to Wisdom (Perception) checks against those making a Dexterity (Stealth) roll against you. Those who don’t know you and see your pupil shape tend to associate it with otherworldliness or evil, so this gives you a −1 penalty on Charisma (Persuasion) checks but +1 on Charisma (Intimidation) checks. Side Placement. Your eyes are on the sides of your skull in front of your ears. This gives you advantage on Wisdom (Perception) checks against those attempting a Dexterity (Stealth) roll against you and disadvantage on all melee attack rolls. This also gives you disadvantage on Charisma (Persuasion) checks with those who don’t know you due to many people’s discomfort around those with unexpected appearances and your inability to look others in the eye with both eyes during conversation. Real-world Examples Keratoconus, Blepharoptosis, Lid Retraction, Canthal Dystopias, Entropion, Ectropion, Cryptophthalmos, Coloboma, Microphthalmia Assistive Options Dark glasses, helmet visors, or other eye coverings can mask some of these eye differences. Magical Assistance The Seeming spell can alter a person’s appearance to mask this and other cosmetic eye differences. Eyelid Spasms Your eyelids move uncontrollably, making it difficult to focus. While this is occurring, you need to succeed on a DC 8 + (IE) Constitution check to maintain concentration on spells or to avoid a −(IE) penalty on all ranged attack rolls for the round. Occasionally (Roll (IE) or under on 1d20 each time it happens or every hour if Acute), the spasm causes your eye to close completely for 3d20 minutes, giving disadvantage to Wisdom (Perception) checks on that side for the duration. Real-world Examples Blepharospasm, Hemifacial Spasm, Parkinson’s Disease, Tourette Syndrome Assistive Options This trait has no mundane treatments. Magical Assistance The Suggestion spell can stop this trait for the duration. Microvision You can see very small or distant objects as if looking through a magnifying lens or telescope but are unable to focus on anything nearby. This extends your visual range by 20 × (IE) feet, adding this amount to the listed range for a ranged weapon up to the maximum, but giving disadvantage on any check requiring seeing that is closer than 10 × (IE) feet except for looking at fine details on an object, magnified 10 × (IE) times. You are unable to read normal-sized writing, and the spells in your spellbook are written too small for most eyes to read. Real-world Examples This is a fantasy trait and doesn’t exist in the real world. Assistive Options Characters can use inverted binoculars to see closer, but this gives a limited field of view and requires the user to hold the binoculars with one hand. Missing You are missing one or both eyes either through birth, disease, or injury. This gives you Blindness (IE 4) to all checks on that side of your body. This also applies to actions within 10 ft. including melee attack rolls, jumping, and anything else dependent on depth perception of nearby objects or locations but does not affect depth perception or ranged attack rolls beyond 10 ft. If both eyes are missing, your spellbook is made from heavy paper that allows you to inscribe spells with a stylus to be read by texture in your own personal texture code. Real-world Examples Anophthalmia Assistive Options While no mundane adaptation can correct for this, glass eyes or eye patches help those around you to feel more comfortable. Some artificial eyes can have other uses, such as a small storage container to “hide in plain sight” or use as an additional sling stone. Moisture Loss Your eye sockets don’t produce enough moisture, so you need to use saline drops regularly, (IE) times every 12 minutes or have a −(IE) penalty on all sight-based rolls until applying saline drops or closing your eyes for at least 1 minute. Real-world Examples Posterior Blepharitis, Sjögren Syndrome, Rheumatoid Arthritis, Lupus, Sarcoidosis Assistive Options Characters must carry a skin of saline water to replenish the eyes’ moisture. Night Blindness Your eyes are more sensitive to darkness than most, reducing your visual range by (IE) × 10 feet in twilight or darker environments. This also affects Darkvision if applicable. Real-world Examples Cataracts, Retinitis Pigmentosa, Usher Syndrome Assistive Options The only assistance for this is a brighter light source. Magical Assistance Goggles of Night or other magic items that grant Darkvision can assist with Night Blindness while worn, but they cause strain to those with Night Blindness and can only be worn for an hour, requiring a short rest afterward to avoid exhaustion. Eye Pain You experience chronic pain in your eyes, causing eye pain and headaches. Any action that requires concentration (e.g., maintaining a spell) requires a successful DC 10 + (IE) Constitution saving throw per round to maintain concentration. Because you’re used to managing pain, even though this doesn’t reduce the experience of it, you have a +(IE) bonus to saving throws against psychic damage. Real-world Examples Conjunctivitis, Blepharitis, Glaucoma, Optic Neuritis, Iritis Assistive Options You can rest, which helps relieve pain while resting, but as soon as you stop resting, so does the relief. Magical Assistance Any kind of magical healing except potions that relieves at least 1 hp can be applied directly to the eyes to reduce pain by 2 IEs for a number of hours equal to the number of hp that would’ve been healed to a maximum of 1 day. Palinopsia You experience visual perseveration — images in your field of view, when moved, remain in your field of view like the afterimage caused by light but more distinct and longer lasting. This gives you a bonus of +1 × (IE) to Intelligence checks to remember a detail that you have seen, but due to the persevering image blocking your visual field, you have a −(IE) penalty on all actions that require clearly seeing a moving object. Real-world Examples Hallucinatory palinopsia, Hallucinogen Persisting Perception Disorder Assistive Options No standard assistance helps with this trait except keeping the eyes closed until needing to see something. Characters who attempt this have disadvantage on all Surprise and Wisdom (Perception) checks related to seeing. Partial Field Blindness/Agnosia You're unable to see or recognize certain areas or features. Choose or roll on the following table. 1d20 Visual Difference 1–8 Closed Angle Vision 9–14 Open Angle Vision 15–16 Humanoid Agnosia 17–18 Animal Agnosia 19–20 Topographical Agnosia * Closed Angle Vision. You have “tunnel vision,” enabling you to see in a 60 ÷ (IE) degree cone. All Wisdom (Perception) checks involving sight outside of that field are made with disadvantage. * Open Angle Vision. You only have peripheral vision and have a blind spot in the center of your field of vision. This makes it almost impossible to read or focus on details since peripheral vision doesn’t have the same level of detail. This gives you a −(IE) penalty on all ranged attack rolls, Wisdom (Insight) checks, and Wisdom (Perception) checks that depend on detailed vision, and you need to succeed on a DC 12 + (IE) Wisdom (Perception) check to read standard writing. This also gives you a −(IE) penalty on all ranged attack rolls and other ranged actions that require depth perception such as jumping. Due to your dependence on your peripheral vision, you have a +1 bonus to Wisdom (Perception) checks against Dexterity (Stealth). Because you can’t see details, you rely on your other senses and have a +(IE) bonus on Dexterity (Sleight of Hand) checks that rely on touch, like picking locks. * Humanoid Agnosia. You are unable to recognize a specific part of a humanoid body or distinguish it from others. Choose or roll on the following table. [Quote Sidebar: Somewhere in this grocery section is my lover, and I can't tell which human she is. * MaimakteriAnn] 1d20 Feature 1–8 Face 9–10 Fingers/hands/claws 11–13 Hair 14–16 Clothing 17–20 Voice The IE determines how much you can discern: IE 1: You can see them but don’t recognize them, even your own. IE 2: You can’t recognize any detail. One is like another. IE 3: It appears as a jumbled mess and isn’t discernible as such. IE 4: It’s as if it’s not even there for you unless it makes noise or you can touch or smell it. This is true of the actual feature or artistic depictions or representations of it. As a result, you have disadvantage and a penalty of −(IE) to distinguish even the most basic of details regarding recognizing or remembering that feature. You’ve learned to focus on the other features to recognize individuals, which gives you a +(IE) to Intelligence checks to remember or know about a specific subject such as hairstyles or jewelry. * Animal Agnosia. You can’t recognize beasts and monstrosities that don’t have a humanoid shape. The IE determines what you see: IE 1: You can see them but don’t recognize them, even your own pet. IE 2: You can’t recognize any detail. One is like another except for size and sound. IE 3: It appears as a jumbled mess and isn’t discernible as an animal. IE 4: It’s as if it’s not even there for you unless it makes noise or you can touch or smell it. This is true of the actual animal or artistic depictions or representations of it. As a result, you have a penalty of −(IE) to distinguish even the most basic of details regarding recognizing or remembering that animal and a −(IE) penalty on all attack or Wisdom (Animal Handling) checks against it. At the same time, you have a +(IE) bonus against gaze attacks and other sight-based attacks from such creatures. * Topographical Agnosia. You can’t discern places and get lost easily and have a −(IE) penalty on Wisdom (Survival) checks. This experience manifests according to the IE as follows: IE 1: You know what kind of environment you're in, but it’s not familiar, as if it’s your first time there, even your own home. IE 2: You can’t tell what kind of building or environment you're in besides recognizing colors and using your other senses. IE 3: You can’t tell whether an environment is hostile or know how to prepare for that environment. IE 4: You can’t tell whether you're in an urban or wilderness environment. You can interact with the environment, but you can’t piece together clues (e.g., sand in the desert, clattering dishes in an inn) to know what kind of environment you're in, even between urban and wilderness. Consequently, you have a −(IE) penalty on all Wisdom (Survival) and Intelligence (Nature) checks. Real-world Examples Prosopagnosia, Finger Agnosia, Topographical Disorientation, Glaucoma, Retinitis Pigmentosa Assistive Options Specialized fish-eye lens spectacles can correct for one IE of Closed Angle Vision. (A specialized artisan would need to be found in a large city and charge 200 gp + (IE) × 200 gp for the spectacles.) Those with agnosia can sometimes use other characteristics to recognize a person or animal. Those with Topographical Agnosia can ask others where they are. Magical Assistance The Find Familiar spell allows you to use your familar’s senses for a turn. Consult the spell description for more details. Spells that allow for alternate senses such as Clairvoyance can also temporarily help those with these disabilities. Periscopic Vision You can see around corners but not right in front of you. Similar to Clairvoyance (above), you see as if standing (IE) × 10 feet ahead and the same distance to the right or left, facing 90 degrees from where your face points. This allows you to see around corners but not through opaque solid objects. You are unable to see areas directly in front of you. Your spellbook is made from heavy paper that allows you to inscribe spells with a stylus to be read by texture in your own personal texture code. Real-world Examples This is a fantasy trait with no real-life analog. Assistive Options A specialized artisan can craft a pair of prism glasses costing 200 gp + (IE) × 200 gp to reduce the IE by 1 while worn. Magical Assistance The Clairvoyance spell or other magic that allows you to see from other perspectives can assist with this condition while active. Photosensitivity You are sensitive to bright light such as sunlight, including all but the darkest cloudy days. While in moderate to bright light, you have a −(IE) penalty on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. In dim light, you can see as if in daylight. Real-world Examples Photophobia, Visual Snow Syndrome Assistive Options This sensitivity is especially affected by the blue and ultraviolet (UV) end of the spectrum, so spectacles with yellow lenses can reduce the IE by 2 but cause Colorblindness while worn. Alternately, sunglasses reduce the IE by 1 without the Colorblindness side effect. Refractive Difference Your vision is blurry when looking at things close (40 percent) or distant (40 percent) or both (20 percent). Nearsightedness: The farther away things get, the blurrier they get. You have a −(IE) penalty on attack rolls and Wisdom (Perception) checks to see any details farther than 50 – (IE) × 10 feet as well as other ranged actions such as jumping or throwing. If you have IE 4 Nearsightedness, you may choose Aquatic Vision as an additional Trait. Farsightedness: The closer things get, the blurrier they get. You have a −(IE) penalty on attack rolls and Wisdom (Perception) checks to see any details closer than (IE) × 5 feet. Your spellbook needs to be written in very large letters or by some other means to allow you to read it. Blurred Vision: Everything is blurry. You have −(IE) on all attack rolls and Wisdom (Perception rolls) to see details or read. Your spellbook needs to be written in very large letters or by some other means to allow you to read it. Real-world Examples Nearsightedness, Farsightedness, Astigmatism, Presbyopia Assistive Options Spectacles can be made by an artisan with a Wisdom (Medicine) roll to reduce the IE by 1 (DC 10) or 2 (DC 15) for 200 gp + (IE) × 100 gp and seven days of work. If the artisan fails the roll, it can be attempted again, each time requiring the same amount of time and cost for each attempt. Involuntary Eye Movement Your eyes move on their own, giving you double vision, shaky vision, crossed eyes, amblyopia, and involuntary eye movements. You have to use a bonus action to focus your eyes (DC 5 + (IE) Constitution check) before making any action requiring visual focus. Once you succeed, you can retain this focus until either the situation changes (e.g., an encounter begins or ends) or you take damage. Real-world Examples Strabismus, Nystagmus, Diplopia, Amblyopia Assistive Options An eye patch can correct for all but shaky vision but gives disadvantage on all Wisdom (Perception) checks involving seeing on the patched side. Thermal Vision You can only see in the infrared portion of the spectrum, so you see heat as color but have Colorblindness and otherwise can’t see light and dark, writing, or any other details except shapes as infrared light reflects off surfaces. In cold environments, this becomes especially challenging, as warm-blooded creatures shine like beacons but undead are nearly invisible. GMs should use their discretion how this affects vision, cover, and other visual factors. Your spellbook requires heat-sensitive ink that is difficult to find and costs triple the normal cost. To prepare a spell, you must expose your spellbook to a nearby heat source, at which point the ink gets warmer than the paper, allowing you to read it. You may find other writing alternatives like tactile methods if this ink is unavailable. Real-world Examples This is a fantasy trait with no real-life analog. Assistive Options While this disability has some advantages, it has no assistive technology options. Nose d20 Trait 1–8 Anosmia 9−12 Nose Discharge 13−16 Nose Difference 17 Horn Growth 18 Hypersensitive Smell 19–20 Nasal Echo Anosmia You have a decreased or no sense of smell. You experience a penalty of −(IE) on all Wisdom (Perception) checks related to smell but gain a +(IE) on all saving throws against smell-based attacks. Real-world Examples Covid−19, Nasal Polyps, Sinusitis, Hyposmia, Parkinson's Disease, Alzheimer's Disease, Fibromyalgia, Diabetes, Acquired Brain Injury Assistive Options No available technology can assist with anosmia. Nose Discharge A substance leaks out of your nose. Roll on the table below for the nature and effects of the substance. d20 Discharge 1–3 Blood 4 Honey 5–10 Mucus 11–13 Pus 14 Smoke 15–20 Tears Blood. Blood drains out of your nose at a rate of (IE)2 ounces per day. Because of this blood loss, you need to eat more to compensate, consuming an additional (IE) days’ worth of food per week to avoid exhaustion. Honey. A honey-like substance flows from your nose at a rate of (IE)2 ounces per day. While this substance is edible and tastes similar to honey, most people are reluctant to consume it, considering its source. Because of its sweet smell, it attracts insects and other animals, and if not properly cleaned, it will leave contacted substances sticky. Mucus. Mucus fills and flows from your nose at a rate of (IE)2 ounces per day. Because of constantly wiping your nose, your nose and mouth are raw, and you must blow your nose to smell properly. You have a −(IE) penalty on all saving throws and surprise rolls involving smell, and you have a −(IE) penalty on other smell-related ability checks and saving throws. Pus. A foul-smelling ochre pus flows from your nose at a rate of (IE)2 ounces per day. The smell gives you a −(IE) penalty on Dexterity (Stealth) and Charisma (Persuasion) checks. If collected, 32 ounces of the pus can be thrown at a target and cause the same effects to that target as a Stinking Cloud spell. Smoke. Sulfurous-smelling black smoke streams out of your nose. The smell gives you a −(IE) penalty on Dexterity (Stealth) and Charisma (Persuasion) checks but advantage on Charisma (Intimidation) checks due to suspicion of fiendish origin. If left 1 ÷ (IE) hours in a room without ventilation, everyone in the room except you must succeed on a Constitution saving throw or be affected as if by a Stinking Cloud spell. Tears. Tears drain out of your nose at a rate of (IE)2 × 8 ounces per day. Because of this fluid loss, you need to drink additional water to assist with the loss to avoid Dehydration and exhaustion. Real-world Examples Sinusitis, Rhinitis, Nasal Polyps Assistive Options Rinsing out the nose with a spray or neti pot can reduce the IE by 1 for an hour on a successful DC 10 Constitution check. Failure to use sterilized water requires a DC 8 Constitution saving throw to avoid Infection. Magical Assistance Juanita’s Wonderful Wind Plugs can be fitted to the nostrils. When so used, because of the air current it creates in the sinus cavity, it’s impossible to speak intelligibly, and no spells with verbal components can be used while wearing these in the nose. The Prestidigitation spell can clean the affected area but does not stop the discharge. Nose Difference 1d100 Difference 1–15 Bulbous 16–26 Enlarged 27–34 Elongated 35–39 Hanging 40–49 Hooked 50–54 Inverted nostrils 55–67 Fissures 68–75 Porcine 76–85 Recessed 86–100 Warped You have a nose that’s outside of the expected range of shapes for your ancestry. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) to Charisma (Persuasion) checks with people who don't know you due to many people’s discomfort around those with unexpected appearances. Real-world Examples Rhinophyma, Deviated Septum, Rosacea, Wegener's Granulomatosis, Sarcoidosis, Relapsing Polychondritis Assistive Options The character can wear a helmet or other face covering to conceal the difference, but note that people in some cultures may tend to be less trusting of those with covered faces, giving disadvantage on Charisma (Persuasion) checks. Magical Assistance The Seeming spell can alter a person’s appearance to mask this and other cosmetic differences. Horn Growth You have a beak-like nose and upper lip with a rhinoceros-like horn. This allows you to use your horn as an unarmed attack, causing piercing damage instead of bludgeoning. It also gives you advantage on Charisma (Intimidation) checks but disadvantage on Charisma (Persuasion) checks. Real-world Examples This is a fantasy trait with no real-world analog. Assistive Options This has no mundane assistive technology. Magical Assistance The Seeming spell can alter a person’s appearance to mask this and other cosmetic differences. Hypersensitive Smell Your sense of smell is more sensitive than usual, giving you a +(IE) on Wisdom (Perception) checks related to smell but a −(IE) penalty on all saving throws against gasses and other smell-based attacks. Real-world Examples Hyperosmia Assistive Options Wearing a thick mask that filters the air and is infused with pleasant smells (e.g., plant oils or potpourri) can reduce this sensitivity by 1 IE for 10 minutes, but it must then be thoroughly washed and replenished before gaining the benefits. Wearing such a mask beyond that time after exposure to a gas-based attack gives an additional −1 penalty on all saving throws against gasses or other smell-based attacks. Nasal Echo You hear an echo of your voice, breathing, and external sounds that seem to resonate in your sinuses. This gives you a −(IE) penalty on all saving throws against sound-based attacks and Wisdom (Perception) checks based on hearing. Because it causes you to hear differently, it also gives +(IE) to saving throws against Charm Person and other charm attacks with a verbal component. Real-world Examples Eustachian Tube Dysfunction Assistive Options Valsalva Maneuver: Attempting to blow while holding the nose and mouth shut puts pressure on the sinus cavity and inner ear and can reduce nasal echo by 1 IE for 2d4 minutes. Mouth Traits d100 Trait 01–05 Dysgeusia 06–24 Discharge 25–26 Color Difference 27–31 Mouth Difference 32–51 Moisture Imbalance 54–55 Mouth Deterioration 56–65 Pain 66–95 Speech Impediment 96–100 Tongue Difference Dysgeusia You have an altered sense of taste. Choose or roll on the following table. d20 Taste Alteration 1–5 Amplification 6–10 Disruption 11–13 Discrimination Modification 14–20 Sensitivity Amplification. Your sense of taste is more sensitive than most. This gives you a +(IE) on Wisdom (Perception) checks involving taste but a −(IE) penalty on Constitution saving throws against taste and smell-related effects. Disruption. Your sense of taste is less sensitive than most. This gives you a −(IE) penalty on Wisdom (Perception) checks involving taste but a +(IE) benefit on Constitution saving throws against taste and smell-related effects. Discrimination Modification. You taste things differently than other people. Sour foods may taste sweet — mild, spicy. This gives you a −(IE) penalty on Wisdom (Perception) checks involving taste but a +(IE) benefit on Constitution saving throws against taste and smell-related effects. The player and GM should discuss the exact effect on you and any resulting changes to rolls. Sensitivity. You are extremely sensitive to (IE) types of tastes. Roll on the following table for each type: d6 Taste 1 Sweet 2 Sour 3 Bitter 4 Salty 5–6 Spicy If you eat a food that even mildly fits into the corresponding taste category, you must succeed on a DC 5 + (IE) Constitution saving throw or become obsessed with finding another food or drink to cleanse and can do nothing else until then or until (IE) d20 minutes has passed, at which point your mouth has naturally washed out the flavor. Real-world Examples GI Disease, Parkinson’s Disease, Diabetes, Dementia Assistive Options Some people find it helpful to lick a food first to determine the taste. This will normally not trigger a strong reaction but give a sense of how it might affect you. Note that many cultures would find this behavior rude or strange. Magical Assistance The Prestidigitation spell can alter the flavor of food. Mouth Discharge Your mouth produces a discharge that you have trouble containing. You may choose Dysgeusia (Disruption) as an additional trait. Choose or roll on the following table. d20 Discharge 1–4 Blood 5 Cold 6 Fire 7 Gas 8–11 Mucus 12–19 Saliva 20 Smoke Blood. Blood drains out of your mouth at a rate of (IE)2 ounces per day. Because of this blood loss, you need to eat more to compensate, consuming an additional (IE) days’ worth of food per week to avoid exhaustion. This also gives you a −(IE) penalty on Charisma (Persuasion) checks but a +(IE) to Charisma (Intimidation) checks due to vampiric implications. Cold. Your breath gets frosty, freezing anything that comes within (IE) feet of it. If you bring your mouth that close to a target, they take (IE) cold damage on a failed DC 8 + (IE) Constitution saving throw, half damage on a successful saving throw. Fire. Your breath combusts, burning anything that comes within (IE) feet of it. If you bring your mouth that close to a target, they take (IE) fire damage on a failed DC 8 + (IE) Constitution saving throw, half damage on a successful saving throw. Gas. Your breath smells fetid, so anyone within (IE) feet of your mouth is affected as if by a Stinking Cloud spell, requiring a successful DC 8 + (IE) Constitution saving throw to avoid the effects. Mucus. Mucus fills and flows from your mouth at a rate of (IE)2 ounces per day. Because of constantly wiping your mouth, your nose and mouth are raw, and you have a −(IE) penalty on taste-related ability checks and saving throws and Charisma (Persuasion) checks. If you attempt to swallow more than a nominal amount, you will become nauseous and will vomit if you fail a DC 8 + (IE) Constitution saving throw. Saliva. Due to mild numbness, palsy, or malformation in your lips, saliva drools out of your mouth at a rate of (IE)2 ounces per day. Because of this fluid loss, you need to drink additional water to assist with the loss to avoid Dehydration and exhaustion. If you consciously focus on sucking it into your mouth to swallow it, you can do so, but the sound is audible and requires a successful DC 8 + (IE) Dexterity (Stealth) check to do so without being noticeable. Attempting this consistently can lead to Pneumonia. Smoke. Sulfurous-smelling black smoke streams out of your mouth. The smell gives you a −(IE) penalty on Dexterity (Stealth) and Charisma (Persuasion) checks but advantage on Charisma (Intimidation) checks due to suspicion of draconic or fiendish origin. If left 1 ÷ (IE) hours in a room without ventilation, everyone in the room except you must succeed on a Constitution saving throw or be affected as if by a Stinking Cloud spell. Real-world Examples Halitosis, Cerebral Palsy, Parkinson’s Disease, Amyotrophic Lateral Sclerosis Assistive Options A specialized mask can reduce 1 IE of some of these discharges, but the mask becomes clogged and useless after 1 hour and must be cleaned and dried before using again. Magical Assistance The Prestidigitation spell can clean the affected area but does not stop the discharge. Color Difference (Lips, Mouth, and/or Tongue) Your lips (50 percent), tongue (40 percent), or entire mouth interior (10 percent) is a color not normally associated with your ancestry. (The player and GM should discuss color or choose randomly from https://www.random.org/colors/hex.) While not extremely noticeable or easy to explain away, this gives disadvantage on disguise attempts and Charisma (Persuasion) checks in subcultures that emphasize appearance such as nobility or military. This trait has no IE. https://cutt.ly/LHRandomColor Random Color Generator Real-world Examples Cyanosis, Oral Thrush, Anemia, Addison Disease, Kaposi Sarcoma, Lichen Planus, Leukoplakia Assistive Options Eating fruit that matches a normative mouth color can help but wears off in 2d10 minutes. Lipstick can cover lip color differences but wears off while eating or exposure to liquids. Magical Assistance The Color Flesh cantrip can temporarily modify mouth color, but the target will not notice when it wears off. Mouth Difference Your mouth does not have the shape of mouths typical of your ancestry. Choose or roll on the following table. d100 Mouth Difference 1–15 Chin Shape Difference 16–27 Jaw Dislocation 28–37 Lip Absence 38–42 Minimal Opening 43–48 Mouth Location Difference 49–63 Misaligned Jaw 64–78 Oversized Mouth 79–100 Tooth Difference * Chin Shape Difference. Your chin is not a typical shape for the range expected for your ancestry. Choose or roll on the following table. All of these give a −(IE) penalty on disguise attempts. 1d20 Chin Shape 1–4 Bulbous 5–6 Curled 7–8 Forked 9–13 Missing 14–18 Oversized 19–20 Pointed * Bulbous. Your chin is spherical, (IE) × 2 inches in diameter. * Curled. Your chin sticks out and curls 2 inches per IE. (Player and GM decide on direction and shape.) It’s nearly impossible to shave, so if you have facial hair, it won’t likely be shaved off your chin. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) to Charisma (Persuasion) checks with people who don't know you due to many people’s discomfort around those with unexpected appearances. * Forked. Your chin forks into (IE) + 1 branches. This gives you advantage on Dexterity (Sleight of Hand) checks but disadvantage on Charisma (Persuasion) checks with those who don't know you due to many people’s discomfort around those with unexpected appearances. * Missing. You have no chin — just under your lower teeth, your jaw curves sharply into your neck, This difference has no IE. This gives you advantage on Dexterity (Sleight of Hand) checks but disadvantage on Charisma (Persuasion) checks with those who don't know you due to many people’s discomfort around those with unexpected appearances. * Oversized. Your lower jaw around your chin area is oversized, sticking out (IE) inches farther than normal. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) to Charisma (Persuasion) checks with people who don't know you due to many people’s discomfort around those with unexpected appearances. * Pointed. You have a straight horn on the end of your chin. This allows you to make an unarmed attack and cause (IE) piercing damage. With those who don’t know you, you have disadvantage on Charisma (Persuasion) checks but advantage on Charisma (Intimidation) checks due to suspicion of fiendish origin. Jaw Dislocation: You can dislocate your jaw when eating and have a flexible esophagus and neck, allowing you to swallow large objects whole. When eating around others, you need to succeed on a DC 8 Strength saving throw to keep the dislocation from happening unintentionally, which is disconcerting for those who see it. This difference has no IE. If you fail this check, you have disadvantage on Charisma (Persuasion) checks with those who don't know you and who saw it due to many people’s discomfort around those with unexpected appearances or performing unexpected behaviors. Lip Absence: You have no skin covering your teeth and gums. This difference has no IE. This gives you advantage on Dexterity (Sleight of Hand) checks but disadvantage on Charisma (Persuasion) checks with those who don't know you due to many people’s discomfort around those with unexpected appearances. You must also find a way to manage drooling, and you may choose Moisture Imbalance as an additional trait. Because you lack lips, you must modify spells with verbal components to work within your verbal range, so you cannot use spell scrolls, and when learning a new spell with a verbal component, it takes twice as long to copy it into your spellbook as usual. You also have disadvantage in disguise attempts. Minimal Opening. Your mouth opening is small, less than an inch diameter, requiring you to cut your food small, requiring twice as long to eat a meal, and making it difficult to speak loudly. Drinking a potion takes 2 rounds. This difference has no IE. You have disadvantage on Charisma (Persuasion) checks with those who don't know you due to many people’s discomfort around those with unexpected appearances. It also gives disadvantage on disguise attempts. Mouth Location Difference. Your mouth is not in the usual place on your face as would be expected for your ancestry, either location (80 percent) or angle (20 percent). For location, roll 1d12 and use it as a clock face to determine the direction of the mouth from its typical location, (IE) inches distant. If the difference is angle, the resulting angle is (IE) × 20 degrees clockwise or counterclockwise (player and GM decide). This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) to Charisma (Persuasion) checks with people who don't know you due to many people’s discomfort around those with unexpected appearances. It also gives a −(IE) penalty on disguise attempts. Misaligned Jaw. You have a “faulty jaw,” overbite, or underbite such that your upper and lower jaw don’t match up. This causes difficulty eating, drinking, speaking, and breathing. This gives you a −(IE) penalty on Charisma (Persuasion) checks with those who don’t know you, and every time you cast a spell with a verbal component, you have to succeed on a DC 5 + (IE) check using your spellcasting ability. On a failed check, the spell fails, but the spell slot is not used. You also have to succeed on a DC 5 + (IE) check every time you eat or drink to avoid some of it falling out of your mouth, which can give you a −(IE) penalty on Charisma (Persuasion) checks. Oversized Mouth. Your mouth extends (IE) inches farther in each direction than usually expected for your ancestry. This causes difficulty eating and drinking. This gives you a −(IE) penalty on Charisma (Persuasion) checks with those who don’t know you. You also have to succeed on a DC 5 + (IE) check every time you eat or drink to avoid some of it falling out of your mouth, which can give you a −(IE) penalty on Charisma (Persuasion) checks. Real-world Examples Malocclusion, Freeman-Sheldon Syndrome, Facial Asymmetry, Temporomandibular Joint Disorders Assistive Options A bandana, scarf, or other loose mask can typically cover the mouth but will look suspicious depending on climate and culture. Strategic facial hair can, in some cases, make differences slightly less obvious. Moisture Imbalance Your mouth dries out quickly, requiring you to drink 1 + (IE) times as much water as typical or experience exhaustion from Dehydration. You also need to take a sip of liquid before casting a spell with a verbal component or making a Charisma (Persuasion) check. If you can’t drink first, you need to succeed at a DC 5 + (IE) Constitution check. If you fail, the spell is not cast, or you have disadvantage on the Charisma (Persuasion) check. Real-world Examples Diabetes, Stroke, Thrush, Alzheimer's disease, Sjögren Syndrome, HIV/AIDS Assistive Options Chewing on gum or some other soft substance can help. One piece will reduce the IE by 1 for 10 minutes. Spells with verbal components cannot be cast with gum in the mouth. Mouth Deterioration The inside of your mouth has decay, including your gums and/or lining. It causes halitosis (GM discretion on social interactions), and every twenty-eight days, the player must roll above the IE on 1d20 or lose a tooth (Roll 1d20 for location: 1−10 top row left-right, 11–20 bottom row left-right). Real-world Examples Gingivitis, Periodontitis, Malnutrition Assistive Options Normally, this is managed by hygiene and diet, but this awareness requires a technological level not normally available in a fantasy RPG world. Mouth Pain You experience chronic pain in your mouth due to sensitive tissue or sores or growths. Any action that requires concentration (e.g., maintaining a spell) requires a successful DC 10 + (IE) Constitution saving throw per round to maintain concentration. Because you’re used to managing pain, even though this doesn’t reduce the experience of pain, you have a +(IE) bonus to saving throws against psychic damage. Temperature sensitivity is a common trigger for mouth pain. Real-world Examples Oral Thrush, Oral Lichen Planus, Burning Mouth Syndrome, Salivary Gland Stones, Squamous Papilloma, Temperature Sensitivity Assistive Options In some cases, ice or a saltwater rinse can help relieve 1 IE of pain for 10 minutes. The GM and player should discuss whether any remedies will help. Speech Impediment You have difficulty speaking, either pronouncing certain sounds necessary for your language, adding extra sounds and words, elongating words, stuttering, inability to think of or say certain words, or, if IE = 4, you are nonverbal. This gives you a −(IE) penalty on all speech-related ability checks, saving throws, and attack rolls, and you must modify spells with verbal components to work within your verbal range, so you cannot use spell scrolls, and when learning a new spell with a verbal component, it takes twice as long to copy it into your spellbook as usual. Real-world Examples Vocal Cord Paralysis, Autism, Attention Deficit Hyperactivity Disorder, Huntington’s Disease, Amyotrophic Lateral Sclerosis Assistive Options You can benefit from learning a sign language, which can be exchanged for any language or proficiency. Magical Assistance Tools that can project thoughts can telepathically assist with a speech impediment, but they typically allow speaking to only one target at a time or have limited uses. The cause may be more psychological than physical, in which case telepathy may not help. Tongue Difference Your tongue is outside the shape typical for your ancestry. Choose or roll on the following table. While most of these have their own benefits, they are not conducive to speech, so unless otherwise noted, this gives you a −(IE) penalty on all speech-related ability checks, saving throws, and attack rolls, and you must modify spells with verbal components to work within your verbal range, so you cannot use spell scrolls, and when learning a new spell with a verbal component, it takes twice as long to copy it into your spellbook as usual. 1d20 Difference 1–6 Extended 7–9 Forked 10–16 Minimal 17 Prehensile 18 Proboscis 19 Symbiotic 20 Vampiric * Extended. Your tongue is much longer than is typical for your ancestry, (IE) feet. This allows you to eat insects from a colony, like ants or termites, for which you have a preference. * Forked. Your tongue is long, thin, and forked, giving you an improved sense of smell; you can easily detect the direction smells are coming from by flicking your tongue in and out of your mouth. This gives you advantage on Wisdom (Perception) checks involving smell, but because many people fear snakes, you have disadvantage on Charisma (Persuasion) checks. A forked tongue has no IE. You have disadvantage on all speech-related Charisma checks and you must modify spells with verbal components to work within your verbal range, so you cannot use spell scrolls. When learning a new spell with a verbal component, it takes twice as long to copy it into your spellbook as usual. * Minimal. Your tongue is smaller than expected for your ancestry or (IE 4) missing. This also gives you −(IE) on Wisdom (Perception) checks related to taste. * Prehensile. Your tongue is attached to the front of your mouth, and you can use it to grab items up to your height away and pull them to yourself as an action. Your tongue has a Strength equal to 1/2 your Strength attribute, rounding up, and can grab items and move them toward or away from you. A prehensile tongue has no IE. You have disadvantage on all speech-related Charisma checks, and you must modify spells with verbal components to work within your verbal range, so you cannot use spell scrolls, and when learning a new spell with a verbal component, it takes twice as long to copy it into your spellbook as usual. * Proboscis. Your tongue is hollow, enabling you to drink through it like a straw. You are unable to consume solid food and have no teeth. A proboscis has no IE. You have disadvantage on all speech-related Charisma checks, and you must modify spells with verbal components to work within your verbal range, so you cannot use spell scrolls, and when learning a new spell with a verbal component, it takes twice as long to copy it into your spellbook as usual. * Symbiotic. Your tongue was eaten by a tongue louse, and it now functions as your tongue in a parasitic symbiosis. Symbiotic Tongue has no IE, and you have disadvantage on all speech-related Charisma checks, and you must modify spells with verbal components to work within your verbal range, so you cannot use spell scrolls, and when learning a new spell with a verbal component, it takes twice as long to copy it into your spellbook as usual. Tongue Louse Tiny beast, unaligned * Armor Class 10 * Hit Points 1 * Speed 10 ft., burrow 10 ft., climb 10 ft., swim 10 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 1 (-5) 10 (+0) 1 (-5) 1 (-5) 7 (-2) 1 (-5) * Skills Stealth +2 * Senses darkvision 30 ft., passive Perception 8 * Languages — * Challenge 0 (10 XP) Actions Tongue Bite. The louse crawls into the mouth of an unconscious humanoid on a successful Dexterity (Stealth) check with advantage against the target's passive Wisdom (Perception). It then secretes a poison which numbs the mouth on a failed DC 10 Constitution save. The numbing takes 1 minute to take effect, at which point the louse begins to consume the tongue by swallowing it whole and digesting it with acid, which takes 1 hour. If anyone notices the louse before the end of this process, it can be removed with a successful contested Strength check. If the discovery was made within the first 9 minutes of consumption, the target will be unable to speak until after a long rest but will experience no ill effects beyond that. If the discovery is made 10–60 minutes after consumption, the target will permanently experience the effects of Minimal Tongue with an IE equal to the number of minutes ÷ 20 rounding up. If the louse is removed after 10 minutes, a DC 10 Wisdom (Medicine) check will be needed to stop the bleeding, or the target will lose 1 hp per round until dead. At the end of the hour, the louse has attached itself to the nervous system through the nerves in the mouth, and any attempt to remove it short of a Greater Restoration or Wish spell will kill the host. Once attached, the louse responds to neural commands and acts like a tongue with a Speech Impediment (difficulty pronouncing labial sounds due to trying to hide the louse, but you must succeed on a Charisma (Performance) check against the passive perception of anyone they talk to within 10 feet to conceal it or experience disadvantage on all Charisma checks with those aware of the louse. A tongue louse lays 10 eggs every week along with a foul-tasting liquid, prompting the host to want to spit it out. These eggs will hatch in 7 days and begin to seek hosts. * Vampiric: Your tongue is hollow, and your teeth form a circle at the end of it like a lamprey. You prefer to drink liquids, especially blood, but can also consume soft foods. You can use your tongue to make an unarmed attack, causing 2 (1d4) piercing damage, and on a successful hit, you attach yourself to the victim. Once attached, you need not roll to hit and automatically cause 2 (1d4) damage. Vampiric tongue has no IE. You have disadvantage on all speech-related Charisma checks, and you must modify spells with verbal components to work within your verbal range, so you cannot use spell scrolls. When learning a new spell with a verbal component, it takes twice as long to copy it into your spellbook as usual. Real-world Examples Macroglossia, Kawasaki Disease, Fissured Tongue, Cymothoa Exigua Assistive Options Besides a mask to cover the mouth, you may benefit from learning a sign language, which can be exchanged for any language or proficiency. Neck & Back Trait d100 Trait 01−15 Spine Difference 16–30 Growth 31–32 Neck Length Difference 33–57 Pain 58–60 Ridges 61–62 Spina Bifida 63–89 Stiffness 90–94 Swallowing Difficulty 95–96 Tail Difference 97–100 Vocal Cord Difference Spine Difference Your spine curves, causing you difficulty and pain to straighten it directly upright, if at all. This gives you a −(IE) penalty on all Dexterity (Acrobatics) checks and Strength (Athletics) checks to jump. (Roll 1d12 for the direction of the curve, 12 being straight forward, then clockwise around.) Real-world Examples Scoliosis, Kyphosis, Lordosis Assistive Options A brace is helpful to prevent curvature from getting worse, although braces can be painful, and some choose to have their back assume whatever position it would naturally move into. Neck Growth You have a tumor or lump on your neck with a diameter of (IE) inches. This causes difficulty breathing and swallowing, causing a −(IE) on all Constitution checks involving physical endurance. Real-world Examples Tumor, Goiter, Cyst, Hodgkin’s disease Assistive Options No mundane assistance helps with this, and surgery to remove the lump, because of the vital blood vessels in the neck, requires a successful DC 20 + (IE) Wisdom (Medicine) check, failure resulting in death. Magical Assistance A Minor Illusion spell can temporarily hide the visibility of the lump but not its physical effects. Neck Length Difference Your neck is (IE) feet longer than the typical range for your ancestry. This allows you to see over some obstacles, but because the neck and spine are vulnerable, you take (IE) extra damage from bludgeoning and slashing damage. You also have a −(IE) penalty to attempts at disguise or blending into a crowd. Real-world Examples This is a fantasy trait and has no real-world analog, although the Kayan people of Myanmar wear heavy brass rings or coils that, from childhood onward, push the shoulders down, giving the appearance of a long neck, and can be uncomfortable when removed. Assistive Options A custom cloak can attempt to disguise this condition with an opposed Charisma (Deception) check made with disadvantage and a −(IE) penalty. Magical Assistance Spells like Seeming can attempt to temporarily mask this condition, but it does not eliminate the damage penalties. Head and Neck Pain You experience chronic pain in your head or neck. Any action that requires concentration (e.g., maintaining a spell) requires a successful DC 10 + (IE) Constitution saving throw per round to maintain concentration. In the presence of bright light or loud noise, you make the roll with disadvantage. Because you’re used to managing pain, even though this doesn’t reduce the experience of pain, you have a +(IE) bonus to saving throws against psychic damage. Real-world Examples Hemicrania Continua, Migraines, Cervicogenic Headaches, Postural Orthostatic Tachycardia Syndrome Assistive Options Laying down or avoiding bright light or loud noises can help you feel better but does not eliminate the game mechanic. Magical Assistance A healing spell can target the head or neck and reduce the IE by 2 for 1 hour instead of regaining hp. Ridges You have ridges, plates, or spikes running the entire length of your spine, each (IE) inches long. You can use these to make an unarmed attack causing 1d(IE) damage, either piercing or slashing damage, depending on the shape of the ridge. You cannot fit into magical armor, and a normal suit of armor costs +20 percent to allow openings that do not reduce the armor’s integrity. Real-world Examples This is a fantasy trait with no real-world analog. Assistive Options These cannot be trimmed as they have blood vessels running through them. No mundane assistive options exist. Magical Assistance A Seeming spell or similar magical effect is necessary to mask the protrusions. Spina Bifida [Quote sidebar: My spine doesn't quite align, and everything is squinty, but don't underestimate me. Although everything from the ribcage down is 10% dysfunctional, everything above works, and it's the 90% functional that gets me into trouble! - Dorian] Your spine has openings, exposing the neural tissue within, leaving you vulnerable to a variety of conditions and, at IE 4, Infection. You have −(IE) to Constitution saving throws against disease. You have (IE) of these related traits: Spine Difference, Muscle Control & Gait Difference, Body Rash, Sleep Disruptions, Diverse Face Shape, Skeletal Flexibility, Pain, or Incontinence. You have a heightened awareness of your own body and can predict internal changes. This gives you a +(IE) bonus to saving throws against magic that alters your body shape or internal function such as the Polymorph spell or Lycanthropy, and when recurring Pain or other physical traits manifest, a successful DC 10 passive Wisdom (Perception) check will alert you to its onset 1d20 minutes in advance. Real-world Examples Spina Bifida Assistive Options Spinal surgery is too dangerous in most fantasy world settings, so no mundane options help, although many of the related traits benefit from mobility aids and other options. Magical Assistance Magic that helps cure disease can help against frequent infections. Consult the related traits for additional assistance. Neck/Back Stiffness Your spine or neck/back muscles are stiff, resulting in pain when moved sharply or quickly. Whenever anything jarring happens to your body (e.g., making a Strength or Dexterity saving throw, taking damage), you need to succeed on a DC 8 + (IE) × 2 Constitution saving throw. Failure results in taking one level of exhaustion until you take a short rest. This stiffness limits your head and neck movement, so you have a −(IE) penalty on all Wisdom (Perception) checks involving vision against Dexterity (Stealth). Real-world Examples Spinal Fusion, Arthritis, Herniated Disc, Sciatica Assistive Options Applied heat or cold may help, as can a 1-minute massage. A character with back or neck stiffness will likely have determined what works for them. The player and GM should decide what works effectively, and using such a method will reduce the IE by 1 for 1d6 hours. Spending (IE) hours per day (15 minutes at a time spread throughout the day) stretching the stiff muscles will reduce the IE by 1 until the next stretching session is due. A back brace gives a +2 bonus to the Constitution saving throw from jarring pain. Spending one hour swimming or bathing in warm flowing water will reduce the IE by 1 for 2d6 hours. Magical Assistance Applying magical healing specifically to the point of pain without restoring hp will reduce the IE by 2 for 1d4 hours. Swallowing Difficulty You have trouble swallowing solids (50 percent) or liquids (50 percent). If solids, when you eat, you need your food ground up or cut very small, or you must succeed on a DC 8 + (IE) Constitution saving throw or begin choking. If liquids, you need to add a thickener like corn starch to anything you drink so you don’t aspirate or get Pneumonia. This takes 1 action to add it and mix, and drinking a thickened potion takes 2 rounds. If you drink a liquid without thickening, you must succeed on a DC 8 + (IE) Constitution saving throw or begin choking, and every time you fail, you must succeed on an additional DC 8 + (IE) Constitution saving throw or contract Pneumonia. Real-world Examples Achalasia, Esophageal Stricture, Scleroderma, Multiple Sclerosis, Muscular Dystrophy, Parkinson's Disease Assistive Options Assistance comes in the form of the aforementioned manipulation of food to make it safe to consume. Magical Assistance The Goodberry spell can be modified to produce a liquid form. Tail Difference If your ancestry usually has a tail, yours is missing (IE 1) or (IE) times as long as is typical for someone of your height and ancestry. If your ancestry does not usually have a tail, you have one with a length of 50 + (IE) × 20% of your height. The tail is not prehensile but does help you balance, giving you a +(IE) bonus to balance-related Dexterity checks and saving throws. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) to Charisma (Persuasion) checks with people who don't know you due to many people’s discomfort around those with unexpected appearances, and some may mistake you for a lycanthrope or other shapeshifter. Real-world Examples This is a fantasy trait with no real-world analog. Assistive Options Loose-fitting clothing may allow you to hide the tail from casual observation. Magical Assistance A Seeming spell or similar magical effect is necessary to hide the tail. Vocal Cord Difference Your vocal cords function differently than those of most of your ancestry. Choose or roll on the following table. These traits are typically constant, but the player and GM can choose fantasy reasons for variation. d20 Vocal Cord Difference 1–4 Noisy Breathing 5 Pitch Irregularity 6 Reverberation 7–10 Silent 11–16 Uncontrolled Volume 17–20 Wheezing * Noisy Breathing. Sound comes from your mouth involuntarily. You have a −(IE) penalty on all Dexterity (Stealth) checks where sound is a factor. * Pitch Irregularity. Your voice is noticeably higher (50 percent) or lower (50 percent) than expected for your ancestry and gender. If higher, your normal speaking pitch is 1 + ((IE) × 2) octaves higher than a typical range. If lower, your average pitch is 1 + ((IE) × 2) octaves lower than a typical range. A lower voice gives you +(IE) on Charisma (Intimidation) checks, but your voice is harder to understand, which gives you −(IE) on Charisma (Persuasion) checks. A higher voice has −(IE) on Charisma (Intimidation) checks. This vocal difference will also penalize Charisma (Performance) checks accordingly for most singing. * Reverberation. Your voice reverberates in your body, causing an uncontrollable echo effect. This gives you +(IE) to Charisma (Intimidation) checks but, since even your breath has a certain amount of reverberation, you have −(IE) to Dexterity (Stealth) checks where sound is a factor. * Silent. You lack functional vocal cords, leaving you with no audible voice. You cannot use spell scrolls, and spells with a verbal component require you to modify them to add additional somatic components if possible. The complexity of this change requires one day for every hour usually needed to inscribe it into your spellbook and twice the cost due to additional experimentation needed. This trait has no IE. * Uncontrolled Volume. You have little or no control over the volume of your voice, either too loud (50 percent) or too quiet (50 percent) as described in the following table. Too loud gives you −(IE) to Dexterity (Stealth) checks as sounds can sometimes slip out but +(IE) to Charisma (Intimidation) checks. Too quiet gives you a −(IE) to Charisma (Persuasion), Charisma (Intimidation), and Charisma (Performance) checks that use voice. IE Loud Voice Quiet Voice 1 Conversational volume, can’t talk quieter Conversational volume, can’t talk louder 2 Always project your voice Always mumble 3 Always yell as loud as possible Always whisper 4 Always talk louder than humanly possible Always whisper so quietly that enhanced hearing or very close proximity is needed to hear * Wheezing. Your voice is scratchy and accented by coughing and wheezing. You experience a −(IE) on vocal Charisma checks, and when you use spells with a verbal component, you must succeed on a DC 8 + (IE) Constitution check. On a failed check, the spell is not cast and does not use a spell slot. Real-world Examples Paradoxical Vocal Fold Movement, Vocal Cord Dysfunction, Vocal Cord Paralysis Assistive Options Loud disabilities can be muffled with a mask that muffles the mouth, reducing the effect by 1 IE but making breathing difficult, causing a −1 penalty on Constitution checks related to exertion. All of these can benefit from learning a sign language, which can be exchanged for any language or proficiency. Magical Assistance A Helm of Telepathy or other magic that allows for nonverbal communication can assist with vocal disabilities. Arm(s) & Hand(s) d100 Trait 1–8 Finger Difference 9–12 Hypersensitivity 13–22 Missing 23–32 Muscle Control 33–42 Pain 43–52 Paralysis & Numbness 53–72 Stiffness 73–77 Strength Control 78–92 Tremor 93–100 Weakness Finger Difference You have fingers atypical for your ancestry. Choose or roll on the following table. This trait is typically permanent. Except for Undergrowth and Missing, gauntlets and other handwear need to be custom made and cost 50−100 percent more than usual. d20 Finger Difference 1–4 Shape Diversity 5–8 Missing Fingers 9–10 Overgrowth 11–13 Polydactyly 14–15 Syndactyly 16 Talons 17–18 Undergrowth 19–20 Webbed * Shape Diversity. 1d10 of your fingers bend in odd directions, curving sideways or even backwards. (Roll 1d10 for the number of fingers, then 1d10 for each to determine which finger.) Depending how many fingers are diversely shaped from each hand, you have penalties to any action using your hands. The GM should determine the penalties but can use −1 per 2 fingers on each hand. Each atypically shaped thumb gives a −1 penalty itself. If most or all of your fingers curve backwards, you may be mistaken for a Rakshasa. * Missing Fingers. You are missing 1d10 fingers. (Roll 1d10 for the number of fingers, then 1d10 for each to determine which finger.) Depending how many fingers are missing from each hand, you have penalties to any action using your hands. The GM should determine the penalties but can use −1 per 2 missing fingers on each hand. Each missing thumb gives a −1 penalty itself. * Overgrowth. 1d10 of your fingers are longer than expected for your ancestry. This has no immediate game mechanic but will lead to confusion, fear, or other social effects, depending on the situation. * Polydactyly. You have (IE) extra fingers on your hand(s). You have a +(IE) bonus to Dexterity (Sleight of Hand) checks and Charisma (Performance) checks to play fingered musical instruments. This may lead to confusion, fear, or other social effects, depending on the situation. * Syndactyly. 1 + (IE) of your fingers are fused together. This gives you a −(IE) penalty to Dexterity (Sleight of Hand) checks. * Talons. Your fingers end in claws or talons. This allows you to make an unarmed strength attack that does 2 (1d4) slashing damage. This also gives you a −(IE) penalty on Dexterity (Sleight of Hand) checks. * Undergrowth. 1d10 of your fingers are smaller and weaker than expected. (Roll 1d10 for the number of fingers, then 1d10 for each to determine which finger.) Depending how many fingers are undergrown from each hand, you have penalties to any action using your hands. The GM should determine the penalties but can use −1 per 2 undergrown fingers on each hand. Each undergrown thumb gives a −1 penalty itself. * Webbed. Your fingers are webbed and give you advantage on Strength (Athletics) checks on swimming. This also gives you a −(IE) penalty to Dexterity (Sleight of Hand) checks. Note: In the real world, human webbed digits do not give swimmers any noticeable benefits.) Real-world Examples Clubhand, Syndactyly, Congenital Constriction Band Syndrome, Polydactyly, Symbrachydactyly, Arthritis, Swan-Neck Deformity, Boutonnière Deformity, Dupuytren Contracture, Down Syndrome Assistive Options An enterprising artisan might be able to make prosthetic fingers that bend with other fingers, but these would have no feeling and no advantage on game rolls. Hypersensitivity Your fingertips are more sensitive than most people’s, giving +(IE) on Wisdom (Perception) checks involving touch, but you are unable to wear gloves, gauntlets, or anything else on your hands without extreme discomfort. The GM may require Constitution checks for other hand sensitivity-related situations. Real-world Examples Finger Paresthesia, Arthritis, Lupus, Sjögren Syndrome, Gout, Scleroderma Assistive Options The best treatment is avoiding stimuli that cause discomfort. Missing You are missing a hand or partial forearm (IE 1), hand and partial forearm or entire forearm (IE 2), entire forearm and hand (IE 3), or entire arm and hand (IE 4). You are unable to use 2-handed weapons, a second weapon or shield, or anything else requiring two hands without a prosthesis. (If you are missing part of your arm but not your hand, you can still use a shield but not a two-handed weapon.) You have a −(IE) penalty on Strength (Athletics) checks that require two hands, such as climbing, and in mounted combat, whenever you attack or take damage, you need to succeed on a DC 8 Dexterity saving throw or fall off your mount. Real-world Examples Symbrachydactyly, Congenital Amputation Assistive Options An artisan can make prosthetic hands and arms for various purposes, with differing durability, function, and price. The base cost of a cosmetic wooden replacement is (5 + (IE)) × 50 gp, with costs increasing significantly for specialized uses. It must also be adjusted or replaced annually or when you experience any major physical changes. A prosthesis designed to hold a weapon will still have a penalty of −(IE) on attack rolls with that hand due to the prosthesis’s lack of feeling and fine motor control. Muscle Control Your arm and/or hand muscles don't always act the way you wish, sometimes never doing so. A muscle may be permanently contracted or lacks fine motor control. IE serves as a guideline for specific effects and generally a −(IE) penalty on all Strength checks and saving throws and attacks. Spells with somatic components usually need to be modified to work within your physical range, requiring a day for every hour normally needed to inscribe into your spellbook and double the cost due to experimentation materials. Real-world Examples Cerebral Palsy, Muscular Dystrophy, Multiple Sclerosis, Spina Bifida, Amyotrophic Lateral Sclerosis, Arthritis, Parkinson's Disease Assistive Options No mundane technology can normally assist with this, but be creative. Magical Assistance The Telekinesis or Mage Hand spells and items that duplicate their effects can assist with this for minor tasks. Arm/Hand Pain [Quote sidebar: I look fine and healthy, but I'm not, and I can suddenly be in pain even if you can't see it. I sometimes need to rest for my pain to subside even if I look alright. * Diego Rodríguez] You experience chronic pain in your fingers, hands, and/or arms. Any action that requires concentration (e.g., maintaining a spell) requires a successful DC 10 + (IE) Constitution saving throw per round to maintain concentration. When you succeed on a melee attack, the vibrations from the impact are painful, and you need to succeed on a DC 8 + (IE) Constitution check to fight the pain and continue to hold your weapon. Because you’re used to managing pain, even though this doesn’t reduce the experience of pain, you have a +(IE) bonus to saving throws against psychic damage. Real-world Examples Arthritis, Carpal Tunnel Syndrome, Tendinitis, Gout, Lupus, Neuropathy, Erythromelalgia Assistive Options Applying ice for 10 minutes or a compression bandage can reduce the pain by 1 IE for 10d6 minutes per day. Magical Assistance A healing spell can target the hands and arms and reduce the IE by 2 for 1 hour instead of regaining hp. Paralysis & Numbness You can neither feel nor move your fingers (IE 1), wrist to fingers (IE 2), elbow to fingers (IE 3), or shoulder to fingers (IE 4). Your fingers can use magic rings, but otherwise, you can’t use that appendage, and if exposed to damage, you don’t notice, which can result in further ongoing damage. Spells with somatic components usually need to be modified to work within your physical range, requiring a day for every hour normally needed to inscribe into your spellbook and double the cost due to experimentation materials. Real-world Examples Cerebral Palsy, Amyotrophic Lateral Sclerosis, Brachial Plexus Injury, Multiple Sclerosis, Muscular Dystrophy, Parkinson’s Disease Assistive Options The arm should be protected and held in place to enable proper circulation and avoid damage. Stiffness Your fingers, wrists, elbows, and/or shoulders (Roll 1d8 (IE) times, 1–4 = right side; 5–8 = left side) are difficult or impossible to move without extreme pain if at all. You have a −(IE) penalty on any action that would use that joint, including attack rolls. When you succeed on a melee attack, the vibrations from the impact are painful, and you need to succeed on a DC 8 + (IE) Constitution check to fight the pain and continue to hold your weapon. Real-world Examples Arthritis, Lupus, Bursitis, Gout Assistive Options A large quantity of fish or flaxseed can help joint stiffness. A diet of at least 1 fish or a serving of flaxseed once per day for seven days will reduce the IE by 1 as long as maintained. Missing a day will lose the benefit and require starting over. Spending one hour swimming or bathing in warm flowing water will reduce the IE by 1 for 2d6 hours. Magical Assistance The Telekinesis or Mage Hand spells and items that duplicate their effects can assist with this for minor tasks. Strength Control You can’t control the amount of strength you apply when using your hands and arms. This results in uncontrolled movements and breaking fragile objects. You have a −(IE) penalty on all Strength and Dexterity checks that require fine motor control, including attack rolls. Real-world Examples Amyotrophic Lateral Sclerosis, Ataxia, Multiple Sclerosis, Parkinson’s Disease Assistive Options An additional sponge-like grip on handles can help with finger issues. Specialized utensils with long handles or sturdy cups with lids can help with eating. Be creative. Magical Assistance The Telekinesis or Mage Hand spells and items that duplicate their effects can assist with this for minor tasks. Tremor You experience tremors in your hands and arms. You have a −(IE) penalty on all Strength and Dexterity checks and saving throws that require fine motor control, including ranged and finesse attack rolls. Real-world Examples Amyotrophic Lateral Sclerosis, Ataxia, Multiple Sclerosis, Parkinson’s Disease, Hyperreflexia Assistive Options Devices that can absorb the vibrations to some degree can help handle utensils. An additional sponge-like grip on handles can help with finger issues. Specialized utensils with long handles or cups with lids can help with eating. Be creative. Weakness Your hands and/or arms (Roll 1d6: 1–2 Hands, 3–4 Arms, 5–6 Both) get weak due to muscle tone or neurological failure. All Strength attack rolls, ability checks and saving throws have a −(IE) penalty to hit, and all damage is divided by (1 + (IE)), rounding up. Real-world Examples Arthritis, Myopathy, Tendinitis, Amyotrophic Lateral Sclerosis, Carpal Tunnel Syndrome, Cerebral Palsy, Multiple Sclerosis, Down Syndrome Assistive Options Devices or weapons that strap onto the forearm can assist with hand weakness, as can a device that provides leverage to reduce the strength needed for operation by substituting distance. Be creative! Magical Assistance Magic items that increase strength like Gauntlets of Ogre Power or the Giant Strength items can assist with this but cause excruciating pain if used more than an hour per day, requiring a Constitution check equal to the magical Strength − 5 or take one level of exhaustion per minute after. An item that increases Strength by a specific amount should consider your initial strength to be 7 − (IE). Leg(s) & Foot (/Feet) d100 Trait 01−10 Atypical Toes 11–20 Difference 21 Hypersensitivity 22–31 Missing 32–41 Muscle Control 42–60 Pain 61–70 Paralysis & Numbness 71–85 Stiffness 86–95 Tremor 96–100 Weakness Atypical Toes The shape of your toes is outside the range of those typically expected for your ancestry. Choose or roll on the following table. This trait is typically permanent. [Sidebar: The traits in this book were designed primarily based on humans, so some traits may not make sense for characters of other ancestries. Talons on an avian would be expected, but hooves would not, whereas hooves on a minotaur or tiefling are typical. Polydactyly on a satyr might mean having feet like a human. By exploring fantasy combinations, we gain insight into real-world experiences of having an atypical mind or body. ] d20 Toe Difference 1–3 Atypically shaped 4–10 Missing toes 11–12 Overgrowth 13–14 Polydactyly 15–16 Syndactyly 17 Talons 18–19 Undergrowth 20 Webbed * Atypically shaped. 1d10 of your toes bend in odd directions, curving sideways or even backwards. (Roll 1d10 for the number of toes, then 1d10 for each to determine which toe.) Depending how many toes are atypically shaped from each foot, you have penalties to Dexterity ability checks and saving throws requiring balance equal to −1 per (number of atypically shaped toes) ÷2. * Missing Toes. You are missing 1d10 toes. (Roll 1d10 for the number of toes, then 1d10 for each to determine which toe.) Depending how many toes are missing from each foot, you have penalties to Dexterity ability checks and saving throws requiring balance equal to −1 per (number of missing toes) ÷2. * Overgrowth. 1d10 of your toes are longer than expected for your ancestry. This has no immediate game mechanic but will lead to confusion, fear, or other social effects, depending on the situation. Boots and other footwear need to be custom made and cost 50−100 percent more than usual. * Polydactyly. You have (IE) extra toes on your foot (/feet). This has no immediate game mechanic but will lead to confusion, fear, or other social effects, depending on the situation. Boots and other footwear need to be custom made and cost 50−100 percent more than usual. * Syndactyly. 1 + (IE) of your toes are fused together. Depending how many toes are fused, you have penalties to Dexterity ability checks and saving throws requiring balance equal to −1 per (number of fused toes) ÷2. * Talons. Your toes end in claws or talons. This allows you to make an unarmed strength attack that does 2 (1d4) slashing damage if barefoot. Boots and other footwear need to be custom made and cost 50−100 percent more than usual. * Undergrowth. 1d10 of your toes are smaller and weaker than expected. (Roll 1d10 for the number of toes, then 1d10 for each to determine which toe.) Depending how many toes are undergrown from each foot, you have penalties to Dexterity ability checks and saving throws requiring balance equal to −1 per (number of undergrown toes) ÷2. * Webbed. Your toes are webbed and give you +5 feet on your swimming speed. Boots and other footwear need to be custom made and cost 50−100 percent more than usual. [Footnote: In the real world, human webbed digits do not give swimmers any noticeable benefits.] Real-world Examples Hammer Toe, Anvil Toe, Curly Toe, Claw Toe, Adductovarus Toe, Syndactyly, Polydactyly, Arthritis Assistive Options As described in the above listings, custom boots are necessary for many of these but do not change game mechanics. Magical Assistance Boots of Striding and Springing can assist with Dexterity penalties relative to malformed toes at the expense of the jumping benefit. Foot Difference Your feet don’t fit within the range of shapes typical for your ancestry. Choose or roll on the following table. These are usually permanent conditions without an IE. d20 Foot Difference 1–7 Arch Irregularity 8–9 Claw Heel 10–13 Clubfoot 14 Hooves 15 Prehensile Feet 16–20 Toe Walking * Arch Irregularity. The arch in your foot is either too high or too flat (player’s choice). This causes foot and back pain when walking long distances, reducing your travel distance when walking by 20 percent. * Claw Heel. Your toes fan out more than usual, and your big toe replaces your heel. This gives you advantage on Dexterity (Acrobatics) checks to balance on unstable surfaces, but you can’t wear most footwear, and you can’t walk long distances, reducing your walking travel distance by 20 percent. * Clubfoot. Your foot is twisted vertically or even upside-down. This causes a limp and reduces your movement speed by 5 feet. * Hooves. Your feet are hooves, giving you a −1 penalty on Dexterity checks related to balance since the rest of your frame is not designed for hooves, but your hooves cause 2 (1d4) plus your Strength modifier bludgeoning damage. * Prehensile Feet. Your feet look like hands (without opposable thumbs, so unable to use melee weapons) and give you advantage on Dexterity (Acrobatics) checks, but you can’t wear most footwear, and you can’t walk long distances, reducing your walking travel distance by 20 percent. * Toe Walking. While not deformed, you’ve walked on your toes since infancy, and your leg muscles have adapted themselves accordingly. You have difficulty retaining your balance while standing still. You have a −1 penalty on Dexterity checks related to balance, and your walking travel distance is reduced by 10 percent. Real-world Examples Clubfoot, Pes Cavus, Pes Planus, Autism Assistive Options Custom boots, costing an additional 50−100 percent, can assist with some of these. The cobbler must succeed on a DC 8 Proficiency check. Failure ruins the pair, and the cobbler must start over, requiring you to pay for time and materials regardless for each attempt. The boots will look noticeably different (DC 8 Wisdom (Perception) check). Foot Hypersensitivity Your feet are more sensitive than most people’s, giving advantage on Wisdom (Perception) checks involving touch with your feet, but any given set of footwear may be unbearably uncomfortable. What feels uncomfortable can change from day to day. (Roll 1d20 each morning. A 1 results in the footwear worn the day before being unbearable until another 1 is rolled on 1d20 another day.) The GM may require Constitution checks for other foot sensitivity-related situations. Real-world Examples Sensory Processing Disorder (does not improve senses in real life) Assistive Options The solution to this requires keeping a few tolerable pairs of footwear to switch if needed and hope they continue to be tolerable. Missing Foot/Limb You are missing a foot (IE 1), a leg (IE 2), both feet (IE 3), or both legs (IE 4). In the case of 1 foot or leg, your speed on foot is halved, and you must use a cane or crutch to move at full speed without a mobility aid. You must succeed on a DC 10 + (IE) Dexterity saving throw to avoid falling prone after using the Dash action. You have disadvantage on Dexterity checks made to balance. In the case of two feet or legs missing, you can use your hands to move one fourth your speed for a number of minutes equal to your Constitution score before needing to rest. Real-world Examples Amputation, Dysmelia Assistive Options A prosthetic leg or foot can eliminate the disadvantage on one missing limb except Dexterity (Acrobatics) checks, but multiple prostheses may be necessary for different uses, such as distance walking vs. running. It must also be adjusted or replaced annually or when you experience any major physical changes, or it gets damaged. Muscle Control & Gait Difference You walk with a noticeable limp due to inability to control your leg muscles with precision. Your movement speed is reduced by 20 percent × (IE), and you have a −(IE) penalty on all Dexterity (Acrobatics) checks and Strength (Athletics) checks involving legs. Real-world Examples Multiple Sclerosis, Ménière’s Disease, Parkinson’s Disease, Chiari malformation (CM), Guillain-Barré Syndrome, Cerebral Palsy, Muscular Dystrophy Assistive Options Leg braces, crutches, walkers, rollators, and canes can reduce the movement penalty by 1 IE, but braces take 1 minute to put on and cannot be worn while sleeping, and the others, unless designed for use as weapons, require one hand to be used for balance. Wheelchairs eliminate the movement penalty and add fifty percent to your dash movement unless on rough terrain, but many actions such as jumping are impossible while sitting in a typical wheelchair. Leg/Feet Pain You experience chronic pain in your legs and/or feet. Any action that requires concentration (e.g., maintaining a spell) requires a successful DC 10 + (IE) Constitution saving throw per round to maintain concentration. Your daily walking distance is reduced by (IE) × 20 percent. In addition to the usual Frequency, any round when you exert your legs (e.g., running, combat, jumping), you must succeed on a DC (IE) × 2 + 8 Constitution saving throw or experience one level of exhaustion, cumulative each round of exertion, requiring 5d20 × (IE) per level of exhaustion to recover afterward. Because you’re used to managing pain, even though this doesn’t reduce the experience of pain, you have a +(IE) bonus to saving throws against psychic damage. Real-world Examples Subungual Exostosis, Arthritis, Tendinitis, Bursitis, Osgood-Schlatter Disease, Paget's Disease of Bone, Patellofemoral Pain Syndrome, Neuropathy, Sciatica, Varicose Veins, Muscle Spasticity, Complex Regional Pain Syndrome Assistive Options Applying ice for 10 minutes or a compression bandage can reduce the pain by 1 IE for 10d6 minutes. Wheelchairs or other mobility devices can help with mobility to reduce your need to walk everywhere. Magical Assistance A healing spell can target the legs and reduce the IE by 2 for 1 hour instead of regaining hp. Foot Paralysis & Numbness You can neither feel nor move a foot (IE 1), a leg (IE 2), both feet (IE 3), or both legs (IE 4). In the case of 1 foot or leg, your speed on foot is halved, and you must use a cane or crutch to move without a mobility aid. You must succeed on a DC 10 + (IE) Dexterity saving throw to avoid falling prone after using the Dash action. You have a −(IE) penalty on Dexterity checks made to balance. In the case of two paralyzed feet or legs, you can use your hands to move one fourth your speed for a number of minutes equal to your Constitution score before needing to rest. You need to move frequently and protect your legs to avoid sores and injuries. Real-world Examples Cerebral Palsy, Hereditary Spastic Paraplegia, Friedreich's Ataxia, Muscular Dystrophy, Amyotrophic Lateral Sclerosis, Parkinson’s Disease Assistive Options Leg braces and crutches can reduce the movement penalty by 1 IE, but they take 1 minute to put on and cannot be worn while sleeping. Wheelchairs and other mobility aids provide additional options. Lower Body Stiffness Your toes, ankles, knees, and/or hips (Roll 1d8 (IE) times, 1–4 = right side; 5–8 = left side) are difficult or impossible to move without extreme pain if at all. You have a −(IE) penalty on any action that would use that joint, including attack rolls. Your daily walking distance is reduced by (IE) × 20 percent. Real-world Examples Arthritis, Fibromyalgia, Multiple Sclerosis, Stiff-Person Syndrome, Dystonia, Patellofemoral Syndrome, Plantar Fasciitis Assistive Options Spending (IE) hours per day (15 minutes at a time spread throughout the day) stretching the stiff muscles will reduce the IE by 1 until the next stretching session is due. Mobility aids can assist with the daily walking distance penalty. Spending one hour swimming or bathing in warm flowing water will reduce the IE by 1 for 2d6 hours. Magical Assistance A healing spell can target the lower body and reduce the IE by 2 for 1 hour instead of regaining hp. Leg Tremor Your legs move uncontrollably, giving you a −(IE) penalty on Dexterity (Acrobatics) checks and Dexterity (Stealth) checks. Real-world Examples Pathologic Myoclonus, Restless Leg Syndrome, Huntington’s Disease, Amyotrophic Lateral Sclerosis, Hyperreflexia Assistive Options During a short or long rest, succeed on a DC 8 + (IE) Constitution saving throw to reduce the IE by 1. Leg Weakness Your legs get weak due to muscle tone or neurological failure. This reduces your movement speed by (IE) × 25 percent without assistance. Consider the Strength attribute to be (IE) × 3 less for all Strength checks involving leg strength. Every round spent standing requires a successful DC 8 + (IE) Constitution check, the DC increasing by +(IE) each round. Failure results in you immediately needing to sit or be prone. Real-world Examples Slipped Disc, Guillain-Barré Syndrome, Multiple Sclerosis, Peripheral Neuropathy, Parkinson’s Disease, Myasthenia Gravis, Amyotrophic Lateral Sclerosis, Down Syndrome Assistive Options Braces, wheelchairs, or other mobility devices are helpful. Leg braces reduce the IE by 1 while worn but must be removed during long rests to gain the benefits of the rest. Adding crutches with the braces reduces the IE by an additional 1 but must be held to move during combat, requiring creative attack strategies. Teeth d20 Trait 1–2 Color Difference 3–6 Shape Difference 7−13 Missing 14–20 Pain Tooth Color Difference Your teeth are a color not within the range typically associated with your ancestry. (Use a random color generator such as https://www.random.org/colors/hex to determine the color.) This trait does not have an IE. Because it may be distracting to others or require you to talk such that your teeth are hidden, you have a −1 penalty on Charisma (Persuasion) checks when speaking within 10 feet of the target. https://cutt.ly/LHRandomColor Random Color Generator Real-world Examples Rickets, Celiac Disease, Porphyria, Dead Tooth Assistive Options This trait is managed by a large mustache and/or covering teeth with lips when talking. Tooth Shape Difference Your teeth are not within the range of shapes expected for your ancestry. Choose or roll on the following table. This trait does not have an IE. All of these give you a −1 penalty on disguise attempts. d20 Tooth Difference 1–6 Buck Teeth 7–8 Fangs 9–14 Oversized 15 Sabertooth 16 Shark Teeth 17 Tusks 18–20 Undersized * Buck Teeth. Your 2 top incisors are larger than usual and extend past your bottom lip when your mouth is closed. You can chew through materials as hard as wood, but you have a −1 penalty on Charisma (Persuasion) checks. * Fangs. You have venomous fangs that allow you to make an unarmed bite attack. The bite causes 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed saving throw, or half as much damage on a successful one. You have a −2 penalty on all Charisma (Persuasion) checks due to many people’s fears of snakes, and you're likely to be mistaken for a snake person or, more likely, a vampire. This gives you a +1 bonus on Charisma (Intimidation) checks. * Oversized. Your teeth and jaw are much larger than expected, giving you a grimacing resting face. This difference causes discomfort in social situations and gives you a −1 penalty on all social Charisma checks. * Sabertooth. You have fangs that extend down to the bottom of your neck like a walrus or smilodon. You can use them to make an unarmed bite attack causing 2 (1d4) + Strength modifier piercing damage. Because this affects your speech, you must modify spells with verbal components to work within your verbal range, so you cannot use spell scrolls, and when learning a new spell with a verbal component, it takes 1.5 times as long to copy it into your spellbook as usual. * Shark Teeth. You have several rows of sharp teeth in your mouth. You can make an unarmed Bite attack for 3 (1d6) plus your Strength modifier piercing damage. This affects both your appearance and your speaking ability, causing a −1 penalty on all Charisma (Persuasion) checks but a +1 on all Charisma (Intimidation) checks. * Tusks. You have tusks on your lower jaw that extend halfway to your eyes, but unlike those of Orcish ancestry, your jaw is not designed to assist with the oversized teeth. (10 percent have tusks on both jaws like an Oni.) Because this affects your speech, you must modify spells with verbal components to work within your verbal range, so you cannot use spell scrolls, and when learning a new spell with a verbal component, it takes 1.5 times as long to copy it into your spellbook as usual. * Undersized. Your teeth are smaller than expected for your ancestry. While this has some mild cosmetic effects, it has no effect on game mechanics. Real-world Examples Hyperdontia, Retained Primary Teeth Assistive Options Short of extracting the teeth and replacing them with dentures (see Assistive Options below), these have no mundane assistance. Missing Teeth You are missing (1d20+1d12) teeth. While this has some mild cosmetic effects, it has no effect on game mechanics besides needing to adjust your diet to softer foods. Real-world Examples Anodontia, Hypodontia Assistive Options A doctor can make a set or partial set of ivory or bone dentures for 1 gp per tooth and 2 teeth per day of work, requiring a successful DC 8 Wisdom (Medicine) check. They’re prone to falling out while eating or during a barbarian Rage, requiring a successful DC 8 Dexterity saving throw to keep them in, and they must be replaced annually. Tooth Pain You have chronic pain in your teeth. Any action that requires concentration (e.g., maintaining a spell) requires a successful DC 10 + (IE) Constitution saving throw per round to maintain concentration. The pain makes talking difficult, causing a penalty of −(IE) on social Charisma checks, and spells with a verbal component require a successful DC 8 + (IE) Dexterity check to cast successfully. Because this also causes eating difficulty, you must succeed on a DC 8 + (IE) Constitution saving throw to maintain concentration while eating or drinking. Because you’re used to managing pain, even though this doesn’t reduce the experience of pain, you have a +(IE) bonus to saving throws against psychic damage. Real-world Examples Gingivitis, Tooth Decay, Periodontitis, Atypical Odontalgia, Charcot-Marie-Tooth Disorder, Amelogenesis Imperfecta Assistive Options Sucking on a piece of ice can reduce the IE by 1 while the ice remains in the mouth and wears off 1 minute after the ice melts or is removed. Magical Assistance A healing spell can target the teeth and reduce the IE by 2 for 1 hour instead of regaining hp. Organ System d100 Organ System 01−10 Skeletal 11–25 Nervous 26–35 Muscular 36–47 Endocrine 48–62 Immune 63–77 Cardiovascular/Circulatory 78–91 Integumentary 92−100 Digestive Skeletal d20 Trait 1–4 Altered Growth 5–7 Calcification 8–10 Skeletal Difference 11–16 Dislocation 17–19 Disproportionate Growth 20 Flexibility Altered Growth Your bones grew more than normal (50 percent) or less than normal (50 percent). If more, then your height is (IE) × 10 percent more than the typical maximum height for your ancestry. Because of the strain that this puts on your body, you have a −(IE) penalty on all Constitution checks, and clothing and armor usually costs an additional 100 percent + (IE) × 10 percent. If less, your height is (IE) × 10 percent less than the typical minimum for your ancestry. The same hormonal deficiency that reduces growth also reduces some organ development, so you have a −(IE) penalty on Constitution saving throws. Real-world Examples Acromegaly, Gigantism, Growth Hormone Deficiency, Down Syndrome Assistive Options These traits have no mundane assistive devices. Some with these traits pose as those of other ancestries such as short humans as halflings, although halflings and those familiar with them notice the difference in body proportions. Magical Assistance The Enlarge/Reduce spell and items that duplicate its effects assist with the size difference but do not remove the Constitution penalties. Calcification You have calcium deposits building up in your body. This results in (IE) × 10 percent of your body being covered in horn-like extrusions. You can use these deposits as an unarmed attack causing 2 (1d4) + Strength modifier piercing damage. You are unable to wear most armor without it being custom made, costing 200 percent + (IE) × 10 percent and taking 100 percent + (IE) × 10 percent time to smith. You have a −(IE) penalty on disguise attempts and a −(IE) penalty on Charisma (Persuasion) checks. Calcification occurs internally, too, which is usually harmless but could lead to painful complications. Every 28 days, roll 1d20. On a 1, you must succeed on a DC 5 Constitution saving throw. Each time this happens (regardless of the result of the saving throw), the DC increases by 1, and each time you fail the saving throw, the original roll increases by 1, making it more likely to happen in the future. On a failed saving throw, you experience internal pain, 2 (1d4) psychic damage, until you succeed on a daily Constitution saving throw of the same value as the one you failed. Real-world Examples Kidney Stones, Hypercalcemia, Osteophytes (In real life, calcification is purely internal. Its expression here is a fantasy exaggeration, and those wishing for a more realistic representation can use just the internal mechanics.) Assistive Options Drinking twice the usual amount of water every day gives a +1 bonus to Constitution saving throws against internal calcification complications. Magical Assistance Magical healing applied directly to the source of internal pain will heal that occurrence but not heal other damage. Skeletal Difference (IE) areas of your body are not the shape typical for your ancestry—curved, rotated, bulbous, or otherwise different. Roll on the following table for the locations: d10 Area 1–2 Ribs 3–6 Arm 7−10 Leg * Ribs. Your ribs are too small for your chest. You have trouble breathing as your ribs press on your lungs. Every minute of exertion, such as combat, a walking forced march, or climbing, you need to either succeed on a DC 5 + (IE) Constitution saving throw—increasing cumulatively by 1 every minute of exertion—or take one level of exhaustion until taking a short rest. * Arm. Your arm bone curves or is underdeveloped such that you have a −(IE) penalty on all Strength checks and melee attack rolls that use your arms. * Leg. Your leg bone curves or is underdeveloped such that you have a −(IE) penalty on all Strength checks and melee attack rolls that use your legs. Real-world Examples Paget’s Disease of Bone, Neurofibromatosis, Jeune Syndrome, Spondylocostal Dysplasia, Spondylothoracic Dysplasia, Phocomelia Assistive Options Depending on the nature of the malformation, a prosthetic might help reduce the penalty by 1 in some instances. For other manifestations, a wheelchair or other mobility device may help. Dislocation (IE) of your joints dislocate(s) easily. Whenever you make a Strength ability check or attack roll or melee attack, stand or walk for 20 ÷ (IE) minutes, walk on difficult terrain or stairs for 10 ÷ (IE) minutes, or take bludgeoning, force, or thunder damage, you must succeed on a DC 8 + (IE) Strength saving throw. If these rolls or damage happen multiple times in consecutive rounds, or for each 10 minutes of difficult standing or walking, the IE increases by 1 until you rest for 1 round per added IE. On failure, a joint subluxates (partially dislocates). If you fail by more than 5, the joint dislocates. Use the following table to determine which joint. d10 Joint Dislocation 1 Finger 2–3 Shoulder 4–5 Ribs 6 Knee 7 Elbow 8–9 Hip 10 Jaw After a subluxation, you experience a −1 penalty on all rolls with that joint until you take a long rest. After a dislocation, you must succeed on a subsequent DC 8 Strength check to put the joint back together, using 1 action. (You can receive help resetting it.) On a successful attempt to reset it, you can use the limb, but you experience a −(IE) penalty on all rolls with that joint due to post-dislocation pain until you take a short rest. Following a long rest or getting up from being prone, you must succeed on a DC 8 + (IE) Strength saving throw or have another subluxation or dislocation as above from the way you were laying on the joint. If you have multiple traits, you may choose Pain, Skeletal Flexibility or Hyperelasticity as one or more of them. Real-world Examples Ehlers-Danlos Syndrome, Hypermobility Syndrome Assistive Options Wearing a brace can reduce the IE by 1 but causes a −1 penalty on Dexterity checks using that limb. Surgery (IE × 100 gp), requiring a successful DC (IE) + 10 Wisdom (Medicine) check, may prevent Dislocation, but it limits joint movement afterward, giving you a permanent −2 penalty on applicable Strength (Athletics) and Dexterity (Acrobatics) checks. Magical Assistance Healing magic specifically applied to the limb, once reset, can remove the penalty for the post-dislocation pain instead of restoring hit points. Disproportionate Growth 1d4 areas of your body are (IE) × 20 percent smaller than their typical proportion for your ancestry. Choose or roll on the following table. This smaller stature allows you to hide more easily, giving you a +(IE) bonus on Dexterity (Stealth) checks. d20 Shortened Area 1–4 Trunk 5–7 Arms & Hands 8–10 Legs & Feet 11–13 Arms 14–16 Legs 17–20 Head * Trunk. Because most of your internal organs are in your trunk, some are underdeveloped, causing a −(IE) penalty on Constitution saving throws. * Arms & Hands. You can’t use 2-handed weapons effectively. Because you have less leverage, you have a −(IE) penalty on contested Strength checks. * Legs & Feet. Your movement speed is reduced by (IE) × 5 feet. You also have a −(IE) penalty on Dexterity checks to balance. * Arms. Your arms are shorter, but your hands are average size. Because you have less leverage, you have a −(IE) penalty on contested Strength checks. * Legs. Your legs are shorter, but your feet are average size. Your movement speed is reduced by (IE) × 5 feet. * Head. The reduced size of your head causes (IE) other traits according to the following table, each with its own IE. d6 Trait 1 Seizures 2 Intellectual Disability 3 −(IE) on Dexterity checks to balance 4 Swallowing Difficulties 5 Hearing Loss 6 Refractive Difference Real-world Examples Achondroplasia, Turner Syndrome, Growth Hormone Deficiency, Spondyloepiphyseal Dysplasia Congenita, Microcephaly Assistive Options Wheelchairs and other mobility devices can be helpful to assist with some of the penalties associated with these traits. Magical Assistance Magic items that give magical strength such as a Girdle of Giant Strength can assist with the Strength penalties of some of these. Skeletal Flexibility Your tendons and joints are pliable, making basic tasks like sitting upright or moving painful. You take (IE) × 10 percent less damage from all bludgeoning damage. Your movement rate is reduced by (IE) × 10 percent, and you have a +(IE) bonus on all saving throws against bludgeoning, force, or thunder damage, but when you take bludgeoning, force, or thunder damage, you must succeed on a Dexterity saving throw to avoid falling prone as your joints buckle. The DC equals 8 + (IE) or half the damage you take, whichever number is higher. If you take damage from multiple sources, such as a club and a ram, you make a separate saving throw for each source of damage. You also can benefit from a +(IE) bonus to all rolls against being restrained or grappled, although this also causes (IE) psychic damage if you use this bonus due to the pain. You’ve learned a lot about your own bones and joints, so you have a +(IE) bonus to Wisdom (Medicine) checks related to bones and joints. If you have multiple traits, you may choose Dislocation and Hyperelasticity as one or more of them. Real-world Examples Ehlers-Danlos Syndrome, Joint Hypermobility Syndrome, Hypophosphatasia, Osteoporosis Assistive Options Braces over your limbs and joints can give you a +1 to the Dexterity saving throws to avoid falling prone but also cause a −1 penalty on all Dexterity (Acrobatics) checks. Neurological Differences d100 Trait 01 Anosognosia 02 Aphantasia 03–04 Apraxia 05 Asomatognosia 06–08 Brain Fog 09−15 Fainting 16–29 Fatigue 30–32 Fever 33–34 Language Processing 35–40 Memory Loss 41–51 Pain 52–58 Seizures 59–61 Sensory Processing Difference 62–74 Sleep Disruptions 75–77 Slow Movement 78–87 Social Interaction Difference 88–89 Spatial Neglect 90–91 Special Interest 92–93 Sense Processing Difference 94–95 Synesthesia 96–100 Unrelated Stimulus Reflex Anosognosia You are unable to recognize your own medical condition, regardless of evidence or explanation. This trait is always accompanied by at least one more trait. Regardless of the trait(s) you have, you will act as if you did not have one or more of them, (50 percent chance to recognize each of them, at least one not recognized) regardless of the consequences. You may deny the condition, explain it away, or change the subject. This is not stubbornness — your mind is incapable of recognizing the condition. Real-world Examples Anosognosia Assistive Options What this trait needs most is patience and understanding that it’s a condition, not an intention. Magical Assistance Any assistance will need to address the traits. The challenge is convincing the user that it’s needed. Aphantasia You are unable to reproduce one or more sensory experiences in your mind. Because of this, you're unable to remember associated sensory experiences well or recognize people or objects that are less familiar. You can remember the feeling associated with experiences, places, and people. As a result, must succeed on a DC 15 Intelligence roll to accurately describe something you've perceived with that sense but have a +(IE) to describe it with a different sense. You also have a −(IE) penalty on Charisma (Performance) checks related to that sense due to challenges reproducing the sensory information, or you can forgo the penalty by taking 1 + (IE) × the usual amount of time to create it. But because illusion spells depend on mental perception or conjuring a mental depiction, you have a +(IE) bonus to all saving throws against illusion magic. If you have multiple traits, you may choose additional Aphantasia senses or Agnosia as one or more of them. Real-world Examples Aphantasia Assistive Options Assistance is learning to adjust how to remember, so when hearing a description, the listener imagines the associated feelings of such an experience, for example. Apraxia You are unable to perform certain actions, even though you're physically able to do so. You know how to do them and want to do them, but your brain will not allow you to do so. Roll (IE) times on the following table. With enough effort, you might be able to perform the task in question, but each step requires a successful DC 15 Constitution check. Any magic effect that would force you to do something beyond your ability will automatically fail. d10 Apraxia 1 Conceptual 2–3 Buccofacial 4 Limb-Kinetic (Arm) 5 Limb-Kinetic (Leg) 6 Ideomotor 7 Ideational 8 Verbal 9 Constructional 10 Oculomotor * Conceptual. You are unable to perform tasks that involve how tools work. You have a −(IE) × 2 on all checks to use tools or weapons. * Buccofacial. You are unable to perform facial and lip movements such as whistling, winking, coughing, etc. on command. The player and GM choose (IE) actions that you're unable to perform and develop associated complications. (e.g., inability to cough will require DC 5 + (IE) Constitution saving throws when drinking liquids to avoid Pneumonia, an inability to blink will require eye drops to hydrate eyes, etc.) * Limb-Kinetic (Arm). You are unable to use fingers or arms to perform certain tasks such as using tools or weapons, snapping fingers, opening a bottle, etc. The GM and player should choose (IE) actions that cannot be done. * Limb-Kinetic (Leg). You are unable to use your legs or feet to perform certain tasks such as tapping your foot, kicking, jumping, etc. The GM and player should choose (IE) actions that cannot be done. * Ideomotor. You are unable to mimic limb or head movements performed or suggested by others. This makes learning new skills or level advancement challenging, as you can’t follow directions to learn techniques but must learn them on your own. When gaining or increasing a feat or proficiency based on Strength or Dexterity, you need an additional (IE)d20 days to gain the bonus. * Ideational. You're unable to plan a series of movements. You need constant coaching to know what to do next. * Verbal. You are unable to verbally communicate some or all words. You can’t get your mouth to form the words without extreme difficulty. If you need to say something, you must succeed on a DC 10 + (IE) × 2 Constitution check per word unless only using the limited vocabulary available to you. You cannot use spell scrolls, and spells with a verbal component require you to modify their vocabulary or add additional somatic components if possible. The complexity of this change requires one day for every hour usually needed to inscribe it into your spellbook and twice the cost due to additional experimentation needed. * Constructional. You have great difficulty copying, drawing, or constructing basic diagrams or figures. If you need to communicate via writing or drawing, you must succeed on a DC 10 + (IE) × 2 Intelligence check to convey the information you're trying to communicate. You need assistance writing spells into your spellbook from another wizard who is high enough level to be able to cast the spell you're attempting to scribe, requiring a successful DC 8 + (IE) Charisma check to communicate it successfully. If you fail the check, the inscription fails, and you need to start over, forfeiting the time and materials from the first attempt. * Oculomotor. You have difficulty moving your eyes to focus on a desired object or direction. You have a penalty of −(IE) on all Wisdom (Perception) checks that depend on sight. You have a −(IE × 2) penalty on all ranged attack rolls. It takes you 1 + (IE) times as long to prepare a wizard spell from your spellbook due to the challenge of focusing your eyes on the page of the spellbook. Real-world Examples Corticobasal Ganglionic Degeneration, Balint Syndrome, Autism, Sensory Processing Disorder Assistive Options Most of these benefit from a dedicated assistant who can talk you through what you need to do, reducing the penalty by 1. Asomatognosia You are unable to recognize, use, and feel: one side of your body (75 percent left, 25 percent right); your arm (IE 1); your arm and leg (IE 2); your arm, leg, and face (IE 3); or your entire side (IE 4). Even seeing that these parts of you are connected, you cannot recognize them as part of you unless someone trusted is trying to demonstrate the fact, and you succeed on a DC 10 + (IE) × 2 Wisdom saving throw, and even then, only for 1d4 minutes. You cannot explain the presence of that body part, only that it’s not yours, but you also don’t typically notice that it’s there. In 25 percent of cases, you believe that the body part belongs to someone else, typically a close family member or significant other. The dissociated body parts are treated as paralyzed with associated effects, but you also feel no need to protect or take care of that part of your body. Real-world Examples Asomatognosia, Somatoparaphrenia, Unilateral Neglect Assistive Options A high-quality silver mirror will give a +1 bonus to Wisdom saving throws to recognize the body part. Irrigating the dissociated ear with cool water for a minute for IE 3–4 will give a +2 bonus to the Wisdom saving throw. Brain Fog You experience mental fatigue that affects your memory, ability to concentrate and think clearly, and focus. You have a −(IE) penalty on concentration saving throws, and when you need to make an Intelligence check to remember something, you have a −(IE) penalty on the check unless you take 1 + (IE) times as long to think about it. Real-world Examples Autism, Attention Deficit Hyperactivity Disorder, Chronic Stress, Sleep Disorders, Menopause, Anemia, Depression, Diabetes, Sjögren Syndrome, Migraine, Dementia, Hypothyroidism, Lupus, Arthritis, Multiple Sclerosis, Dehydration, COVID-19 Assistive Options Regular sleep and exercise and a balanced diet may help. A rest will relieve Brain Fog for 1d6 hours. Keeping a journal, calendar, task list, or other notes can compensate for memory challenges. Fainting You have a tendency to frequently become unconscious. You become lightheaded for a round, causing disadvantage on all rolls. During this round, you must succeed on a DC 8 + (IE) Wisdom saving throw (without disadvantage) to intentionally become prone. Failure indicates that you didn’t notice in time and take 1d2 bludgeoning damage from falling over. The next round, you must succeed on a DC 10 + (IE) × 2 Constitution saving throw (without disadvantage) to remain conscious, rolling with advantage if prone. On success, you remain lightheaded the rest of the round. On a failed roll, you become unconscious for (IE)d4 minutes. During the Frequency, the GM should roll a passive Constitution check (IE) times per hour at random intervals to determine whether another fainting episode is beginning. If the Frequency is Triggered, some common triggers include standing up quickly or for too long in one place, Pain, and Dehydration. Real-world Examples Hypoglycemia, Anemia, Dysautonomia, Amyloidosis, Heart Arrhythmia Assistive Options Quickly applying a cold solid or liquid to the face gives advantage on the Constitution check to remain conscious. Being in a cold environment does not have the same effect, as it’s the sudden temperature change that helps. Fatigue You are nearly always tired. After every long rest, you must succeed on a DC 8 + (IE) Constitution saving throw, or you do not benefit from the rest, regardless of the amount of rest you get. Spending an entire day resting will automatically give you advantage on the Constitution saving throw. Real-world Examples Chronic Fatigue Syndrome, Lyme Disease, Fibromyalgia, Lupus, Hypothyroidism, Multiple Sclerosis, Insomnia, Postural Orthostatic Tachycardia Syndrome Assistive Options Beginning a long rest three days in a row at roughly the same time grants a +1 bonus to the Constitution saving throws, keeping the pattern adding an additional +1 bonus cumulatively to a maximum of +5. Keeping a diet for at least seven days of fish, vegetables, and nuts gives a +1 bonus to the Constitution saving throw. Drinking more alcohol than (Constitution Bonus) drinks will negate this bonus. A weighted blanket during a short rest also gives a +1 bonus to the Constitution saving throw. Such a blanket can be made from two large animal pelts for a medium humanoid or two medium animal pelts for a small humanoid plus enough sand to make the total weight 10 percent of your body weight. The cost of fabrication is 20 gp. Magical Assistance If the fatigue is caused by Sleep Disruptions (Insomnia), a Sleep spell or other effect that mimics it will assist in getting to sleep during a long rest and will reduce the IE by 1 Extent until the next long rest. Fever You experience frequent fevers, causing 1 level of exhaustion. During the Frequency, the GM should roll a passive Constitution check (IE) times per day at random intervals to determine whether another fever episode is beginning. Once it begins, you must succeed on a DC 10 + (IE) Constitution saving throw to recover. On a failed saving throw, you must take a long rest before making another saving throw. If the number rolled is a natural (IE) or less, you gain another level of exhaustion. You can make another saving throw after each long rest to remove one level of exhaustion. Real-world Examples Periodic Fever Syndrome Assistive Options Another character may assist with your Constitution saving throw with a successful Wisdom (Medicine) saving throw, the DC equal to the required Constitution saving throw. On success, the help gives the fevered character advantage on the next Constitution saving throw. If you spend an entire day resting and drinking twice the amount of water you usually require, you get +2 bonus on the next Constitution saving throw. Special Interest You excel in one specific subject (e.g., insects, dragons, trees, knots, building construction, etc.) and have a +(IE) bonus to specific ability checks regarding that subject. The subject must be specific to receive this bonus: a family of organisms, a species of humanoids (e.g., goblins, not goblinoids, although a GM could give a partial bonus for goblinoids), a weapon, a specific famous person, etc. at the GM’s discretion. The more specific the subject, the broader the amount of related ability checks receive that bonus, so fixating on dragons may give you skills on Intelligence checks related to dragons, but fixating on dragon lairs may help you navigate the lairs more effectively, giving you bonuses against lair actions and against surprise while in the lair. Fixating on swords may give you bonuses to Intelligence checks regarding a sword’s construction, age, and culture of origin, but a topic as specific as goblin rapier maneuvers may give you a bonus in melee combat against goblins who are fighting with rapiers. The player and GM should work together to determine guidelines that will depict the experience without unbalancing the game, and note that the bonuses are usually related to Intelligence or Wisdom-based ability checks. At the same time, because you enjoy this topic so thoroughly, you may have difficulty focusing on other topics or may be tempted to change uninteresting conversation topics to the subject of your Interest. When in a social setting, you must succeed on a DC 8 + (IE) Charisma saving throw to avoid attempting to change the topic of a conversation. If you encounter a lot of rejection, you may develop Secondary Depression. Between every adventure or major campaign arc, you must roll 1d20. On a 1, your Interest changes to a different topic that may be related or have nothing to do with the previous one and may likely be related to a detail from the recent adventure. You retain a half IE bonus on previous interests. If you have multiple traits, you may choose Social Interaction Difference, Sleep Disruptions (Insomnia), Sleep-Wake Disruption (Delayed Phase), or Attention Difference as one or more of them. Real-world Examples Autism, Attention Deficit Hyperactivity Disorder Assistive Options Finding others who share your interests can help you feel safe and accepted, and allies who ask you about your interest and allow you to infodump to them can help your sense of well-being. Language Processing You have trouble communicating using language, including speaking, understanding, and writing. Choose or roll on the following table. You have 1d6 of the following patterns. d20 Language Processing Expression 1–5 Dysgraphia 6 Reiterative Agraphia 7 Specialist Agraphia 8 Dysexecutive Agraphia 9 Apraxic Agraphia 10 Lexical Agraphia 11 Semantic Agraphia 12 Phonological Agraphia 13 Visuospatial Agraphia 14 Alexia 15–16 Expressive Aphasia 17 Receptive Aphasia 18 Anomic Aphasia 19–20 Global Aphasia * Dysgraphia. Your writing appears haphazard, with irregular spelling and spacing, such as missing spaces between words and spaces in the middle of words. Anyone attempting to read your writing must succeed on a DC 8 + (IE) Wisdom (Perception) check. You can write conventionally with extreme effort, requiring you to concentrate by making a DC 10 + (IE) Constitution check per sentence, adding (IE) cumulatively per sentence but also adding (IE) to any quality-related checks due to the additional scrutiny. Any conventional writing after that requires a short rest. Transcribing spells into your spellbook takes (IE) × 10 times as long as usual. * Reiterative Agraphia. When you write, you tend to repeat words and letters, making your writing difficult to read. Anyone attempting to read your writing must succeed on a DC 8 + (IE) Wisdom (Perception) check. You can write conventionally with extreme effort, requiring you to concentrate by making a DC 10 + (IE) Constitution check per sentence, adding (IE) cumulatively per sentence but also adding (IE) to any quality-related checks due to the additional scrutiny. Any conventional writing after that requires a short rest. Transcribing spells into your spellbook takes (IE) × 10 times as long as usual. * Specialist Agraphia. You are unable to write in a specific format tied to your class/profession, such as writing spells, musical notation, alchemical formulae, written Thieves’ Cant, etc. You can write conventionally with extreme effort, requiring you to concentrate by making a DC 10 + (IE) Constitution check per sentence, adding (IE) cumulatively per sentence but also adding (IE) to any quality-related checks due to the additional scrutiny. You cannot inscribe spells into your spellbook and must find or hire someone of your level or higher to assist you in doing so. The typical fee of this task is 25 gp × (spell level), but the scribe will often do so in exchange for the option to make a copy of the spell for themselves if they don’t already have it. * Dysexecutive Agraphia. You have trouble organizing your thoughts, so your writing includes sentences out of order or words out of order in sentences, like a verbal jigsaw puzzle. You cannot write any kind of ordered directions unless taking dictation. You can write conventionally with extreme effort, requiring you to concentrate by making a DC 10 + (IE) Constitution check per sentence, adding (IE) cumulatively per sentence but also adding (IE) to any quality-related checks due to the additional scrutiny. Anyone attempting to read your writing must succeed on a DC 8 + (IE) Wisdom (Perception) check. Transcribing spells into your spellbook takes (IE) × 5 times as long as usual. * Apraxic Agraphia. You can read and speak, but you can’t write in any meaningful form. You cannot inscribe spells into your spellbook and must find or hire someone of your level or higher to assist you in doing so. The typical fee of this task is 25 gp × (spell level), but the scribe will often do so in exchange for the option to make a copy of the spell for themselves if they don’t already have it. * Lexical Agraphia. You can only spell & read phonetically. Irregularly spelled words are like an unknown language to you. Anyone attempting to read your writing must succeed on a DC 5 + (IE) Wisdom (Perception) check. When you try to read something, you must succeed on a DC 8 + (IE) Wisdom (Perception) check to get the gist of the writing, and you cannot use spell scrolls. Transcribing spells into your spellbook takes (IE) × 5 times as long as usual and the assistance of a caster able to cast that spell. The typical fee of this task is 25 gp × (spell level), but the scribe will often do so in exchange for the option to make a copy of the spell for themselves if they don’t already have it. * Semantic Agraphia. When you write, you tend to substitute related (but not synonymous) words, so when you want to write, “pirate,” you instead write, “ship” or “sea.” You can write conventionally with extreme effort, requiring you to concentrate by making a DC 10 + (IE) Constitution check per sentence, adding (IE) cumulatively per sentence but also adding (IE) to any quality-related checks due to the additional scrutiny. Any conventional writing after that requires a short rest. Transcribing spells into your spellbook takes (IE) × 10 times as long as usual. * Phonological Agraphia. You cannot sound out words to read them, relying only on recognition of words whose spellings you've memorized. This memorization is closely tied to your senses, so you especially have trouble reading abstract words. Reading requires a successful DC 8 + (IE) Wisdom (Perception) check to read about a concrete object with a higher DC, or depending how abstract the content is, a spell scroll having a DC 15 + (IE) + (spell level). It takes you (IE) + 1 times as long to prepare a spell. Transcribing spells into your spellbook takes (IE) × 5 times as long as usual and the assistance of a caster able to cast that spell. The typical fee of this task is 25 gp × (spell level), but the scribe will often do so in exchange for the option to make a copy of the spell for themselves if they don’t already have it. * Visuospatial Agraphia. Your writing takes irregular spacing and forms. It may not be in a straight line, or it may only be in a corner of the page, words and letters overlapping, duplicate lines when writing letters, etc. Anyone attempting to read your writing must succeed on a DC 8 + (IE) Wisdom (Perception) check. Transcribing spells into your spellbook takes (IE) × 5 times as long as usual and the assistance of a caster able to cast that spell. The typical fee of this task is 25 gp × (spell level), but the scribe will often do so in exchange for the option to make a copy of the spell for themselves if they don’t already have it. * Alexia. You can spell and write, but you can’t read, even something you just wrote, unless you succeed on a DC 15 + (IE) Wisdom check per sentence. You cannot use spell scrolls, and to prepare a spell, you need someone of your class who is high enough level to cast the spell who must read the spell to you from your spellbook and help you prepare it. The reader may prepare the spell for themselves at the same time. Because you've learned to write without reading or editing what you write, you can transcribe spells into your spellbook in half the usual time, but you must succeed on a DC 8 + (IE) check of your casting stat to accurately transcribe the spell unless you have help. * Expressive Aphasia. You can understand language but have trouble speaking, uttering short phrases at best. To speak, you must succeed on a successful DC 8 + (IE) Constitution check for each phrase. You cannot use spell scrolls, and spells with a verbal component require you to modify them to add additional somatic components if possible. The complexity of this change requires one day for every hour usually needed to inscribe it into your spellbook and twice the cost due to additional experimentation needed. Communication via writing can be done without penalties. * Receptive Aphasia. You can speak, but your sentences are incoherent and contain unnecessary words. However, you don’t realize others have trouble understanding you, and you have trouble understanding spoken language. For your speaking to be understood, the listener must succeed on a DC 8 + (IE) Wisdom (Perception) check, and you must do the same to understand the gist of anything said to you. You cannot use spell scrolls, and spells with a verbal component require you to modify them to add additional somatic components if possible to avoid needing verbal components. The complexity of this change requires one day for every hour usually needed to inscribe it into your spellbook and twice the cost due to additional experimentation needed. Communication via writing can be done without such penalties. * Anomic Aphasia. You have trouble finding the right words for what you want to talk about, both in speech and writing, so you have to use other words instead, which may seem vague. You have a −(IE) penalty on Charisma (Persuasion) checks, but because you’re used to manipulating language to express yourself, you have a +(IE) bonus to verbal and written Charisma (Deception) checks. * Global Aphasia. You can speak and understand very little spoken language. To understand or communicate information in a verbal conversation, you must succeed on a DC 12 + (IE) Intelligence saving throw to determine whether your brain allows you to form and process enough applicable words. Real-world Examples Aphasia, Agraphia, Dysgraphia, Alexia, Gerstmann Syndrome, Parkinson’s Disease, Tourette Syndrome Assistive Options Spending a short rest preparing for a known upcoming situation or other language need will reduce the IE by 1 (to a minimum of 1) for 1d4 hours. Aphasia does not affect sign language, so you can use signs or written language as alternatives. Memory Loss You have trouble remembering events. Choose or roll on the following table. d10 Trait 1–2 Anterograde Amnesia 3–6 Retrograde Amnesia 7 Dissociative Fugue 8–0 Traumatic Amnesia * Anterograde Amnesia. You are unable to form new memories but recall your past until 1d100 × 30 days ago or after a specific story arc. Recalling new events, people, directions, or other details requires a successful DC 8 + (IE) × 2 check to remember general information or a higher DC for specific details. You can still sometimes learn procedures and routines. All Experience Points you earn are divided by (IE) + 1 or, if not using XP level advancement, when gaining or increasing a feat or proficiency, you need an additional (IE)d20 days to gain the bonus. It also takes you (IE) × 5 times as long to prepare spells. This form of memory loss has no Frequency. When charmed, you get an extra saving throw each round as you may forget your favorable impression of the source of the charm. * Retrograde Amnesia. You have difficulty recalling memories before 1d100 × 30 days ago or before a specific story arc but have full memory of everything after that. You retain general knowledge and skills but may not remember how you learned. You're more likely to remember episodes from your distant past than more recent memories. Recalling people or events from the most recent (IE) × 20 percent of your life requires a successful DC 10 + (IE) × 2 Intelligence check, and recalling earlier memories requires a successful DC 10 + (IE) Intelligence check. A successful check will recall general information, more details requiring a higher DC. This form of memory loss has no Frequency. [Quote Sidebar: Sometimes life feels like a constant brain fog. But times spent sitting with friends telling stories are the golden moments of clarity I live for. * Niles M] * Dissociative Fugue. You are confused about your identity or have formed a new one. You retain skills from your original identity but may try using skills you don’t have. For example, you may experience frustration as to why you can’t cast spells or why you can, believe your stealth skills are better than they are, etc. The GM and player should work together on the false identity, creating a random persona but retaining most or all previous abilities. (Try a random NPC or character class generator such as the one on dndbeyond.com or npcgenerator.com to get started.) This form of memory loss does have a Frequency, and recalling a single memory about your identity requires a successful DC 10 + (IE) × 2 Intelligence check while in a fugue state. * Traumatic Amnesia. You have little or no memory of (IE) traumatic events from your past. Recalling a detail from one of those events requires a successful DC 15 + (IE) Intelligence check. Failure requires (IE) × 30 days or until after the next adventure or story arc for each event before making another attempt. When successfully recalling a traumatic memory, you may feel overcome while you come to terms with this recovered memory and must succeed on a DC 8 + (IE) Wisdom saving throw or take one level of exhaustion for 10 × (IE) minutes. This form of memory loss has no Frequency. Real-world Examples Korsakoff's Syndrome, Dementia, Post-Traumatic Stress Disorder, Dissociative Amnesia, Encephalitis Assistive Options Written notes or journals can help keep track of memories. Friends and allies can help with recall, granting advantage on recall attempts even if the helper was not present for the episode in question. Magical Assistance Divination spells like Divination and Commune can help answer questions about the past that have been forgotten, but it does not recover the actual memory. Pain You experience pain differently than most people. Choose or roll on the following table. [Quote Sidebar: One thing I want others to understand about my experience with depression and chronic pain is that while I'm capable of doing most things that someone without my disabilities can do, the cost of my efforts on my energy levels and body are much greater than the other person. For example, walking three blocks feels like I walked a mile and a minor bump into a doorway feels like I was hit by a metal baseball bat. - Heather Thomas] d10 Pain Experience 1–5 Chronic Pain 6–9 Hyperalgesia 10 Hypoalgesia * Chronic Pain. You experience chronic pain throughout your body. Any action that requires concentration (e.g., maintaining a spell) requires a successful DC 10 + (IE) Constitution saving throw per round to maintain concentration. Because you’re used to managing pain, even though this doesn’t reduce the experience of pain, you have a +(IE) bonus to saving throws against psychic damage. * Hyperalgesia. You experience pain more intensely than most people. When you take physical damage, you also take (IE) × 5 percent psychic damage (minimum 1). Any rolls to maintain concentration also have a −(IE) penalty when taking damage. Because you’re used to managing pain, even though this doesn’t reduce the experience of pain, you have a +(IE) bonus to saving throws against psychic damage. * Hypoalgesia. You experience less pain from injury than most people. On any day spent on at least mild activity, you must succeed on a DC 8 + (IE) Dexterity saving throw. On failure, you sustain a sore or wound that you're unaware of. You must then succeed on a DC 8 + (IE) Wisdom (Perception) check to identify the wound so it can be treated. If you receive help on this check, you make the roll with advantage. If identified, a successful DC 5 + (IE) Wisdom (Medicine) check will allow the wound to heal. If the check fails, you sustain 1d(IE) damage per day until successfully treated. Because you do not feel pain the way most people do, you have resistance to psychic damage. Real-world Examples Anxiety, Neuropathy, Diabetes, Hereditary Sensory and Autonomic Neuropathy, Muscle Spasticity, Fibromyalgia, Myofascial Pain Syndrome, Polymyalgia Rheumatica Assistive Options Pain can be managed by avoiding the stimulus that triggers it or limiting physical exertion. Depending on the location and nature of the pain, using a cane, walker, or support hose can reduce the IE by 1. Relaxation techniques can reduce pain levels. If a short rest is used for a relaxation and stretching technique, the IE is reduced by 1 for 1d4 hours. Alternately, receiving a 1-hour massage will reduce the IE by 1 for 1 day. Hypoalgesia depends heavily on friends and allies helping to watch for wounds or irregularities as noted in the description. Seizures You experience seizures. Choose or roll on the following table. If you remain aware and conscious during a seizure, you must succeed on a DC 8 + (IE) Constitution check to maintain concentration if needed. d100 Seizure Type 1–40 Focal Aware Seizures 41–60 Focal Impaired Awareness Seizures 61–67 Absence Seizures 68–77 Myoclonic Seizures 78–82 Clonic Seizures 83–88 Tonic Seizures 89–93 Atonic Seizures 94–100 Tonic Clonic Seizures * Focal Aware Seizures. You have a strange feeling for (IE)d20 seconds resulting in one of the following experiences. d8 Experience 1 Nausea 2 Unusual smell or taste: You smell or taste something with no known source. You have a −(IE) penalty on all Wisdom (Perception) checks related to smell and taste for the duration. 3 Amplified Emotion (both kinds equally likely) 4 Myoclonic Seizure in one random arm 5 Numbness in one random limb 6 Feeling like one random limb is larger or smaller than it actually is: you have a −(IE) penalty on all Dexterity attack rolls, ability checks, and saving throws with that limb for the duration. 7 Perception of colored or flashing lights: You have a −(IE) penalty on all Wisdom (Perception) checks involving vision 8 Hallucination * Focal Impaired Awareness Seizures. You become confused as if under the Confusion spell for (IE)d4 minutes. * Absence Seizures. You become stunned and unaware of your surroundings for (IE)d4 seconds. You may carry on simple actions like walking, but you are unconscious as far as your mind and senses go. * Myoclonic Seizures. Your muscles jerk (IE)d4 times, once every round. You have a −(IE) penalty on all Strength or Dexterity attack rolls, ability checks, and saving throws during a seizure and must succeed on a DC 5 + (IE) Dexterity saving throw or drop anything you’re holding in your hands. Any spell that you attempt to cast with a somatic component will fail but will not use your spell slot. * Clonic Seizures. Your muscles have spasms that make your face, neck, and arm muscles jerk rhythmically. During this seizure, you have a −(IE × 2) penalty on all actions requiring the use of your arms and cannot cast spells requiring a somatic component. Casting a spell with a verbal component requires a successful DC 10 + (IE) Constitution check. Failure results in the spell failing, but it does not use a spell slot. Clonic Seizures last (IE)d6 rounds. * Tonic Seizures. The muscles in your arms, legs, or trunk tense up. When this seizure begins, you must succeed on a DC 10 + (IE) Dexterity saving throw or become prone. On success, you must continue this check each round for the duration of the seizure. Your movement during the seizure is divided by the IE. Tonic Seizures last (IE)d4 rounds. * Atonic Seizures. Your muscles suddenly become paralyzed, and you become prone. You must succeed on a DC 10 + (IE) Wisdom (Perception) saving throw to notice the onset of the seizure and to use an action to intentionally become prone. Failure results in falling and taking 2 (1d4) bludgeoning damage unless wearing a helmet. The seizure lasts (IE)d4 seconds, but you get (IE)d4 of them in a row with 1d4 rounds in between each of them. * Tonic Clonic Seizures. Your body stiffens, jerks, and shakes, and you become unconscious. Sometimes you lose control of your bladder or bowels. This seizure lasts 1d(IE) × 2 minutes. Real-world Examples Epilepsy, Gray Matter Heterotopia, Traumatic Brain Injury, Lupus, Multiple Sclerosis Assistive Options Those with seizures benefit from someone watching them for the onset. A friend or ally nearby at the onset can use their action to help you, giving you advantage on checks against falling, bumping into something harmful, and other physical effects. You may also consult the section on Service Animals. Sensory Processing Difference Your brain processes sensory information differently than is typical. Choose or roll on the following table. Note that it’s possible and even likely to have more than one pattern of this trait, but avoid contradictory combinations. Because different stimuli affect different people, the player and GM should choose 1d4 specific stimuli for each affected sense. d6 Sensory Processing Pattern 1 Sensory Over-Responsivity 2 Sensory Under-Responsivity 3 Sensory Craving 4 Vestibular Difference 5 Dyspraxia 6 Sensory Discrimination Difference * Sensory Over-Responsivity. You are highly sensitive to sensory input from 1d4 of the five primary senses, feeling overwhelmed by even mild stimuli. This leads you to avoid those stimuli and can cause others to perceive you as aloof or defensive. When encountering an overwhelming stimulus, as long as the stimulus is present, you must succeed on a DC 8 + (IE) Constitution saving throw or act only to avoid the stimulus however possible for (IE)d4 rounds, after which another Constitution check may be made. If you succeed on the Constitution check, the IE increases by 1 cumulatively until you avoid the stimulus for (IE)d4 rounds. While avoiding, all rolls except the previously mentioned Constitution check are made with a −(IE) penalty. You have a +(IE) bonus to all Wisdom (Perception) checks involving your sensitivities. * Visual. You’re sensitive to light, certain visual patterns, or too much movement and need to reduce what you’re seeing by looking away or using a filter such as sunglasses. A visual barrier gives you advantage on the Constitution check but affects Wisdom (Perception) checks accordingly. * Auditory. You’re sensitive to sound, such as certain pitches, volume levels, or auditory patterns. Because of your sensitivity to certain sounds, you can find sources of sounds more easily giving you a +(IE) bonus to Wisdom (Perception) checks to locate the source of a sound and on saving throws against auditory illusions. An auditory barrier like earplugs gives you advantage on the Constitution check but affects Wisdom (Perception) checks accordingly. * Olfactory. You’re sensitive to certain smells or groups of smells. If you fail your saving throw, you also experience Nausea. Because you’re sensitive to these odors, you have a +(IE) bonus to Intelligence (Investigation) checks to detect your stimulus or similar sources. A barrier such as nose plugs gives you advantage on the Constitution check but affects Wisdom (Perception) checks accordingly. * Gustatory. You’re sensitive to certain tastes. When tasting or attempting to taste a food within your sensitive range, you become Nauseated, and failure to make your Constitution check results in being incapacitated for 1d4 rounds as you vomit or have another reaction such as Cramps. Because you’re used to being careful with your diet, you have a +(IE) bonus to Intelligence (Investigation) checks to detect your stimulus or similar foods. * Tactile. You’re sensitive to certain textures or temperatures and avoid them. If sensitive to temperature, every time you take fire or cold damage, you must succeed on a DC 8 + (IE) Constitution saving throw or take an additional 50 percent psychic damage. Your sensitivity to textures gives you a +(IE) bonus to Wisdom (Perception) checks to determine the type and quality of a material and to locate hidden objects by touch. If sensitive to a texture, wearing uncomfortable clothing or armor gives you disadvantage on all concentration saving throws and must be removed to receive the benefits of a long rest. An armorer can craft sensory-friendly armor for an additional fifty percent of its base price. * Sensory Under-Responsivity. You have difficulty detecting and responding to sensory input from 1d4 senses in a timely manner. You often seem insensitive, uncaring, or clumsy. You have a −(IE) penalty on Wisdom (Perception) checks involving related stimuli, and even seemingly obvious stimuli such as being nudged, the temperature or lighting changing in the room, or the obvious smell of smoke, often require a Wisdom (Perception) check to notice. Tactile Under-Responsivity causes a −(IE) penalty on all Dexterity ability checks but a +(IE) bonus to rolls to resist pain or torture and grants resistance to psychic damage. * Sensory Craving. You need more and more stimulation in 1d4 of the following sensory domains, but the more you get, the more your senses and attention focus on the stimulus. When you encounter a stimulus in one of your sensory domains, you must succeed on a DC 8 + (IE) Wisdom check to resist indulging in that stimulus, regardless of the consequences. (The GM can adjust the DC for especially dangerous or deadly stimuli.) Regardless of whether you succeed or fail, you must make another Wisdom check each round to determine your response to the stimulus, but for each round you indulge in the stimulus, the DC of the Wisdom check increases cumulatively. While indulging, you have a −(IE) penalty on all Wisdom (Perception) and initiative rolls due to hyperfocusing on the stimulus. * Visual. You’re fascinated by flickering and bright lights and fire, sparkling and other rapid movements. * Auditory. You prefer loud voices (including your own) and noisy environments. * Taste/Olfactory. You bite, lick, or chew nonfood objects; smell people, animals, or objects; and sometimes prefer one type of taste (e.g., spicy, bitter, or sweet). * Vestibular. You want to spin, swing, go fast (rolling down hills, racing), and experience sensations like being upside-down or flying/falling. * Proprioception. You like jarring movements like jumping, crashing, and pushing into things and grinding your teeth. You prefer tight-fitting clothing and heavy clothing or armor, although this does not dysregulate you. * Tactile. You need to feel textures everywhere, coat your hands and arms in mud, or otherwise experience new feelings whenever noticing a new texture. * Vestibular Difference. Your sense of balance is disrupted, so you tend to stand and sit in ways that lower your center of gravity or widen your base, such as slouching, sitting with a wide leg base, or walking with heavy footfalls. You have a −(IE) penalty on all Dexterity and Constitution checks. You tire easily, so when traveling, your daily distance is reduced by (IE) × 10 percent. You have a +(IE) bonus to Wisdom (Perception) checks to detect gradual slopes. * Dyspraxia. You have trouble learning new motor activities and skills. When gaining or increasing a feat or proficiency based on Strength or Dexterity, you need an additional (IE)d20 days to gain the bonus. Because you’re used to having to work harder to gain skills, you have developed creativity and resilience, so once per day, when making a non-combat ability check, you can choose to make the check with advantage. If you have other traits, you may choose one or more of Speech Impediment, Executive Functioning, Brain Fog, Social Interaction Difference, Language Processing, Learning Difference, Attention Difference, Sensory Processing Difference (Vestibular Difference), Fine Motor Control Loss, or Gross Motor Control Loss. [Quote Sidebar: Neurodiversity has had a massive impact on my life, positively and negatively. It has shaped the way that I experience the world, through daily walking into doors, accidentally hitting my partner, forgetting my plans and commitments, to making my studies and work an endless uphill climb. But through those issues, I have learned invaluable lessons. I’ve learned to persist in the face of struggle, to do it for myself and create my own steam, and above all, to be kind to others. * Critical Miss Dice] * Sensory Discrimination Difference. You have trouble determining variation in 1d4 subtypes of sensory input. Choose or roll on the following table. d8 SDD Subtype 1 Auditory 2 Visual 3 Tactile 4 Vestibular 5 Olfactory 6 Gustatory 7 Proprioception 8 Interoception * Auditory. You have trouble distinguishing between sounds, so you may speak too loudly or softly, have trouble distinguishing foreground and background noises, take longer to process and respond to auditory instructions, or have difficulty telling the difference between similar-sounding words. You have a −(IE) penalty on Wisdom (Perception) checks related to sound. You also have a +(IE) bonus to saving throws against being charmed by auditory magic. * Visual. You have trouble making visual distinctions such as the difference between visual stimuli like written characters, facial expressions, relative distances, and object characteristics like shape, color, or size. Preparing spells from a spellbook takes (IE) × 10 percent longer without assistance. You have a −(IE) penalty to hit with all ranged attack rolls and to applicable Wisdom (Insight) and Wisdom (Perception) checks. Because you process visual information differently, you have a +(IE) bonus to all saving throws against gaze attacks or any effect requiring you to look at something or someone. * Tactile. You have trouble distinguishing between different tactile feelings including textures, temperatures, and pain. You tend not to recognize people’s personal space and can accidentally injure yourself or others. You have a −(IE) penalty on all Dexterity ability checks, Wisdom (Perception) checks related to touch or temperature, and Charisma (Persuasion) checks but a +(IE) bonus to rolls to resist pain or torture and have resistance to psychic damage. * Vestibular. You have trouble with spatial and balance awareness, including the position of your own body and head and your direction of movement or when you’re starting to fall. You tend to stand and sit in ways that lower your center of gravity or widen your base, such as slouching or sitting with a wide leg base. You have a −(IE) penalty on all Dexterity (Acrobatics) and Strength (Athletics) checks. * Olfactory. You have trouble discerning between smells, including spoiled or toxic substances, smoke, and other toxic odors. You have a −(IE) penalty on all smell-related Wisdom (Perception) checks but a +(IE) bonus to saving throws against effects that depend on smell such as a Stinking Cloud spell. * Gustatory. You have trouble determining the difference between tastes, so all food seems to taste essentially the same. Since you don’t enjoy eating, you have to force yourself to do so and thus usually only eat the minimum you must to remain healthy. You have a −(IE) penalty on Wisdom (Perception) checks related to taste. * Proprioception. Your sense of body location is impaired, so you can’t tell how much strength you’re applying to an object or creature, and you have trouble discerning where you are relative to objects around you. You have a −(IE) penalty to hit with melee weapons and dodging. When moving on rough terrain, your movement is reduced by (IE) × 20 percent. When dashing, you must succeed on a DC 8 + (IE) Dexterity saving throw or fall prone. When holding a fragile object, you must succeed on a DC 5 + (IE) Wisdom (Perception) check to avoid dealing 1d2 + (Strength modifier) structural damage to the object, taking 1d2 slashing damage if you shatter it into shards. When given a verbal direction such as ‘right’ or ‘left,’ you must succeed on a DC 5 + (IE) Wisdom (Perception) check to determine the correct direction. * Interoception. You have trouble recognizing your body’s internal cues like hunger, thirst, exhaustion, and pain. When you take a level of exhaustion, you must succeed on a DC 10 + (IE) Wisdom (Perception) check to notice the exhaustion. If you fail to notice and don’t begin to rest, you must succeed on a DC 8 + (exhaustion level) Constitution save every hour or take another level of exhaustion. You may make another Wisdom (Perception) check every hour to attempt to notice. Once you acquire 3 levels of exhaustion, you experience all the effects at once but must still succeed on a DC (8 + (IE) − (exhaustion level)) Wisdom (Perception) check to recognize that you are in a state of exhaustion. You do not otherwise recognize the need to eat, sleep, or eliminate waste until it’s an emergency. You have a +(IE) bonus to rolls to resist pain or torture and have resistance to psychic damage. Real-world Examples Sensory Processing Disorder, Autism, Traumatic Brain Injury Assistive Options For over-responsivity, filtering devices such as visors, sunglasses, custom clothing or armor, and earplugs can help with some forms, and carefully choosing clothing is necessary. The rest depend heavily on friends and allies monitoring you to help you control craving reactions or help assist with awareness issues. Anytime a friend uses their action to help with a Wisdom (Perception) check, the check is made with advantage. You may also consult the section on Service Animals. Magical Assistance Spells such as Silence or Darkness can help a person avoid stimuli but have negative side effects. Some illusion spells can help with cravings, but note the dysregulation that results from it. Magic armor that adjusts in size to fit the wearer also adjusts in texture as needed for Sensory Over-Responsivity unless stated in the item description. Sleep Disruptions You have trouble sleeping, or your sleep is disrupted in some way. Note the rules on p. 87 of the Basic Rules regarding rest and other fifth edition sources regarding exhaustion. As elves and other creatures of fey ancestry don’t sleep, the GM can determine whether they should reroll or whether this affects their meditative condition. If you have multiple traits, you may choose one or more Baseless Emotions as one or more of them. d100 Sleep Disruption 1–6 Confusional Arousals 7 Exploding Head 8–17 Hypersomnolence 18–40 Insomnia 41–44 Night Terrors 45–50 Nightmares 51–52 Sleep Aggression 53–55 Sleep Behaviors 56–60 Sleep Enuresis 61–62 Sleep Paralysis 63 Sleep Sorcery 64–86 Sleep-Related Breathing Disruption 87–88 Sleep-Related Hallucinations 89–93 Sleep-Related Movements 94–97 Sleep-Wake Disruptions 98–100 Sleepwalking * Confusional Arousals. You wake from sleep and act as if under a Confusion spell for (IE)d10 minutes and then return to sleep. You retain no memory of waking up. * Exploding Head. As you awaken from sleep, you hear loud explosions. They startle you, and you must succeed on a DC 5 + (IE) Wisdom saving throw or have disadvantage on all Intelligence and Charisma checks for (IE) rounds but have +1 to initiative rolls due to hyperawareness. * Hypersomnolence. While you might seem to sleep fine at night, you still feel Fatigue during the day. You have a −(IE) penalty on saving throws against magic effects that induce sleep, and (IE)d4 times per day, you must succeed on a DC 8 + (IE) Constitution saving throw or become unconscious as if affected by the Sleep spell. (This condition could be ruled to cause characters of fey ancestry to need to sleep when they normally don’t.) * Insomnia. You have trouble falling or staying asleep or both (equal chances of each). When beginning a long rest, you must succeed on a DC 8 + (IE) Constitution saving throw to fall asleep quickly. On failure, you lose the difference between your result and the number needed in hours of sleep and lose benefits of rest accordingly unless you sleep longer at the end of the long rest to compensate. If your form of insomnia wakes you while sleeping, determine the time you wake randomly by subtracting the loss from the total hours attempted, and roll 1d(difference) to determine how many hours you sleep before waking. If your insomnia is mixed, follow the above, but then roll to determine how many of the lost hours are at the beginning and how many happen after waking. * Night Terrors. When you’re sleeping, you awaken at a random time during the rest and scream for (IE)d12 minutes. Each time this happens, you must succeed on a DC 5 + (IE) Constitution saving throw or have another screaming episode in 1d20 minutes, repeating until success. This will awaken anyone else sleeping near you who can hear and draw the attention of any nearby creatures. If awakened, you will be disoriented for (IE) rounds and have disadvantage on all Intelligence and Charisma checks. * Nightmares. You experience frequent, vivid nightmares. Every time you sleep, you must succeed on a DC 15 + (IE) Constitution saving throw or have a nightmare 1d4 hours after falling asleep. The dream lasts 1d10 + 10 minutes. After the dream, you must succeed on another DC 15 + (IE) Constitution saving throw or have a nightmare 1d4 hours later, repeating the process until the end of the rest. Because of the trauma of these dreams, you experience (IE) Baseless Emotions for (IE)d6 × 10 minutes before a long rest and must succeed on a DC 10 + (IE) Wisdom saving throw to go back to sleep after the dream, repeating the saving throw every ten minutes on failure until successful. * Sleep Aggression. You act violently while sleeping. Every time you sleep, you must succeed on a DC 15 + (IE) Constitution saving throw or begin attacking the closest creature with unarmed attacks 1d4 hours after falling asleep. The episode lasts until you take damage or succeed on a DC 10 + (IE) saving throw, which you can attempt each round. After the attack, you must succeed on another DC 15 + (IE) Constitution saving throw or attack again 1d4 hours later, repeating the process until the end of the rest. If your companions restrain you before sleeping, you must succeed on a DC 8 Constitution saving throw or experience Insomnia due to the discomfort of the restraint unless the method allows freedom of movement, such as a cage, and when the episode begins, you attempt to escape the restraint until the episode ends. With IE 1 Sleep Aggression, you remain prone and only attack anyone in bed with you or within your reach if you’re sleeping on the floor or a mat, but at a higher IE, you will get out of bed to attack. * Sleep Behaviors. Every time you sleep, you must succeed on a DC 15 + (IE) Constitution saving throw or have a nightmare 1d4 hours after falling asleep. The dream lasts 1d10 + 10 minutes. During the nightmare, you act out the dream and perceive the creatures around you as the villains or monsters in your dream. You begin to twitch and moan, which escalates in 1d20 rounds to attacking if not awakened. On a successful DC 8 + (IE) Wisdom saving throw, you attack the nearest creature. On a failed saving throw, you are frightened and flee. You can be easily awakened by normal means or when you take damage. After the dream, you must succeed on another DC 15 + (IE) Constitution saving throw or have a nightmare 1d4 hours later, repeating the process until the end of the rest. * Sleep Enuresis. You urinate while sleeping (IE)d4 times per week. Without support and understanding from allies, you must succeed on a DC 10 + (IE) Wisdom saving throw once per week or experience 1d4 Baseless Emotions until succeeding, making the saving throw once per day. * Sleep Paralysis. When you awaken from sleep, you are paralyzed for (IE)d4 minutes. Because of the trauma of this experience, you must succeed on a DC 10 + (IE) Wisdom saving throw or experience (IE) Baseless Emotions for (IE)d6 × 10 minutes before a long rest. * Sleep Sorcery. Every time you sleep, you must succeed on a DC 8 + (IE) Constitution saving throw or cast a random prepared spell at the lowest available spell slot 1d4 hours after falling asleep. After the casting, you must succeed on another DC 8 + (IE) Constitution saving throw or cast another spell 1d4 hours later, repeating the process until the end of the rest. If you do not have the necessary spell slot available or if you do not have the necessary focus or components within reach, the spell fails, and nothing happens. When the rest finishes, you will have used up spell slots for all spells successfully cast within four hours of the end of the rest. * Sleep-Related Breathing Disruptions. You don’t get enough oxygen while sleeping, either due to apnea, chronic snoring, discharge, or failure to absorb enough. You experience IE 1 Fatigue, and every twenty-eight days, you must succeed on a DC 5 + (IE) Constitution saving throw or develop IE 1 Hypertension, the IE increasing on each failed periodic saving throw. * Sleep-Related Hallucinations. When falling asleep or waking up (both equally likely), you experience Hallucinations. * Sleep-Related Movements. You move excessively in your sleep, either random movements, leg Cramps, or teeth grinding, which keeps you from getting sufficient rest. At the end of every long rest, you must succeed on a DC 8 + (IE) Constitution saving throw or incur IE 1 Fatigue for the rest of the day. * Sleep-Wake Disruption. Your internal sleep clock does not correspond to your intended pattern. If you cannot follow your internal pattern, follow the rules for Insomnia accordingly. d10 1d10 if you have IE 4 Blindness Sleep-Wake Disruption 1–4 1–3 Irregular Rhythm 5–9 4–7 Delayed Phase 10 8–10 Non-synchronized Circadian Rhythm * Irregular Rhythm. In order to achieve the benefits of a long rest, you must instead take (IE) short rests. * Delayed Phase. Your pattern of sleep begins (IE) × 3 hours before or after the time typical for your culture, and in order to gain the benefits of a long rest, you must begin your long rest within one hour of that time. * Non-synchronized Circadian Rhythm. Your internal sleep clock functions as if the day is (IE) hours longer or shorter (equal chances) than it actually is, which adjusts the time your body expects to take a long rest to a new time every day. * Sleepwalking. Every time you sleep, you must succeed on a DC 15 + (IE) Constitution saving throw or have a dream 1d4 hours after falling asleep. The dream lasts 1d10 + 10 minutes. You act out your dream, walking, interacting with your environment, but with disadvantage on all Wisdom (Perception) checks. The GM should determine the nature of the nonviolent dream. If awoken while sleepwalking, you will be disoriented and have disadvantage on all Intelligence and Charisma checks for 1d10 rounds. An ally can make a DC 8 + (IE) Charisma (Persuasion) check to gently guide you back to bed on success. Real-world Examples Sleep Apnea, Sleep-related Hypoventilation Disorders, Sleep-related Hypoxemia Disorder, Kleine-Levin Syndrome, Delayed Sleep Phase Disorder, Sleep-wake Phase Disorder, Irregular Rhythm Sleep-wake Disorder, Non-24 Sleep-wake Disorder, Narcolepsy, Parkinson’s Disease, Lewy Body Dementia, Down Syndrome Assistive Options Most of these require patience and understanding by your allies most of all. If a party sets up a night watch, the person watching can also monitor you while you sleep and wake you if necessary when noticing behavior relating to disrupted sleep. Earplugs and a sleep mask or an otherwise dark and quiet environment can assist with sleep phase disruptions to allow for sleeping in sunlight and daytime activity. Magical Assistance A Sleep spell can help you get back to sleep when you can’t sleep, but it has no duration, so it won’t prevent waking or other traits that occur during sleep. Slowed Movement Most or all movements that you make are reduced by (IE) × 15 percent. You have a −(IE × 2) penalty on all Strength (Athletics) and Dexterity checks, saving throws, and your Armor Class. Spells with somatic components usually need to be modified to work within your physical range, requiring a day for every hour normally needed to inscribe into your spellbook and double the cost due to experimentation materials. Real-world Examples Parkinson’s Disease Assistive Options You need people to remember that your mind is still as quick as ever, but your body won’t cooperate with your desired speed, and they need to be patient. Magical Assistance A Haste spell or something that duplicates its effects can reduce the IE by 2 but also has the accompanying side effects. Social Interaction Difference You have trouble interpreting the social aspects of language, both verbal and non-verbal, and the feelings being conveyed. This can make you seem insensitive as you miss sarcasm, avoid eye contact, take expressions literally, or don’t attend to the subject as neurotypical people would expect, or you tend to repeat phrases spoken to you as you process them. You have a −(IE) penalty on Charisma (Persuasion) and Charisma (Deception) and Wisdom (Insight) checks. You can use Masking to mitigate these effects. If you have multiple traits, you may choose Special Interest as one of them. [Quote Sidebar: "Weird" and "scatterbrained" are terms I've long applied to myself, and I've always struggled with social issues: What seems obvious to others commonly eludes me, and it's hard to explain what's going on in my head. Only in my forties have I finally encountered enough information on Neurodivergence to realize that these traits likely add up to ADHD and Autism. The revelation has given me new tools to help with my various issues, and it feels like the explanation I've been missing my whole life. -- Arkylie Killingstad] Real-world Examples Autism, Social Communication Disorder, Attention Deficit Hyperactivity Disorder, Aphasia, Nonverbal Learning Disabilities, Echolalia Assistive Options What helps most is patience and respect from your peers, people willing to give you subtle social hints when you need help, and a willingness from others to allow you to communicate with more detail than they expect. Spatial Neglect You fail to recognize one side of the objects that you perceive. This may mean that you only see objects in half of your sensory field, or you only notice half of each object. Roll or choose to determine the type, range, axis, and orientation. [Figure: Spatial Neglect: Bottom Neglected, viewer is upright with head tilted 10° to the left] * Type. Your neglect is equally likely input or output. Neglect of input includes ignoring half of all of what your five basic senses perceive, including what you imagine, remember, dream, or hallucinate. You have a −(IE) penalty on all Wisdom (Perception) checks on the affected half. Neglect of output prevents you from using your body on the half, either using those limbs or ability to interact with objects on the neglected side, regardless which limb you’re using. You have a −(IE) penalty on all rolls affecting manipulating the neglected side, whether through physical or magic interaction. Spells with somatic components usually need to be modified to work within your physical range, requiring a day for every hour normally needed to inscribe into your spellbook and double the cost due to experimentation materials. * Range. You neglect either the entire half of your field of perception (egocentric; e.g., you don’t notice a map on your left side.) or half of each individual item (allocentric; e.g., you don’t notice the left side of a map, even though the entire map is to your right.) If you have an egocentric range, you have a −(IE) penalty to your Armor Class and reactions to enemies on the neglected side. If you have an allocentric range, you have a −(IE) penalty to your Armor Class and reactions to enemies when the attack comes from the neglected side of their bodies. Depending on your orientation, the player and GM will need to determine how spells can be read from a spellbook, such as writing vertically or diagonally or using an encoded alphabet or language where all letters are symmetrical, or where words are palindromes or written as compound words. * Axis. You neglect half of your perceptive field. Choose or roll on the following table. d10 Neglected Half 1–4 Left 5–8 Right 9 Top 10 Bottom * Orientation. Your frame of reference to determine which half you neglect is either egocentric (relative to your field of view) or allocentric (relative to the object’s perceived side). (e.g., If you have an egocentric range but an allocentric orientation, the neglected side remains the same regardless of your head or body position. If you have an allocentric range and an egocentric orientation, the missing half of each object does not change even if the object is tilted.) As a side effect of all forms of this condition, you have a +(IE) on rolls to hit a target with a displacement feature, although if you have an allocentric range, you have a −(IE) penalty to your Armor Class against one or more of its limbs or tentacles, depending on your axis. Note that this affects all forms of perception whether natural or magical, including scrying, detection spells, or other perceptive effects. For those without this trait who would like to implement it in-game, note that you’ll likely more easily implement one of the Egocentric Orientation options, as they’re generally more intuitive to those without this condition. Real-world Examples Hemispatial Neglect, Somatoparaphrenia, Hypokinesia Assistive Options Depending on the variety of neglect, you depend on your allies to communicate to you what you can’t perceive. If an ally uses their action to verbally guide you, the IE of most actions will be reduced by 1 for that action. This assistance can also be used for bonus actions but not reactions. Sense Processing Difference You have trouble distinguishing small differences in one of your basic senses. Choose or roll on the following table. You detect the stimulus accurately, but your brain doesn’t process the information the usual way, causing the sensory equivalent of a malapropism (replacement of one stimulus with a similar one). d10 Sense 1–3 Sight 4–7 Hearing 8–9 Touch 10 Smell & Taste * Sight. You mistake things you see for similar objects, so you have trouble distinguishing goblins from halflings or different kinds of foods, plants, fabrics, colors (unlike Colorblindness, which can’t distinguish contrasting colors), etc. You have a −(IE) penalty on all vision-related Wisdom (Perception) checks to recognize or remember visual details. Because of the way you process visual information, you have a +(IE) bonus to saving throws against gaze attacks and other attacks that rely on sight. * Hearing. You mistake heard words for similar-sounding words, so you might hear, “One ring to rule them all,” as, “One thing in school is small.” You have a −(IE) penalty on all auditory-related Wisdom (Perception) checks to recognize or remember auditory details. Because of the way you process auditory information, you have a +(IE) bonus to saving throws against audible attacks like a harpy’s Luring Song. * Touch. You mistake textures for similar textures, so you confuse the feel of oil and water, grass and carpet, wool and bristles, etc. You have a −(IE) penalty on all touch-related Wisdom (Perception) checks to recognize or remember tactile details. That includes seeing or hearing about something and imagining its texture. * Smell & Taste. You mistake tastes and smells for similar ones, making it nearly impossible to detect rotting or poisoned foods without other cues. Spicy foods taste similar, whether that spice comes from garlic or chili peppers, so you have trouble cooking foods that require blending flavors like herbs and spices. You have a −(IE) penalty on all smell and taste-related Wisdom (Perception) checks to recognize or remember odor and taste details. Because of the way you process olfactory information, you have a +(IE) bonus to saving throws against smell-based attacks such as a Stinking Cloud spell. Real-world Examples Auditory Processing Disorder Assistive Options Reducing echoes and background noise, enunciating (clarity, not volume!), improved lighting, and other methods to emphasize distinctions in stimuli will help you, reducing penalties at the GM’s discretion, up to 2 IEs. Synesthesia (IE) of your senses cross over, so when you sense something that most people only associate with that sense, you may also experience it with another sense. For example, each letter of the alphabet has a color in your mind. Food can taste square or triangular. The sound of an oboe tastes like cinnamon and nutmeg, depending on the pitch, while the sounds of trumpets taste spicier than tubas. Roll on the following table twice for every IE, keeping duplicates, and work with your GM to determine how the first also includes the second. This additional sensory information applies to all forms of the sense, including scrying and magic forms of detection that manifest as the original sense. The multisensory experience improves your memory, giving you a +(IE) bonus to Intelligence checks that depend on recall, including acquired knowledge. d6 Sense 1 Vision 2 Hearing 3 Touch 4 Smell/Taste 5 Proprioception (movement) 6 Mirror If you roll or choose Mirror, you instead experience the corresponding sense when you notice someone else experience it but, if applicable, on the opposite side of your body as if looking in a mirror. Besides the Intelligence check bonus to recall an event that you witnessed, the empathy you develop gives you a +(IE) bonus to Wisdom (Insight) checks. You may experience pain when you notice someone else get hurt, and while it causes no physical damage, if you witness someone taking damage, you must make a Constitution saving throw to maintain concentration with a DC 8 +(IE) if applicable. Real-world Examples Synesthesia, Mirror Touch Synesthesia Assistive Options This condition requires no assistance, as it usually improves the experience of senses, but you may feel isolated or afraid to mention your additional perception to others for fear of their reaction. Unrelated Stimulus Reflex You have a reflex action in response to a stimulus that seems unrelated to it. IE 1 may be sneezing uncontrollably when suddenly exposed to bright light or have a full stomach. It’s a nuisance and usually causes a −(IE) penalty to a specific skill or ability or requires a Constitution check to avoid losing spell concentration in the stimulus’ presence. As the IE increases, the inconvenience turns to danger toward you or others. At IE 2, you become unable to cast spells for a round or experience Nausea by certain uncommon stimuli such as discussions or depictions of medical procedures. At IE 3, you become incapacitated by a given stimulus that may be more common, such as the sight of blood. At IE 4, you attack yourself or allies in the presence of certain stimuli. The GM should work with the player to determine the exact nature of the stimulus and response based on the rarity of the stimulus in your life and the destructive nature of the response. Real-world Examples Autosomal-dominant Compelling Helio-Ophthalmic Outburst, Gustatory Rhinitis, Vasovagal Syncope Assistive Options While no assistive methods cover the range of stimuli and responses, individually avoiding situations where the stimulus may appear or proactively preparing for the response helps manage this condition. Magical Assistance Any kind of magical assistance would depend specifically on the specific stimulus and response. Muscular d20 Trait 01−10 Cramps 11–14 Fine Motor Control Loss 15–17 Gross Motor Control Loss 18–19 Hiccups 20 Paradoxical Myotonia Cramps You experience sudden painful tightening of muscles in your body with little or no warning. This tightness makes the cramped part of your body completely unusable and distracting. This cramp may always be in the same body part or travel around the body, typically in the same region. The cramp lasts (IE)d4 minutes. At the end of the duration, you must succeed on a DC 8 + (IE) Strength saving throw or the cramp moves to a different part of the same region of the body, such as lower abdomen to upper abdomen or from calf to shin or from left leg to right leg for another (IE)d4 minutes, after which you must succeed on a DC 8 + (IE) Strength saving throw or continue the process, the DC decreasing by 1 each time. Any action that requires concentration (e.g., maintaining a spell) requires a successful DC 10 + (IE) Constitution saving throw per round to maintain concentration. Real-world Examples Restless Leg Syndrome, Diabetes, Addison’s Disease, Kidney Failure, Parkinson’s Disease, Cirrhosis, Sarcoidosis Assistive Options When a cramp starts, if you can continuously stretch the affected muscle, which gives disadvantage on all other physical actions except saving throws, you get a +1 bonus to the next Strength saving throw. Fine Motor Control Loss You have trouble making precise movements, especially with your hands and arms. You have a −(IE) penalty on all Dexterity (Sleight of Hand) checks, Dexterity checks to write, or other attempts to use precision with your hands such as playing a musical instrument. Spells with somatic components usually need to be modified to work within your physical range, requiring (IE) days for every hour normally needed to inscribe into your spellbook and double the cost due to experimentation materials. Transcribing spells with only verbal components into your spellbook takes (IE) × 4 times as long as usual. Real-world Examples Dyspraxia, Friedreich’s Ataxia, Wilson’s Disease, Parkinson’s Disease, Multiple Sclerosis, Cerebral Palsy, Paraneoplastic Syndromes, Neuropathy, Spinal Injuries Assistive Options Assistance for fine motor control loss takes the form of adapting the space around you to your needs and allowing extra time for anything requiring fine motor movements. Gross Motor Control Loss You have trouble with larger body movements, such as jumping, throwing, walking, running, and maintaining balance. You have a −(IE) penalty on all melee attack rolls to hit and Strength (Athletics) and Dexterity (Acrobatics) checks and Dexterity saving throws. Spells with somatic components usually need to be modified to work within your physical range, requiring (IE) days for every hour normally needed to inscribe into your spellbook and double the cost due to experimentation materials. You may replace one of your other traits with Muscle Control & Gait Difference. Real-world Examples Dyspraxia, Friedreich’s Ataxia, Wilson’s Disease, Parkinson’s Disease, Multiple Sclerosis, Cerebral Palsy, Paraneoplastic Syndromes, Neuropathy, Spinal Injuries Assistive Options Leg braces, crutches, walkers, rollators, and canes can reduce the IE penalty by 1 for Dexterity checks and saving throws. Braces take one minute to put on and cannot be worn while sleeping, and the others, unless designed for use as weapons, require one hand to be used for balance. Hiccups You get hiccups (IE)d4 times per day. You don’t know when to expect them, and they’re painful and last (IE)d10 minutes. (The GM should roll at the beginning of the day and roll or choose random times throughout the upcoming day.) During a bout of hiccups, you must succeed on a DC 10 + (IE) Constitution check to successfully cast a spell with a verbal component. On failure, the spell fails, but the spell slot is not used. Because of the painful distraction, you must also succeed on a DC 8 + (IE) Constitution saving throw to maintain concentration each round on an applicable spell. You also have a −(IE) penalty on Charisma (Persuasion) and Charisma (Intimidation) checks during a bout of hiccups. If a bout of hiccups occurs during a long rest, it will disrupt the benefits of the rest, depending on when the bout starts and how long it lasts. Real-world Examples Traumatic Brain Injury, Multiple Sclerosis, Diabetes, Kidney Disease, Anxiety Assistive Options Common treatments for hiccups don’t help with chronic hiccups. A successful DC 5 + (IE) Wisdom (Medicine) check by a trained practitioner after a one-hour acupuncture treatment will reduce the IE by 1 for the rest of the day. Paradoxical Myotonia Your muscles in (IE) limbs stiffen, and you have difficulty relaxing them. This trait is triggered by exercise or cold. When affected, your limbs are difficult or impossible to move without extreme pain if at all. You have a −(IE) penalty to any action that would use that limb, including attack rolls. When you take any amount of cold damage or attempt an attack that requires a fast or jarring motion to your muscles, make a Strength or Dexterity (Acrobatics) check, whether successful or not, you must succeed on a DC 8 + (IE) Constitution saving throw or experience stiffening. On failure, the exercise is painful, and you need to succeed on a DC 8 + (IE) Constitution check to fight the pain and continue to hold anything in the affected hands or to avoid falling prone in the case of legs. Walking on a forced march will also require success of a DC 8 + (IE) Constitution saving throw every two hours to avoid the effect. The effect lasts until you take a short rest. Real-world Examples Paramyotonia Congenita Assistive Options This condition is assisted by avoiding the triggers. You have no trouble casting most spells or firing crossbows (although loading all but hand crossbows is difficult) and ranged weapons, such as blowguns, that don’t require muscle strain or sudden movements. Magical Assistance A Potion of Relaxation is effective against Paradoxical Myotonia. Endocrine Difference d20 Trait 1–3 Agitation 4–5 Delayed puberty 6–8 Diabetes 9 Infertility 10 Intersex 11–14 Temperature Intolerance 15–16 Vertigo 17–20 Weight Difference Agitation You get annoyed or restless easily, more than is typical, with less provocation than expected for your emotional response. This can lead to difficulty in social settings and relationships. When this feeling surfaces, you must succeed on a DC 8 + (IE) Wisdom (Insight) check to realize that your feelings are an agitation flare-up. On failure, you can make another check every round. Until successful, you have a −(IE) penalty on all Charisma checks except Charisma (Intimidation), with which you have a +(IE) bonus. You also have a +(IE) bonus to saving throws against being charmed. Real-world Examples Anxiety, Depression, Bipolar Disorder, Hypothyroidism, Autism, Attention Deficit Hyperactivity Disorder Assistive Options Using a short rest for relaxation, breathing exercises, or meditation will stop the episode and prevent another one for at least 1d4 hours after unless faced with significant provocation that would agitate a typical person. Magical Assistance The Calm Emotions spell eliminates Agitation for the duration of the spell on a failed saving throw, but you have a +(IE) bonus to the saving throw. Delayed Puberty Even though, according to your age and ancestry, you would typically have physically developed adult characteristics, these characteristics are delayed or absent in you. Whatever the typical age of maturity for your ancestry, it takes you twenty percent × IE longer to develop these characteristics. Until you reach this age, you have advantage on Charisma (Deception) checks to present yourself as a child and disadvantage on Charisma (Intimidation) checks. Real-world Examples Constitutional Growth Delay, Celiac Disease, Klinefelter’s Syndrome, Turner Syndrome Assistive Options Because this can lead to being infantilized due to being perceived as a child, support and respect from your party helps reinforce to others that they should respect you and treat you as an adult. Magical Assistance Magic that affects a person’s appearance and voice, such as a Seeming spell, can assist with this for the duration. Diabetes You need to watch what you eat, when you eat it, and how much you eat to avoid symptoms such as thirst, weight loss, fatigue, blurred vision, or numbness in the hands and feet. Choose or roll on the following table. d10 Effect 1–4 Hyperglycemia 5–6 Hypoglycemia 7–10 Both Hyperglycemia. If you eat too many carbohydrates in a short amount of time (e.g., a meal with more than a serving of grains, more than one alcohol drink, or more than one sweet food serving), you must succeed on a DC 10 + (IE) Constitution saving throw or become hyperglycemic and add 1d4 of the following experiences until you take a short rest: Nausea, Shortness of Breath, Weakness, Confusion, Body Pain (Abdominal). Roll for IE for each. Failure to take a short rest will increase the IE of each experience every hour and add an additional experience from the list. Once one of the added experiences exceeds IE 4, you enter a Coma. Hypoglycemia. If you eat too few carbohydrates (you must eat at least a snack every three hours or less) or drink alcohol (yes, it can work either way) you must succeed on a DC 10 + (IE) Constitution saving throw every minute or become hypoglycemic and obtain one of the following traits, cumulative until you succeed on the saving throw: Confused, Fainting, Agitation, Tremors, or Vertigo, which last until you get a serving of carbohydrates. Real-world Examples Diabetes, Polycystic Ovary Syndrome Assistive Options Closely monitoring your diet is the key to managing this, and allies who help when asked are invaluable. Magical Assistance The Goodberry spell, if used without other foods or drinks except for water, will maintain blood sugar for the duration of the spell. Intersex You possess ambiguous reproductive organs for those associated with your ancestry. This may be expressed as genital underdevelopment or variation, diverse secondary sex characteristics, or presentation of genitalia of multiple sexes. The IE determines how noticeable your ambiguity is in daily interaction as it affects your visible characteristics, and players and GMs should carefully discuss how best to represent this diversity, which may include bonuses or penalties to Charisma (Persuasion) or Charisma (Deception) checks depending on the situation and cultural acceptance. If you have this trait, you may choose Infertility as one of your other traits. Real-world Examples Hyperplasia, Agenesis, Gonadal Dysgenesis, Ovotesticular Disorder of Sex Development, Anorchia, Klinefelter Syndrome, Turner Syndrome Assistive Options This trait requires no assistance except acceptance of diversity. Magical Assistance Magic that affects a person’s appearance, such as a Seeming spell, can affect how you present for the duration. Infertility You have difficulty having biological children, impregnating someone, getting pregnant, or staying pregnant to term. While this rarely has a role in most games, the GM and player should carefully discuss its role in the game with each other and with other players, making use of safety tools such as Lines & Veils (see Additional Resources at the end of this book). While this is true of every trait in the game, the likelihood of adult players being affected personally by this trait and the relative trauma associated with it is extremely high. While fertility rates will vary by ancestry, the likelihood decreases by (IE) × 25 percent. Real-world Examples Miscarriage, Stillbirth, Diabetes, Celiac Disease, Cushing’s Syndrome, Sickle Cell Anemia, Polycystic Ovary Syndrome, Cystic Fibrosis, Varicocele, Hypogonadism, Endometriosis Assistive Options People who would like to have children but cannot due to infertility have introduced a third party to compensate, but this has many potential emotional challenges. Many consider adoption a preferable alternative that, while having its own challenges, also has obvious benefits for the adopted child. Mostly, compassion, not making suggestions, provides the greatest benefit. Magical Assistance Legends of magical solutions to infertility abound, but they almost always come at great cost. Hags can assist in this issue, but hags are also known for the tragedy and corruption associated with their assistance. Temperature Intolerance You are sensitive to atmospheric temperature changes and have a small range of temperatures where you are comfortable, feeling like the environment is much warmer or colder than the actual temperature, or sweating or shivering when most people are comfortable. This range may change suddenly. You have a −(IE) penalty on Wisdom (Perception) checks to determine the relative environmental temperature. Real-world Examples Anxiety, Menopause Assistive Options Cloths soaked in warm or cold water can help you feel more comfortable but do not reduce the penalty. Magical Assistance Items that grant resistance to fire or cold can reduce the IE by 2 as applicable, but when your sensitivity fluctuates the other direction, it increases the IE by 1. Vertigo You feel dizzy, lightheaded, and nauseated, unable to easily orient yourself in space. You have a −(IE) penalty on all Dexterity checks and saving throws, including initiative and Dexterity-based attack rolls, until you take a short rest. You feel Nausea and will vomit if you fail a DC 8 + (IE) Constitution saving throw, which will leave you incapacitated for 1d4 rounds. If this is a triggered trait, quick movement and stress are common causes. Real-world Examples Benign Paroxysmal Positional Vertigo, Vestibular Neuronitis, Meniere's Disease, Labyrinthitis, Perilymph Fistula, Superior Semicircular Canal Dehiscence Syndrome Assistive Options Depending on the cause of the vertigo, certain specialized exercises or rest can help. For some, reducing salt, caffeine, and alcohol helps. Talk to your GM about whether yours can be managed and by what means. Weight Difference You gain weight unrelated to diet and exercise. After every adventure or major campaign arc, you must succeed on a DC 8 + (IE) Constitution saving throw. On failure, your weight has increased by IE × 2d6 percent. On success, your weight has decreased by IE × 1d4 percent. For every fifty percent increase, you have a −1 penalty on Dexterity (Acrobatics) and Strength (Athletics) checks. For every ten percent decrease, you experience Temperature Sensitivity for 3d20 days as your body acclimates itself and must succeed on a DC 8 + (IE) Constitution saving throw or experience Fatigue until you succeed on the saving throw, which you can attempt daily after a long rest. You have a +(IE) bonus to Strength (Athletics) checks for swimming. Real-world Examples Hypothyroidism, Depression, Insomnia, Menopause, Cushing’s Disease, Polycystic Ovarian Syndrome, Congestive Heart Failure, Sleep Apnea, Edema, Diabetes, Down Syndrome Assistive Options Because this gain is unrelated to diet and exercise, little can be done besides acceptance. Immune System d20 Trait 1−10 Allergies 11−12 Atraitatic Disease Carrier 13–19 Immunocompromised 20 Paradoxical Reaction Allergies Your body has a negative reaction to a stimulus or group of stimuli. While all have a Triggered Frequency, some can seem periodic due to the nature of the stimulus, especially seasonal allergies. You have 1d4 of the following allergies. d4 Allergy 1 Food Allergy 2 Venom Allergy 3 Airborne Allergy 4 Contact Allergy * Food Allergy. You are allergic to ingesting certain foods. If you have multiple food allergies, you can combine two into a food category such as tree nuts, shellfish, or citrus. Because you’re used to being careful with your diet, you have a +(IE) bonus to Intelligence (Investigation) checks to detect your stimulus or similar foods. * Venom Allergy. You react more strongly to even mild venoms, whether from stings, bites, thorns, or other injected toxins. A venom allergy will automatically be a category based on type, such as insects, reptiles, or plants. * Airborne Allergy. You are allergic to an inhaled substance, such as mold spores, animal dander, pollen, or certain gasses. * Contact Allergy. You are allergic to a material, either liquid or solid, such a plant resin, iron, tannin (and thus leather), or wool. Because you’re used to being careful with materials, you have a +(IE) bonus to Intelligence (Investigation) checks to detect your stimulus or related materials. Reactions vary depending on the contact nature and IE of the allergy as follows. If the reaction is a trait or complication, it is experienced at the IE of the allergy. If the stimulus is part of an ability or attack that requires a saving throw, you have a −(IE) penalty on the saving throw against that attack. A successful CR 8 + (IE) Wisdom (Medicine) check will reduce the duration by half. IE Ingested Injected Contact Inhaled 1 Rash +10% Damage Rash Eye or Nose Discharge 2 Nausea +20% Damage Rash + Eye or Nose Discharge Rash + Eye or Nose Discharge 3 Fatigue + Nausea +20% Damage, Fainting Rash + Nausea Shortness of Breath 4 Gain 1 level of exhaustion per round Gain 1 level of exhaustion per round Gain 1 level of exhaustion per round Gain 1 level of exhaustion per round Real-world Examples Allergies, Food Intolerance, Celiac Disease, Mast Cell Activation Syndrome Assistive Options The best way to manage an allergy is to avoid the triggering substance. If this is not possible, flushing your skin or sinuses with water for a minute will reduce the IE by 1 for 1d20 minutes after the flushing. For food allergies, vomiting may reduce the duration as it removes the stimulus from your system. Atraitatic Disease Carrier You are infected with a disease but show no symptoms yourself. Choose a disease from official fifth edition sources or another source such as https://www.dndspeak.com/2018/04/04/100-diseases/. You transmit this disease to others via the transmission method associated with it. Anyone who comes into contact with you via its transmission method must succeed on a DC 8 + (IE) Constitution saving throw or become infected. Real-world Examples Typhoid Fever, HIV, Epstein–Barr Virus, Clostridioides Difficile, Cholera, Chlamydia, Poliomyelitis, Tuberculosis, COVID-19 Assistive Options Depending on the method of transmission, taking precautions (e.g., a face mask for air transmission) can give the potential target advantage on the Constitution saving throw. Magical Assistance Magic that cures diseases can eliminate this condition, but anytime you need to make a saving throw against disease, unless you succeed by at least 5, you become an Atraitatic Disease Carrier of the new disease. Immunocompromised You have a −(IE) penalty on all saving throws against disease. Real-world Examples Addison Disease, Celiac Disease, Dermatomyositis, Graves Disease, Hashimoto Thyroiditis, Multiple Sclerosis, Myasthenia Gravis, Pernicious Anemia, Reactive Arthritis, Rheumatoid Arthritis, Sjögren Syndrome, Systemic Lupus Erythematosus, Diabetes, Down Syndrome Assistive Options This is managed by avoiding diseases when possible. Magical Assistance Magic that cures diseases can cure a disease once infection happens but cannot be used proactively. Paradoxical Reaction You react to a medicinal or magical effect different from or the opposite of the intended effect. Each time you consume a medication, herbal treatment, or potion, you must succeed on a DC 8 + (IE) Constitution saving throw. On a failed save, roll for an effect on the table below, rerolling effects that don’t make sense, which lasts (IE)d4 hours. If you fail by less than or equal to 5 − (IE), you still gain the intended effect in addition to the random effect. If you've succeeded on the saving throw for this substance before, you have advantage on this save. If you've failed on the saving throw for this substance before, you have disadvantage on this save. d20 Effect 1 Double Desired Effect 2–3 Opposite Effect 4 Random Physical (Appendage) Trait 5–7 Random Neurological Trait 8–9 Random Muscular System Trait 10–11 Random Endocrine System Trait 12 Random Immune System Trait 13–15 Random Cardiovascular/Circulatory System Trait 16 Random Integumentary System Trait 17–18 Random Digestive System Trait 19–20 Random Complication Cardiovascular / Circulatory d20 Trait 1 Unique Blood Content 2 Hemophilia 3–11 Hypertension 12−17 Shortness of Breath 18–20 Vasospasm Unique Blood Content Your blood does not have the hemoglobin associated with most people. A creature that drinks blood like a vampire or stirge that tries to drink yours must succeed on a DC 8 + (IE) Constitution saving throw on a successful bite attack or experience 2 (1d4) poison damage unless otherwise noted and does not receive the restorative benefits from the attack. d20 Blood Content 1–3 Acid 4–5 Chlorocruorin 6–7 Coboglobin 8 Combustible 9–12 Erythrocruorin 13–14 Hemerythrin 15–17 Hemocyanin 18–19 Vanabins 20 Volatile Liquid * Acid. Your blood is highly acidic. Every minute of exertion, such as combat, a walking forced march, or climbing, you need to succeed on a DC 5 + (IE) Constitution saving throw, increasing cumulatively by 1 every minute of exertion or take one level of exhaustion until taking a short rest. If collected, a flask of 32 ounces equals one use as a weapon. A creature successfully biting you takes 1d(IE) acid damage. * Chlorocruorin. Your blood is green and processes oxygen better than usual, but you’re sensitive to cold environments. You can hold your breath an additional (IE) × 10 percent. You take an additional (IE) × 10 percent cold damage and have a −(IE) penalty on Constitution saving throws against extreme cold as outlined in official fifth edition sources. When wearing cold weather gear, you must still make this saving throw, although the cold weather gear grants advantage on the saving throw. * Coboglobin. Your cobalt-based blood is colorless or amber yellow and does not retain oxygen as well. You are also highly susceptible to cold. You can hold your breath (IE) × 10 percent less than usual, and in low oxygen areas like high altitudes, you must succeed on a DC 8 + (IE) Constitution saving throw every hour or take one level of exhaustion until taking a short rest. You take an additional (IE) × 10 percent cold damage and have a −(IE) penalty on Constitution saving throws against extreme cold as outlined in official fifth edition sources. When wearing cold weather gear, you must still make this saving throw, although the cold weather gear grants advantage on the saving throw. You have a +(IE) bonus to saving throws against extreme heat as outlined in official fifth edition sources. * Combustible. Your blood contains a volatile chemical combination that, when exposed to oxygen by taking piercing or slashing damage, combusts for 1 round, causing (IE)d4 damage to anyone it touches, including you and any creature that causes the damage with a claw or bite attack. * Erythrocruorin. Your blood, which has a much higher iron content than usual, is much brighter red than is typical and allows you to process more oxygen at a time. You can hold your breath for IE × 10 percent longer than usual and have a +(IE) bonus to Constitution checks related to exertion. If successfully attacked by a creature that sucks blood, the creature gains an additional (IE) benefit from the bite attack and does not take poison damage. * Hemerythrin. Your blood is colorless or violet, and you heal faster than usual, receiving a + (IE) × 10 percent (minimum 1) bonus to all healing magic, but you process oxygen less efficiently than typical, so you can hold your breath (IE) × 10 percent less than usual, and in low oxygen areas like high altitudes, you must succeed on a DC 8 + (IE) Constitution saving throw every hour or take one level of exhaustion until taking a short rest. You also have a +(IE) bonus to all saving throws against gas-based poison damage. * Hemocyanin. Your copper-based blood is colorless or blue and operates best in low-oxygen or cold environments. You can hold your breath an additional (IE) × 10 percent. You have a +(IE) bonus to all saving throws against cold damage. You have a −(IE) penalty on saving throws against extreme heat as outlined in official fifth edition sources. In warm tropical environments, every minute of exertion, such as combat, a walking forced march, or climbing, you need to succeed on a DC 5 + (IE) Constitution saving throw, increasing cumulatively by 1 every minute of exertion or take one level of exhaustion until taking a short rest. Because your blood is colorless or nearly so, anyone attempting to stabilize you while you make death saving throws using first aid has a −(IE) penalty on their Wisdom (Medicine) check. * Vanabins. Your blood color ranges from deep blue to yellow and uses oxygen extremely efficiently. You can hold your breath for IE × 10 percent longer than usual and have a +(IE) bonus to Constitution checks related to exertion. This increase in metabolism, however, requires more food, so you must eat (IE) × 50 percent more food than usual. * Volatile Liquid. When your blood, which varies from colorless to yellow, is exposed to air, it instantly evaporates into a toxic gas. You are resistant to it but not immune. All within (IE) × 5 feet must succeed on a DC 8 + (IE) Constitution saving throw or take (IE)d4 poison damage. Real-world Examples Acidosis; (Found in animals) Hemerythrin, Vanabins, Chlorocruorin, Erythrocruorin, Hemocyanin Assistive Options Assistance for these blood types involve avoiding harmful environments when possible. Magical Assistance Magic that provides resistance to cold or fire damage will reduce the temperature sensitivities of blood types as applicable by 2 IEs. Hemophilia Your blood doesn’t clot in a typical way. You bruise easily and bleed excessively even from slight injuries. When you take bludgeoning damage higher than your Constitution modifier × your Proficiency modifier, you must succeed on a DC 10 + (IE) Constitution saving throw or experience Internal Bleeding. When you take slashing, piercing, or necrotic damage higher than your Constitution modifier × your Proficiency modifier, you must succeed on a DC 10 + (IE) Constitution saving throw or lose (IE) hit points at the start of each of your turns due to an open wound. Any creature can take an action to stanch the wound with a successful DC 8 + (IE) Wisdom (Medicine) check. You heal (IE) × 20% less hit points from a rest (minimum 1). If you have multiple traits, you may choose Arm Pain and Leg Pain as one or more of them. Real-world Examples Hemophilia Assistive Options First aid can usually stop bleeding, and ice can aid joint pain caused by internal bleeding around the joints. Hypertension Hypertension does not normally have noticeable traits, but you are more susceptible to complications. Every 3d100 days, you must succeed on a DC 5 + (IE) Constitution saving throw. On failure, you develop one of the following complications or traits: Organ Failure, Blindness, Diabetes, Memory Loss, or Confusion. (Roll randomly or, because these will significantly affect your character, discuss them, and choose one.) Real-world Examples Hypertension Assistive Options Maintaining a healthy diet low in salt and limiting alcohol consumption gives a +1 bonus to the Constitution saving throw. Shortness of Breath You are unable to get enough air, sometimes feeling a tightness in your chest, or you can’t take deep enough breaths. You have a −(IE) penalty on all saving throws against gas-based poison attacks and Constitution checks related to exertion. After three rounds of strenuous physical action such as melee combat, you must succeed on a DC 8 + (IE) Constitution saving throw or take one level of exhaustion until you stop the activity and rest for (IE)d10 minutes. Each round you continue, you need to succeed on an additional saving throw, and the DC increases by 1 each round. When traveling without a mount or vehicle, you cover (IE) × ten percent less distance. Travel in a low-oxygen area, like mountains, increases the IE by 1–2, depending on the elevation. Because you’re used to assessing your physical capacity and finding creative solutions to perform physical tasks, once per long rest, you can choose to roll a Strength, Dexterity, or Constitution check with advantage. Real-world Examples Anxiety, Asthma, Heart Arrhythmia, Anemia, Chronic Obstructive Pulmonary Disease, Cardiomyopathy, Congestive Heart Failure, Down Syndrome Assistive Options Some sitting, standing, and breathing exercises can help to fill the lungs more easily. If you use one or more of these techniques during a short rest, the IE reduces by one for 1d4 hours. Using these techniques consistently for a least three days will maintain the IE reduction for the whole day as long as you continue these exercises. Vasospasm The blood vessels in your skin constrict, leaving you feeling cold and numb. The area affected depends on IE as follows: 1, digits (fingers and toes); 2, extremities (hands and feet); 3, limbs (arms and legs); 4, whole body. You take an additional (IE) × 10 percent cold damage. If the trait is degenerative, it will eventually lead to Thrombosis and amputation. Real-world Examples Raynaud's Disease, Scleroderma, Lupus, Vasculitis, Ehlers Danlos Syndrome Assistive Options Wrapping the affected areas in heavy insulating clothing for warmth will reduce the IE by 1 while worn. Magical Assistance Spells and magic items that provide resistance to cold damage reduce the IE by 1 while in effect. If you have immunity to cold damage through magic protection, you will still take (IE) × 5 percent of the original cold damage. Integumentary d100 Trait 01–04 Chronic Acne 05–10 Skin Color Difference 11–13 Keratin Distribution Difference 14–16 Nails Difference 17−21 Sweat Difference 22–28 Blistering 29–43 Hair Growth Difference 44–45 Hair Material Difference 46–60 Fissures 61–67 Hyperelasticity 68–74 Paresthesia & Phantom Pain 75–100 Rash Chronic Acne You have chronic acne on your face and upper body. Because many cultures view this as unsightly, you have a −(IE × 1/2) penalty on all Charisma (Persuasion) checks. The discharge within the pustules contains the following, which rupture frequently. d20 Discharge 1 Acid 2–8 Blood 9 Honey 10–12 Oil 13–19 Pus 20 Venom * Acid. Acid leaks out of your skin at a rate of (IE) ounces per day. Your skin is not immune to this acid, so you have scars and need a way to constantly flush it out or collect it to keep it off your skin. If collected, a flask of 32 ounces equals one use as a weapon. * Blood. Blood drains out of your skin at a rate of (IE) ounces per day. Because of this blood loss, you need to eat more to compensate, consuming an additional (IE) × ten percent to avoid exhaustion. * Honey. A honey-like substance flows from your skin at a rate of (IE) ounces per day. While this substance is edible and tastes similar to honey, most people are reluctant to consume it, considering its source. Because of its sweet smell, it attracts insects and other animals, and if not properly cleaned, it will leave contacted substances sticky. * Oil. An oil similar to lamp oil drains out of your skin at a rate of (IE) ounces per day. If collected, it can be used for lanterns and other practical uses, but if not collected or washed away consistently, it gets on your hands, clothes, and items, making it difficult to hang onto anything. Consequently, anytime you're handling an object during a tense situation (e.g., a weapon in combat), you must succeed on a DC 10 Dexterity saving throw to avoid dropping the object. * Pus. A foul-smelling ochre pus flows from your skin at a rate of (IE) ounces per day. The smell gives you a −(IE) penalty on Dexterity (Stealth) and Charisma (Persuasion) checks. If collected, 32 ounces of the pus can be thrown at a target and cause the same effects to that target as a Stinking Cloud spell. * Venom. A toxic substance leaks from your skin at a rate of (IE) ounces per day. You are not immune to this substance, so if not contained somehow, in any situation where you take damage that is not psychic or bludgeoning, you need to succeed on a DC 10 Dexterity saving throw with a −(IE) penalty to avoid getting it in a wound. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed saving throw, or half as much damage on a successful one. While referred to here colloquially as venom, this reflects real-life examples where an irritant or contagious liquid is expelled. Real-world Examples Polycystic Ovary Disease, Cushing Syndrome, Congenital Adrenal Hyperplasia, Androgen-secreting Tumors, Acromegaly, Apert Syndrome, SAPHO Syndrome, Behçet Syndrome, PAPA Syndrome Assistive Options Spending a week without significant stress can reduce the IE by 1. Magical Assistance Healing magic can be specifically applied to acne to remove it (although it will not remove scars) instead of restoring hit points, but it returns the next day. The Prestidigitation spell can clean the affected area but does not stop the discharge. Skin Color Difference [Quote Sidebar: Even if you have a myriad of problems, somewhere out there are friends for you too, and what other people see as mundane can be an adventure. Don't judge a book by its cover. You'll never know what's inside, or why. * Anna Pz https://cutt.ly/LHRandomColor Random Color Generator Your body has colors or patterns not normally associated with your ancestry, usually one or more amorphous shapes on the skin covering 15 percent × (IE). These may be due to blood vessel abnormalities, burn scars, pigment differences, moles, or magical causes, and unless caused by injury, they typically don’t feel different from other skin. While this coloration typically ranges from red to brown or black in the real world, magical causes could result in any number of colors (Choose randomly from https://www.random.org/colors/hex) or patterns, transparency, or even changing or moving. Consequently, when people who don't know you see you, they especially notice these differences. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) (up to −4) to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a −(IE) penalty on Charisma (Persuasion) checks due to many people’s discomfort around those with unexpected appearances. Note that this is usually a permanent condition and does not fluctuate, but the player and GM are welcome to determine a magical version that fluctuates based on the Frequency table above. Classic stimuli include sunrise/sunset, fluctuation of the moon, or mood changes. Real-world Examples Burns, Vitiligo, Birthmarks, Melasma, Tinea Versicolor, Rosacea, Psoriasis Assistive Options Players can attempt to conceal the coloration using clothing, makeup, or a tattoo, but a Wisdom (Perception) check against the character’s disguise skill (or the tattoo artist’s disguise skill) will notice the color difference if not covered with clothing. Makeup will need to be monitored and reapplied daily or when exposed to water or sweat. Magical Assistance The Seeming spell can alter a person’s appearance to mask this and other cosmetic differences. Keratin Distribution Difference Your skin has keratin growing in places besides the usual fingernails and toenails. In people who normally have scales or other hardened skin, this manifests in random protrusions. Because these areas are not well-rooted like nails, they make skin more fragile. If you wear armor, you must wear additional padding to protect your skin from it or lose (IE) hit points per day as it snags, so you have disadvantage on Constitution saving throws in extreme heat as outlined in official fifth edition sources. Because of frequent lesions in your skin, you must succeed on a DC 5 + (IE) Constitution saving throw every day or develop Infection. Real-world Examples Epidermolytic Hyperkeratosis, Ichthyosis, Olmsted Syndrome, Pachyonychia Congenita Assistive Options A daily bath in salt water, followed by applying oil to the skin will reduce the IE by 1 for one day. Magical Assistance Mage Armor and other non-armor protection can be used without the penalties normally associated with this condition. Nail Difference Your nails have a shape (30%) or color (70%) not typical for your ancestry. Shape differences can include thickness, irregular thickness, clubbing, or spooning. If you have claws as natural weapons, the damage they cause is reduced by (IE). If discolored, while most commonly yellow or black, your nails can be any color. This gives a −(IE) penalty on all Dexterity (Sleight of Hand) checks. Real-world Examples Beau’s Lines, Clubbing, Koilonychia, Leukonychia, Mees’ Lines, Onycholysis, Terry’s Nails, Yellow Nail Syndrome Assistive Options You can paint your nails or wear gloves to cover your irregularities as long as you’re in an environment where that’s appropriate. Magical Assistance Magic that alters your appearance can also change the appearance of your fingernails. Sweat Difference You sweat more than usual and possibly an unusual substance. Choose or roll on the following table. d20 Discharge 1–7 Blood 8 Honey 9–11 Oil 12–19 Saline 20 Venom * Blood. Blood drains out of your skin at a rate of (IE) ounces per day. Because of this blood loss, you need to eat more to compensate, consuming an additional (IE) days’ worth of food per week to avoid exhaustion. * Honey. A honey-like substance flows from your skin at a rate of (IE) ounces per day. While this substance is edible and tastes similar to honey, most people are reluctant to consume it, considering its source. Because of its sweet smell, it attracts insects and other animals, and if not properly cleaned, it will leave contacted substances sticky. * Oil. An oil similar to lamp oil drains out of your skin at a rate of (IE) × 8 ounces per day. If collected, it can be used for lanterns and other practical uses, but if not collected or washed away consistently, it gets on your hands, clothes, and items, making it difficult to hang onto anything. Consequently, anytime you're handling an object during a tense situation (e.g., a weapon in combat), you must succeed on a DC 10 Dexterity saving throw to avoid dropping the object. You also take an additional (IE)d4 from all fire attacks. * Saline. You sweat typical saline sweat but at a rate of (IE)2 × 8 ounces per day. Because of this fluid loss, you need to drink additional water to assist with the loss to avoid Dehydration and exhaustion. * Venom. A toxic substance leaks from your skin at a rate of (IE) ounces per day. You are not immune to this substance, so if not contained somehow, in any situation where you take damage that is not psychic or bludgeoning, you need to succeed on a DC 10 Dexterity saving throw with a −(IE) penalty to avoid getting it in a wound. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed saving throw, or half as much damage on a successful one. While referred to here colloquially as venom, this reflects real life examples where an irritant or contagious liquid is expelled. Real-world Examples Anxiety, Acromegaly, Diabetic Hypoglycemia, Hyperthyroidism, Leukemia, Lymphoma, Malaria, Pheochromocytoma, Tuberculosis Assistive Options While in a cold environment, the IE decreases by 1. Magical Assistance The Prestidigitation spell can clean the affected area but does not stop the discharge. Blistering You have blisters over (IE) × ten percent of your body. If you wear armor, you must wear additional padding to protect your skin from it or lose (IE) hit points per day as it snags, so you have disadvantage on Constitution saving throws in extreme heat as outlined in official fifth edition sources. Because of frequent Fissures in your skin, you must succeed on a DC 5 + (IE) Constitution saving throw every day or develop Infection. Real-world Examples Autoimmune Blistering Diseases, Genetic Blistering Disease, Grover’s Disease, Erythema Multiforme, Porphyria Cutanea Tarda, Staphylococcal Scalded Skin Syndrome, Impetigo Assistive Options A successful DC 8 + (IE) Wisdom (Medicine) check (with advantage if assisted) will give a +2 bonus to the daily Constitution saving throw. Magical Assistance Healing magic applied directly to the blisters will eliminate the need for the daily Constitution check but must be applied daily. Hair Growth Difference You have reduced (70%) or excessive (30%) hair growth relative to your ancestry. Choose or roll on the following table. IE Reduced Additional (Cumulative) 1 Missing 50%+ of hair on top of head Body hair noticeably thicker than average 2 Bald head Noticeable hair growth in unusual places 3 No hair on face & head Thick fast-growing facial hair 4 No hair on body Body, including face, covered in thick hair except nose, palms, & soles Both of these are mostly cosmetic and cultural, which may result in a −(IE) penalty on certain Charisma checks, depending on the culture. The player and GM should discuss the effect in their campaign world. In extremely hot or cold environments, the saving throws as outlined in official fifth edition sources have a bonus or penalty of 1/2 per IE accordingly. Real-world Examples Alopecia, Telogen Effluvium, Lichen Planopilaris, Folliculitis Decalvans, Dissecting Cellulitis Assistive Options Hats, wigs, makeup, or shaving regimens can help conceal hair growth differences. Magical Assistance Magic that alters appearances can temporarily give the appearance of typical hair. Hair Material Difference Your hair is composed of an unusual material. Choose or roll on the following table. Unless otherwise noted, this gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) (up to −4) to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a −(IE) penalty on Charisma (Persuasion) checks with those who don’t know you due to many people’s discomfort around those with unexpected appearances. d20 Hair Material 1–4 Bone 5–6 Crystal 7 Fire 8–10 Moss 11–12 Smoke 13–14 Spores 15 Tendrils 16–18 Vines 19–20 Webs * Bone. Instead of hair growing from your scalp, your skull has produced irregular bone patterns that extend out of your head (IE) × 2 inches. You cannot wear most helmets or hats. * Crystal. Your hair is composed of flexible transparent crystal, causing it to sparkle. You do not have the penalty on Wisdom (Perception) checks due to the perceived beauty of the crystal. This condition has no IE. * Fire. Your hair follicles on your scalp produce a chemical that combusts when in contact with oxygen, which burns any hair that would grow there with the light and heat of a standard torch with only trace amounts of smoke. Your sweat glands on your scalp also produce an oil that protects your skin from the fire. This condition has no IE. Because of the danger of an open flame, most people will not allow you near their buildings. Disguise without magical means is nearly impossible. You have disadvantage on most Dexterity (Stealth) checks. You can’t wear most hats, metal helmets will be affected as if by a Heat Metal spell, and you are not immune to the fire on the rest of your body. Attempting to smother the fire may be possible if covered completely so no air can reach it, but your head still produces the chemical, so as soon as the covering is removed, a flame twice the size and intensity burns for 1 round as the material is quickly consumed. * Moss. Your hair follicles have moss spores growing in them that produce a layer of moss on your head. The moss has a distinct odor that gives creatures with heightened smell a +1 to Wisdom (Perception) checks to find you. This condition has no IE. * Smoke. Your hair follicles emit a cloud of smoke that creates a heavily obscured area in a 10-foot radius per round. A moderate wind (at least 10 miles per hour) disperses the smoke in 4 rounds; a strong wind (20 or more miles per hour) disperses it in 1 round. Keeping your head wet will prevent this smoke from spreading and will create a growing paste of wet ash-like particles. Most building owners will not want you inside if not controlled. The smoke has a distinct odor that gives creatures with heightened smell a +1 to Wisdom (Perception) checks to find you. This condition has no IE. * Spores. Your scalp produces fungal spores in a 5-foot radius that appear as a faint dusty mist around you. You are immune to these spores. Any creature that breathes and comes within range must succeed on a DC 5 Constitution saving throw against poison damage once per minute spent in range or develop Pneumonia in 2d4 days. This condition has no IE. A tight hat will limit the spread and reduce the saving throw to DC 3. * Tendrils. 2d4 animated tendrils (IE) × 2 feet in length grow from your head. They act independently and seemingly randomly, knocking over nearby objects, unless you succeed on a DC 8 + (IE) Constitution check and maintain concentration. Once controlled, they can lift and move objects up to five pounds each but cannot attack. * Vines. Your scalp produces leafy vines that grow 1/2 inch per day. If harvested, the leaves are edible, although most people wouldn’t eat them due to their origin. This condition has no IE. * Webs. Your hair grows as a strong sticky filament that grows 1 inch per day. Left unmanaged, it becomes a sticky ball. If carefully groomed with an oiled comb, it can be harvested as a rope or a net. If a creature is restrained with this rope, as an action, the restrained target can make a DC 8 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 8; hp 3; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage). This condition has no IE. Real-world Examples Monilethrix, Pili Torti, Trichorrhexis, Trichothiodystrophy, Pili Trianguli et Canaliculi, Pili Multigemini, Pili Bifurcati, Pili Annulati Assistive Options These unique hair traits have individual means of management, and other party members can help with patience and by asking how to be helpful. Magical Assistance Magic that alters appearance can temporarily give the appearance of typical hair in some cases. Fissures Your skin is fragile and often dry, leading to ongoing splits even without taking damage. You must succeed on a DC 5 + (IE) Constitution saving throw every day or develop Infection. Real-world Examples Dermatitis, Psoriasis, Eczema, Diabetes, Angiopathy Assistive Options Washing the affected areas and applying oil three times per day will reduce the IE by 1 the next day. Magical Assistance Healing magic can be applied directly to splits to prevent infections instead of healing hit points. Hyperelasticity Your skin is soft and thin like velvet. It bruises, scars, and tears easily and heals slowly. You heal (IE) × 20% less hit points from a rest (minimum 1). If you have multiple traits, you may choose Dislocation or Flexibility as one or more of them. Real-world Examples Ehlers-Danlos Syndrome, Marfan’s Syndrome, Pseudoxanthoma Elasticum, Osteogenesis Imperfecta, Down Syndrome Assistive Options Skin hyperelasticity doesn’t have standard assistive help, but extra time for healing when needed is helpful. Magical Assistance Damage taken while affected by a hardening effect such as Barkskin and Stoneskin will heal at the normal rate. Paresthesia & Phantom Pain You experience stimulation unrelated to external stimuli in your extremities, even those you don’t have, such as an amputated limb or wings. This may manifest as tingling all the way to sharp pain. Whenever you experience this while you are concentrating on a spell, you must succeed on a DC 8 + (IE) Constitution saving throw to maintain your concentration. Real-world Examples Radiculopathy, Neuropathy, Diabetes, Multiple Sclerosis, Phantom Pain Syndrome Assistive Options Taking at least (IE) short rests each day (spread evenly throughout the day) will reduce Paresthesia by 1 IE until the next needed short rest. Rash Your body has an itchy rash that covers (IE × 20 percent) of it. This can include discoloration, hives, blisters, lesions, pustules, scaling, peeling, and/or sores. Because of the itchy distraction, you must succeed on a DC 5 + (IE) Constitution saving throw to maintain concentration each round on an applicable spell. You must also succeed on a DC 5 + (IE) Constitution saving throw every day or develop Infection. Real-world Examples Rosacea, Impetigo, Ringworm, Dermatitis, Eczema, Psoriasis, Lupus, Cellulitis, Hand, Foot, And Mouth Disease Assistive Options A successful DC 8 + (IE) Wisdom (Medicine) check with proper application of oil and herbs will reduce the IE by 1 for 2d4 hours. Digestive d100 Trait 01–15 Acid Reflux 16–30 Constipation 31–47 Diarrhea 48–80 Food Intolerance 81–87 Incontinence 98–100 Pervasive Hunger Acid Reflux You experience heartburn: a burning or stabbing pain in your lower chest area. Any action that requires concentration (e.g., maintaining a spell) requires a successful DC 6 + (IE) Constitution saving throw per round to maintain concentration. Real-world Examples Gastroesophageal Reflux Disease, Hiatal Hernia, Down Syndrome Assistive Options Avoiding certain foods can help reduce heartburn. If you avoid smoking, caffeine, alcohol, large meals, and spicy and acidic foods for a day, you can make a DC 10 + (IE) Constitution saving throw. On success, the IE reduces by 1. Magical Assistance Magic effects that provide resistance to acid damage reduce the IE of Acid Reflux by 1. Constipation You have ongoing difficulty passing stool. Every three days, you must succeed on a DC 8 + (IE) Strength check during a rest to do so effectively or experience either IE 1 abdominal Cramps or Nausea until making a successful check, which can be attempted during every rest. Real-world Examples Hypothyroidism, Diabetes, Uremia, Hypercalcemia, Irritable Bowel Syndrome, Diverticular Disease, Spinal Cord Injury, Multiple Sclerosis, Parkinson’s Disease, Lazy Bowel Syndrome, Amyloidosis, Lupus, Scleroderma Assistive Options A steady diet of high-fiber, low fat foods for the entire three-day duration beforehand gives a +1 bonus to the Strength saving throw. Diarrhea You have loose and frequent bowel movements. You need to void your bowels every 1d8 ÷ (IE) hours (The GM can reroll after each time.), and when you feel the urge, you have 1d4 ÷ (IE) minutes, after which you must succeed on a DC 8 + (IE) Strength saving throw to prevent the release every round, the DC increasing +1 cumulatively per round. You must drink (IE) extra skins of water per day or experience Dehydration. Once per day, you must also succeed on a DC 8 + (IE) Constitution saving throw or experience IE 1 abdominal Cramps or Nausea. Real-world Examples Irritable Bowel Syndrome, Celiac Disease, Inflammatory Bowel Disease Assistive Options A careful diet of juices and broths, rice water, low-fiber and low-fat foods like rice, bread, eggs, and poultry and avoiding caffeine, alcohol, dairy, and spicy foods the day before will reduce the IE by 1 (minimum 1). Food Intolerance Your body is unable to digest certain foods or ingredients, causing (IE) of the following traits. This trait Frequency is always triggered. Because you’re used to being careful with your diet, you have a +(IE) bonus to Intelligence (Investigation) checks to detect your stimulus or similar foods. d10 Trait 1 Abdominal Cramps 2 Acid Reflux 3 Baseless Emotion 4 Constipation 5 Diarrhea 6 Fatigue 7 Nausea 8 Rash 9 Shortness of Breath 10 Stiffness Examples of foods causing this reaction include (but are not limited to) the following. d10 Food 1 Caffeine 2 Dairy 3 Egg whites 4 Fermentable Oligosaccharides, Disaccharides and Monosaccharides and Polyols (FODMAPs) 5 Fructose 6 Gluten 7 Histamine 8 Salicylates 9 Sulfites 10 Yeast Real-world Examples Food Intolerance Assistive Options The easiest way to avoid these traits is to avoid the associated foods and have support from allies in navigating avoiding these foods when eating out or shopping for rations. Incontinence You have difficulty controlling when or how your body voids your bladder or colon. When you feel the urge, you have 1d4 ÷ (IE) minutes, after which you must succeed on a DC 8 + (IE) Strength saving throw to prevent the release every round, the DC increasing +1 cumulatively per round. If this is a triggered trait, typical triggers include active movement (actions requiring a physical ability check), coughing and sneezing, or taking damage. Real-world Examples Pregnancy, Menopause, Multiple Sclerosis, Diabetes, Pelvic Floor Disorders, Enlarged Prostate Assistive Options Scheduling regular “timed voidings” and urinating before physical activities can keep your bladder empty enough to avoid leakage. Pervasive Hunger You are always hungry and have difficulty gaining weight. You must eat an additional (IE) days’ worth of food to maintain your weight or experience one of the following after ten days of not eating enough (1d4 to determine, IE 1): Flexibility, Hyperelasticity, Fatigue, or Immunocompromised until one day after eating enough to compensate. Real-world Examples Hyperthyroidism, Diabetes, Inflammatory Bowel Disease, Congenital Central Hypoventilation Syndrome Assistive Options Besides eating more often, high calorie foods, including grains, oils, and nuts, can help achieve the needed calorie intake. Magical Assistance Multiple uses of Goodberry or Create Food and Water can help assist with the extra needed food. Mental Traits d100 Trait 01 Animated Hand 02–04 Alleviation Behavior 05–07 Amplified Emotion 08 Anhedonia 09–11 Attention Difference 12–14 Baseless Emotion 15–16 Confusion 17–18 Delusions 19 Depersonalization 20 Derealization 21–25 Diminished Motivation 26–30 Disinhibited Social Engagement 31–34 Eating Disruption 35–37 Emotion Fluctuation 38 Plurality 39–42 Executive Functioning 43–44 Hallucinations 45–46 Intellectual Disability 47 Intrusive Thoughts 48–59 Learning Difference 60 Obsessive Thoughts 61 Personality Difference 62–78 Phobia 79–83 Repetitive Movement 84–90 Startle Amplification 91–95 Stimulus Avoidance 96–100 Traumatic Flashbacks Animated Hand One of your arms (the nondominant one 90 percent of the time — choose or roll 1d10 to determine) acts as if it has a mind of its own, not responding to your will and doing seemingly typical acts but inappropriately, such as picking up and moving objects, unbuttoning a shirt while you rebutton it with your other hand, knocking objects out of your hand, groping your body, etc. While out of your control, you cannot use it for any intended purposes. You must also make a Constitution saving throw every round to maintain spells. Spells with somatic components usually need to be modified to work within your physical range, requiring a day for every hour normally needed to inscribe into your spellbook and double the cost due to experimentation materials. In ten percent of cases, when the hand begins acting on its own, you must succeed on a DC 5 + (IE) Charisma saving throw, failure resulting in the hand being hostile toward you, attempting to choke or grapple you. In this case, you can resist the grappling as usual by succeeding on a contested Strength check against yourself. The GM should determine the hand’s actions, which may also require a contested Dexterity check if trying to knock something out of your hand. Real-world Examples Alien Hand Syndrome caused by brain tumors, aneurysms, stroke, neurodegenerative disease, or trauma. Assistive Options Binding the hand will keep it from causing damage but will eliminate being able to use it when it’s functioning normally. Allies assisting against attacks give you advantage on the checks. Magical Assistance Charm Person and related spells can affect the hand to bring it under control, although if you have Fey Ancestry or other resistance to being charmed, the hand will also have this resistance. [SIDEBAR: A Note about Mental Health Mechanics As with all rules in this compendium, these game mechanics are simply suggestions to begin the discussion on how to safely include these in your games. Mental health issues are complex and diverse, so the distinction between neurological traits and mental traits in this book is artificial and purely for game design. We've included these mechanics for the sake of representation and education, but everyone’s experience is different, so the player and game master should start with the rules for any given trait as suggestions, and then discuss how they would like to portray these traits at their table — collaboration is key to safe play. Even though this is a book of game mechanics, “I want to roleplay the trait without modifiers or other rules” is a valid way to play these traits. Some traits also include a path to recovery. If a trait does not include such a path in its entry, that doesn’t mean recovery is impossible — you may find inspiration from the assistive options listed under each entry to play a recovery narrative in your game. Note that recovery is an often-complicated process that cannot be adequately portrayed through a few dice rolls, and the recovery mechanics are given here to communicate hope to those affected by these experiences. Missing from nearly all of these descriptions is one of the most effective assistive options: a qualified therapist. We didn’t include that in this book due to the complexity of the therapy process, but note the suggestions throughout this section if one of these affects you in real life. We want everyone to get the help they need to fight the monsters in their lives. The Geek Therapeutics network (geektherapeutics.com/locator) may be a good match for many of our readers, depending on your location, insurance, and specific needs. Otherwise, check your local listings for providers.] Alleviation Behavior [Sidebar: If you or someone you care about struggles with addiction in real life, call SAMHSA’s National Helpline, 1-800-662-HELP (4357), (also known as the Treatment Referral Routing Service) or TTY: 1-800-487-4889 in the USA or Text HELP to 55753 or call the National Problem Gambling Helpline (800) 522-4700. If you are outside the USA, opencounseling.com offers hotlines in other countries.] Your mind or body craves a substance or behavior that causes a compulsive pursuit of its associated reward in spite of consequences. This desire causes anxiety that can be alleviated through certain substances, actions, or patterns, but these responses reinforce the anxiety overall and create a cumulative dependence on the behavior. Choose or roll on the following table, or choose a different stimulus. When you encounter the stimulus or an opportunity to follow your compulsion, you must succeed on a DC 8 + (IE) Wisdom saving throw or follow your compulsion, repeating the saving throw every (IE) minute(s) until successful. Every time you follow the compulsion, you must make a DC 5 + (IE) Constitution saving throw. On failure, the IE increases by one. If you have multiple traits, you may choose multiple Alleviation Behaviors, Intrusive Thoughts, Obsessive Thoughts, or Eating Disruption (Binge Eating) as one or more of them. [Quote Sidebar: My life is endless order and constant second-guessing myself. - Marya] d100 Stimulus 1–6 Aggression 7–10 Body-Focused Repetitive Behavior 11–18 Cleanliness 19–26 Exercising 27–31 Gambling 32–33 Harm 34–36 Hoarding 37–38 Hyperawareness 39 Kleptomania 40 Magic 41–44 Material Order 45–47 Moral Scrupulosity 48–51 Perfectionism 52 Pyromania 53–54 Real Event 55–57 Reassurance Seeking 58–61 Ritual Order 62–64 Sensory Stimulation 65 Shapeshifting 66–71 Shopping 72–73 Spiritual Obsession 74–90 Substance 91–00 Workaholism * Aggression. You react disproportionately aggressively to situations with little or no thought to consequences. Use the Alleviation Behavior mechanics above with stress as the stimulus and reacting violently as the behavior. If you are a barbarian, if you fail your Wisdom check, you begin to Rage involuntarily, using up one of your daily Rages. You have a +(IE) bonus to Charisma (Intimidation) checks but a −(IE) penalty on Charisma (Persuasion) checks. If you have multiple traits, you may choose Baseless Emotion (Irritability) as one of them. * Body-Focused Repetitive Behavior. You feel a need to pick at, pull, bite, and/or eat parts of your own body, including your skin, nails, nose, or hair. You must succeed on a DC 8 + (IE) Wisdom check to resist this behavior. Depending on the specific behavior, if it affects your appearance due to visible effects, especially to your hair or face, when people who don't know you see you, they usually only see your hair or face. This gives you +(IE) to Dexterity (Sleight of Hand) checks but −(IE) (up to −4) to disguise checks or Dexterity (Stealth) checks to blend into a crowd as well as a −(IE) penalty on Charisma (Persuasion) checks due to many people’s discomfort around those with unexpected appearances. If you have behaviors that damage your skin, you must succeed on a DC 5 + (IE) Constitution saving throw every day of occurrence or develop Infection. (Note: This is not the same as self-harm. BFRB focuses on the behavior, and the harm it may cause is a consequence of the behavior. It is a form of grooming that continues to the point of harm. Self-harm (non-suicidal self-injury) specifically intends to cause harm to the body.) * Cleanliness. You experience discomfort due to exposure or perceived exposure to unhealthy substances, including dirt, toxic substances, body fluids, and sick people. When you believe you have encountered these contaminants, you must succeed on a DC 8 + (IE) Wisdom saving throw or experience a −(IE) penalty on all ability checks until the stimulus is removed, and you use (IE) actions to wash the affected area or, in the case of an airborne contaminant, washing all exposed skin. * Exercising. You have an obsession with physical fitness and exercise to the point of physical harm. Whenever stopping for a rest, you feel compelled to exercise instead of resting and must succeed in a DC 8 + (IE) Wisdom check to avoid doing so. You have a +1 to all Strength ability checks, but a −(IE) penalty on all Constitution saving throws due to your approach to exercise. If you have multiple traits, you may choose any Eating Disruption as one of them. * Gambling. You have an obsession with games of chance with financial or other stakes to the point of compromising your own wellbeing or relationships. When you don’t have access to a casino or other organized game, you will attempt to make bets with those around you based on your environment or circumstances, regardless of what resources you can afford to lose or the odds against you. If you have multiple traits, you may choose Attention Difference, Baseless Emotion, Amplified Emotion, or Emotion Fluctuation as one or more of them. * Harm. You have unwanted thoughts about harming others and fear that you will follow through on them or already have, so you take measures to avoid the behaviors you fear. The stimulus for this Obsessive Thought can be any stressful situation or no stimulus but the thoughts themselves, determined by the trait’s Frequency. If you fail your Wisdom check, your actions may include hiding or discarding weapons and other dangerous objects, avoiding stories of violent adventures, researching violent criminals to avoid becoming like them, frequently questioning yourself and others about your nature, retracing your steps to make sure you haven’t harmed someone unknowingly, or acting as meek as possible to avoid confrontation. * Hoarding. You feel a deep need to collect or keep certain items that others would consider useless or excessive for fear of harm to yourself or someone else if you don’t. You notice details and over value items intrinsically that others consider disposable. When you buy equipment, you must succeed on a DC 8 + (IE) Wisdom saving throw or purchase 1d4 extra, and when you use a consumable item with a container or acquire an item to replace something you already own, you must succeed on a DC 8 + (IE) Wisdom saving throw or feel compelled to retain the container or previous item indefinitely. Note that the item need not be carried on your person if you have a storage location that you consider safe. * Hyperawareness. You have a constant awareness and thoughts about a part or function of your body such as a mole, how your clothes feel, blinking, or swallowing. This can lead to compulsive behaviors to avoid the thoughts, such as self-checking on the feeling, trying to distract yourself with other thoughts, or reassurance-seeking. You have a −(IE) penalty on Constitution saving throws to maintain concentration and your passive Wisdom (Perception) due to this distracted focus. * Kleptomania. You feel the recurrent urge to steal things you don’t need or that have little value. The urge focuses on the act itself, not keeping the item stolen. You have a −(IE) penalty on Dexterity (Sleight of Hand) checks due to the obsessive nature of your stealing. If you have multiple traits, you may choose a Personality Difference, Baseless Emotion, Amplified Emotion, or Emotion Fluctuation as one or more of them. * Magic. You feel the need to cast spells or use other magic to perform tasks that would not require it, using up spell slots, item charges, and consumable magic items as a first choice given any task. This may lead you to prepare spells that you’re sure to be able to use even when other spells, though more useful, are slightly less likely to be needed. You also make choices that prioritize magic as an end instead of a means to an end, like spending money on new spells or scrolls whenever you get the chance, regardless of whether you can afford it. * Material Order. You feel a need to keep the objects in your environment organized in a specific pattern, grouped by category, or arranged symmetrically, and worry about negative consequences if they’re not. When encountering disordered objects (GM and player should discuss applicable stimuli), you must succeed on a DC 8 + (IE) Wisdom saving throw or experience a −(IE) penalty on all ability checks until the stimulus is removed or you use an action to arrange the disordered objects. You have a +(IE) bonus to all Wisdom (Perception) related to noticing pattern irregularities. * Moral Scrupulosity. You have obsessive thoughts about living up to a personal or religious moral standard and worry about how the slightest failure or immoral thought reflects on you. This leads to excessive praying, confessing, Reassurance Seeking, repetitive religious rituals, excessive altruism, inability to act due to struggling over the most ethical choice, and avoiding situations that you believe to be sources of temptation. You have a +(IE) bonus to Intelligence (Religion) checks specifically related to moral standards and rituals but a −(IE) penalty on initiative rolls due to indecision. * Perfectionism. You feel the need for certain experiences, environmental features, or actions to be just right. This can manifest in your grooming, clothing, writing, rituals, responses to décor, or other stimuli. If you fail your Wisdom check, you must repeat your actions or adjust your environment to achieve symmetry, repeating the Wisdom check after each attempt until you succeed on the check. You have a +(IE) bonus to passive Wisdom (Perception) to notice pattern or other detail irregularities, but when you notice, it triggers the compulsive action and required Wisdom check. * Pyromania. You have a fascination with setting or seeing fires to the point of being harmful. This compulsion happens every 1d100 ÷ (IE) days before experiencing withdrawal traits. When preparing spells, you must succeed on a DC 10 + (IE) Wisdom saving throw or choose fire-based spells over potentially more useful ones. If you have multiple traits, you may choose Baseless Emotion, Amplified Emotion, or Emotion Fluctuation as one or more of them. * Reassurance Seeking. Caused by any number of fears, Phobias, or Obsessive Thoughts, you need constant reassurance of a particular fear or group of fears, which leads to compulsive checking, either to reassure yourself or to ask others repeatedly for reassurance. You have a −(IE) penalty on saving throws against being charmed, but because you’re so meticulous, you have a +(IE) bonus to Intelligence (Investigation) checks, although any check takes (IE) times as long due to repeated attempts to verify. * Ritual Order. You feel a need to keep your actions organized in a specific pattern, ritual, or arranged symmetry and worry about negative consequences if they’re not. When beginning an action with specific steps, you must succeed on a DC 8 + (IE) Wisdom saving throw or experience a −(IE) penalty on all ability checks until you use a bonus action to finish the ritual. Spells with somatic components may need to be modified to work within your comfort range, requiring a day for every hour normally needed to inscribe into your spellbook and double the cost due to experimentation materials. Spells not reformulated accordingly require the above Wisdom check when performed. * Sensory Stimulation. You feel compelled to experience a category of stimuli such as visual, musical, or tactile. The player and GM should work together to determine the type of sensory input and how you typically express the compulsion and what its typical negative effects are. * Shapeshifting. You feel compelled to magically change your shape by whatever means you can find, whether by using magic on yourself or having someone do so for you. When preparing spells, you must succeed on a DC 10 + (IE) Wisdom saving throw or choose spells that alter your shape or appearances over potentially more useful ones. If you have multiple traits, you may choose Baseless Emotion, Amplified Emotion, Emotion Fluctuation, or Personality Difference (Loss of Self) as one or more of them. * Shopping. You feel compelled to spend money, whether or not you can afford it. You obsessively think about what your next purchase will be and use shopping to manage uncomfortable emotions. When haggling over a price, you have a −(IE) penalty on Charisma (Persuasion) checks due to your obsession with acquiring the item. * Spiritual Obsession. You have an obsession with religion beyond usual expectations. You become focused on fulfilling rules and worship to the detriment of your responsibilities, financial well-being, and relationships, needing religious experiences or rituals for emotional stability. If you have multiple traits, you may choose Baseless Emotion, Amplified Emotion, or Emotion Fluctuation as one or more of them. * Substance. You use a medicinal substance or alcohol outside of its recommended use or quantity. When you use the substance, if you continue to fail your Wisdom saving throw, you become Intoxicated until being incapacitated or according to the effects of the substance. If you go without the stimulus for 1d6 − (IE) days, you experience the following, adding one per 1d4 days in order up to (IE) withdrawal experiences: Baseless Emotion (Irritability), Tremor, Vertigo, Hallucinations unless you succeed each day on a DC 10 + (IE) Constitution saving throw for (IE)d4 days. Once the withdrawal period ends, you are “recovering.” * Workaholism. You have an obsession with your work, focusing on it at the expense of other responsibilities and relationships. While player characters spend a lot of time focused on their class, a workaholic specifically focuses on the abilities and features associated with their class at the expense of other responsibilities. You have a +1 bonus to checks on skills for which your class gives you a bonus but a −(IE) penalty on all other ability checks. Real-world Examples Addiction, Intermittent Explosive Disorder, Autism, Obsessive-Compulsive Disorder, Trichotillomania, Dermatillomania, Onychophagia, Trichotemnomania, Dermatophagia, Rhinotillexomania, Trichophagia, Onychotillomania (Note that, while we grouped addictions and compulsions, which often co-occur, compulsions seek specific rituals to cope with reality, while addictions seek an escape from reality.) Assistive Options Many of these stimuli could lead to either addictions or compulsions, depending on the subconscious mental process motivating it, and the assistance varies. We provide the information below as suggestions for those who wish to explore a recovery narrative, but as with all suggestions, this is not real-world medical advice, and any of these real-world experiences should be managed through a recovery program or licensed professional. Addiction The most important assistance with addiction is support from people who care about you who are willing to lovingly confront you and encourage you to replace the addiction with non-destructive behavior. If such people are with you and use their action to help you, you receive a +1 bonus per assisting person (up to +5) to your rolls to resist, including the Wisdom check to recognize and acknowledge the addiction. Before you can begin recovering, you must first recognize the problems caused by the addiction. Every time you experience a negative consequence of an addictive behavior, you must succeed on a DC 15 + (IE) Wisdom check to recognize and acknowledge the addiction. The addiction is never cured, but when you encounter the stimulus, you must succeed on a DC 5 Constitution ability check to avoid following the compulsion. Compulsion For compulsive behavior, with professional assistance, gradual increased exposure and proximity to the compulsive stimulus can help reduce the compulsive reaction over time. The assisting cleric, druid, or physician must succeed on a DC 8 + (IE) Wisdom (Medicine) check to offer proper assistance. If the assistant fails this check or it’s made without an assistant, you make your Wisdom checks with disadvantage. You (the character) will not know that the assistance succeeded, but if they fail, you may notice over time that it’s not helping and seek a different assistant. When attempting to reduce your compulsive reaction, begin with a representation such as a painting or imagining the stimulus and work up from there to maximum exposure with the real version. The player and GM should develop a strategy of eight to ten steps and may attempt this once per day. For the first step, you must succeed on a DC 8 + (IE) Wisdom check for three consecutive attempts. The days need not be consecutive. Once accomplishing that step, the DC increases by 1 and requires three consecutive successful attempts, repeating the process until every step is successfully completed. If you have a traumatic experience, you must succeed on an additional Wisdom saving throw equal to your current step roll or lose one step, even if you’ve completed all steps. Amplified Emotion You experience emotions strongly and deeply across the emotional spectrum. Because they come quickly, often without warning, you cannot prepare yourself for them and you react instinctively with little or no control. Enjoyable Emotions. You experience 1d6 + 2 of the following in excess of typical experience: excitable, energetic, euphoric, needing less sleep, unusually talkative, racing thoughts, distractible, risk-seeking. During this time, you have a −(IE) penalty on Wisdom (Perception) checks and must succeed on a Constitution saving throw with a −(IE) penalty to maintain concentration on spells regardless of stimuli, but you need only half the necessary time for a short or long rest, and you gain + (IE) on initiative rolls. Uncomfortable Emotions. If you are a barbarian, anytime you experience an upsetting situation, no matter how minor, you must succeed on a DC 10 + (IE) Wisdom saving throw or begin to Rage involuntarily, using up one of your daily Rages. If not a barbarian, when encountering a stressful situation, you must succeed on a DC 10 + (IE) Wisdom saving throw or become overwhelmed by fear or anger. Failure on the saving throw gives you a −(IE) penalty on all ability checks that round, and this continues each round until you succeed. You have a +(IE) bonus to Charisma (Intimidation) checks but a −(IE) penalty on Charisma (Persuasion) checks. Real-world Examples Depression, Anxiety, Reactive Attachment Disorder, Attention Deficit Hyperactivity Disorder, Autism, Bipolar Disorder, Borderline Personality Disorder, Complex Post-traumatic Stress Disorder, Fetal Alcohol Spectrum Disorders Assistive Options If an ally uses their action to help you calm down, you have advantage on the Wisdom saving throw to control your emotions. Magical Assistance The Calm Emotions spell can counteract this trait for the duration, but immediately after the spell ends, the target must succeed on the Wisdom saving throw as noted, even if the stressful stimulus is gone. Anhedonia You are unable to experience pleasure from social interactions and relationships (50%) or tactile stimuli (50%). Social. You have resistance to being charmed and a +(IE) bonus against other forms of enchantment magic but a −(IE) penalty on Charisma (Performance) checks. Physical. You have resistance to effects that cause euphoria but a −(IE) penalty on Charisma (Performance) checks and cannot receive the benefit of Bardic Inspiration. Real-world Examples Depression, Schizophrenia, Parkinson’s Disease, Chronic Pain Assistive Options Assistance involves compassionate patience by trustworthy allies who acknowledge your experience. Attention Difference You have trouble choosing subjects to focus on and switching between them. Your mind unintentionally wanders, and you easily lose track of time. This leads to difficulties concentrating and indecision. This works the opposite when you’re focused on something that holds your interest to the point that the rest of the world fades into the background. This can happen randomly with mundane tasks and often it is easier to maintain your focus on tasks that are enjoyable or interesting to you. When performing any sustained task, you must succeed on a DC 8 + (IE) Constitution saving throw. Failure indicates that you’ve been distracted — all related ability checks take (IE) × twenty percent times as long to complete. While distracted, you have a +(IE) on passive Wisdom (Perception). On success, you become hyperfocused and have advantage on all related ability checks. While hyperfocused, you have a −(IE) penalty on passive Wisdom (Perception). When anticipating an important upcoming event, you must succeed on a DC 6 + (IE) Constitution saving throw. Failure indicates that you’re distracted by that event as above until it begins. If you have multiple traits, you may choose Special Interest, Executive Functioning, Sleep Disruptions (Insomnia), or Intrusive Thoughts as one or more of them. Real-world Examples Attention Deficit Hyperactivity Disorder, Autism Assistive Options A cup of coffee, black tea, or another stimulant reduces the IE by 1 for 1 hour but then increases by 1 IE for 1 hour after it wears off. An ally using their action to help focus gives advantage on saving throws to maintain concentration. A fidget gives you a +1 on all saving throws associated with concentration or attention while using it. Keeping a checklist journal and reviewing it during rests can help organize tasks. Baseless Emotion [Quote sidebar: Having multiple "disorders" can sometimes make it harder to cope with stressful situations. With OCD, anxiety, depression, and an immune disorder, sometimes it feels impossible to do normal things. But you just have to figure out a way to do it in your own way, get the tools you need, objects to focus on, an array of medications, and people you love that can help keep you grounded. That's the real victory, living your own way the best you can. -MicroBioDM] You feel 2d4 of these emotions without any necessary stimulus. In addition to the listed traits, any day that you experience these for more than four hours, you need to take a short rest or take one level of exhaustion due to the physical toll they take. d10 Feeling 1 Dread 2 Guilt 3 Hopelessness 4 Irritability 5 Loss of Interest 6 Panic/Nervousness 7 Restlessness 8 Suspicion 9 Worrying 10 Worthlessness * Dread. You feel something looming, as if an unexpected event or entity will come to bring harm. Dread differs from worry in that it has an object, even if you don’t know what or who that object is. You have a −(IE) penalty to resist Charisma (Intimidation) checks and saving throws against the frightened condition. * Guilt. You feel guilt, like you've done something wrong, even if you don’t know what it is, or excessive guilt over a minor offense. You have a −(IE) penalty on all Charisma (Persuasion) checks. * Hopelessness. You have the overwhelming feeling that your circumstances will only get worse, either your immediate circumstances or your entire life or both (and which of those doesn’t matter). While experiencing this, you lose advantage on all ability checks. * Irritability. You're easily angered by minor irritations. If you are a barbarian, anytime you experience an upsetting situation, no matter how minor, you must succeed on a DC 10 + (IE) Wisdom saving throw or begin to Rage involuntarily, using up one of your daily Rages. You have a +(IE) bonus to Charisma (Intimidation) checks but a −(IE) penalty on Charisma (Persuasion) checks. You have a +(IE) bonus to all saving throws against being charmed. * Loss of Interest. You don’t enjoy the activities that you used to and have trouble motivating yourself to do them. You have a −(IE) penalty on all proficiency bonuses (minimum 0 bonus). * Panic/Nervousness. You have an overwhelming feeling of panic. All spellcasting and ability checks require that you either succeed on a Constitution saving throw to maintain concentration or make the subsequent check with a −(IE) penalty, and tasks that normally require a Constitution saving throw are made with a −(IE) penalty. * Restlessness. You feel agitated or panicked. Something is wrong, and maybe it’s related to a specific subject, or maybe not. Even if all evidence says things are fine, you have an unavoidable feeling to the contrary. This causes you to be hypervigilant, giving you a +(IE) bonus to all Wisdom (Perception) in contested Dexterity (Stealth) checks but a −(IE) penalty to notice harmless details. * Suspicion. You worry about what people think of you and have trouble trusting people. You have a −(IE) penalty on all Wisdom (Insight) checks and a +(IE) bonus to resist being charmed. * Worrying. You have an overwhelming fear of the future, both near and distant. You have a −(IE) penalty on saving throws against the frightened condition and a −(IE) penalty on Charisma (Persuasion) checks as your own doubt makes you less convincing to others. * Worthlessness. You feel persistent self-doubt that your abilities or value as a person are inadequate. Trying to compare you to others only makes it worse. This makes you reluctant to take risks and causes you to second-guess your actions. This gives you a −(IE) penalty to initiative rolls. Real-world Examples Anxiety, Depression, Imposter Syndrome Assistive Options Several behavior changes can have a positive cumulative benefit. Upon keeping three of the following for seven days, the IE decreases by 1 as long as you maintain them: a set daily routine, set daily goals, exercise, eat a regular nutritious diet, get enough sleep on a regular schedule, and/or spend an hour each day doing something fun. If you change which you're doing, at least three must stay the same, or you lose the benefit for seven days. Confusion You become suddenly disoriented, losing track of where you are and how you got there, and are unable to concentrate. You have a −(IE) penalty on initiative rolls, attack rolls and ability checks made as reactions, Wisdom (Perception), Wisdom (Survival), and Constitution saving throws to maintain concentration. If the trait is Triggered, evening or sunset is a common triggering stimulus. If you have multiple traits, you may choose Attention Difference, Baseless Emotion (Restlessness), Hallucination, or Amnesia as one or more of them. Real-world Examples Dementia, Parkinson’s Disease, Kidney Disease, Liver Disease, Thyroid Disease Assistive Options If a party member uses the help action to orient the confused person, the IE decreases by 1 for 3d6 rounds. Delusions You have experiences or beliefs that others do not share, but you absolutely believe them to be true. Choose or roll on the following table. If you have multiple traits, you may choose or roll another Delusion trait or Intrusive Thoughts as one or more of them. d100 Delusion 1–6 Atmosphere 7–11 Awareness 12–17 Control 18–22 Dysmorphopsia 23–29 Erotomantic 30–37 Grandiose 38–44 Ideas 45–48 Imposter 49–55 Intensity 56–63 Jealousy 64 Macropsia 65 Macrosomatognosia 66–71 Memory 72 Micropsia 73 Microsomatognosia 74–75 Pelopsia 76–82 Persecutory 83–88 Reference 89–96 Somatic 97–98 Teleopsia 99–00 Quick-motion phenomenon * Atmosphere. Something feels wrong about your environment, but you can’t figure out what, yet the feeling is undeniable. Because of your heightened awareness, you have a +(IE) on Wisdom (Perception) checks but a −(IE) penalty on Wisdom (Insight) checks. * Awareness. You are intensely aware of a particular experience unrelated to your current circumstances or condition. Because of the distraction, you have a −(IE) penalty on initiative rolls, attack rolls and ability checks made as reactions, and Wisdom (Perception) checks. * Control. You believe that you are being controlled, physically or mentally, by an external force. This causes a −(IE) penalty to Wisdom (Insight) checks. * Dysmorphopsia. Straight lines or edges appear to be wavy to you. This altered perception gives you a −(IE) penalty on ranged attack rolls with at least partial cover. * Erotomantic. You believe that someone, usually a public figure, is in love with you. You have a −(IE) penalty on Wisdom (Insight) checks related to this person, and you plan and act according to this belief. * Grandiose. You believe that you are greater in some way than you are and act accordingly. This may manifest in a belief that you have a relationship with a famous being, that you are a famous being (past or present), or that you have exceptional talents, abilities, or powers. Some examples may include believing you have abilities of a character level higher than you’ve achieved, magic or proficiencies, or another character class that you don’t have. You will act on such beliefs unless convinced by an ally against following a specific harmful course of action, either through roleplay or an opposed Charisma (Persuasion) check by the ally. * Ideas. You believe something fantastical to be true or that you are being affected by some kind of magic that is not in fact affecting you. The GM and player should discuss this and determine a specific belief. Depending on the belief, the game effects can vary widely, so find the trait that most closely reflects this belief, and adjust accordingly. * Imposter. You believe that one or more important people in your life are imposters (actors playing the role of those people) and will act according to that belief. You will act on such beliefs unless convinced by an ally against following a specific harmful course of action, either through roleplay or an opposed Charisma (Persuasion) check by the ally. * Intensity. You have a belief that is real, but you put an unreal amount of importance on it, such as a minor vermin infestation that you believe to be catastrophic. You will act on such beliefs unless convinced by an ally against following a specific harmful course of action, either through roleplay or an opposed Charisma (Persuasion) check by the ally. * Jealousy. You believe that a friend or partner is betraying you. You will act on such beliefs unless convinced by an ally against following a specific harmful course of action, either through roleplay or an opposed Charisma (Persuasion) check by the ally. * Macropsia. Objects appear (IE) × 20% larger than they are in real life. You have a −(IE) penalty on all attack rolls. * Macrosomatognosia. Your own body feels (IE) × 20% larger than it is. You have a −(IE) penalty on all Dexterity checks, including Dexterity-based melee attack rolls. * Memory. Your memory of (IE) events that happened is drastically different from reality. This can be part of your character’s backstory or historical events. You are convinced that your memory is accurate, and any evidence to the contrary is clearly fake or has some other explanation. To recall accurate details, you have a −(IE × 3) penalty in all Intelligence (History) checks related to that and related events. * Micropsia. Objects appear (IE) × 20% smaller than they really are. You have a −(IE) penalty on all attack rolls. * Microsomatognosia. Your body feels (IE) × 20% smaller than it really is. You have a −(IE) penalty on all Dexterity checks, including Dexterity-based melee attack rolls. * Pelopsia. Objects seem closer than they are. You have a −(IE) penalty on all attack rolls and Dexterity (Sleight of Hand) checks. * Persecutory. You believe that a person or object is trying to harm or work against you. You will act on such beliefs unless convinced by an ally against following a specific harmful course of action, either through roleplay or an opposed Charisma (Persuasion) check by the ally. * Reference. You believe (IE) neutral environmental events or objects to have personal significance, that something is directed toward or connected to you when it isn’t. You will act on such beliefs unless convinced by an ally against following a specific harmful course of action, either through roleplay or an opposed Charisma (Persuasion) check by the ally. * Somatic. You believe that you are sick or disabled and experience a range of physical symptoms. You struggle to acknowledge the underlying mental health related reasons (i.e., stress, trauma, etc.) that are causing these symptoms. While they feel real to you, no physical or magical cause can be found. Choose or roll another trait and IE for the delusional trait. You will experience the penalties associated with that trait unless convinced by an ally against following a specific harmful course of action, either through roleplay or an opposed Charisma (Persuasion) check by the ally. You do not typically receive any associated benefits from that trait unless agreed upon by both the player and GM. If you have multiple traits, you may choose this trait multiple times, each with a different delusional trait. * Teleopsia. Objects seem further away than they are. You have a −(IE) penalty on all attack rolls and Dexterity (Sleight of Hand) checks. * Quick-motion phenomenon. Time seems to go much quicker than it really is, as if the surrounding world is under a Haste spell. You have a −(IE) penalty on all initiative rolls and Dexterity (Sleight of Hand) checks and Wisdom (Perception) checks to hear details. Note that the Zone of Truth spell will not counteract Delusions, as the person experiencing the delusion genuinely believes what they are saying as related statements are not deliberate lies. Real-world Examples Alice in Wonderland Syndrome, Capgras Syndrome, Schizophrenia, Dementia, Epilepsy, Parkinson’s Disease, Bipolar Disorder, Traumatic Brain Injury, Briquet's Syndrome, De Clérambault's Syndrome Assistive Options Allies who have spent at least (7 − their Charisma modifier) days with you receive a +1 to Charisma (Persuasion) checks to help you cope with delusions by recognizing behavioral pattern changes. Magical Assistance The Zone of Truth spell can help you with delusions when creatively applied, giving you +2 to related saving throws to temporarily disbelieve the delusions. Depersonalization You feel detached from your life, thoughts, and feelings, as if you’re watching a character in a performance. Your memory and sense of time and space, including your own shape, may change. At IE 4, you can’t recognize yourself in a mirror. You have a −(IE) penalty on Intelligence, Wisdom, and Charisma checks unless you take an extra (IE) × ten percent time to perform the check, and you have a −(IE) penalty on Constitution saving throws to maintain concentration. You have a +(IE) bonus to Constitution checks and saving throws, except to maintain concentration. You have resistance to being charmed or frightened, and when you gain a level of exhaustion, if you succeed on a DC 8 + (current exhaustion level) + (IE) Constitution saving throw, you can ignore its effects for one day, repeating the saving throw after each long rest, though you can still die at exhaustion level 6. If you have multiple traits, you may choose Amnesia, Sleep Disruptions (Insomnia), Baseless Emotions, Eating Disruption, and Alleviation Behaviors as one or more of them. Real-world Examples Depersonalization Disorder Assistive Options Assistance involves compassionate patience by trustworthy allies who acknowledge your experience. Derealization You feel detached from your environment as if you’re in a dream or a fog, or as if a glass wall or veil separates you from your surroundings, although you’re aware that your experience doesn’t reflect reality. The world seems false and bland and may appear distorted, blurry, unusually clear, flat, or a different size. Sounds and time may likewise seem distorted. You have a +(IE) bonus to saving throws against Illusion magic since everything already seems like an illusion, but you have a −(IE) penalty on Wisdom (Perception) checks. If you have multiple traits, you may choose Baseless Emotions, Sensory Processing Difference, or Sleep Disruptions (Insomnia). Real-world Examples Derealization Disorder Assistive Options Assistance involves compassionate patience by trustworthy allies who acknowledge your experience. Diminished Motivation You experience a lack of motivation to accomplish tasks that you need to do or usually enjoy doing. (Note: a task is a series of actions to accomplish a goal, not usually a single action.) This is not laziness — your subconscious is inhibiting your motivation. To begin a new task, you must succeed on a DC 8 + (IE) Wisdom check. You may reattempt a failed check every (IE)d4 minutes. Real-world Examples Depression, Schizophrenia Assistive Options A combination of factors can help. When you have at least three of the following, the IE reduces by 1: * Allies who provide ongoing sincere encouragement throughout the day * At least thirty minutes of exercise (as strenuous as walking) for five consecutive days * Put your hands in soil, or eat a serving of non-alcoholic fermented food such as kombucha or yogurt * Follow a daily routine * Sleep for at least eight hours per night for five consecutive nights Disinhibited Social Engagement You have trouble understanding the nuances of different kinds of relationships, such as the difference between “friend” and “friendly,” so you tend to be overly trusting of people you don’t know and at the same time have trouble forming stable or meaningful bonds with others. This gives you a −(IE) penalty on all Wisdom (Insight) and Charisma (Deception) checks and saving throws against being charmed. Because of your trusting nature, you tend to be honest and expect it from others, which becomes clear when people interact with you, so they tend to trust you more as a result, giving you a +(IE) bonus to Charisma (Persuasion) checks with people who have interacted with you for at least ten minutes. These modifiers don’t apply to interactions with people with the same trait. Real-world Examples Autism, Reactive Attachment Disorder, Disinhibited Social Engagement Disorder Assistive Options You need allies who will help you navigate these social situations and keep you from putting yourself in danger. Eating Disruption You have a troubled relationship with food. Choose or roll on the following table. d20 Trait 1–4 Anorexia 5–7 Avoidant/Restrictive Food Intake 8–11 Binge Eating 12–14 Bulimia 15–16 Night Eating 17–18 Orthorexia 19 Pica 20 Rumination * Anorexia. You avoid eating or eating certain foods due to a fear of gaining weight. When it’s time to eat, if you attempt to voluntarily or involuntarily eat a meal, you must succeed on a DC (IE) × 2 + 8 Wisdom saving throw or be unable to force yourself to. On success, you are able to eat a meal, but then must succeed on a DC (IE) × 2 + 5 Constitution saving throw or experience Baseless Emotion (Guilt) or Baseless Emotion (Panic) until you succeed on the saving throw, which you may make every (IE) × 10 minutes. Consult p. 87 of the Basic Rules or other fifth edition sources for the effects of not eating enough. * Avoidant/Restrictive Food Intake. You avoid eating many foods either due to finding many foods distasteful possibly due to sensory reasons, or a fear that something bad might happen while eating them such as choking. Work with your GM to develop a list of 4d4 ÷ (IE) specific foods that you can eat without a problem. When it’s time to eat anything else, you must succeed on a DC (IE) × 2 + 8 Wisdom saving throw or be unable to force yourself to. Consult p. 87 of the Basic Rules or other fifth edition sources for the effects of not eating enough. * Binge Eating. When you begin eating and have the opportunity, you will quickly continue to eat until uncomfortably full due to stress, anxiety, depression, or low self-esteem. To limit your eating to a healthy amount, you must succeed on a DC 10 + (IE) Wisdom saving throw. Following an eating binge, you feel lethargic and have a −(IE) penalty on initiative rolls for (IE) hours after. Every seven days of binging, your weight increases by one percent, and for every twenty percent increase, you experience a −1 penalty on Strength (Athletics) and Dexterity (Acrobatics) checks. If you have multiple traits, you may choose Baseless Emotion as one of them. * Bulimia. Every 1d4 days, due to a fear of gaining weight, you eat large amounts of food until painfully full, then you purge it via vomiting, consuming a known laxative, or doing intense exercise during the next long rest. You must succeed on a DC (IE) × 2 + 8 Wisdom saving throw to avoid this behavior. This behavior results in damage to the digestive system. For every one hundred days of purging, you must succeed on a DC 8 + (IE) Constitution saving throw or develop a new Periodic IE 1 Digestive trait or, if you already have one, it increases by 1 IE up to IE 4, after which the frequency begins to increase. Five days of successfully avoiding purging will allow the body to heal one day of the cumulative total. Once the one-hundred-day threshold is met, the tally starts over, and the trait change becomes permanent unless you can refrain from purging for one hundred days, which reverses the effect by one frequency level until in remission. If you have multiple traits, you may choose Baseless Emotion as one of them. * Night Eating. Similar to Binge Eating, you eat excessively, but during a long rest, 1d6 hours after falling asleep or the equivalent. This disrupts the long rest and requires starting the rest over after eating due to indigestion. To limit your eating behavior, you must succeed on a DC 10 + (IE) Wisdom saving throw. Following an eating binge, you feel lethargic and have a −(IE) penalty on initiative rolls for (IE) hours after. Every seven days of binging, your weight increases by one percent, and for every twenty percent increase, you experience a −1 penalty on Strength (Athletics) and Dexterity (Acrobatics) checks. * Orthorexia. You obsess over eating healthily according to a self-imposed diet not dictated by religion or culture due to past trauma, unhealthy relationships, anxiety, fearing a loss of control, low self-esteem or other internal conflicts. This leads to (IE) of the following accompanying traits: * Not eating enough food or the right kinds (See p. 87 of the Basic Rules or other fifth edition sources for the effects of not eating enough.) * Inability to eat in public, requiring a successful DC 10 + (IE) Constitution check to force yourself to do so * A Baseless Emotion based on not living up to your personal expectations. (This trait can be chosen more than once, reflecting multiple emotions) * Pica. You crave non-food substances such as ice, dirt, soap, paper, hair, cloth, pebbles, or other materials that are not part of any cultural practice due to either mental health related reasons or malnourishment such as an iron deficiency. Every day, you must succeed on (IE) Constitution saving throws or consume (IE) ounces of the material when available. Depending on the material and quantity, the GM should determine whether a Constitution saving throw against poison is necessary. A typical effect of many materials results in Diarrhea on a failed DC 10 + (IE) Constitution saving throw. You might feel shame for indulging in your craving and try to do so in secret. * Rumination. After eating, you regurgitate food, re-chew it, and either swallow or spit it out. As adults are more likely to spit it out than swallow it, besides bad breath and damage to the mouth and esophagus, you also risk the effects of not eating enough as with Anorexia and the long-term negative effects of Bulimia at the GM’s discretion. When you eat, you must succeed on a DC (IE) × 2 + 8 Wisdom saving throw to avoid this behavior. You experience a −(IE) penalty on all Charisma (Persuasion) checks for an hour after eating. Real-world Examples Anorexia Nervosa, Avoidant/Restrictive Food Intake Disorder, Binge Eating Disorder, Bulimia Nervosa, Night Eating Syndrome, Pica, Rumination Disorder Assistive Options The most important assistance for any of these is support from friends and allies, and a friend who has committed to helping and uses at least a short rest each day to offer encouragement and support gives advantage on saving throws on harmful urges for the day. Attempts by others to force a certain behavior will not eliminate the urge and will give you disadvantage on the next saving throw to resist. Magical Assistance The Goodberry spell can assist with malnutrition but still requires the same checks as other foods to consume and retain. Emotion Fluctuation Your overall emotional state fluctuates between Amplified Emotion (Enjoyable) (30 percent) and Baseless Emotion (50 percent) or both at the same time (20 percent). These episodes happen according to the following table. If a frequency roll is smaller than the subsequent duration, your mood shifts over the course of 1d6 hours. IE Frequency Duration 1 Every 18d20 days 2d8 + 5 days 2 Every 9d20 days 3d8 + 5 days 3 Every 2d20 days 4d8 + 5 days 4 Every 1d20 days 5d8 + 5 days Real-world Examples Bipolar Disorder Assistive Options By keeping a regular sleep schedule and eating regular healthy meals (not trail rations) for (IE) × 7 days, the duration of the episode decreases by 1d8 days (minimum 0). An ally spending a short rest supporting you each day by talking and listening to you during an episode will decrease the duration by 1d4 days. Plurality You are a plural system with (IE)d4 additional personas (often called “headmates” or “alters”) sharing your consciousness, or “headspace.” Each alter can vary widely in preference, expression, orientation, gender, species, or even be more of an abstract concept, fictional character, or famous figure. Alters may have varying degrees of awareness of, attitude toward, and communication with each other. Alters usually alternate fronting (controlling the body and communicating externally), although co-fronting (multiple alters fronting at the same time) is possible, sometimes blending together while co-fronting. Some alters may never front but are still aware and communicate in headspace, and alters have different relationships with each other as any other social group does The player cannot choose when to change which alter is fronting. (Such attempts will likely lead to Pain (Head) or Brain Fog.) Different alters tend to have circumstances by which they front, but not always, and alters can sometimes disappear for extended times. The player and GM may want to create a table of triggers that cause a shift in fronting, both triggers known to the character and seemingly random triggers known only to the GM. Note that the alter corresponding to a trigger may not be whom the player or party considers optimal, such as an alter with a phobia who always fronts and runs away in the presence of that stimulus while another with proficiency in Medicine may front at the sight of blood. Alters may also communicate in headspace when not fronting, speaking to each other and to whomever is fronting but only audible in headspace. If you have at least one alter who can communicate with whomever is fronting, that alter can use their help action to give you advantage on Wisdom (Insight) checks. When shifting which alter is fronting, if shifting to a cooperative alter who’s usually co-aware, the new alter can front without penalties. If the new alter has Amnesia relative to the previously fronting alter, they need a moment to assess the situation and will respond accordingly. If in combat, the disorientation requires one round, after which they act on initiative 1 with appropriate modifiers. Over time, additional alters may appear. 1d4 days after life-changing events such as the end of a traumatic event or the end of a major adventure or campaign arc, roll 1d20. On rolling (IE) or less, you add another alter. This splitting is often accompanied by headaches, blackout, memory loss, and disorientation, and the new alter is usually confused when fronting for the first time. When creating a plural system as a character, alter stats may vary, up to ±2 from the base stats, but should total the same number as the base. Alters may share a character class or have different classes and proficiencies for each (or some combination). Treat the character as multiclassed for level advancement, or keep separate experience points for each alter based on who was fronting during a given encounter or story beat. Some alters are likely noncombatants or may even be children. Or the player and GM may decide that all alters share an experience pool like a typical multiclassed character, depending how aware any given alter is when not fronting. If you have other traits, you may assign them to one or more alters, both mental and physical. You may choose Amnesia (Anterograde), Amnesia (Traumatic), or Traumatic Flashbacks as one or more of your other traits for one or more alters. Note that awareness can vary by individual alter or groups of alters, so Amnesia may cluster, certain alters being aware or co-fronting while other alters have no memory of that time. Other Amnesia (usually Traumatic) may be universal to the entire system. [Sidebar: Plurality in the past was often called, “Multiple Personality Disorder,” but that term does not accurately describe the plural experience and is no longer used. Because plurality has as many expressions and variations as systems who experience it, including varying forms of cooperation and Amnesia, if you’re interested in representing a plural system, check out the Plurality Hub https://plurality-hub.carrd.co/ or Multiplicity and Plurality Wiki https://multiplicity.fandom.com/wiki/Multiplicity_and_Plurality_Wiki, and talk to your GM about your system and what modifications to these rules would be more representative.] Real-world Examples Plurality (Parogenic, Endogenic, Gateway, Quoigenic, Paragenic, Traumagenic), Dissociative Identity Disorder Assistive Options Plural systems mostly need understanding from those around them and willingness to acknowledge the different alters as individuals the same way they would acknowledge multiple singular people. It’s helpful when communicating with a system to verify who is fronting but also to recognize that those not fronting are often conscious and aware of the external environment. While your physical appearances may change when switching alters (such as posture, facial movement, voice, or gait), each may sometimes use a visible accessory to help others know who is fronting, such as a pin, hat, or scarf, or an accessory may move from one position to another. Executive Functioning You have trouble organizing yourself, including your thoughts, your possessions, your emotions, your time, and your memory. You have trouble making decisions about what to do next to the point of being unable to act on a choice at all. You have a −(IE) penalty on all initiative rolls, and on an initiative roll of 1 or less (or a natural 1), you cannot use your action or bonus action for the first round due to indecision, but you can still use your reaction. In some cases, you may have trouble transitioning unexpectedly to a new task or changing plans. You have a −(IE) penalty on your passive Wisdom (Perception) to determine surprise, and if the plans for the day change, you must succeed on a DC 8 + (IE) Constitution saving throw or have disadvantage on all Wisdom and Charisma checks for (IE)d4 minutes while you mentally adapt to your new circumstances and plans. On any attempt to find something that you previously possessed, you have a −(IE) penalty on Wisdom (Perception) checks to find it. You have a −(IE) penalty on all reaction ability checks, saving throws, and attack rolls. Because you’re used to having to compensate for your decision-making, you have developed creativity and resilience, so once per day, when making a non-combat ability check, you can choose to do so with advantage. Multiple days in a row with high stress or demands can temporarily increase the IE. If you have multiple traits, you may choose Attention Difference, Amplified Emotion (Uncomfortable), Diminished Motivation, or Amnesia (Anterograde) as one or more of them. Real-world Examples Attention Deficit Hyperactivity Disorder, Dementia, Depression, Obsessive-Compulsive Disorder, Schizophrenia, Autism Assistive Options Planning ahead helps organize thoughts, breaking down the upcoming days into manageable chunks of time. The party should do what they can to develop strategies for the future. Any situation that has been anticipated and planned accordingly reduces IE by 1 for that situation as you implement strategies to keep track of everything. Magical Assistance When the Haste spell is used on you, you can choose whether to gain the usual benefits or instead to reduce your IE by 2. The Foresight spell can also be used in this way with its longer duration, but casters may be unwilling to use a ninth-level spell slot for this purpose. A Handy Haversack can help you organize some possessions (if that’s where you put them). Hallucinations You have sensory experiences created by your mind. Choose or roll on the following table. When you experience this stimulus, you must succeed on a DC 5 + (IE) Wisdom check to recognize the stimulus as a hallucination. Even when recognized as such, the hallucination remains. While you can ignore it, you still experience a −(IE) penalty on Wisdom (Perception) checks with that sense while it persists. d20 Sense 1–6 Auditory 7–8 Gustatory 9–11 Olfactory 12–15 Tactile 16–20 Visual * Auditory. You hear sounds, often voices speaking to you or illusory environmental sounds. * Gustatory. You experience tastes that are often strange or unpleasant, like metallic tastes. If you have multiple traits, you may choose Seizures as one of them. * Olfactory. You experience smells unrelated to your environment. * Tactile. Your sense of touch/interoception causes false experiences, such as bugs crawling on your body or your organs moving inside you. * Visual. You see things that aren’t there, such as objects, creatures, people, lights, or visual patterns. Real-world Examples Schizophrenia, Epilepsy Assistive Options The most helpful aid for those hallucinating is calm conversation with a trusted ally. A party member can use the help action to listen to you and let you know that you’re hallucinating. This will allow you to reroll the Wisdom check with advantage. Magical Assistance The True Seeing spell will counteract visual hallucinations for the duration. Intellectual Disability You learn skills more slowly than others. When you gain experience points, you gain (IE) × 20% less than usual or, when not using XP, when gaining a level, you need an additional (IE)d20 days to gain the bonus, and you have a −(IE) penalty on all Intelligence ability checks. If you have multiple traits, you may choose Disinhibited Social Engagement as one of them. [Sidebar: Intelligence in fifth edition The word, “Intelligence” can have many meanings. In 5th Edition, “Intelligence measures mental acuity, accuracy of recall, and the ability to reason.” In this supplement, we use it specifically to refer to acquired areas of knowledge and the ability to learn them, not a character’s ability to make beneficial decisions or think or communicate clearly. Avoid common tropes such as the inability to make moral choices (including being inherently innocent or evil), being easily manipulated, or incapable of complex thought or emotions.] Real-world Examples Intellectual Disability, Down Syndrome Assistive Options You need people to treat you as a peer, with respect and patience, helping you when you ask for help or when they know you well enough to know your specific challenges. Intrusive Thoughts Thoughts that you don’t like enter your head, such as thoughts of committing atrocities, doubts about your identity or relationships or value, and you can’t get rid of them. While everyone has such thoughts, you can’t easily get past them, and they happen a lot. You fear that you might act on those thoughts, or that, even though they’re not based on evidence, that they indicate something about you or your life. You have a −(IE) penalty on saving throws against being frightened. Because you’ve honed your critical thinking skills as coping strategies, you have a +(IE) bonus to saving throws against illusion magic. Real-world Examples Anxiety, Depression, Obsessive-Compulsive Disorder, Post-Traumatic Stress Disorder Assistive Options Because you are often ashamed of intrusive thoughts as they don’t reflect your character and values, it’s hard getting help from others. Realizing that these are “junk thoughts” that your brain produces, not urges, and don’t reflect on your character, can help you feel better about yourself when these thoughts come, but they don’t eliminate the thoughts or affect game mechanics. If you have a trusted friend that takes time to talk to you about it, or if you keep a journal where you list evidence for and against the truth of the thought with a statement that acknowledges the thought and demonstrates that it’s false, you can use your action to check it, and for either of these, the IE reduces by 1 for 2d4 – (IE) (minimum 0) hours. Learning Difference You have trouble processing information in certain ways, making learning via those methods more difficult. Choose or roll on the following table. If you have multiple traits, you may choose Attention Difference, Sense Processing Difference, or Language Processing (Dysgraphia) or more than one Learning Difference as one or more of the others. d20 Learning Difference 1-5 Dyscalculia 6-17 Dyslexia 18 Dysorientia 19-20 Visual Processing * Dyscalculia. You have difficulty understanding numbers, arithmetic facts, and processing mathematical problems into equations. You have a −(IE) penalty on all mathematical ability checks. [Sidebar: Variant Rule: More Dice, Less Math To reduce the amount of math calculations, when your trait requires you to add or subtract the IE from the die roll, you can instead roll 1d6. If you roll at or under your IE, make your ability check with advantage/disadvantage. (e.g., You have Dyscalculia [IE 2] and need to make an Intelligence check to solve a math problem. Roll 1d6: 1–2, roll the Intelligence check with disadvantage; 3–6, roll the Intelligence check normally.) * Dyslexia. You have difficulty accurately reading words. Reading or preparing a spell from a spellbook takes you an additional (IE) × 20% of the standard time unless you have someone assisting you by reading it to you. * Dysorientia. You have difficulty determining directions, distinguishing right and left, and navigating to avoid getting lost. You have a −(IE) penalty on all Wisdom (Survival) checks to avoid getting lost, and preparing a spell with somatic components from a spellbook takes you an additional (IE) × 20% of the standard time as you practice the movements in the correct direction. If someone helps you prepare those spells, the extra time reduces to (IE) × 10%. * Visual Processing. You have difficulty understanding and using visual information, including judging physical distances, differentiating between similar letters or objects, and understanding spatial relationships. You have a −(IE) penalty on all ranged attack rolls and Wisdom (Investigation) checks. Preparing a spell from a spellbook takes you an additional (IE) × 20% of the standard time unless you have someone assisting you by reading it to you. Real-world Examples Dyslexia, Dyscalculia, Directional Dyslexia, Visual Processing Disorder, Irlen Syndrome Assistive Options Wearing asymmetrical clothing or jewelry can help with Dysorentia, reducing the spell preparation penalty by half. Using a map reduces the Disorentia Wisdom (Survival) penalty by 1. Sunglasses with yellow tinted lenses may reduce Dyslexia IE by 1 while worn. Magical Assistance The Comprehend Languages spell can be used for known languages to eliminate the reading penalty for the duration, but note that the caster must touch the printed words. Obsessive Thoughts You have uncomfortable thoughts, images, or impulses that occur repeatedly in your mind beyond your control. Even though you may know they don’t make sense, you have trouble freeing yourself from them. Examples include fear of losing control of your behavior, fear that you will cause harm or that harm will come to you, fear of inadequacy, fear that you caused a tragedy, fear that a past action will have harmful consequences in the future, or a false memory that you did something harmful that caused a current situation. You have a −(IE) penalty on saving throws against being frightened and a −(IE) penalty on passive Wisdom (Perception). If you have multiple traits, you may choose Alleviation Behaviors or Intrusive Thoughts as one or more of them. Real-world Examples Obsessive-Compulsive Disorder, Anxiety, Phobia, Panic Disorder Assistive Options With professional assistance, gradual increased exposure and proximity to the obsessive stimulus can help reduce the troubling thoughts over time. The assisting cleric, druid, or physician must succeed on a DC 8 + (IE) Wisdom (Medicine) check to offer proper assistance. If the assistant fails this check or it’s made without an assistant, you make your Wisdom checks with disadvantage. You (the character) will not know that the assistance succeeded, but if they fail, you may notice over time that it’s not helping and seek a different assistant. When attempting to reduce your obsession, begin with a representation such as a painting or imagining the stimulus and work up from there to maximum exposure with the real version, monitoring your actions and talking about how you reacted to it. The player and GM should develop a strategy of eight to ten steps and may attempt this once per day. For the first step, you must succeed on a DC 8 + (IE) Wisdom check for three consecutive attempts. The days need not be consecutive. Once accomplishing that step, the DC increases by 1 and requires three consecutive successful attempts, repeating the process until every step is successfully completed. If you have a traumatic experience, you must succeed on an additional Wisdom saving throw equal to your current step roll or lose one step, even if you’ve completed all steps. Magical Assistance While magic that alters your thoughts, perceptions, or emotions can offer temporary relief, they can easily become Alleviation Behaviors as you come to depend on them for comfort instead of acknowledging and tolerating the associated discomfort. Personality Difference The way in which you think, function, and interact with others significantly affects your ability to relate to situations and people. Choose or roll 2d4 traits from the following table, ignoring duplicates. [Sidebar: Personality Differences/Disorders Among the most misunderstood, mischaracterized, and stigmatized mental experiences, personality differences arise from trauma and tend to lead to significant challenges to navigating relationships and maintaining a favorable quality of life in a social context. While we highly recommend treatment and counseling for those affected and for those close to someone affected that’s beyond the scope of this book, this book was created to promote understanding and remove stigmas. Personality differences may cause intense feelings, similar to the Amplified Emotion trait as it’s described below (In the real world, people with Borderline Personality Disorder are often misdiagnosed as Bipolar, even though the former is more common.), but instead of changing gradually over days, mood shifts can come quickly and unexpectedly with no external stimulus. Not only does this make relationships challenging, but it can also lead to fears of abandonment, which can then amplify distressing emotions even further. Those with personality differences may not realize the effects of hurtful behavior, and while these conditions don’t excuse hurtful behavior, it’s important that those who need help have access to treatment, support, and society. In the real world, personality disorders are treatable with therapy, and their effects can be managed with medication if necessary. But like all of us, those who experience personality differences need patience and understanding, to be recognized as complex people with value, and who deserve love and respect.] d100 Trait 1–4 Anhedonia 5–11 Anxiousness 12–14 Attention Seeking 15–19 Callousness 20–22 Cognitive and Perceptual Dysregulation 23–27 Deceitfulness 28–31 Depressivity 32–34 Distractibility 35–37 Eccentricity 38–44 Grandiosity 45–49 Hostility 50–52 Impulsivity 53–55 Intimacy Avoidance 56–60 Irresponsibility 61–65 Manipulativeness 66–68 Perseveration 69–72 Restricted Affectivity 73–81 Rigid Perfectionism 82–84 Risk Taking 85–86 Separation Insecurity 87–88 Submissiveness 89–94 Suspiciousness 95–97 Unusual Beliefs and Experiences 98–00 Withdrawal * Anhedonia. (See Anhedonia under Mental Traits) * Anxiousness. You experience both Baseless Emotions: Panic/Nervousness and Worrying. Roll a separate IE for each. * Attention Seeking. You depend on the attention and approval of others for your self-worth. This motivates you to excessive emotional, outspoken, and dramatic behavior, excessive concern with physical appearance, and to be easily influenced by others as you seek their approval. You tend to believe that your relationships with others are closer than is reciprocated. You have a −(IE) penalty on all Wisdom (Insight) and Charisma (Persuasion) checks and saving throws against being charmed. * Callousness. You have difficulty recognizing others’ needs or feelings, which leads to repeated harmful, aggressive, impulsive, or irresponsible behavior without remorse. You have a −(IE) penalty on all Charisma (Persuasion) and Wisdom (Insight) checks and +(IE) to all Charisma (Intimidation) checks and saving throws against psychic damage and being charmed. * Cognitive and Perceptual Dysregulation. You experience 1d4 of the following: Depersonalization, Derealization, Sleep-Wake Disorder, Asomatognosia. Roll a separate IE for each. * Deceitfulness. When you tell others about yourself or your experiences, you misrepresent or embellish the facts, assume false identities, or otherwise lie for personal gain without experiencing remorse. While this practice lying gives you a +(IE) bonus to Charisma (Deception) checks, your inability to empathize gives you a −(IE) penalty on Wisdom (Insight) checks. * Depressivity. You experience all of the following Baseless Emotions: Guilt, Hopelessness, and Worrying. Roll a separate IE for each. * Distractibility. You have difficulty concentrating and focusing on tasks, and you are easily distracted by environmental stimuli. Finishing any task takes (IE) × twenty percent longer to accomplish, and you have a − (IE) × 2 penalty on all Constitution saving throws to maintain concentration. If you cast a spell with a casting time longer than 1 action, you must succeed on the saving throw. On a failed saving throw, the spell is not cast. * Eccentricity. You act in unusual and unexpected ways for your culture, motivated by unusual superstitions, beliefs, and perceptions such as believing you can perform spell-like effects without casting those spells or have senses that you don’t. You have a −(IE) penalty on saving throws against illusion magic and a −(IE) penalty on Charisma (Persuasion) and Charisma (Intimidation) checks, but your creativity gives you a +(IE) bonus to Charisma (Performance) checks. * Grandiosity. You believe that you’re more important than others and feel the need for others to recognize that. You have difficulty valuing others’ feelings and needs compared to your own and expect favors, advantages, and admiration. You have a +(IE) bonus on Charisma (Intimidation) and Charisma (Performance) checks but a −(IE) penalty on Wisdom (Insight) checks. * Hostility. You feel frequent anger, become irritable from minor insults, and tend to act mean. You have a +(IE) bonus to Charisma (Intimidation) checks but a −(IE) penalty on Charisma (Persuasion) checks. If you are a barbarian, you get an additional Rage per day, but your Rage is so intense, you spend one Hit Die every time you Rage. If you have multiple traits, you may choose Baseless Emotions (Irritability) as one of them. * Impulsivity. You have difficulty establishing plans and act without considering consequences. You have a +(IE) on initiative rolls but a −(IE) penalty on saving throws against enchantment magic. * Intimacy Avoidance. You have a narrow range of social experience and expression. You don’t enjoy social or personal relationships and find them challenging. You have a −(IE) penalty on all Charisma checks but a +(IE) bonus on saving throws against enchantment magic. * Irresponsibility. You experience little or no sense of obligation or commitment to agreements and promises and are careless with others’ property. Whenever you use the help action, you must succeed on a DC 10 + (IE) Constitution saving throw or fail to help, still using your action but with no effect. * Manipulativeness. You use subterfuge to influence or control others, using ingratiating yourself to people to control them for your purposes. You have a +(IE) bonus to Charisma (Deception) and Charisma (Persuasion) checks but a −(IE) penalty on Wisdom (Insight) checks. * Perseveration. You persist at tasks or methods even though the behavior is no longer effective, no matter how much evidence or failure demonstrates reasons to stop or change. You have a +(IE) bonus to Constitution checks and saving throws to continue an action, but on initiative count 20 (losing initiative ties), you must choose your course of action for the round, and you must succeed on a DC 15 + (IE) Constitution saving throw to choose the disengage action or to choose a different course of action during the round. * Restricted Affectivity. You have a narrow range of emotional experience and expression. You don’t enjoy most activities. You have a −(IE) penalty on Wisdom (Insight) and Charisma (Persuasion) checks but a +(IE) bonus to saving throws against psychic damage or being charmed or frightened. If you are a barbarian, you must succeed on a DC 10 + (IE) Wisdom check to Rage, and you do not benefit from Bardic Inspiration. * Rigid Perfectionism. You are preoccupied with details, orderliness, and rules. Tasks must be completed perfectly, and you feel the need to be in control of people, tasks, and situations, having trouble delegating tasks for fear that they won’t be done perfectly. You’re rigid in your values and morals and protective of your valuables, obsessing over the perfect way to use them. You have a bonus of +(IE) on saving throws against being charmed but a −(IE) penalty on Charisma (Persuasion) and Charisma (Performance) checks. If you have multiple traits, you may choose one or more Alleviation Behavior traits as one or more of them. * Risk Taking. Your emotions are unstable, which leads to impulsive or risky behavior with little regard for personal safety or consequences. You have a −(IE) penalty on all saving throws against enchantment spells but a +(IE) bonus on saving throws against being frightened. If you have multiple traits, you may choose Baseless Emotion (Restlessness) as one of them. * Separation Insecurity. Your self-image is unstable, which leads to ongoing feelings of emptiness and fear of being alone or abandoned. You have a −(IE) penalty on all saving throws against psychic damage and enchantment spells. If you have multiple traits, you may choose one or more of the following Baseless Emotions for one or more of them: Dread, Panic/Nervousness, and Worthlessness. Roll a separate IE for each. * Submissiveness. You lack self-confidence and feel the need for others to take care of you, feeling like you can’t reliably take care of yourself. You tend to be submissive and cling to others, need close relationships to get approval, and will tolerate being treated poorly. You have a −(IE) penalty on rolls against Charisma (Intimidation), Charisma (Persuasion), and being charmed. If you have multiple traits, you may choose Executive Functioning as one of them. * Suspiciousness. You have an undeniable feeling that those around you can’t be trusted, that others are trying to harm you or plotting against you, and that those who claim loyalty to you are unfaithful to you. You’re reluctant to share information about yourself with others for fear that they’ll use it against you. Suggestions and minor criticisms seem like personal attacks. You have a −(IE) penalty on all Wisdom (Insight) checks and Charisma (Persuasion) checks but +1 to Charisma (Intimidation) checks. * Unusual Beliefs and Experiences. You have beliefs outside of your culture or religion that others do not share. This leads you to dress and act differently, have inappropriate emotional responses, and experience social difficulties. You believe that certain events have messages for you or that you can influence people or events with your thoughts beyond any casting ability you actually have. You have a −(IE) penalty on all Wisdom (Perception), Wisdom (Insight), and Charisma (Persuasion) checks. If you have multiple traits, you may choose Hallucinations or Delusions as one or more of them. * Withdrawal. You feel inadequate, inferior, or unattractive, which leads you to avoid social situations, meeting new people, or new activities. You’re overly sensitive to criticism, embarrassment, and ridicule. You have a −(IE) penalty on saving throws against the Vicious Mockery spell or similar effects, saving throws against being frightened, and on rolls against Charisma (Intimidation). Real-world Examples Personality Disorders Assistive Options Because you may not even be aware that you have a Personality Difference, and due to their effect on how you perceive yourself and reality, these can be especially difficult to manage. Party members will require patience and understanding to help you function in a healthy, cooperative manner. When needing a check related to one of these traits, a party member can use the help action to give you advantage on the roll. Phobia You have a persistent, excessive fear of an object, person, animal, activity or situation. Choose or roll on the following table, or choose a different stimulus. When within (IE) × 10 feet of the phobic stimulus, you must succeed on a DC 8 + (IE) Wisdom saving throw each round. On failure, you must move away from the stimulus or have a −(IE) penalty on all Intelligence, Wisdom, and Charisma ability checks due to distraction, and you must succeed on a DC 8 + (IE) Constitution saving throw to maintain concentration on an applicable spell each round. This trait always has a Triggered Frequency, and you may choose or roll more than one Phobia. Note that the labels can be broad, so when you roll or choose a Phobia, discuss with your GM what exactly it encompasses and what may have caused it. A fear of rats may relate more to their size than their shape. It also doesn’t give you additional awareness and is based on your perceptions, so if you’re afraid of spiders, a fiend that looks like one would probably also be included, or a fear of a gender would be based on your perception of gender, not the object’s own gender experience. d100 Phobia Stimulus 1 Biomophobia a specific biome 2 Topophobia a specific location or places like it 3 Numerophobia a specific number 4 Ektropophobia aberrations 5 Batrachophobia amphibians and frog-like creatures 6 Thymomenophobia angry people 7 Kallitechnophobia aristocrats and royalty 8 Panoplophobia armor 9 Anthropozoophobia beast-like humanoids 10 Zoophobia beasts 11 Autophobia being alone 12 Catagelophobia being ridiculed 13 Scoptophobia being stared at 14 Aphenphosmphobia being touched 15 Ornithophobia birds 16 Hemophobia blood 17 Bibliophobia books and scrolls 18 Toxophobia bows and other stringed weapons 19 Gephyrophobia bridges 20 Zootryponophobia burrowing creatures 21 Koumpounophobia buttons 22 Wiccaphobia casters 23 Ailurophobia cats 24 Angelophobia celestials 25 Pedophobia children 26 Politophobia cities 27 Ierotikophobia clerics and clergy 28 Kibotophobia closed containers 29 Coulrophobia clowns 30 Trypophobia clusters of small holes 31 Claustrophobia confined spaces 32 Kataskeniphobia constructs 33 Chromozoophobia creatures of a certain color 34 Cornophobia creatures with horns or antlers 35 Pterophobia creatures with quills and spikes 36 Plokamophobia creatures with tentacles 37 Pterugophobia creatures with wings 38 Achluophobia darkness 39 Necrophobia death or dead things 40 Dinosaurophobia dinosaurs 41 Cynophobia dogs 42 Draconophobia dragons 43 Pogonophobia dwarves 44 Stoicheiodiphobia elementals 45 Xotikophobia elves 46 Basophobia falling 47 Neraidophobia fey creatures 48 Daemonophobia fiends 49 Pyrophobia fire 50 Anthophobia flowers 51 Pteromerhanophobia flying 52 Megalophobia giants 53 Nanophobia gnomes 54 Misophobia halflings 55 Acrophobia heights 56 Domatophobia houses 57 Automatonophobia human-like figures 58 Entomophobia insects 59 Astynomiophobia law enforcement officers 60 Technourgimophobia magic items 61 Stratiotophobia martial classes 62 Androphobia men 63 Catoptrophobia mirrors 64 Pithikophobia monkeys and ape-like creatures 65 Teratourgimophobia monstrosities 66 Aichmophobia needles or pointed objects 67 Trypanophobia needles/injections 68 Arithmophobia numbers 69 Chromophobia one or more colors 70 Kalikantzarophobia one or more monstrous humanoid races such as orcs or goblinoids 71 Laspophobia oozes 72 Agoraphobia open spaces or crowds 73 Algophobia pain 74 Anthropophobia people or society 75 Botanophobia plants 76 Herpetophobia reptiles 77 Amaxophobia riding in a cart or carriage 78 Pontikiphobia rodents 79 Katergarophobia rogues 80 Metamorphophobia shapeshifters 81 Microphobia small animals 82 Ophidiophobia snakes 83 Chionophobia snow and ice 84 Glossophobia speaking in public 85 Arachnophobia spiders 86 Bathmophobia stairs or steep slopes 87 Xenophobia strangers or foreigners 88 Sminophobia swarms 89 Noctiphobia the night 90 Tonitrophobia thunder 91 Astraphobia thunder and lightning 92 Chronophobia time (deadlines and schedules) 93 Lilapsophobia tornadoes and hurricanes 94 Haphephobia touch 95 Dendrophobia trees 96 Cacophobia ugliness 97 Apethanatophobia undead 98 Hydrophobia water 99 Aerophobia wind 100 Gynophobia women Real-world Examples Phobias, Obsessive-Compulsive Disorder Assistive Options With professional assistance, gradual increased exposure and proximity to the phobic stimulus can help reduce the phobic reaction over time. The assisting cleric, druid, or physician must succeed on a DC 8 + (IE) Wisdom (Medicine) check to offer proper assistance. If the assistant fails this check or it’s made without an assistant, you make your Wisdom saving throws with disadvantage. You (the character) will not know that the assistance succeeded, but if they fail, you may notice over time that it’s not helping and seek a different assistant. When attempting to reduce your phobic reaction, begin with a representation such as a painting or imagining the stimulus and work up from there to maximum exposure with the real version. The player and GM should develop a strategy of eight to ten steps and may attempt this once per day. For the first step, you must succeed on a DC 8 + (IE) Wisdom saving throw for three consecutive attempts. The days need not be consecutive. Once accomplishing that step, the DC increases by 1 and requires three consecutive successful attempts, repeating the process until every step is successfully completed. If you have a traumatic or dangerous experience related to the stimulus, you must succeed on an additional Wisdom saving throw equal to your current step roll or lose one step, even if you’ve completed all steps. Magical Assistance The Heroism spell will negate Phobias in the target creature for the duration. Repetitive Movement You feel the need to use repetitive physical stimulation (stimming) for (IE)d4 rounds to manage your emotions. Stimming can manifest as hand flapping or finger movements, rocking, unusual posture, watching a repetitive movement, making or listening to a song or noise repeatedly, manipulating a fidget device, or mouthing inedible objects or your own appendages. Aside from drawing negative attention from those who don’t understand this behavior, inability to stim can lead to emotional dysregulation. When needing to stim, if unable, you must succeed on a DC 3 + (IE) Wisdom check to fight the urge each round, the DC increasing cumulatively by (IE) each round until you meet your stimming needs. Failure to resist the urge causes a −(IE) penalty on all ability checks until you meet your stimming needs. At IE 4, stimming may be self-injurious, such as hand-biting (succeed on a DC 5 Constitution saving throw or develop Infection), eye-poking (succeed on a DC 5 Constitution saving throw or develop Infection. On a critical failure, develop Refractive Difference), or head-banging (1 bludgeoning damage every 1d4 rounds). Real-world Examples Autism, Sensory Processing Disorder, Rett Syndrome, Fragile X Syndrome, Prader-Willi Syndrome, Attention Deficit Hyperactivity Disorder, Tourette Syndrome, Schizophrenia, Fronto-Temporal Dementia, Alzheimer’s Dementia Assistive Options While stimming is normally harmless and in fact helpful, if it gets in the way of achieving your goals or is self-injurious, some helpful options may include attempting to avoid the causal stimulus, which is not always possible. You may also attempt proactively stimming if expecting a triggering situation, which reduces the length needed later by 1d4 rounds and gives a +1 bonus to the Constitution saving throw to resist. Wearing a helmet or other protective gear that still allows you to get the needed stimulation but reduces or eliminates the resulting injury may also be possible for self-injurious stimming. Fidget items and chewelry sometimes provide a safe alternative to some injurious movements. Startle Amplification You have an overactive stress response, causing you to have a fight-flight-freeze reaction to non-threatening situations. This response is triggered seemingly randomly (IE)d4 times per day and during any remotely stressful situation, including being awakened suddenly. If you are a barbarian, when this response is triggered, you must succeed on a DC 10 + (IE) Wisdom saving throw or begin to Rage involuntarily, using up one of your daily Rages. You have a +(IE) bonus to Charisma (Intimidation) checks but a −(IE) penalty on Charisma (Persuasion) checks. Because of your heightened awareness, you also have +1 bonus on initiative rolls. If you have multiple traits, you may choose Rash as one of them. Real-world Examples Post-Traumatic Stress Disorder, Anxiety Assistive Options Several behavior changes can have a positive cumulative benefit. Upon keeping three of the following for seven days, the IE decreases by 1 as long as you maintain them: spend an hour each day on a calming activity such as meditating, exercising, and staying in contact with at least two trusted people. If you change which of those you're doing, at least three must stay the same, or you lose the benefit for seven days. Stimulus Avoidance Certain stimuli cause a feeling of panic resulting in Heart Palpitations, sweating, and other responses, and because of the feelings you associate with that stimulus, you try to avoid it. If Frequency is Triggered, choose or roll on the Phobia table, or choose another event or stimulus. While this trait is triggered by stress or some other stimulus, the stimulus could be a memory that surfaces suddenly or caused by an unexpected or unknown source. In this case, the response is triggered seemingly randomly (IE)d4 times per day and during any remotely stressful situation and lasts for (IE)d6 minutes unless you succeed on a DC 8 + (IE) Constitution saving throw. All spellcasting and ability checks require that you succeed on a concentration check or make the subsequent check with a −(IE) penalty, and tasks that normally require a concentration check are made with a −(IE) penalty. If you have multiple traits, you may choose Startle Amplification, Dizziness, Phobia, Nausea, Cramps, or Tremors as one or more of them, triggered by the panic attack. Real-world Examples Obsessive-Compulsive Disorder, Panic Disorder Assistive Options The combination of calming activities, exercise, getting enough sleep, and avoiding alcohol, caffeine, and smoking, when used consistently together for at least three consecutive days, reduce the IE by 1. Traumatic Flashbacks [Quote Sidebar: I am not my disability, but it's not to be ignored either. It's a part of me; it makes me who I am. * Ryza Wood] You experience memories of past trauma (sometimes violent, but not always) as if it’s happening again. The flashbacks are triggered by external stimuli, sometimes predictable, but the specific stimuli can be any number of brief sensory experiences. In this case, the response is triggered seemingly randomly (IE)d4 times per day or when exposed to stimuli known to relate to the traumatic event and lasts for (IE)d6 minutes unless you succeed on a DC 8 + (IE) Constitution saving throw. All spellcasting and ability checks require that you succeed on a concentration check or make the subsequent check with disadvantage, and tasks that normally require a concentration check are made with a −(IE) penalty. If you take damage during the flashback experience that doesn’t make sense within that context, you may make another Constitution saving throw immediately. Real-world Examples Post-Traumatic Stress Disorder Assistive Options An ally or service animal that recognizes that you’re experiencing a Traumatic Flashback may use a help action to give you advantage on the Constitution saving throw. Appendix 1: Rule Modifications Disabilities and Spellcasting Many traits listed have modifications to spellcasting, especially as it relates to verbal and somatic components. The descriptions mainly relate to wizards, bards, and other casters who keep a spellbook. Divine casters such as clerics and paladins, as well as warlocks, who receive their magic from a patron, would receive it in such a way that they would be able to cast it. For the sake of game balance, the player and GM should discuss how the spells differ. Some suggestions include: * Casting time increases as more somatic components are necessary to assist with verbal components (or vice versa). * Additional material components are needed. * The range or duration decreases slightly. * The verbal component is replaced with noisy body movements like clapping, tongue clicks, or rhythmic stomping. Line of Sight Some 5th Edition game mechanics, especially spells, rely on line of sight for range. This is problematic for blind and visually impaired characters. Instead, consider the following: Line of Action: any direct line between the character and a creature they can sense without physical obstruction in that line. Appendix 2: Complications Some traits of disabilities or illnesses can lead to additional conditions that may be temporary, degenerative or lead to an entirely new set of traits. These complications may be a result of any number of internal or external factors, and depending on the cause, may be healed with applicable healing magic or medicine. If the complication does not indicate a frequency, use the causal trait’s frequency or, lacking a causal trait, choose or roll on the Frequency Table. 1. Coma: You are unconscious and unable to awaken by standard means. When in a coma, you must succeed on death saving throws like other situations when you’re reduced to 0 hit points, but you must make the saving throw daily and succeed or fail 10 times instead of 3. 2. Concussion: When you take ten percent or more of your hit points of bludgeoning damage in a single attack to your head, you may roll for concussion: a contested Constitution saving throw against the attacker’s Strength or, if the damage comes from an object not being used as a weapon, use the object’s Armor Class (See chapter 15 of the Basic Rules) as its Strength. If you fail the save, you temporarily experience 1d8 of the following: Pain (Head), Confusion, Gross Motor Control Loss, Anterograde Amnesia, Nausea, Dizziness, Tinnitus, Fatigue, Baseless Emotion (Irritable), Baseless Emotion (Depression), and/or Photosensitivity. Following a long rest, you may attempt another Constitution saving throw. The symptoms remain until you succeed on this saving throw. 3. Cough: You feel the urge to cough frequently. When you experience the urge, you must succeed on a DC 5 + (IE) Constitution check to stifle the cough. On success, the DC increases by 1 each round until you spend a bonus action coughing or roll a Natural 20, in which case, the urge goes away. When you cough, you have disadvantage on Dexterity (Stealth) checks that require silence. 4. Dehydration: At the end of each day, if you haven’t drunk at least 1/2 ounce of water or equivalent per pound of body weight, you must succeed on a DC 10 Constitution saving throw or gain 1 level of exhaustion. The saving throw is made with disadvantage if you are wearing clothing or armor that’s heavy for the climate. If you are traveling at a fast pace instead of a normal or slow pace, you have disadvantage on your saving throws against Dehydration. The DC increases by 2 for every cumulative day until you drink a full day’s requirement of water. At IE 4, you must succeed on a DC 10 Constitution saving throw or experience Hallucinations or Delusions until the IE lowers to 3. 5. Intoxication: While intoxication has multiple causes, this entry specifically covers alcohol intoxication and is based on a 100 lb. human. Blood alcohol content (BAC) adjusts as a percentage based on weight, so after 1 drink, a 100 lb person would have a BAC of .04; 200 lb, .02; 50 lb, .08. A body can get rid of one drink per hour regardless of body weight. Once your BAC enters the next range, you must succeed on a DC 12 + (IE) or experience the effects of that IE. Once your BAC rises above the maximum for your current IE, you automatically enter the next IE. Also, while drinking, you must drink 16 ounces of water for every drink of alcohol or experience Dehydration after 1d4 hours. 1. IE 1: BAC .01–.05: No modifiers 2. IE 2: BAC .03–.12: +1 bonus to Charisma (Persuasion) checks, −1 penalty on initiative rolls and Dexterity (Sleight of Hand) checks 3. IE 3: BAC .09–.25: −2 penalty on all Charisma and Dexterity ability checks, saving throws, attack rolls, and initiative rolls, Amnesia (Anterograde) [IE 1], Refractive Difference (Blurred Vision) [IE 1] 4. IE 4: BAC .18–.30: Charisma, Dexterity, and initiative rolls are all made with disadvantage, Amnesia (Anterograde) (IE 1d4), Refractive Difference (Blurred Vision) (IE 1d4), 1d4 Baseless Emotions. 5. IE 5: BAC .25–.4: You become incapacitated and must succeed on a DC 15 Constitution saving throw against each of the following: Incontinence, Nausea, and Unconsciousness. 6. IE 6: BAC .35–.45: Coma 7. IE 7: BAC .45+: Death 6. Euphoria: You experience 1d4 of the following at IE 1d4 unless otherwise specified: Agitation, Hallucinations, Confusion, Baseless Emotion (Suspicion), Amplified Emotion. 7. Heart Palpitations: You feel your heart beating fast or pounding. While this is expected due to exercise or stress, it can be a symptom of other conditions. Due to the distraction, you experience a −(IE) penalty on Wisdom (Perception) checks for the duration. 8. Infection: Infection begins at IE 1. Each day, you must succeed on a DC 9 + (IE) Constitution saving throw. On failure, the IE increases by 1. On success, it decreases by 1. If you roll exactly the number needed, the IE remains unchanged. While infected, you experience 1d4 + (IE) of the following (Choose or roll 1d6): Fever, Fatigue, Pain (Head), Pain (infection location), Nausea, Discharge (Pus). If the IE goes above 4, you develop Sepsis. A successful DC 10 + (IE) Wisdom (Medicine) check by someone helping you gives you advantage on one Constitution saving throw per day until recovered. Sepsis is always IE 4 and causes 1d6 of the following: Shortness of Breath, Heart Palpitations, Fever, Pain, Temperature Intolerance, Confusion. You begin to make death saves once per day. If you succeed on three death saves, you return to IE 4 Infection. On three failures, you experience Organ Failure. 9. Injuries or Sores: If you have an open wound or sores, you must succeed on a Constitution saving throw daily to avoid Infection. The DC of the saving throw varies by the severity of the wound, typically ranging from 5 to 10 and decreases by 1 per day. Once it reaches 0, the wound is considered healed. A successful Wisdom (Medicine) check with the same DC gives you advantage on the Constitution saving throw. 10. Organ Failure: When organs fail, the experience varies depending on the organ, but without intensive medical or magical treatment, it’s usually fatal. If you experience organ failure, you begin to make death saves once per day. Four failed saves cause another Organ Failure. After the second organ system fails completely, you die. If you succeed on three death saves before death, you recover from one Organ Failure, and once you recover from all of them, you become stable with four levels of exhaustion which can be recovered normally. 1. Lung: You experience bluish skin and the following at IE 1, the IE increasing each day up to 4: Shortness of Breath, 1d4 Baseless Emotions, and Sweat Difference (Saline). 2. Heart: You experience the following at IE 1, the IE increasing each day up to 4: Weakness, Shortness of Breath, and Fainting. 3. Kidney: You experience the following at IE 1, the IE increasing each day up to 4: Nausea, Seizures, and Pain (Chest). 4. Liver: You experience yellowish skin and the following at IE 1, the IE increasing each day up to 4: Nausea and Pain (Abdominal). 5. Brain: You experience 1d4 additional traits at IE 1, the IE increasing each day up to 4. Because the brain controls the entire body, nearly any trait can result from this, both physical and mental, but either choose the traits based on a real-world condition or roll on the Traits Descriptions tables, and reroll results that don’t make sense. 6. Internal Bleeding: You experience 1d4 + 1 per day of the following at IE 1, the IE increasing each day up to 4: Weakness, Pain, Gross Motor Control Loss, Fainting, Fatigue, Shortness of Breath, Dizziness, Nausea, Discharge (Blood), Heart Palpitations, Discharge (Saline). 11. Pneumonia: You experience 2d4 of the following: Pain (Chest), Confusion, Cough, Fatigue, Fever, Nausea, Diarrhea, and/or Shortness of Breath. Pneumonia begins at IE 1. Each day, you must succeed on a DC 9 + (IE) Constitution saving throw. On failure, the IE increases by 1. On success, it decreases by 1. If you roll exactly the number needed, the IE remains unchanged. If IE increases above 4, you experience Organ Failure (Lungs). 12. Pregnancy: You experience 2d4 of the following while pregnant (Choose or roll as usual for IE): Pain (Breasts), Nausea, Incontinence, Fatigue, Emotion Fluctuation, Pain (Abdomen), Constipation, Sensory Processing Difference (Sensory Over-Responsivity: Olfactory, Gustatory). In the final trimester, you have a −1 penalty on Dexterity saving throws. 13. Secondary Depression: Depending on the culture, many traits have social stigmas associated with them. As a result, you may be reluctant to be open about your experience. In such cases, depression may result. You may choose or roll a Baseless Emotion that reflects your experience. 14. Sequela: You have lingering side effects from a disease or other condition from which you’ve recovered. The condition may be one of the symptoms of the previous condition but milder, a similar trait or complication, or something seemingly unrelated. Choose or roll an additional trait. 15. Shock: When experiencing extreme mental or physical trauma, your blood pressure may drop while your body releases adrenaline, resulting in physical shock. In addition to subtle physical appearance changes (pale, blue or ashen skin, clammy skin, and/or enlarged pupils), you experience 2d4 of the following [IE 1]: Heart Palpitations, Shortness of Breath, Nausea, Weakness, Fatigue, Dizziness, Fainting, Baseless Emotion (Restlessness), Baseless Emotion (Panic). The IE will increase by 1 every minute until you lay prone for 1d20 minutes per IE. Once prone, the IE will decrease by 1 every time you succeed on a DC 10 Constitution saving throw, which you can attempt every hour. A successful DC 10 + (IE) Wisdom (Medicine) check by someone helping you gives you advantage on one Constitution saving throw per day until recovered. If the IE increases above 4, you become unconscious and must begin making death saves. 16. Thrombosis (Blood Clot): Blood clots can occur nearly anywhere in the body but are most common in the legs. If you have a blood clot in an organ, use the rules for Organ Failure. When you have a blood clot, the area around it may swell, turn slightly red or blue, and feel warm or itchy. You will also experience Pain (Affected Area) starting with IE 1 and increasing by 1 every 1d8 days until dissolved. You must succeed on a DC 15 + (IE) Constitution saving throw to reduce the IE. When the IE reaches 0, the blood clot is dissolved. A successful DC 12 + (IE) Wisdom (Medicine) check will treat a blood clot, giving advantage on the Constitution saving throw. If the IE increases above 4, the limb will need to be amputated, or it may travel to an organ, resulting in Organ Failure. 17. Toxic Shock: With this specific form of Infection, you experience 2d4 of the following (Choose or roll 1d12, duplicates increasing the IE by 1): Fever, Pain (Head), Fatigue, Rash (Body), Fainting, Nausea, Diarrhea, Pain (Muscles), Confusion, Shock, Shortness of Breath, and/or Heart Palpitations. Infection begins at IE 1. Each day, you must succeed on a DC 9 + (IE) Constitution saving throw. On failure, the IE increases by 1. On success, it decreases by 1. If you roll exactly the number needed, the IE remains unchanged. A successful DC 10 + (IE) Wisdom (Medicine) check by someone helping you gives you advantage on one Constitution saving throw. When the IE increases above 4, you begin to make death saves once per day. If you succeed on three death saves, you return to IE 4 Toxic Shock. On three failures, you experience Organ Failure. 18. Nausea: You feel nauseated and will vomit if you fail a DC 8 + (IE) Constitution saving throw, which will leave you incapacitated for 1d4 rounds. Appendix 3: Service Animals Service Animal Class An owlbear stands resolutely next to their adventuring partner, providing them steady support as the duo navigates treacherous grounds. An imp keeps an ear out in the surrounding area as they move with their adventuring partner, alert for unusual noises. A pseudodragon expertly guides their adventuring partner through a bustling city marketplace, vigilant for any and all potential dangers. Whatever function a Service Animal has been trained to perform, they are always there, ready to support their adventuring partners through whatever challenges they may face together. A Service Animal is first and foremost a working animal, but also forms a symbiotic bond with their adventuring partner, collaborating as a team to overcome obstacles. This section is meant to be used as a set of foundational guidelines, and while you may use the subclasses and features here as written, these mechanics are not the “be all, end all”. We hope you can use this tool as a starting point in your adventurer’s journey with an amazing partner. Remember, Service Animals are not automatons, unless your character elects to build one, but living creatures wanting to provide support. A Working Partnership Service Animals are neither pets nor battle companions. They are trained to help and support their adventuring partner navigate the world around them in whatever way they need. Service Animals also are distinctly different from Emotional Support Animals, providing similar yet different roles. While Service Animals can be trained to be Emotional Support Animals, and vice versa, their primary role as the former is being a supportive working companion to their adventuring partner. Specialized Training Though Service Animals can be raised and/or trained specially by their adventuring partner, several training academies do exist to facilitate this need, raising and training various forms of service animals for their important roles. When their basic training is completed, the animal is paired with a partner and receives additional one-on-one training to further hone their skills to their partner’s needs. However, the training does not end there. Both the partner and service animal continue to train with each other, refining their skills so that the service animal may better help and assist them. The working pair may elect to train alone, or return to the academy to receive further specialized instruction. Familiars As Service Animals. Due to the nature of familiars in Dungeons & Dragons 5th Edition, per the Find Familiar spell, it is not recommended that they are trained as Service Animals. Familiars are commonly used as tools in combat or scouts, whereas Service Animals are trained to work with their adventuring partner as supportive companions, and non-combative creatures. If a player is insistent upon using their familiar as a Service Animal then that familiar would obey all rules and restrictions listed below in regard to how Service Animals are used during a session. They would function mechanically as a Service Animal first, and a familiar second. Mix And Matching Subclasses While this supplement presents four subclasses that your service animal can specialize in, we understand that some service animals may serve multiple functions and encourage you to mix and match features to help create your perfect service animal. Unlike other traditional subclasses, you may choose to multiclass your service animal into an additional service animal subclass upon leveling up. We recommend that you draw from 3 subclasses at a maximum, as more than that would be overwhelming to the animal. A few examples are listed below, as well as a sample write-up of a Service Animal at the end of this section. You may choose to start in one subclass (ie. Vision Subclass) and multiclass into another subclass (ie. Steady Subclass). Upon level up, you may choose to select a feature from a different subclass, swapping it with the subclass feature that you would get from your primary subclass. Example: Winnie’s service animal Lokey, first subclassed into Mobility. When Lokey reaches level 3, instead of taking the Maneuvering Protector feature, she elects for Lokey to take the level 3 Alert subclass feature Undying Partnership instead. Alternatively, upon gaining a new feature from their primary subclass, a player could choose to select a feature from another subclass for their Service Animal that is at or below their current level. Example: Gregory’s service animal Tilapia, just reached level 14. They are a Vision Service Animal, but instead of getting the level 14 Swift feature, the player instead selects the level 3 feature Plant from the Mobility subclass for Tilapia. You may also use any of the above mechanics to multiclass your Service Animal into the Emotional Support Animal Class, or vice versa. Lastly, since Service Animals are not combat oriented animals, we do not recommend that they multiclass or take levels in any subclasses available to player characters. [Sidebar: A Note on Mobility Service Animals, or Any Service Animal as a Mobility Aid. While the aim of this supplement is not to focus on mobility aids, there is no reason why your service animal cannot also act as your physical mobility aid. Discuss with your GM during a Session Zero, or while planning your character if this is something that you would like to craft into your character design. We recommend looking at building in Feats such as Mounted Combatant, or features like Powerful Build, and custom designing a saddle that would provide support and functionality for your character.] General Service Animal Features Getting Started. To create a Service Animal for your character, first choose a creature stat block. We recommend a creature that is a beast type no more than CR 3 and of Medium size, though for the Steady subclass, you may elect to choose a creature one size larger than the player character. Some training academies do breed and train rare creatures, including but not limited to small pseudodragons or dragon wyrmlings, owlbears, or fey creatures such as blink dogs. Unless otherwise stated, Service Animals retain their ability scores, actions, and abilities while gaining new abilities as they level and grow with their adventuring partner. [Sidebar: Variant Rule: Customizing Ability Scores. When selecting a stat block for your Service Animal, you can elect to keep the ability’s original scores or roll for new stats. Roll 4d6, taking the three highest dice rolls and adding them together. Repeat this five more times. Then assign each totaled number to one of the six ability scores. Alternatively, you can use the standard array 15, 13, 12, 11, 10 and 8, allocating them as previously described.] Keeping Pace. While some creatures can move faster than humanoids, Service Animals are trained to keep pace with their adventuring partner. Unless otherwise directed, they move at the walking speed of the adventurer. Spells. Your Service Animal cannot cast spells — though spells with the range of self also affect them — and you may cast touch spells through your service animal. Combat. While you and your Service Animal are Soul-Bounded, their job is to assist you while you are adventuring. As such, while they can attack, they generally only do so in self-defense or in the direst of circumstances. They retain all actions, attacks, or abilities listed on their stat block, but will use their turn to support and assist their adventuring partner before making attacks of their own. [Sidebar: Variant Rule: Distractions. While Service Animals are trained for a variety of different scenarios, they still may become distracted by random stimuli. A GM may choose to have a service animal make a Constitution saving throw to continue to remain focused on the task at hand. This saving throw starts at 10 and increases by 5 depending on how distracting the situation is. On a failure, the adventurer must spend their bonus action to regain their Service Animal’s attention. If the animal fails by 5 or more, the adventurer must spend their full action instead.] 1st-Level Features & Above Soul-Bonded. Starting at 1st level, you and your Service Animal become bonded. Your partnership with each other is the key to becoming successful adventurers. Your Service Animal gains the following benefits: * Their hit points are equal to your own. You have separate hit point pools, but when you gain a level, your Service Animal’s hit points increase to mirror your own. * Your proficiency bonus is added to the Service Animal’s AC, attack and damage rolls, as well as any saving throws and skills they are proficient in. * The Service Animal uses your initiative while in combat but takes their own actions, bonus actions, and reactions separate from yours. * At level 15, the Service Animal gains proficiency in Constitution saving throws. If they already have proficiency, they gain expertise instead. On The Job. Beginning at 1st level, your Service Animal has become trained to resist all forms of distraction, both magical and non-magical. They are immune to being charmed, and cannot be controlled by spells such as Dominate Animal, Command, Polymorph, or similar magic. Service Animal Specializations. At 1st level, your Service Animal chooses a specialization that reflects the nature of their training to assist you in your travels. The Service Animal’s specialization grants them additional features at 3rd, 7th, 14th, and 18th level. Ability Score Improvement. When your Service Animal reaches 4th level, and again at 8th, 12th, 16th, and 19th level, they can increase one ability score of your choice by 2, or they can increase two ability scores of your choice by 1. They can’t increase an ability score above 20 using this feature. Evasive Maneuvering. At 6th level, your Service Animal can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an Ice Storm spell. When they are subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, they instead take no damage if they succeed on the saving throw, and only half damage if they fail. Reactive. Beginning at level 11, your Service Animal has honed their attentiveness even further. Instead of taking one reaction, they can now take two reactions per turn. Rally. Starting at 20th level, your Service Animal can boost your resolve when you need it the most. As a bonus action, they exude a bolstering aura within 5 feet of you. Until the start of your next turn, you have a +5 to your AC, and you can add 1d8 to your next ability check, saving throw, or attack roll. They can use this feature a number of times equal to your proficiency bonus, and regain all expended uses at the end of a long rest. Alert Subclass Alert Service Animals are trained to assist adventurers who are deaf or hard of hearing to the presence of people or sounds, help adventurers with disabilities by preventing or interrupting impulsive or destructive behaviors, provide diabetic support, or assist an adventurer during a seizure. Creatures that can be trained to be Alert Service Animals include, but are not limited to, imps, owls, flying snakes, pseudodragons, dragon wyrmlings, frogs, lizards, etc. Proficiencies Armor: Light Armor (Barding) Saving Throws: Intelligence, Wisdom Watchful Protector. Beginning at 1st level, your Service Animal gains proficiency with Insight and Perception. They gain advantage on Perception ability checks to detect hidden creatures within 60 feet of their adventurer. At level 11, they gain expertise in these skills. Undying Partnership. At 3rd level your Service Animal is able to help you when you are at your most vulnerable. Using their action, they can stabilize you when you have become unconscious, restoring you to 1 hit point. Once they use this ability, they cannot use it again until they complete a short or long rest. The number of times they can use this ability before a short or long rest increases to 2 at 11th level, and 3 times at 17th level. Observant. Starting at level 7, your Service Animal is quick to note the details of the surroundings around you, receiving a +5 bonus to their passive Wisdom (Perception) and passive Intelligence (Investigation) scores. Furthermore, they cannot be surprised while they are conscious, and at level 15 grant their adventuring partner a +5 to initiative roles. Heightened Perception. Beginning at 14th level, your Service Animal can detect changes and abnormalities around you. As an action they can extend their awareness for the next hour, gaining one of the benefits below: * They can detect invisible creatures and sensors within 60 feet of them. * They can sense the presence of magic within 30 feet of them. * They can detect the presence of poison and disease within 30 feet of them. * They can sense other creatures' alignments per the Detect Good And Evil spell. Once they use this ability, they cannot use it again until they complete a short or long rest. Stalwart Companion. At 18th level, your Service Animal bolsters your resolve when you need it the most. You gain advantage on Death saving throws, and can be restored to 1 hit point when you roll a 19 or 20. Mobility Subclass Mobility Service Animals are trained to assist adventurers in retrieving items such as weaponry, adventuring gear, and other items, or pulling wheelchairs. Creatures that can be trained to be Mobility Service Animals include, but are not limited to, blink dogs, wolves, goats, giant lizards, giant frogs, animated objects, etc. Proficiencies Armor: Medium Armor (Barding) Saving Throws: Dexterity, Intelligence Skills: Acrobatics, Stealth Fetch. Beginning at 1st level, your Service Animal can use their reaction to Dash and pick up an item (a potion, sword, or piece of adventuring gear, for example) and bring it back to you. Moving like this does not provoke an attack of opportunity. Maneuvering Protector. Starting at 3rd level, your Service Animal can help you avoid a misstep or potentially dangerous positioning. Using their bonus action, they can choose one of the following: * Give you advantage on your next attack * Give the next enemy to target you disadvantage on their next attack * Allows you to immediately move up to half of your movement speed without provoking an attack of opportunity. They can use this feature a number of times equal to their Dexterity modifier (with a minimum of 1) and regain all expended uses at the end of the long rest. Quick-Footed. At 7th level, your Service Animal’s ability to perceive oncoming danger is heightened. While within 10 feet of your service animal, you gain advantage on Dexterity saving throws. This aura extends to 30 feet at level 15. Sure-Footed. Beginning at 14th level, your Service Animal is able to lead you through dangerous terrain without losing your footing. You both gain advantage on checks made to navigate through difficult terrain, and when you take the Dash action on your turn, difficult terrain doesn’t cost you extra movement. Summoning Call. Starting at level 18, your Service Animal manifests their resolve to help you when no one else can. Once per long rest, as a reaction, they can attempt to project their will, summoning help to your side. Describe the assistance you seek, and roll 1d100. If your Service Animal rolls a number equal to or lower than your level multiplied by 2 + your proficiency bonus, the GM manifests their will to the best of their ability that makes sense for the situation. If the roll fails, your Service Animal can use their bonus action to try again, adding an additional +10 to the roll. If they are still unsuccessful, they can use their action to attempt again, adding another +10 to the final roll. If a creature is summoned by this feature, they appear in an unoccupied space within 5 feet of the Service Animal and obey any command from the adventurer, vanishing after 10 minutes or when the task has been completed, whichever comes first. Steady Subclass Steady Service Animals are trained to provide physical support and assistance with balance and stability to adventurers with mobility disabilities. Creatures trained to be Steady Service Animals can include, but are not limited to, owlbears, giant badgers, bears, oozes, ponies, triceratops, griffons, hippogriffs, etc. Proficiencies Armor: Heavy Armor (Barding) Saving Throws: Strength, Constitution Skills: Athletics, Intimidation Bolster. Starting at 1st level, your Service Animal can provide you support and stability when you need it most. As a bonus action, they may give you advantage on Strength and Constitution saving throws or ability checks that would knock you prone. Your Service Animal can use this feature a number of times equal to their Strength modifier (minimum of 1), and regain all expended uses at the end of a long rest. Plant. Your Service Animal has trained to plant their feet to resist being pushed or pulled against their will. Beginning at 3rd level, they gain the following benefits: * Increase their Strength score by 1, to a maximum of 20. * Gain advantage on Strength (Athletics) checks. Supportive Protector. At 7th level, your Service Animal provides further support and stability. If you have been knocked prone, they can use their action to help you to your feet, costing you only 5 feet of your movement. They can do this a number of times equal to their Strength modifier (minimum 1) and regain all expended uses at the end of a long rest. Tough. Beginning at 14th level, your Service Animal’s hit point maximum increases by an amount equal to twice your level. Whenever you gain a level thereafter, their hit point maximum increases by an additional 2 hit points. Steadfast. Starting at level 18, your Service Animal can use their action to push an object 15 feet in any chosen direction, un-crowding spaces around you and providing accessible passage. The object’s weight cannot exceed more than your Strength score multiplied by 15. Once they use this ability, they cannot use it again until they complete a short or long rest. Vision Subclass Vision Service Animals are trained to lead adventurers who are blind or have visual impairments around obstacles and help them navigate through various forms of terrain. Creatures that can be trained to be Vision Service Animals include, but are not limited to, blink dogs, owlbears, ponies, goats, flying snakes, pseudodragons, giant lizards, etc. Proficiencies Armor: Medium Armor (Barding) Saving Throws: Dexterity, Wisdom Skills: Perception, Survival Navigator. Beginning at 3rd level, while within 5 feet of your Service Animal, you can travel stealthily at a normal pace, and gain advantage on Dexterity-based ability checks to navigate difficult terrain. Got Your Six. Starting at 7th level, while you are within 5 feet of your Service Animal, opportunity attacks against you are made at disadvantage. Swift. At 14th level, while within 5 feet of your Service Animal, you can double your movement speed for the round. The Service Animal can use this feature a number of times equal to their Constitution modifier (minimum of 1). They regain all uses at the end of a short or long rest. Shadow Step. Starting at 18th level, your Service Animal can help you evade detection while in dim light or darkness, and reposition you to a more favorable location. Using their action, the Service Animal can teleport you to an unoccupied space that they can see within 30 feet of you that is also in dim light or darkness. This movement does not provoke an attack of opportunity. Once they use this feature, they cannot use it again until they complete a short or long rest. Emotional Support Animal Class Emotional Support Animals are trained to assist their adventuring partners in dealing with anxiety, depression, and some phobias, as well as other mental health traits. They are distinctly separate from Service Animals and, while may receive some similar training, Emotional Support Animals serve a different but equally important role. Many different creatures can function and be trained as Emotional Support Animals. A half-giant may rely heavily on his triceratops partner to ground him in overly stimulating situations, or a gnome could keep their flying snake draped protectively around their shoulders, functioning as an anchoring tool. A subterranean elf may have colorful oozes as tactile devices, helping with high anxiety or acting as a focus for tasks for which the adventurer is easily distracted from. General Emotional Support Animal Features Getting Started. To create an Emotional Support Animal for your character, first choose a creature stat block. We recommend a creature that is a beast type no more than CR 3, though you may elect to choose a creature one size larger than the player character. Unless otherwise stated, Emotional Support Animals retain their ability scores, actions, and abilities while gaining new abilities as they level and grow with their adventuring partner. [Sidebar: Variant Rule: Customizing Ability Scores. When selecting a stat block for your Service Animal, you can elect to keep the ability’s original scores or roll for new stats. Roll 4d6, taking the three highest dice rolls and adding them together. Repeat this five more times. Then assign each totaled number to one of the six ability scores. Alternatively, you can use the standard array 15, 13, 12, 11, 10 and 8, allocating them as previously described.] Keeping Pace. While some creatures can move faster than humanoids, Emotional Support Animals are trained to keep pace with their adventuring partner. Unless otherwise directed, they move at their adventurer’s walking speed. Spells. Your Emotional Support Animal cannot cast spells — though spells with the range of self also affect them — and you may cast touch spells through your Emotional Support Animal. Combat. While you and your Emotional Support Animal are Soul-Bounded, their job is to assist you while you are adventuring. As such, while they can attack, they generally only do so in self-defense or in the direst of circumstances. They retain all actions, attacks, or abilities listed on their stat block, but will use their turn to support and assist their adventuring partner before making attacks of their own. 1st Level Features & Above Proficiencies Armor: Light Armor (Barding) Saving Throws: Charisma, Wisdom Skills: Insight, Medicine, Perception Soul-Bonded. Starting at 1st level, you and your Service Animal become bonded. Your partnership with each other is the key to becoming successful adventurers. Your Service Animal gains the following benefits: * Their hit points are equal to your own. You have separate hit point pools, but when you gain a level, your Service Animal’s hit points increase to mirror your own. * Your proficiency bonus is added to the Service Animal’s AC, attack and damage rolls, as well as any saving throws and skills they are proficient in. * The Service Animal uses your initiative while in combat but takes their own actions, bonus actions, and reactions separate from yours. On The Job. Beginning at 1st level, your Emotional Support Animal has become trained to resist all forms of distraction, both magical and non-magical. They are resistant to being charmed and have advantage on saving throws against being controlled by spells such as Dominate Animal, Command, Polymorph, or similar magic. Attentive. At 1st level, your Emotional Support Animal has been trained to be in tune with your emotional needs. They gain advantage on Insight (Wisdom) checks to perceive your mood and can use their reaction to help you steady yourself in stressful or distracting situations, giving you advantage on Wisdom saving throws for the next minute. Supportive. Starting at 3rd level, your Emotional Support Animal is able to give you comfort when you need it most. As a bonus action on their turn, the Emotional Service Animal can spend one of their hit dice to help you regain hit points. The amount of hit dice that they can use at a given time increases to 2 dice at level 11 and 3 dice at level 17. All other hit dice recovery mechanics apply, and the Emotional Support Animal can only recover half of the hit dice spent on a long rest. Ability Score Improvement. When your Emotional Support Animal reaches 4th level, and again at 8th, 12th, 16th, and 19th level, they can increase one ability score of your choice by 2, or they can increase two ability scores of your choice by 1. They can’t increase an ability score above 20 using this feature. Evasive Maneuvering. At 6th level, your Emotional Support Animal can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an Ice Storm spell. When subjected to an effect that allows them to make a Dexterity saving throw to take only half damage, the Emotional Support Animal instead takes no damage if they succeed on the saving throw, and only half damage if they fail. A Calming Presence. Beginning at level 7, your Emotional Support Animal helps you to remain calm when the world feels like it is closing in on you. As an action, the Emotional Support Animal can exude an aura in a 5-foot radius around them for one minute (as if concentrating on a spell). While in this aura, you have advantage on saving throws to become frightened, and you become immune to any illusory magic that would alter your perception of reality such as Phantasmal Force, Hypnotic Pattern, or Major Image. This aura extends to 15 feet at level 11 and 30 feet at level 17. The Emotional Support Animal can use this feature a number of times equal to your proficiency bonus, and regain all expended uses at the end of a long rest. Reactive. Beginning at level 11, your Emotional Support Animal has honed their attentiveness even further. Instead of taking one reaction, they can now take two reactions per turn. Guiding Support. Starting at 14th level your Emotional Support Animal can assist you by guiding you through new areas and crowded spaces. The Emotional Support Animal gains advantage on Perception (Wisdom) checks to navigate through new locations, choosing the best path to take. Take It From the Top. At level 18, your Emotional Support Animal is able to bolster your confidence when it comes to difficult tasks. If you fail an ability check or saving throw, they may use their reaction to help you attempt to reroll, using the higher of the two outcomes. The Emotional Support Animal can use this feature a number of times equal to your proficiency bonus, and regain all expended uses at the end of a long rest. Cameo Medium fey (blink dog), lawful good Armor Class 23 (half plate barding) Hit Points 99 (18d8 + 18) Speed 40 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 12 (+1) 17 (+3) 12 (+1) 10 (+0) 13 (+1) 11 (+0) Saving Throws Dexterity +9, Constitution +7, Intelligence +6 Skills Acrobatics +9, Perception +7, Stealth +9 Senses passive Perception 17 Languages blink dog, understands Sylvan but cannot speak it Challenge 4 (1100 XP) Proficiency Bonus +6 Evasive Maneuvering. If Cameo is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Cameo instead takes no damage if she succeeds on the saving throw, and only half damage if she fails. Guiding Support. Cameo gains advantage on Wisdom (Perception) checks to navigate through new locations and crowded spaces. Keen Hearing and Smell. Cameo has advantage on Wisdom (Perception) checks that rely on hearing or smell. On The Job. Cameo is immune to being charmed by magical and non-magical means. Reactive. Cameo can take two reactions per turn instead of one. Bonus Actions Maneuvering Protector (3/Short or Long Rest). Cameo can use her bonus action to help her adventuring partner avoid a misstep or potentially dangerous positioning. She can choose one of the following: Give her adventuring partner advantage on their next attack Give the next enemy to target them disadvantage on their next attack Allows her adventuring partner to immediately move up to half of their movement speed without provoking an attack of opportunity. Actions Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. A Calming Presence (6/Long Rest). As an action Cameo exudes an aura in a 30-foot radius around her for one minute. While in this aura, their adventuring partner has advantage on saving throws to become frightened, and they become immune to any illusory magic that would alter their perception of reality such as phantasmal force, hypnotic pattern, or major image. Teleport (Recharge 4–6). Cameo magically teleports, along with any equipment she is wearing or carrying, up to 40 feet to an unoccupied space she can see. Before or after teleporting, Cameo can make one bite attack. Reactions Fetch. Cameo can use her reaction to Dash and pick up an item (a potion, sword, or piece of adventuring gear, for example) and bring it back to her partner. Moving like this does not provoke an attack of opportunity. Summoning Call (1/Long Rest). Cameo can manifest her will to help her adventuring partner when no one else can. Describe the assistance she seeks, and roll 1d100. If Cameo rolls a number equal to or lower than 42, the GM manifests their will to the best of their ability that makes sense for the situation. If the roll fails, Cameo can use her bonus action to try again, adding an additional +10 to the roll. If she is still unsuccessful, she can use her action to attempt again, adding another +10 to the final roll. If a creature is summoned by this feature, they appear in an unoccupied space within 5 feet of Cameo and obeys any command from her adventuring partner, vanishing after 10 minutes or when the task has been completed, whichever comes first. Cameo is a trained Mobility Service Animal. She trained at Forged Ahead Academy for 6 months and then was matched with her handler who continued her training. Over time, the team adjusted her training to include individualized aspects of emotional support to meet the handler’s needs. Appendix 4: Magic Assistance Real-world assistive devices tend to have trade-offs — side effects, discomfort when used too long, or other drawbacks. Real-world prostheses tend to be designed for a specific function but can't do everything the original would be able to do. The items and spells in this book reflect this reality. This may include a side effect penalty from use, limited uses per day, consumable (like a potion), requires a spell slot, may wear off unexpectedly, must be removed during a long rest, etc. Assistance is just that — it helps, but it doesn’t eliminate the disability. Note: This is just a starting list. Join our Dragon’s Hoard Email Group to get updates and frequent exclusive additional items. Most prostheses and assistive devices don't require attunement slots, because the way they become part of you creates a unique personal attunement apart from magical abilities. Because of this personal attunement, others cannot benefit from their magical qualities unless stated, and assistive attunement takes 1d4 weeks. Eye Replacement eyes can be made of many materials such as glass, metal, or bone. Replacement eyes often have Moisture Deficiency [IE 1]. Any magical lenses or goggles found have 5% chance of being prosthetic eyes instead and will change size to accommodate the amputee. Teeth Replacement teeth take some getting used to. For the first 1d4 days, you may have some trouble speaking, enough that you must succeed on a DC 8 saving throw using your casting ability to successfully cast a spell with verbal components. You may also experience Discharge (Saliva) [IE 1] for 1d4 days. You must remove them during a long rest or succeed on a DC 10 Constitution saving throw to avoid developing a Rash (Mouth) [IE 1]. Permanent prosthetic teeth are not available in most fantasy settings. Any magic wands found have 5% chance of being prosthetic teeth instead and will change size to accommodate the amputee. Ear Prosthetic ears take the shape of plugs in the ear canal with an external arm that wraps around behind the external ear where available. When you insert them, they adjust in size to fit, although they're still not as comfortable as going without, and wearing them for more than a day without removing at least for a short rest requires you to succeed on a DC 8 saving throw or develop a Rash in your ear that require healing magic or 1d4 full days without them to heal. Prosthetic ears that require a long rest to recharge must be removed during that long rest. Arm/Hand Due to fit and weight imbalance, prosthetic limbs can cause Pain (Back), Pain ([intact] Arm), Rash, or Fatigue. If you don't remove them during a long rest, you must succeed on a DC 10 Constitution saving throw or add 1 IE of one of those, cumulative per day, until taking two long rests without them. A prosthesis designed to hold a weapon will still have a penalty of −1 per IE on attack rolls with that hand due to the prosthesis’s lack of feeling and fine motor control. 5% of magical gloves or gauntlets and 1% of magic rings are prosthetic arms or hands instead and will change size to accommodate the amputee. Leg/Foot Due to fit and weight imbalance, prosthetic limbs can cause Pain (Back), Pain ([intact] Leg), Rash, or Fatigue. If you don't remove them during a long rest, you must succeed on a DC 10 Constitution saving throw or add 1 IE of one of those, cumulative per day, until taking two long rests without them. Any magical boots or shoes found have 5% chance of being prosthetic legs or feet instead and will change size to accommodate the amputee. Aaron's Axles of Agility (Wheelchair Accessory) Wondrous Item, uncommon These magic axles can be adjusted and installed on nearly any wheelchair by someone with smith's tools or carpenter's tools. Once installed, these axles have 3 charges. While sitting in the wheelchair, you can expend 1 charge as a reaction to dodge without using your action. The axles regain all expended charges daily after a long rest. Adriana's Compression Socks of Balance (Dizziness) Wondrous Item, uncommon These knee-high to thigh-high socks are woven from a fine wool and enchanted to cling to your legs tightly. While wearing these socks, if you fail an ability check or saving throw that would cause you to become prone, you may choose to succeed instead. You may use this feature up to 1 + your Dexterity modifier (minimum 1) times per day, recharging after a long rest. Adsiz’s Olfactory Optics (Anosmia) Wondrous Item, common These dark-rimmed spectacles have a nasal cap with bristles attached to the bottom, giving the appearance of a mustache. The bristles detect the particles that most brains process as smells and convert them to colors and patterns. As you use them, you learn to recognize the various patterns and associate them with sources of smells. While wearing these, you also have advantage on Disguise checks. Alaric’s Mask of Protection (Atraitatic Disease Carrier) Wondrous Item, uncommon This mask covers the mouth and nose and, when worn, reduces the IE of disease transmission by 2 in addition to giving advantage to potential targets. While worn, it muffles the wearer’s voice, causing a −2 penalty on Charisma (Performance) checks related to singing or speaking and disadvantage on Charisma (Performance) checks when attempting to play an instrument that requires blowing into it. Almasa’s Breastplate of Breathing (Hiccups) Wondrous Item, common This royal blue breastplate offers the same protection as the nonmagical equivalent, but when worn, it relaxes the diaphragm to reduce chronic hiccups’ IE by 2. Because of this relaxing effect, you cannot speak louder than a whisper or cast spells requiring a verbal component, and because you can’t take deep breaths, your ability to hold your breath is measured in rounds instead of minutes. Amelia’s Depth Perception (Blindness) Wondrous Item, uncommon This simple wooden-framed monocle was created by a powerful witch after losing sight in one eye. The monocle has 2 charges for the following properties: Farsight. While wearing the monocle, you can expend 1 charge as a bonus action to know the exact distance between you and any person or object that you can see up to 120 feet, and you have advantage on Wisdom (Perception) checks made to determine the distance to a location beyond 120 ft. Depth Theft. While wearing the monocle, you can expend 1 charge as a reaction. When a creature you can see makes an attack roll, you can take away its depth perception, giving it disadvantage on actions within 10 ft. including melee attack rolls, jumping, and anything else dependent on depth perception of nearby objects or locations. It does not affect depth perception or ranged attack rolls beyond 10 ft. The monocle regains all expended charges daily after a long rest. Angélique’s Circlet of Empathy (Memory Loss, Social Interaction Difference) Wondrous Item, common This gossamer blown glass circlet of vines and flowers with ribbons flowing from behind belies its sturdiness. The circlet of empathy allows you to experience the feelings of those within a 5-foot sphere, giving you advantage on Wisdom (Insight) checks in that range. If more people than your Wisdom modifier (minimum 1) are within that range, you have disadvantage on all Constution saving throws to maintain concentration due to experiencing multiple emotions. When used in conjunction with Lyssa’s Necklace of Remembering, it also applies emotions to the recorded memory. Angkathi’s Calming Circlet (Startle Amplification) Wondrous Item, common This silver and amethyst circlet calms the mind, reducing Startle Amplification by 2 IEs while worn. Because of its calming effect, it also causes a −2 penalty on all initiative rolls while worn. Anjol Hillfollower's Recumbent Carpet of Flying (Mobility Aid) Wondrous Item, very rare This 3 x 5 ft. carpet adjusts to your body's shape and support needs when you sit on it. You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are sitting on it. It has a carrying capacity of one medium sized creature and any gear they can carry and a flying speed of 80 ft. Anlian's Lenses of New Perspective (Baseless Emotion) Wondrous Item, common This pair of bifocal lenses can, once per day, assist with a Baseless Emotion by giving you a sense of victory and instill confidence in the next roll. You must declare its use before making the roll and then become so inspired by the vision of victory that the roll is made with advantage. If the roll still fails, however, the emotion becomes amplified by disappointment, and the IE doubles (up to 8) until you take a long rest or a short rest while talking to a sympathetic ally. Arihant’s Sensing Stone (Allergies) Wondrous Item, common This amber pendant shaped like a studded ball, when touched with a substance while a command word is spoken, will vibrate when that substance comes within 30 feet of the stone. It does not indicate the direction, amount, or other information, just the presence of the substance. Arthur Anzuu's Awesome Imagination Crown (Executive Functioning) Wondrous Item, artifact Typically described as a "'Slightly' stained and buckled gold and silver crown/circlet that has clearly seen some action, but somehow survived," this sentient crown has 6 charges. While wearing it, you can spend 1d4 minutes and expend 1 charge to cast the Augury spell or 3 charges to cast Commune. You may also ask more detailed questions without expending charges, and after 1d6 minutes, the crown will offer advice. but the advice has an equal chance of being most likely helpful or harmful. The crown regains 1d4 + 2 expended charges daily at dawn. [Sidebar: Need a cunning plan or some instant answers whilst your brain is still processing all the inputs, this is the item for you! Arthur Anzuu always has a new way of approaching a problem ("Of course that centaur will negotiate, not attack") or an intricate set of actions to circumvent or negate the problem! ("Hey Arthur, what would you do?")] Asadour’s Arid Coat (Sweat Difference) Wondrous Item, common This white waistcoat dries the skin, absorbing blood, saline, or venom sweat, but when worn more than a day at a time, the skin becomes dry and causes one Extent of Fissures per day, cumulative. Asher’s Encyclopedia of Understanding (Communication Aid) Wondrous Item, common This large gilded red leather tome contains pages of pockets full of small vellum sheets with images and symbols depicting frequently used concepts and items as well as vocal tones. After twenty rests working with it, you become proficient with it and have arranged the images to make them easy to find. You may then use one round to pull out up to six images at a time to communicate a concept and affix them to the first page. Once assembled, the book speaks the assembled expression, complete with any depicted intonation, in a language known by you. While it does not translate language, it can work with magic effects that do like the Tongues and Comprehend Languages spells. Ashur's Limitless Locks (Alleviation Behavior (Trichotillomania)) Wondrous Item, common This locket has 6 charges. While wearing it and placing a lock of the hair you intend to duplicate (consumed in casting) within it, you can expend 1 charge as an action to grow your hair to exactly the length and style you choose and the color and texture of the lock used in casting. For 1d4 hours after casting, if this hair is cut, pulled out, or damaged, it will regrow. You have +1 to any ability checks you make to create a visual disguise to avoid being recognized. The locket regains 1d6 expended charges daily at dawn. Aleksei’s Obedient Gauntlet (Fine Motor Control Loss) Wondrous Item, common These copper-accented leather gauntlets obey your mental commands, reducing Fine Motor Control Loss by 2 IEs. When worn during combat or for spellcasting with somatic components, however, you can only reduce the IE to a minimum of 1 because the mental process to use them is different than typically using hands. Bell's Beautiful Bonnet (Alleviation Behavior (Trichotillomania)) Wondrous Item, common While wearing this hat, you can use a bonus action to change the style, color, and apparent material of the hat and hair appearing to grow beneath it. If removed, the hair goes with it as a wig. The hat can be any kind of hat and replicate any nonmagical hair but regardless of its appearance, it neither protects from nor causes damage. Benethar's Hat of Familiarity (Face Difference) Wondrous Item, uncommon This bycocket hat (made famous by Robin Hood) has 3 charges per day, each charge lasting 1 hour. When used, it causes all who look at you to see a person who seems to share traits with people they are familiar with, ignoring anything different about them. Because of this perception, you gain advantage on all Charisma ability checks for the duration. If asked about you later, the viewers will remember typical features and will not recall anything unusual about you. If they see you again when the hat is not being used, they will recognize you, remember the difference, and be permanently immune to the effects of the hat for that wearer. Benoît’s Marvelous Mouth (Tongue Difference, Color Difference (Teeth)) Wondrous Item, common This mask covers the mouth and lower jaw, and once per day for 1 hour, it can cast an illusion of a typical mouth, moving and speaking as if it were real. While being so used, you can breathe but not eat or drink. If deactivated before the end of the duration, it cannot be used again until the next day. Bjørn’s Extensive Crutches (Mobility Aid, Muscle Control & Gait Difference) Wondrous Item, uncommon These adamantite crutches attach to the forearms and can be extended on command, planting themselves in the ground and lifting you up to 100 feet, allowing you to easily scale vertical surfaces, test the depth of pits and pools, test traps from a distance, et cetera. The crutches are lightweight, extend 10 feet per round and will retract in 1 round if struck. While this helps prevent falling from great heights, it prevents them from being used as weapons and can leave you vulnerable if being used to cross a pit. Bone Bright (Color Difference (Teeth)) Potion, common This white minty potion changes the color of all bones, including teeth, of the drinker to bright white for 1d100 minutes. Boots of the Yeti (Hypersensitivity (Feet)) Wondrous Item, common These white fur boots numb the feet, eliminating discomfort, but they cause you to have disadvantage on all Dexterity (Acrobatics) checks. Brak Songsteel's Armor of Agility (Weight Fluctuation) Wondrous Item, uncommon This leather armor provides energy and flexibility, reducing the penalties associated with Weight Difference by 2, but after wearing it for four hours, you must take a short rest or take one level of exhaustion. Bribo's Bell of Values (Intrusive Thoughts) Wondrous Item, common When you hang this golden jingle bell from a red ribbon around your neck, when Intrusive Thoughts enter your head, this bell "rings true," reminding you who you truly are and speaking words of encouragement into your mind. Those around you simply hear a ringing sound. While functioning as such, you have disadvantage on all Dexterity (Stealth) checks. Brigid's Flash Bomb (Thermal Vision) Potion, common When this potion vial is broken, it envelops a 30’ × 30’ sphere in a flash of light. All seeing creatures within the range must succeed on a DC 15 Wisdom saving throw or be blinded for 2d4 rounds. Creatures with resistance to radiant damage have advantage on the saving throw, and those immune to radiant damage are unaffected, as are creatures that can’t see in the typical humanoid spectrum. Britt Boo's Armor of Stability (Flexibility (Skeletal)) Armor, uncommon This splint armor provides the usual 17 AC but also gives you a +2 bonus to all Dexterity saving throws to avoid falling prone when taking bludgeoning, force, or thunder damage and eliminates the escape bonus of Skeletal Flexibility. Cadfael's Pressure Armor (Sensory Processing Difference) Wondrous Item, uncommon Usually chainmail but sometimes found in other configurations, this armor has 8 charges. While wearing it, you can expend 1 charge as a bonus action to cause the armor to constrict such that it applies deep pressure and a sense of calmness, like a hug, usually pleasurable for those that find hugs overwhelming. If you have Phobia (Claustrophobia), this armor will trigger it. The armor regains 2d4 expended charges daily after a long rest. Caleburk's Estimagus (Dyscalculia) Wondrous Item, common This abacus has 4 charges. While holding it, you can expend 1 charge as an action to calculate the answer to any mathematical question for which you know all of the necessary parameters, regardless how complex. If you don't know all of the parameters, you can estimate the answer based on the available information and have a sense of how broad the estimate is. The abacus regains 1d4 expended charges daily after a long rest. Callimethee’s Crown of Communication (Plurality) Wondrous Item, common, (requires attunement) This diadem of woven gold, silver, brass, bronze, and copper with draconic inscriptions has three charges, and it regains 1d3 expended charges daily at dawn. When a charge is expended, the crown allows willing alters within the same headspace to keep open communication with each other when they want to, eliminating associated Amnesia, for 3d6 minutes. Candace’s Ears of Hearing (Hearing Loss) Wondrous Item, common This headband wraps over your head with a large rabbit-like ear at each end, which covers your ears and amplifies sound. While worn, it reduces your hearing loss IE by 2 but gives you disadvantage against all sound-based attacks, and for every hour you wear it, you must succeed on a DC 8 Constitution saving throw or develop Pain [IE 1] in your ears until taking a short rest. Cane Cap of Traps (Mobility Aid) Wondrous Item, uncommon This cane cap looks like an eyeball and can attach to any cane. This tip has 3 charges. While using it, you have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect traps, and you have advantage on saving throws made to avoid or resist traps. Cane of Echoes (Mobility Aid) Wondrous Item, common This cap, which you can affix to the end of any cane, has 4 charges. While touching the target with it, you can expend 1 charge as an action to detect the magical nature of the target or anything the target is carrying, and you learn its school of magic, if any. The cap regains 1d4 expended charges daily at dawn. Chaos's Orca Chair (Mobility Aid) Wondrous Item, rare This wheelchair, constructed from killer whale bones and skin, enables you, while sitting in it, to breathe underwater and gives you a swim speed of 30 ft. This wheelchair has 1 charge. While sitting in it, you can expend 1 charge as an action to Polymorph (as the spell) into a killer whale for 1 hour or until you end the effect with a bonus action. The wheelchair regains its expended charge daily after a long rest. Charly's Cane of Messaging (Mobility Aid) Wondrous Item, uncommon This cane has 4 charges. While tapping it loudly on the ground, you can use it as an action to cast the Message spell at will or expend 1 charge as an action to cast the Sending spell. The cane regains 1d4 expended charges daily at dawn. Charm of the Golden Feather (Baseless Emotion) Wondrous Item, common This charm that resembles a golden feather can be carried on jewelry or any other fastener or loop. When you touch the feather, it creates a mental projection of a golden feather slowly descending over you. Your breathing controls the descent of the feather. Slower breathing causes it to fall faster, while faster breathing causes the feather to ascend wildly, so focusing on your breathing can potentially calm you. After (IE)d4 minutes of using the feather, your Baseless Emotion Impact Extent decreases by 2 for 1d4 hours. Charming Saddle (Mobility Aid) Wondrous Item, common This leather saddle with silver buckles has 1 charge. When you place it on the back of any beast at least one size larger than you, it adjusts in size to fit and wrap around the beast and adjusts the seat to accommodate your body's shape and support needs. While holding it, you can expend 1 charge as an action to cast the Animal Friendship spell. The saddle regains its expended charge daily at dawn. Chloe’s Helm of Tranquility (Amplified Emotions, Baseless Emotions) Wondrous Item, uncommon This helm has 3 charges. While wearing it, you have advantage on all emotion-related saving throws, including emotional conditions such as Baseless Emotions and the Charmed and Frightened conditions. You can expend 1 charge as an action to cast the Calm Emotions spell. The helm regains 1d4 − 1 (minimum 1) expended charges daily at dawn. Cirina’s Potion of Pressure (Nasal Echo) Potion, common The person drinking this potion feels sinus pressure, which cancels out nasal echo for 1d4 hours, but after an hour, the drinker develops a headache and must take a short rest or take one level of exhaustion. CO Yucca's Potion of Deafness (Hyperacusis) Potion, uncommon This dark brown potion has the color and viscosity of molasses. When consumed, it causes the drinker to be deafened for 1 hour. Those with hyperacusis will not be deafened but can hear as a hearing person would for the duration. Colb's Belt of Bladder Control (Incontinence) Wondrous Item, common This belt stimulates the nerves of the bladder to improve control, reducing the IE of Incontinence by 2. For every four hours it’s worn, you must succeed on a DC 10 Constitution saving throw or experience Cramps until removed and voiding your bladder. Connor's Circlet of Clairvoyance (Blindness) Wondrous item, rare (requires attunement) This silvered half-moon circlet rests just above the ears and curls downward, around the nook of the earlobe wrapping around the back of the head. A raw, lightning pattern is etched around the length of the circlet, and pulses lightly with yellow energy. You can detect the presence of any creatures with an Intelligence of 3 or higher within 30 feet, but not their locations. They do not know that they have been detected, unless they can communicate telepathically. You cannot be surprised by creatures within that range. Creatures under the effect of the Invisibility spell are Lightly Obscured. Additionally, you create a telepathic link with any number of targets you choose within a radius of 30 feet. Once per round, you can telepathically communicate a single simple, moving image without sound to those with whom you are linked. Once a creature leaves the 30 foot radius or is no longer on the same plane as you, the link is broken, and they cannot be detected. Creatures under the effect of the Mind Blank spell are immune to the effects of this item. Connor's Cool Cream (Tumor (Face)) Wondrous Item, common A jar of creme contains 3d6 uses per tumor. When used, a tumor will temporarily shrink by 2 IEs, disappearing if reduced to 0. The creme lasts 1d20 hours, and at the end of its duration, the effects vanish instantly. Cosmic Spinner Wondrous Item, common This black and gold fidget spinner, shaped like an astrolabe, has 4 charges. Created to dissipate troubling thoughts, it functions as a nonmagical fidget, but while holding it, you can expend 1 charge as a reaction for one of the following properties. Troubling Thought Dissipation. You reduce the IE of Baseless Emotion, Intrusive Thoughts, and Traumatic Flashbacks for one hour or until you expend another charge. Focused Thought Concentration. You have advantage on all saving throws to retain concentration for one minute. The fidget spinner regains 1d4 expended charges daily after a long rest. Crane’s Moisturizing Salve (Rash (Face)) Wondrous Item, common A jar of salve contains 3d6 uses if used on the face, but if used on arms and/or legs, 2 uses are expended. When used, the effects of any rash will temporarily reduce by 2 IEs, disappearing if reduced to 0. The salve lasts 1d20 hours, and at the end of its duration, the effects vanish gradually over an additional 3d20 minutes. Crutches of Lightning (Mobility Aid) Wondrous Item, rare These copper forearm crutches have 6 charges for the following properties. Shocking Strike. While striking a creature with the crutch, you can expend 1 charge to cast the Shocking Grasp spell through the crutch. The crutch is considered a finesse weapon for this purpose. Electric Stomp. While slamming a crutch on the ground, you can expend 3 charges as an action to cast the Lightning Bolt spell. Storm Stomp. While slamming both crutches on the ground, you can expend 6 charges as an action and send lightning along the ground in a 30-foot cone. All creatures within the affected area must make a DC 10 Constitution saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The crutches regain 1d6 expended charges daily at dawn. Daniel's Mantle of Autistica Armor (any armor), common This armor’s temperature changes in the presence of strong emotions. While wearing this armor, you become colder if any creature within 60 feet is feeling a strong hostile, angry, embarrassed, afraid, or other stressful emotions and warmer when within 60 feet of strong excitement, bliss, or other happy emotions, the temperature reflecting the intensity of the emotions. If more than one creature with different emotions is within range, the armor temperature rapidly fluctuates. The armor is immune to Heat Metal and other spells that influence material temperature, and if all creatures within range are experiencing similar emotions, you have resistance to fire or cold damage as applicable. If the temperature is fluctuating, you have disadvantage on concentration saving throws and Wisdom (Insight) checks until the fluctuations stop. Daniel Pratt’s Happy Place (Diminished Motivation) Wondrous Item, rare This iridescent metal ball has three charges, and it regains 1d3 expended charges daily at dawn. When activated by a command word, it transforms into a 10-foot diameter hollow sphere of shimmering rainbow light. All within the sphere experience encouragement and empowerment. Detachable Ear (Shape Difference (Ears)) Wondrous Item, rare This prosthetic ear has 1d6 charges per day, each charge improving hearing for Miniature or Missing ears by 2 IEs for 1 hour and can be used up to 100 feet away if detached. Because it amplifies all sound around it, in noisy environments, you must succeed on a DC 10 Wisdom (Perception) check to focus on and understand a specific voice you’re trying to listen to. Doc Blue’s Peaceful Sleep Mask (Sleep Disruptions) Wondrous Item, common This soft leopard-print and snakeskin sleep mask reduces the IE of your sleep disruption by 2 when worn for an entire long rest. Because of the calming effect, you cannot be awakened from sleep for the duration by normal means unless you take damage. Domenech's Hopper Leg (Prosthetic Leg) Wondrous Item, common This prosthetic leg, which resembles that of a giant grasshopper, grants you a long jump up to 30 feet and a high jump up to 15 feet, with or without a running start, but on jumping farther than your Strength score would normally allow, on landing, you must succeed on a DC 8 Dexterity (Acrobatics) check or fall prone. Donna Nason's Wheelchair Ram (Wheelchair Accessory) Wondrous Item, common This wheelchair accessory can be adjusted and installed on nearly any wheelchair by someone with smith's tools or carpenter's tools. This accessory has 3 charges. While sitting in the associated wheelchair, you can expend 1 charge as a bonus action to equip the ram. Once loaded, you can use an action during your next turn to charge, moving double your movement straight toward a target, and if you hit it with a melee attack, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone. While sitting in the associated wheelchair, you also have a 20 ft. movement speed, adjusted for terrain difficulty, controlled by either voice or arm movement (determined during installation), up to eight hours per day. The accessory regains all expended charges daily after a long rest. Dr. Coleen Briggs's Bardic Back Brace (Back Stiffness) Wondrous Item, uncommon This black back brace is decorated with white musical notation with a soft case attached to the back. The case has an interior space considerably larger than its outside dimensions, roughly 3 feet in diameter at the mouth and 5 feet deep. The case can hold up to 50 pounds, not exceeding a volume of 15 cubic feet, enough for a large portable musical instrument such as a cello or bongos. The case weighs 5 pounds, regardless of its contents. Retrieving an item from the case requires an action. The case follows the same behavior regarding extradimensional spaces as a bag of holding or similar items. The brace has an extendable arm with flexible mounts to support a musical instrument or similar item up to 50 pounds without requiring exertion by the wearer. Draig's Mood Ring (Social Interaction Difference) Ring, common (requires attunement) This ring changes color to reflect the emotion of whomever you're pointing at. You don't get the nuances of their speech, but you can at least tell what they're feeling. You also have advantage on Wisdom (Insight) checks. Drewniak's Collar of Summoning (Service Animal Accessory) Wondrous Item, common This bejeweled collar adjusts its size to fit around any service animal and includes a whistle. This collar has 1 charge. While your service animal wears the collar and you blow the noiseless whistle, you can expend 1 charge as an action to summon your service animal to appear within 5 feet of you, even if it's on another plane. The collar regains its expended charge daily after a long rest. Durstain's Bracers of Equilibrium (Dizziness) Wondrous Item, common These studded leather bracers with sea stones near the wrists reduce the IE of Dizziness by 1 Extent while worn. Three times per day, you may press the sea stone into your wrist for 1 round to reduce Dizziness by an additional Extent for 1 minute. They must be removed to receive the benefits of a short or long rest and take 3 rounds to strap on or remove. When removed, you must lie prone for (IE) rounds or faint as described above. Ear of Translation (Hearing Loss/Prosthetic Ear) Wondrous Item, common This ear, which is covered in scales, tufts of hair, and downy feathers, for one hour per long rest, allows you to understand the literal meaning of any spoken language that you hear. Earl's Eye of Alternate Sight (Prosthetic Eye) Wondrous Item, common This eye functions as an eye with 20/20 vision, including the effects of one of the eye traits. Roll on the Eye(s) table, and reroll if the result doesn't make sense for a prosthetic eye. Echo Summer's Estuary Circlet (Moisture Deficiency) Wondrous Item, common This gilded abalone circlet slowly draws water from an estuary somewhere, closely replicating the salinity of tears, dripping the water into your eyes, reducing the IE of Moisture Deficiency by up to 3. Note that this does not sanitize the water, so you must succeed on a DC 5 Constitution saving throw every day it’s used to avoid a parasitic infection. (Roll on the Eye Discharge table; treat it as a typical disease for healing options.) Edmund's Eye of Uncovering (Prosthetic Eye) Wondrous Item, common This eye is white with a red crosshair in the center. It allows you to see gaps and weaknesses in partial cover and helps you aim ranged attacks at targets covered accordingly, eliminating penalties for ranged attacks due to partial cover. Eldanar's Clairvoyant Orb (Refractive Difference) Wondrous Item, common This crystal orb, known to its creator as the ECO (pronounced "echo"), has 1 charge. While holding it and speaking a command word, you can see an object up to 500 feet away for 1 minute, even if obstructed, by sliding your hand across the surface to adjust the distance. The orb regains its charge daily at dawn. Elisska's Gloves of Expression (Communication Aid) Wondrous Item, common These white silk gloves enable you to create simple images that you imagine on the palms of the gloves to allow for nonverbal communication, like a rebus. The images are limited to a maximum complexity of two colors besides black and white with thick lines that prevent fine detail, and they cannot depict alphanumeric characters. The player may either draw the images or describe them, and if communicating this way with a creature unfamiliar with you, you must succeed on a Charisma (Performance) check if trying to communicate more than basic concepts with a DC at the GM's discretion. When worn longer than 8 hours or if they get wet, your hands get damp and uncomfortable and you must remove the gloves for 8 hours to dry. If they've been worn in dirty environments, they must also be washed or cause disadvantage on Wisdom (Perception) checks to understand due to dirt obscuring the images. Elmata's Tooth of Moisture (Moisture Imbalance (Mouth)) Wondrous Item, uncommon To use this item, you must put it in place of a missing tooth or remove a tooth to make room for it. Once attached, this tooth produces a constant supply of water, and cannot be deactivated or altered. It reduces Moisture Imbalance by 3 IEs. If you only have intermittent Moisture Imbalance or fewer IEs, treat it as Mouth Discharge: Saliva for the difference. Emma’s Enzymatic Potion (Food Intolerance) Potion, common This cloudy white tasteless potion contains a cocktail of enzymes that allow your body to digest foods that it typically couldn’t, reducing the IE by 2 for one day. Eridanis's Spectacles of Proximity (Microvision) Wondrous Item, common These small semicircular spectacles cause you to see everything as if it were farther away, correcting up to 2 IEs of Microvision. They were developed specifically to allow for reading and are most effective for this or other tasks that don’t depend on peripheral vision as they have a narrow field of view. Esther’s Spectacles of Symmetry (Alleviation Behavior) Wondrous Item, common These sturdy gold spectacles cause slight disorderly arrangements to appear ordered when worn, reducing the IE of Alleviation Behavior (Material Order) by 2. Because of their distortion, they also cause a −2 penalty to hit with all ranged attack rolls. Every time you wear them, you must succeed on a DC 6 + (IE) Wisdom check. On failure, your Alleviation Behavior increases by 1 IE as you become dependent on the spectacles, and at IE 4, you must succeed on a DC 15 Constitution check every hour to remove them and keep them off until your IE decreases. Fara's Familiar (Baseless Emotion) Wondrous Item, common This 25-mm scale onyx animal figurine with tiny opal eyes is carved in the shape of any tiny or small beast. You can activate it, and during this time, it becomes an Emotional Support Animal corresponding to its shape with all associated benefits and stats for 1d12 hours. This single charge resets every day at sunrise. If the animal is reduced to 0 hit points, it instantly returns to its onyx form. When activated, it always starts with its full hit points. Fionn's Braces of Blades (Weakness (Legs & Feet)) Wondrous Item, common These silvered leg braces function as normal leg braces but can extend and retract blades from the sides without using an action, allowing you to swing your legs as an attack while balancing on crutches. Treat as an unarmed attack causing 3 (1d6) + original Strength modifier slashing damage. Flamewell’s Eye of Pairs (Prosthetic Eye) Wondrous Item, common This glass eye, which can appear like any humanoid eyeball, always exists as a set of two but is rarely found as a complete set. When you place this in your eye socket, you can see through it from the perspective of the other eye in the set, no matter where it is on any plane, and the wearer of the partner eye can see from your perspective. You cannot hear or otherwise communicate with the other wearer except through what each of you can see. The eyes function at all times, so you can see through the other eye even when you close your eyelid, but if you cover your own eye or close it, the partner's view is obstructed accordingly. Foot of Stability (Prosthetic Leg/Foot) Wondrous Item, common This wooden foot has a complex gyroscopic system of gears in the ankle and cleats on the bottom, providing stability to its wearer. You have advantage on all saving throws to avoid falling prone. Frongo's Displacer Lenses (Spatial Neglect) Wondrous Item, uncommon These black-rimmed spectacles constantly warp your field of view in different ways, creating constant mirroring and inversion effects. This reduces the IE of Spatial Neglect by 2 while worn, but it also causes IE 1 Nausea while worn. GleamForth Wayfinder (Blindness) Wondrous Item, legendary This labyrinthine eye provides protection and direction to those who would be lost without it. Unlike most prosthetic eyes, you hold this one instead of inserting it. When held in the left hand, it provides 5 feet of blindsight. When held, you cannot use that hand for any other purpose. As an action, you can hold it mid-forehead and cast the Find the Path spell once per day. Once per day, as your action, you may touch the heart of a creature you can reach that is charmed, frightened, or possessed by a celestial, an elemental, a fey, a fiend, or an undead. The creature you touch is no longer charmed, frightened, or possessed by such creatures. When held at the solar plexus, once every seven days, you can cast either Plane Shift or Teleportation Circle to your home. Your home need not have a teleportation circle inscribed, but when you acquire this eye, you must declare your home location as the destination of this function. You have advantage on all saving throws affecting your dreams. [Poem may be included as a quote/sidebar: Follow the Gleam, and find your way. Hold me leftward lest you stumble. Let the third eye guide your path. Look to your heart to find your Truths. Center me, and I will bring you home though the darkness envelops you.] Glendan's Amulet of Assurance (Intrusive Thoughts) Wondrous Item, common This small round metal amulet has a subtle rainbow iridescence. This amulet has 3 charges. While holding and focusing on it, you can expend 1 charge as a bonus action to experience a feeling of serenity, giving you advantage on saving throws to resist the effects of Intrusive Thoughts. You must take a short rest before you can use the amulet again, and it regains all expended charges daily after a long rest. Grendel's Grasping Gauntlet (Paralysis & Numbness (Hands & Arms)) Wondrous Item, uncommon This gauntlet allows you to move a paralyzed hand and arm with a Strength of 10 but without proficiency with anything in that hand. Each day you use it, you must succeed on a DC 10 Charisma saving throw. On a failed saving throw, the hand controls itself all day, does not respond to commands, and cannot be removed by you without a Remove Curse spell. Grim DarkStone's Scorpion Brace (Back Stiffness) Wondrous Item, uncommon This back brace, made from the carapace of a giant scorpion, has 3 charges. While wearing it, you have +2 on all Back Stiffness-related saving throws and can expend 1 charge as a melee weapon attack to sting one creature, causing 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 11 (2d10) poison damage on a failed save, or half as much damage on a successful one. The brace regains 1d3 expended charges daily after a long rest. Gtaar’s Bracers of Tranquility (Cramps) Wondrous Item, common These brown bracers, made from a giant centipede exoskeleton, attach to a limb with leg-like clips. When worn, they reduce the IE of Cramps on arms or legs by 2 while worn by relaxing the cramping muscles, but they also cause IE 2 Numbness and Paralysis to the affected limb after being worn for a minute. The paralysis lasts for 2d4 minutes after the bracers are removed. Gwendolynne's Helm of Focus (Attention Difference) Wondrous Item, common This kettle helm provides a +2 to the Attention Difference Wisdom saving throw while worn, stimulating your focus, but consequently, it causes a −2 penalty on all Wisdom (Perception) checks and reduces your passive Wisdom (Perception) by 2. Hamad's Mirror Maze (Prosthetic Eye) Wondrous Item, very rare This visual prosthetic appears as a hollow white semicircle the size of an eye socket hanging from a 16-inch gold chain. When you affix it over your closed eyelid, it takes on your preferred aesthetics and the size and shape of your eye socket, keeping that appearance when removed. While worn, this sentient eye can see and hear within a 120 foot cone and can communicate what it sees and hears through emotional impressions. Twice per day, you can use a reaction to cause an attack within its cone to be made with disadvantage. You can use an action to cast the Mislead spell once per day. You may use an action to cast the Detect Thoughts spell three times per day. While casting Detect Thoughts and choosing to probe, the bearer may attempt an additional contested Charisma check on the eye’s behalf to hide its presence in the target creature's mind. If the item fails the check, the spell ends. The eye regains all expended charges after a long rest. Hand of Gripping (Prosthetic Arm/Hand) Wondrous Item, common This iron hand, covered in gears and other moving parts, can grip with vice-like strength. Once you successfully grapple a target, you have advantage on Strength checks to maintain the grapple. It also eliminates penalties to Strength (Athletics) checks while climbing and gives advantage to any other Strength check to maintain a grip. Heatherynn’s Speaking Spellbook (Apraxia) Wondrous Item, common This wizard spellbook records spells verbally and can speak them back to the caster, eliminating inscription and preparation penalties, but it speaks at a normal conversation level, and the volume cannot be adjusted, ruining any stealth possibilities. The book can also speak the verbal components to the spell if the caster is unable to speak. Heaven's Clockwork Heart (Shortness of Breath, Organ Failure (Heart), Fainting) Wondrous Item, uncommon This heart-shaped amulet with a winding key has 3 charges. While holding it to your chest and using an action to wind the key, you can expend 1 charge for the following properties. Assistive Heartbeat. The amulet sends a magic signal to your heart that lasts for 1 day to compensate for Organ Failure, Heart Palpitations, or other heart-related conditions. This stops any form of deterioration in condition for 1 day and gives you +2 on all related saving throws. This function lasts a full day as long as the amulet remains within 1 foot of your chest. Heart Goes Out. You use your action to touch a living creature, and you take 1d4 necrotic damage, which can’t be reduced in any way, and the creature that you touch regains a number of hit points equal to twice the necrotic damage you take. Give Me Your Heart. You use your action to touch a willing living creature. The creature that you touch takes 2d4 necrotic damage, which can’t be reduced in any way, and you gain a number of temporary hit points equal to half the necrotic damage. The amulet regains 1 expended charge daily after a long rest. Hein Ye’s Band of Omnivision (Involuntary Eye Movement) Wondrous Item, rare This gold headband, set all around with agates, enables you to see in all directions at once, regardless which direction your eyes point. This gives advantage on all Wisdom (Perception) saving throws but limits depth perception, giving disadvantage on hit on all ranged attack rolls. If you use your action to Dash while wearing this, you must succeed on a DC 12 Constitution saving throw or take Dizziness (IE 1, cumulative), until you remove the headband and spend 1 round per IE prone or take a short rest. Herne's Handy Hookah (Pain, Baseless Emotion) Wondrous Item, common [Sidebar: Medicinal Herbal Treatments While most fantasy settings use herbal medicine implicitly, it has more of a stigma in much of the real world, especially cannabis. We chose to include the suggested magic hookah as an opportunity to address the stigma associated with the medicinal use of cannabis. Often more commonly known as medical marijuana, when used responsibly, it can often help relieve chronic pain, insomnia, depression, anxiety, PTSD, multiple sclerosis, and other conditions more effectively and with less side effects and addictive potential than prescription opioids and other modern pharmaceuticals. But like modern pharmaceuticals, it has side effects which users need to consider before driving or performing other activities requiring concentration, just as a PC needs to plan accordingly, and an unexpected need for mental clarity may be problematic in both real and fantasy worlds. The stigma prevents many people from benefiting from cannabis’s medicinal effects, so we encourage those with concerns to research the topic and communicate with their health care providers. Note also that this stigma can lead to people not being able to access medical marijuana whether it be lack of funds to pay or providers who don't believe in its use. We recognize that some wish to use this book in educational settings with specific policies regarding depictions of drug use, so we emphasize responsible lawful use of all substances, and where policies or discretion requires omission of certain sections of this book, we trust those responsible to manage this content in your setting. We also provide a Players Edition that does not include the magic item lists, which alleviates this tension in those settings and makes the purchase of multiple copies for students or clients more affordable.] This item includes a hookah, a serving tray, and the hookah's associated accessories, such as coals, tongs, and hoses. The tray, magically bonded to the hookah, will follow its owner, floating alongside, behind, or ahead, as ordered. The hookah is always clean, full of cold water, and ready for use. A new coal can be ignited with a command word, and if missing, another coal and tongs will appear with a command word. If the coal is removed, it instantly cools. Once you use the hookah, it will magically clean itself and prepare for another use. When you smoke the appropriate herb, oil, or incense through the hookah, it gives +2 to all saving throws against the target mental trait or pain you experience for 1d6 hours. The correct substance(s), always nonmagical, may be determined by succeeding on a DC 10 Intelligence (Arcana) check followed by succeeding on a DC 15 Wisdom (Survival) check for every hour spent searching in an appropriate location for the needed materials. Smoking through the hookah takes 10 minutes. The hookah can only be used once every 12 hours. While affected by the hookah, you also experience 1d6 of the following: Heightened Emotions, Baseless Emotions, Hallucinations, Delusions, Eating Disruption (Binge Eating), Personality Difference. (Roll on the Impact Extent table for each.) Heirloom Blade (Blindness) Weapon (longsword), uncommon While holding this sword, you gain tremorsense out to a range of 30 feet, but due to the sensitivity that it grants to vibrations, you have disadvantage on saving throws against thunder damage while holding it. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. Hieronymous Ziegfield III's Frost Gum (Pain (Teeth)) Wondrous Item, common When a user chews this gum, it numbs the mouth, eliminating tooth and mouth pain, but the numbness makes talking difficult, causing disadvantage on social Charisma checks, and spells with a verbal component require a successful DC 8 Dexterity check to cast successfully. The effect wears off 1d4 minutes after removal from the mouth. Houlroyd's Ear of Focus (Hearing Loss/Prosthetic Ear) Wondrous Item, common This ear helps you filter background noise and focus on a single voice or other source as if it were the only audible sound and removes any penalties to Wisdom (Perception) checks due to background noise. It does not amplify the noise. If only worn in one ear, you must cover the other ear to get the benefits. While focusing on that sound, you have disadvantage on all passive Wisdom (Perception) checks. You can turn this function on or off with a bonus action. Howard's Handy Howdah (Mobility Aid) Wondrous Item, uncommon This single-person howdah has 1 charge. While sitting in it, you can expend 1 charge as an action to cast the Find Steed spell. The resulting steed appears under the howdah and lifts the howdah as it appears, and the howdah attaches itself to the steed and changes size to fit. The howdah regains its expended charge daily after a long rest. Husevåg's Lenses of Fortitude Finding Wondrous Item, uncommon These sunglasses with craquelure obsidian frames, have 6 charges. While wearing them, you can expend 1 charge as an action for one of the following properties. Glare Concealer. The glasses darken to reduce your Photosensitivity by 2 IE (minimum 0) for one hour, until you use a bonus action to deactivate them, or until you expend another charge. Power Revealer. You can choose one creature within 30 ft. and learn its damage vulnerabilities, damage resistances, damage immunities, and condition immunities. The sunglasses regain 1d6 expended charges daily at dawn. Husevåg's Lenses of Land (Aquatic Vision) Wondrous Item, common These goggles enable you to see in air environments and keep your eyes moist. They fit more securely than non-magical goggles and need not be refilled, but anytime you take damage or make a roll based on Strength or Dexterity, you must succeed on a DC 8 Dexterity saving throw to keep the goggles on. Ianosuke’s Ring of Stillness (Seizures) Ring, uncommon This silver ring set with a light blue sapphire has 1d4 charges. While wearing it, you can expend 1 charge as a reaction for one of the following properties: Internal Dampening. You counteract a seizure with muscle spasms or other episodes of tremors. For multiple seizures with breaks in between, each seizure requires the use of a charge to prevent it. External Dampening. You have resistance to lightning damage for one attack. The ring regains all expended charges daily after a long rest. Ikaika's Teeth of the Parrot (Prosthetic Tooth) Wondrous Item, common These sky blue and white teeth have 3d6 charges and recharge after a long rest. When expending a charge, you can mimic any sound you have heard and remember, including voices speaking specific words, for up to a minute. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful DC 10 Intelligence (Investigation) check. Ilse's Mitten of Manipulation (Numbness (Hand)) Wondrous Item, uncommon This gray hemp mitten has 4 charges. While wearing it, you can expend 1 charge as an action for one of the following properties. Stimulating Sense. The mitten sends basic feedback from anything it touches to the brain, reducing the Impact Extent of Numbness (Hand) by 2 for 1 minute. Reverse Stimulation. The mitten can reverse the electrical feedback to cast the Shocking Grasp spell. The mitten regains 1d6 + 1 expended charges daily at dawn. Isadora's Mood Stone Bracelet (Emotion Fluctuation) Wondrous Item, common This narrow cuff bracelet has an inset quartz crystal that responds to Emotional Fluctuation by gradually changing color between blue and red to reflect and predict the associated emotion between enjoyable and painful emotions. The color changes based on the associated emotional cycle, not situational emotions, and the color shift precedes the emotional shift by a day, so monitoring it closely will give you a sense of when to expect shifts to change. Jank Tank (Aphantasia) Wondrous Item, uncommon Appearing as a small wooden box with sound receivers along its front and sides and a display lens on the top, it seems to be held together by magic and an unnecessary number of wood screws. The lens seems to fit loosely into its setting, apparently intentional. A switch on the back toggles the device's operation. When shaken, the device produces an inordinate amount of rattling for its size. This device allows you, while holding it, to forgo mental visualization by producing sights, sounds, smells, and other sensations through its display lens. While active, the device understands descriptions that you hear spoken in a language you can understand and magically manifests them so that you can experience what is being expressed by the other party. The device functions by hearing the input, not telepathically, so its interpretations are literal and don't take idioms into consideration. While active, the device is not discreet. Any attempts at hiding or stealth while the device is active are hindered by its occasional displays as it misinterprets ambient conversations as descriptions. Similarly, due to its construction, improperly securing and housing the device can cause it to make a ruckus when you run with it on your person, reducing or eliminating the possibility of stealth. Jo’s Purifying Bottle (Hypersensitive Smell) Wondrous Item, uncommon This seemingly empty potion bottle, when opened, sucks in all air impurities within a 30 foot sphere, eliminating the effects of all gas-based attacks. A new bottle can be used for 2d6 rounds, after which it becomes inert but unusable for most purposes as it retains traces of the toxins it has consumed, giving it an unpleasant odor. Jocelyn’s Necklace of Grounding (Traumatic Flashbacks) Wondrous Item, common This iron necklace with a pendant depicting the topography of your home plane, changing appearance accordingly for each owner, has three charges, and it regains 1d3 expended charges daily at dawn. While worn, when you have a Traumatic Flashback, it emits a strong mint aroma and produces a sour lemon flavor in your mouth. This strong sensory input gives you +2 on all Constitution saving throws against the flashback. Joe's Soft Wraps of the Whispering Comfort (Hypersensitivity (Hands & Arms)) Wondrous Item, common These soft gloves are covered in chick-like down and reduce hand and finger sensitivity while worn, eliminating Hypersensitivity. They only function when dry, so after any activity that causes you to sweat (combat, hot climate, most Strength checks), they must be removed and hung to dry for an hour. If soaked, they must be hung to dry for 4–8 hours, depending on the humidity of the environment. Joel’s Ring of Truth (Delusions) Ring, rare This turquoise ring has three charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend one of its charges to detect truthful statements. When held within one foot of the source of a voice, it will glow red in the presence of a false statement, the less accurate the statement, the brighter it glows. While still not necessarily convincing if you have Delusions, associated verified statements will reduce the IE by 2 for 1d4 × 10 minutes. Juanita’s Wonderful Wind Plugs (Discharge (Ears), Discharge (Nose)) Wondrous Item, rare This pair of earplugs each have a tiny gate to the Elemental Plane of Air which acts as a shunt to the ear discharge. The sound of the wind in the ear, however, causes disadvantage on all hearing-related Wisdom (Perception) checks, and continuous use requires a successful DC 10 Constitution saving throw for every 7 days of use, or you develop Tinnitus. Justice's Headband of Truth (Social Interaction Difference) Wondrous Item, common This is a white headband with golden trim in a repeating angel-winged pattern across the surface of the garment. This headband has 4 charges. While wearing it, you can expend 1 charge as an action to detect the emotional state of those within a 20-foot radius and reduce the associated Social Interaction Difference penalties by 2 for one hour. While activated, if you are in a crowd of more than four people within that radius, the headband causes Sensory Processing (Sensory Over-Responsivity) (IE 2) until removed. The headband regains 1d4 expended charges after a long rest. Kai's Lenses of Seeing (Refractive Difference) Wondrous Item, rare These spectacles reduce the IE of Refractive Difference by 2 and can give you the benefit of a True Seeing spell 3 times per day. Kailin Bertolegin's Potion of Vitality (Fatigue) Potion, common This yellow effervescent potion temporarily removes 1 level of exhaustion for 1d4 hours, but when it wears off, the consumer gains back the exhaustion and adds an additional level. Karros the Kind's Chewelry of Repose (Sensory Processing Difference) Wondrous Item, common Usually attached to a black leather cord, this rubbery pendant has 2d4 charges. Chewing on it reduces Sensory Processing Difference (Sensory Craving) by 2 IEs, and you can expend 1 charge as an action to cast the Sleep spell. The pendant regains 1d6 expended charges daily after a long rest. If the pendant is not washed daily, you must succeed on a DC 8 Constitution saving throw or take Infection (IE 1). Katy’s Passion Putty (Baseless Emotion) Wondrous Item, uncommon Usually found in an iridescent pouch, this fist-sized lump of gray putty absorbs painful emotions. For every minute you use your actions to knead it, your Baseless Emotion reduces by 1 Impact Extent, and as the putty absorbs these emotions, it gradually becomes more colorful with kaleidoscopic swirls. Its effects wear off gradually within 1d4 hours after you stop kneading it, and the putty color gradually returns to its original gray. Kinzokutokage's Spectacles of Recognition (Prosopagnosia) Wondrous Item, common These round spectacles have a faint circular grid on the lenses. When worn, you can speak a command word and the name of the creature you're looking directly at, either a real name or an alias, but it must be a name, not just a description. Once you add the creature's name, whenever you see that creature in the future while wearing the spectacles, you will see that name hovering near them. The spectacles can only display the name of one creature at a time, whomever you're looking at directly. Kristin’s Tome of Visual History (Aphantasia) Wondrous Item, very rare (requires attunement) When discovered, this book’s pages are all blank except for faint colorful patterns, as if stained by watered-down juices. When attuned, this book begins recording the visual experiences of its owner like a comic book but without words. It records these images automatically, recording up to twenty-eight days at a time, allowing anyone with the book to see images of people, places, and events from the owner’s perspective when the owner speaks a command word. After twenty-eight days, the front pages disappear as new pages in the back replace them. If the book is more than a mile away from the owner or the owner dies, the pages start erasing a day at a time until it’s blank again. Kronaxx's Lenses of Language (Hearing Loss) Wondrous Item, common These lenses, usually square or rectangular, which an artisan can affix to any standard frame, can hear the words spoken by a single source. While wearing them, you can see the spoken words appear across the bottom of the lenses as written language, appearing to float below the speaker's face, disappearing after 5 seconds. The lenses do not clarify, filter, or translate words, so the accuracy of the transcription varies depending on ambient noise and speaking clarity. Words spoken will appear in the alphabet of the language being spoken. The transcription uses no punctuation or capitalization distinctions and spells proper names according to common conventions or phonetically if the name is rare or unique. Kwon’s Flexible Face (Difference (Mouth)) Wondrous Item, rare When you don this mask and imagine a face, either the face of a real or imagined person of roughly the same size and shape, the mask alters itself to cause you to look exactly as imagined, giving you advantage on disguise attempts. Because it’s impossible to imagine every detail of a person’s face, even when looking directly at a person, close scrutiny will reveal the artificial nature of the mask, nor does it cover hair or ears. L'arcenciel's Stimulating Scarf (Repetitive Movement) Wondrous Item, uncommon This kaleidoscopic-patterned silk scarf has three charges, and it regains 1d3 expended charges daily at dawn. When wrapped around a body part and expending a charge, it provides intense stimulation to the area that would be painful to those not actively seeking it for 2d4 × 10 minutes. When you need self-injurious stimulation for Repetitive Movement, this scarf provides that stimulation, and if wrapped around an unwilling creature and expending a charge, it causes 2 (1d4) psychic damage per round. Ladon Fajorogi's Teeth of the Dragon (Prosthetic Tooth) Wondrous Item, uncommon These teeth alter your mouth according to color, which corresponds to one of the dragon types. The smell of your breath corresponds to the dragon breath (smoke, ozone, etc.), These teeth have 3 charges. You can expend 1 charge as an action to expel destructive energy in a 5 by 30 ft. line causing 2d6 damage according to the breath weapon type, half damage on a successful Dexterity saving throw. If the corresponding dragon has multiple breath weapons, use the breath weapon listed for the corresponding dragonborn color. The DC for this saving throw equals 8 + your proficiency bonus. The teeth regain 1 expended charge daily after a long rest. Laksmana’s Rations of Recovery (Alleviation Behavior) Wondrous Item, common When found, this wooden box contains 2d6 cubes of green chewy tree sap. Any day that you chew one of these cubes for at least an hour, you receive a +2 bonus to your saving throw against withdrawal from substance addiction. Leg of Thunder (Prosthetic Leg/Foot) Wondrous Item, common This dark marble foot with gold veins has 1d4 charges and recharges after a long rest. When you expend a charge by stomping on the ground, it casts the Thunderwave spell at first level. If you expend multiple charges at once, you can increase the casting level by the number of charges expended. Leggo's Lexical Lenses (Dyslexia) Wondrous Item, common These ivory-framed spectacles help you read text that is inaccessible to you. While wearing these, any written words that you see appear to change their font, size, and layout to make them easier for you to read, reducing the Impact Extent of Dyslexia and other traits involving word shape or placement by 2. The lenses will transliterate words written in an alphabet that you can't read but not translate them. These lenses have 1 charge. While wearing them, you can use an action to expend the charge and cast the Comprehend Languages spell. The lenses regain their charge daily after a long rest. Wearing them in environments with a lot of words (e.g., libraries) can disorient you as words constantly morph around you. You have a −2 penalty on all Wisdom (Perception) checks in such environments while wearing the lenses. Lens of Translation (Learning Difference) Wondrous Item, uncommon These bronze wire-frame sepia-tinted glasses appear delicate but are deceptively sturdy. These glasses have 4 charges. While wearing them, you can expend 1 charge as an action to understand any written language that you see, but you must be within 5 feet of the surface on which the words are written and be able to see the characters clearly. It takes about 1 minute to read one page of text. These glasses don't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language. The glasses regain 1d4 expended charges daily at dawn. Lex's Collar of Invisibility (Service Animal Accessory) Wondrous Item, uncommon While your service animal is wearing this collar, you can touch it and make the service animal turn invisible as an action. Anything it is wearing or carrying also turns invisible. The service animal remains invisible until the collar is removed, until the service animal attacks, or until you use a bonus action to make it become visible again. Lightwood Automated Shield Hand (Prosthetic Arm/Hand) Wondrous Item, common This iron hand has a shield permanently attached to it and can function accordingly without penalty but does not have prehensile fingers. It also has 1d4 charges, recharging on a long rest. You can use a reaction to expend 1 of its charges to cast the Shield spell. Linda Lou's Cane of Warding (Mobility Aid) Wondrous Item, rare This cane has 3 charges. While holding it, you can expend 1 charge as an action to inscribe a glyph that later unleashes a magical effect. You inscribe it on a surface such as a table or a section of floor or wall. The glyph can cover an area no larger than 5 feet in diameter. If the surface is moved more than 5 feet from where you cast this effect, the glyph is broken, and the effect ends without being triggered. The glyph is nearly invisible and requires a successful DC 12 Intelligence (Investigation) check to be found. The glyph is triggered when a creature touches it. Once a glyph is triggered, this effect ends. When you inscribe the glyph, choose one of the following properties: Explosive Runes. When triggered, the glyph erupts with magical energy in a 10-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 2d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one. Immobilizing Runes. When triggered, the creature triggering it and all creatures within a 10-foot-radius sphere centered on the glyph must succeed on a DC 12 Wisdom saving throw or be paralyzed for 1 minute. At the end of each of its turns, each target can make another Wisdom saving throw. On a success, the effect ends on the creature. Slippery Runes. The ground in a 10-foot square centered on the glyph becomes slippery difficult terrain for 1 hour. When triggered, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. The cane regains all expended charges daily after a long rest. Lorena's Manipulative Mouthpiece (Difference (Mouth)) Wondrous Item, common This brass mouthpiece changes shape to fit any wind instrument and adjusts to any mouth shape, removing associated performance penalties. It has 1 charge. While playing its attached instrument, you can expend the charge as a bonus action to grant an additional bardic inspiration without using your bardic inspiration slots. The mouthpiece regains its expended charges daily after a long rest. Lozenge of Vocal Relaxation (Tremors) Potion, common When you eat this translucent lozenge, your throat and jaw relax, reducing Tremors by 3 IEs for 4d4 x 5 minutes. During this time, because it slightly slurs your speech, you cannot cast spells requiring a verbal component. When found or purchased, a tin of these typically includes 2d4 lozenges. Luka's Headband of Silence (Sense Processing Difference) Wondrous Item, common This headband and brooch filters background noise while worn to help you hear the words spoken by the nearest speaker. You can also remove the brooch and give it to the person you’re trying to hear, up to ten ft. away with no obstacles between you to hear their voice directly as if they were speaking directly into your ear. This reduces the IE of Sensory Processing Difference (Hearing) by 2 IEs, but it also gives a −2 penalty on all Wisdom (Perception) checks. Lukasz's Ring of Alliance (Disinhibited Social Engagement) Ring, uncommon This black ring set with a ruby and lapis lazuli vibrates when a hostile creature comes within 50 feet of you, vibrating more as the creature gets closer. It also gives you advantage on saving throws against being charmed. Luke Wyatt's Exo-Skeleton (Mobility Aid) Wondrous Item, uncommon Made from bones and leather straps, this set of braces can provide support for any part of the body and rightly gives the appearance of wearing a skeleton, even more so in the dark, as it emits a faint green glow, giving you disadvantage on vision-related Dexterity (Stealth) checks in the dark. This brace has 5 charges. While wearing it, your Impact Extent effectively reduces by 1 (minimum 0) for trait-related mobility needs, and you can expend 1 charge as an action for one of the following properties: Walking Dead. You animate the bones, which follow your mental commands for 1 hour. For the duration, your Impact Extent effectively reduces by 3 (minimum 0). After using this property, you take 1 level of exhaustion until you take a short rest. Necrotic Surge. You shove an opponent, causing 2d4 necrotic damage on a successful attack. If you only need a brace for part of your body, you need not wear every piece, but you must carry the other pieces on your body (e.g., in a backpack) in the same dimensional space, not a bag of holding or similar magic containers, to use its charges. The brace regains 1d4 + 1 expended charges daily at dawn. Lyssa’s Necklace of Remembering (Memory Loss) Wondrous Item, common This orb, a dragon ouroboros of silver and gold twisting around a cabochon moonstone with two additional moonstones flanking it, is attached to a woven silver and gold necklace worn with the orb in the hollow of your throat. The orb glows gold after significant events (GM's or player's discretion) as it records the memory. When attempting to recall a memory, you have advantage on associated Wisdom checks. On success, the orb glows blue-violet, and you receive a vivid mental image of the memory. Macer's Earrings of Appetite Suppression (Eating Disruption (Binge Eating)) Wondrous Item, common Carved from the shell of a large scavenging insect, these simple white spiral earrings are worn in such a way that the end of the spiral points at the back of the ear. While worn, they make all food in a 10-foot radius taste spoiled and rotten, giving advantage on the Wisdom saving throw to resist binging. This effect also affects others within the radius. Anyone who doesn't usually eat carrion who eats within the radius will experience Nausea (IE 2) until outside of the radius. The effect ends immediately when the earrings are removed. Macer's Mace of Anger Management (Amplified Emotion) Wondrous Item, rare This shining silver mace looks like a large ornate crown on the end of a shaft. At each of the points of the crown, a small sapphire glows a soft blue. This mace has 5 charges. While holding it, you can expend 1 charge as an attack roll. When used in this way, the mace causes no physical damage but will dispel any illusion it touches. While holding it, you can expend 1 charge as an action to cast the Major Image spell (visual only). When used during an Amplified Emotion (Uncomfortable) episode, creating an image representing the subject of the emotion and dispelling it with the mace gives you a +2 bonus on the associated Wisdom saving throw. The mace regains 1d3 charges at dawn. Mal's Crown of Projection (Palinopsia) Wondrous Item, rare This crown has 2d4 + 1 gems. If you have Palinopsia, wear this crown, and touch one of the gems, the persistent image you’re seeing will be saved in the gem. The center gem does not store an image but serves as the projection lens to shine the image onto a surface. Each gem can store one image, and adding an image to a used gem will erase the old image and replace it with a new one. Mala’s Helm of Clarity (Confusion, Brain Fog) Wondrous Item, uncommon When you wear this silver helm, if you experience Confusion, either the trait or the spell of the same name, you have advantage on saving throws against the spell. If an ally touches the helm and you use an action to pay attention, your immediate past flashes before your eyes and helps to orient you, so the Confusion trait decreases by 2 IEs for 3d4 × 10 minutes. Mala's Migraine Mints (Head Pain) Wondrous Item, common Usually found in a red and white striped pouch that stays perpetually cool (60°F) inside with 3d6 doses, when you eat one of these mints, your head pain reduces by 2 IEs for 1d4 + 2 hours. Mariska’s Stockings of Levitation (Mobility Aid, Difference (Legs & Feet)) Wondrous Item, uncommon These stockings allow you to levitate as the spell up to an hour per day. This does not provide horizontal movement, but you can use poles, rope, or other means to propel yourself. Mark’s Panic Potion (Baseless Emotion) Potion, common When you experience a panic attack and drink this creamy indigo potion, it calms you and reduces the attack by three IEs for 2d4 × 10 minutes. While in effect, you have disadvantage on all saving throws against being charmed. Marrh's Mindful Marker (Blindness) Wondrous Item, common You can use this parrot feather pen to transcribe spoken words, and it requires no ink to write. When waved in the correct pattern and placed on a writing surface, it will begin transcribing the words of the closest speaker within a 10 ft radius. It can fit 1 minute of speech on a standard sheet of paper, and if the surface is a stack of paper, bound or unbound, it will attempt to turn the page and continue on the next sheet once it reaches the end until it runs out of paper or you stop the effect by grasping the pen. The pen writes in the language and alphabet of the speaker and does not translate. Matteo's Arm of the Spider (Prosthetic Arm/Hand) Wondrous Item, uncommon This brown or gray fuzzy prosthetic handless arm has 1d4 charges. While wearing it, you can pick up objects with its tiny hooked bristles but not manipulate them with it. You have advantage on Strength (Athletics) checks to climb, and you can expend 1 charge as an action to cast the Web spell. The arm regains 1d4 expended charges daily after a long rest. Mavroddec's Spectacles of Sound (Sense Processing Difference) Wondrous Item, common These black-and-white-striped spectacles have clear lenses that turn darker and darker red the louder the sound around them becomes, indicating the overall sound volume in the room. This reduces the IE of inability to determine sound volumes by 2 while worn, but as the lenses get darker, they also filter light, causing up to a −2 penalty on Wisdom (Perception) checks involving vision. McLoken's Ring of Fidgeting (Attention Difference) Wondrous Item, common This silver ring has a separate gold ring in the center that rotates and functions as a fidget, giving a +1 bonus to Attention Difference saving throws. This ring has 6 charges. While wearing it, you can expend 1 charge as an action to clarify your mind for 1 minute, giving you advantage on all saving throws against psychic damage and all Intelligence and Wisdom checks in which you're proficient except passive Wisdom (Perception). The ring regains 1d4 + 2 expended charges daily after a long rest. Mebsa's Succulent Spice (Dysgeusia) Wondrous Item, common This jar includes 1d100 dashes of spice. When applied to any food, the user thinks of a flavor, and the food takes on that flavor. Note that it alters the flavor but not the condition or composition of the food, so while it will mask poisons or spoilage, it does not remove the detrimental quality. Merdragon’s Crutches of Fashion (Mobility Aid) Wondrous Item, uncommon These crutches look like standard wooden forearm crutches with small runes and a scale pattern stitched in green thread inside each arm cuff. These crutches have 5 charges. While holding it, you can expend 1 charge as an action to transform to perfectly match the user’s outfit for 1 hour, making them functional but fashionable accessories as well as mobility aids. This can be as simple as changing color or material or as dramatic as transforming into sculpted works of art. While transformed, it emanates a 30-foot radius aura that inspires awe, admiration, or appreciation in the minds of those within the radius who fail a DC 12 Wisdom saving throw, eliminating any trait-related Charisma penalties. Those immune to being charmed are not affected. The crutches regain 1d4 + 1 expended charges at the end of a long rest. Mira Rose's Boots of Numbing (Foot Hypersensitivity) Wondrous Item, uncommon These blue boots have 4 charges. While wearing them, you can expend 1 charge as an action for one of the following properties: Numb Feet. You reduce your Foot Hypersensitivity by up to 3 IEs for 3d6 minutes. While affected, you have disadvantage on all Dexterity (Acrobatics) checks. Cold Feet. A blast of cold energy erupts from your boots along the ground. Each creature in a 30-foot cone must make a Constitution saving throw. A creature takes 4d8 cold damage on a failed save, or half as much damage on a successful one. Water within the affected area instantly freezes hard enough to walk across but will melt normally based on ambient temperature. The boots regain 1d4 expended charges daily after a long rest. Muffs of Mercy (Sensory Processing Difference) Wondrous Item, common These soft goose-feathered earmuffs, when worn, give you advantage on saving throws against all sound-based attacks but disadvantage on Wisdom (Perception) checks against those making Dexterity (Stealth) checks against you. Naf’s Fantastic Filter (Discharge (Mouth)) Wondrous Item, common This mask, worn over the mouth and nose, filters mouth discharges, reducing the IE by 2 while worn. It can be worn up to 4 hours per day, but while worn, it amplifies the sound of your breathing, giving disadvantage on Dexterity (Stealth) checks. Nai's Quiver Leg (Prosthetic Leg/Foot) Wondrous Item, common This wooden leg wrapped with hardened leather is larger on the inside than the outside and has a slot on the side that you can load with up to 100 arrows or bolts that can only be retrieved by you. If you want a specific arrow, it will always be the first one you grab. Nathaniel’s Belt of Levitation (Mobility Aid) Wondrous Item, uncommon This belt has 5 charges. While wearing it, you can expend 1 charge as a bonus action to rise vertically, up to 5 feet, and remain suspended there for up to 2d6 x 10 minutes. You can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling or using a walking stick along the ground), which allows you to move as if you were climbing. You can move up or down as part of your move within the 5 foot maximum. The belt regains 1d4 + 1 expended charges daily after a long rest. If the ground under you changes elevation, you float gently up or down accordingly, remaining no more than 5 feet above the surface. When the effect ends, you float gently to the ground if you are still aloft. Necklace of Cleansing (Hypertension) Wondrous Item, uncommon This pink crystal necklace, when worn constantly, gives a +2 bonus to saving throws against ingested poison and Hypertension Constitution saving throws by cleansing the body of toxins, but because it forces toxins through the body, you have to urinate twice as often as usual. These frequent stops reduce your travel distance by ten percent. Nemus’s Numb Gum (Pain (Mouth)) Wondrous Item, common This chewing gum numbs the mouth, reducing oral pain by 2 IEs. The numbing also affects speech, making spellcasting with verbal components impossible and granting disadvantage on all speech-related social ability checks. This gum has unlimited duration while being chewed and for one hour after stopping. It can be stored and reused. Nightdove's Harness of the Sky (Service Animal Accessory) Wondrous Item, rare While your service animal is wearing this harness, you can use an action to speak its command word. This turns the harness into a pair of bat wings or bird wings on your service animal's back for 1 hour or until you repeat the command word as an action. The wings give your service animal a flying speed of 60 feet. When the wings disappear, you can't use them again for 1d12 hours. No-Sweat-Band (Tinnitus) Wondrous Item, uncommon This copper headband has a series of dials and produces sound inside your ear. When properly adjusted, it can produce a sound that counters your tinnitus, reducing it by 2 IEs, but this constant sound on the ears causes gradual damage to the ears. Every twenty–eight days it’s worn, you must succeed on a DC 8 Constitution saving throw. On a failed saving throw, the tinnitus increases permanently by 1 IE. Noomi’s Marvelous Makeup (Color Difference (Face)) Wondrous Item, common A jar of makeup contains 3d6 uses if used on the face, but if used on arms and/or legs, 2 uses are expended. When used, you look at or think of the color you want, and all skin covered with the makeup becomes that color. No amount of investigation or magical detection will reveal the deception, nor does it look like anything has been applied to the skin. The makeup lasts 1d20 hours, and at the end of its duration, the effects vanish instantly. Nortengaal's Dart Digits (Prosthetic Arm/Hand) Wondrous Item, uncommon This walnut prosthetic hand has 5 long silvered nails and turkey feathers lining the back of each finger. These darts are light ranged weapons and can have 5 loaded at a time, and you are automatically proficient with them. While wearing the hand, you can grasp objects with it, but because the fingers lack joints and feeling, you have disadvantage on all Dexterity (Sleight of Hand) checks and melee weapon attacks made with it. You can use your action to make an unarmed melee attack with it, causing 1d4 piercing damage if you have at least 3 loaded or 1 piercing damage with 1 or 2 loaded, or you can shoot one of the fingers for 1d6 piercing damage with a range of 60/240 feet. You can recover all of these sturdy darts after a combat, but a fletcher can replace them or create extras for 1 sp each. Octavia’s Arthropodal Arms (Gross Motor Control Loss) Wondrous Item, common Worn like a mail shirt, these metal segmented arms extend from the wearer’s sides with grasping pincers on the ends. The arms have a strength of 10 and can wield weapons or perform other tasks not requiring fine manipulation by fingers but lose any proficiency bonus. The arms have an AC of 16 and 15 hp each. They can be repaired by an artificer with a successful DC 10 Intelligence (Arcana) check at a rate of 1d4 hp per day and a typical cost of 10 gp per repaired hp. Oleander’s Cane Cap of Planar Detection (Mobility Aid) Wondrous Item, common This cap, which you can affix to the end of any cane, has 4 charges. While touching the target with it, you can expend 1 charge as an action to detect whether the target is an aberration, celestial, elemental, fey, fiend, or undead, or whether the ground has been magically consecrated or desecrated, if any. The cap regains 1d4 expended charges daily at dawn. Orrelious' Quill of Relief Writing (Blindness) Wondrous Item, common This writing quill causes its ink to coagulate as it writes, forming hardened nodules on a page or other surface, allowing you to write using the tactile alphabet invented by the great wizard Louis Braille. This quill can use any kind of ink, including the specialized inks required for writing in spellbooks, and it uses the same amount of ink as other quills to write the same amount of content. Oscar's Ocarina of Magical Motivation (Diminished Motivation, Attention Difference, or Executive Functioning) Wondrous Item, uncommon This ceramic pocket-sized ocarina has a spinner on the end that's activated when played and can be used as a spellcasting focus. This ocarina has 4 charges. While playing it, you can expend 1 charge as an action to enter the Zone of Oscar's Ocarina of Magical Motivation (known as the ZOOOOMM). You remain in the ZOOOOMM while the spinner spins, which lasts 1d4 rounds. While in the ZOOOOMM, you have a + 2 bonus to all attention and decision-making rolls for 1d6 rounds and +2 on all spell attack rolls. The ocarina regains 1d4 expended charges daily at dawn. Ossified Ozzy's Oracular Opticon (Prosthetic Eye) Wondrous Item, common You choose a creature you can see with this brown and green eye and mystically mark it as your quarry. Until sunset, you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before sunset, you can use a bonus action on a subsequent turn of yours to mark a new creature. Otikoro’s Mirror of Truth (Intrusive Thoughts) Wondrous Item, uncommon This diamond-studded silver mirror has a mithral handle accented with abalone. When you look into it for 1 minute, you see yourself as a true reflection of your values. The image is powerful enough to reduce the effects of Intrusive Thoughts by 2 IEs, but looking into the mirror can be addicting. Each time it’s used, you must succeed on a DC 10 Wisdom saving throw or be unable to look away from it for another minute, repeating the saving throw until successful unless someone wrests it away from you by an opposed Strength check or other means, and unless you succeed on the saving throw, you will still look for ways to get it back as it becomes an Alleviation Behavior. Phyllis's Ear Cuff of Grounding (Vertigo) Wondrous Item, common These gold earrings, shaped like plumblines running from the lobe up to a cuff and hanging from there, reduce the IE of Vertigo by 2 while worn. They must be removed to receive the benefits of a short or long rest and take one round to add or remove. When removed, you must lie prone for (IE) rounds or Faint. Platinum Ring Splints of Sure Fingers (Skeletal Flexibility) Wondrous Item, common These splints have 4 charges. While wearing them, you can expend 1 charge as a bonus for one of the following properties: Skeletal Stability. You reduce the Impact Extent of Skeletal Flexibility by 2 for 1 minute. Widget Digits. You have +2 on all tool proficiency checks for 1 hour. Spry Spells. You have advantage on one spell attack roll until the next round. While wearing them, you have disadvantage on Dexterity (Sleight of Hand) checks. The splints regain 1d4 expended charges daily after a long rest. Potion of Assonance (Diplacusis) Potion, common This red and green swirled potion, when consumed, corrects diplacusis for 4 hours. If consumed by someone who doesn’t have this disability, it causes it for 4 hours and requires a DC 8 Constitution saving throw at the end of the duration, or it becomes permanent. Potion of Euphemistic Ease (Constipation) Potion, common This clear effervescent potion smells acidic. When consumed completely, you gain advantage on Strength checks against constipation for one day. Potion of Stillness (Diarrhea) Potion, common This pink viscous fluid reduces the IE of Diarrhea by 2 for 1 day. Ran's Gauntlets of Stability (Tremors (Hands & Arms)) Wondrous Item, common These gauntlets, when worn, reduce the IE of hand tremors by 2. However, you sometimes overcompensate and paralyze your arms. In any roll related to hand use, roll 1d20. On a 1, your hands grip tightly, making the gauntlets impossible to remove, and the arms become paralyzed to the shoulders until after a long rest. Rashida Robinson-Terrell's Headband of Enemy Detection (Blindness) Wondrous Item, uncommon This red and black headband detects hostile creatures within a 30 ft. radius and vibrates in their direction, the frequency increasing as they approach. This reduces your Impact Extent by 2 for rolls to hit and gives you a +2 to hit invisible creatures within range. You must remove it during a long rest or experience Nightmares (IE 2) while wearing it. Reilly’s Zephyr Mask (Shortness of Breath) Wondrous Item, rare This face mask, which covers the nose and mouth and resembles a bullfrog, opens a small portal to the Elemental Plane of Air and blows air into your mouth, reducing Shortness of Breath by 2 IEs while worn. Talking, spellcasting with verbal components, or other verbal tasks are impossible while wearing this mask. Reyab’s Potion of Circulation (Fainting) Potion, common This chalky white potion improves blood circulation and provides a +4 bonus to all Constitution checks against fainting and other traits of poor circulation for 2d4 hours. Ring of Dispel Doubt (Intrusive Thoughts) Wondrous Item, common This brass ring features a clasp that resembles a comforting hand being placed on a shoulder, although sentimental items with different shapes have been known to take on the same magical properties when invested with strong positive emotions (often in the moment of being gifted from one person to another). When worn, the Ring pulses with a gentle, reassuring warmth whenever you experience Intrusive Thoughts, giving you +2 on all saving throws against Intrusive Thoughts or magic effects that affect how you perceive yourself, such as the Vicious Mockery spell. The ring helps you to ground and center yourself and focus on what matters to you by reminding you of whatever you find calming, helping you to either pull yourself out of or cope with troubling thoughts and moods and avoid maladaptive coping strategies. Rishao's Refractory Reflector (Synesthesia) Wondrous Item, uncommon When you hold this mirror, and someone else looks into it, they experience the world with connected senses like you do, helping them understand. Rivka's Shielding Rings (Hypermobility) Wondrous Item, common These silver ring splints have 5 charges. While wearing them you can expend 1 charge as a reaction to activate them and help prevent your fingers from moving laterally and supporting functional opening and closing of hands, reducing the associated penalties for Hypermobility (Fingers) by 2 for 1d20 rounds. While activated, you can cast the shield spell, but at the end of the spell's duration, the effects end. The splints regain 1d4 + 1 expended charges daily at dawn. Rohna's Manipulative Mobility (Mobility Aid) Wondrous Item, uncommon This metal and wood wheelchair has 4 arms extending up to 5 feet from it. The ends of the arms have modular attachment settings. While sitting in the wheelchair, you can move according to your movement speed, controlling direction and speed with your thoughts. You can control each arm separately, using their functions according to the attachment affixed to each arm. Each arm can carry up to 10 lb. The wheelchair includes attachments for grasping, pounding, and affixing handled tools such as cutlery. Modifying toolkits for use with the wheelchair increases the price of each kit by 20%. Other attachments cost 1–5 gp, depending on complexity. Switching attachments takes 1 action. Because you have no tactile feedback from the arms, any ability check performed with the arms has a −2 penalty. The arms cannot make the swift movements necessary for melee or thrown attacks but can load and fire bows, crossbows, and similar devices with the proper attachments and the same penalty. Roisin’s Riotous Digits (Prosthetic Arm/Hand) Wondrous Item, rare This hand has 1d4 charges and recharges after a long rest. When you expend a charge by punching the air, you send destructive energy in a 5 by 30 foot line or 5 by 15 foot cone causing 2d6 thunder damage, or half damage on a successful Constitution saving throw. The DC for this saving throw equals 8 + your proficiency bonus. Root Foot (Prosthetic Leg/Foot) Wondrous Item, common This wooden foot is covered in a thin layer of bark with knobs on the top and small roots around the bottom. It has 3 charges per day, recharging on a long rest. When you expend a charge with an action, the roots extend into the ground. While so planted, you cannot move, but you have advantage on saving throws against being knocked prone. An additional root extends out from you up to 10 feet, and you can use your bonus action to attack a target within reach as a Wisdom attack causing 1d6 bludgeoning damage and must succeed on a Dexterity saving throw or be restrained by the root until you end the effect. A creature restrained by the root can use its action to make a DC 12 Strength or Dexterity check (its choice). On a success, it frees itself. Sabele's Soothing Blanket (Sensory Processing Difference; Sleep Disruptions) Wondrous Item, common This small blanket is embroidered with oddly soothing patterns. If a living creature lies beneath the blanket, the blanket magically extends to cover their entire body and also increases to 15% of the creature's body weight. The blanket also emits a fragrance the creature finds soothing. This blanket has 1 charge. While taking a short rest under it, you can expend the charge as an action to activate it, and at the end of the rest, you receive a +2 on all saving throws related to your associated trait. If you take a long rest under the weighted blanket, then you wake up with Stiffness (Roll for Impact Extent) from the added weight during your sleep for 1d4 hours. The blanket regains its expended charge daily at dawn. Sami's Hand of Sleight (Prosthetic Arm/Hand) Wondrous Item, uncommon This flexible hand is yellow with brown spots. While it cannot be used for a melee attack, it functions like a bag of holding with an opening in the palm roughly 2 inches in diameter at the mouth and 2 feet deep. The hand can hold up to 50 pounds inside, not exceeding a volume of 8 cubic feet. Retrieving an item from the interior requires an action. Once per day, you can use the hand for any Dexterity (Sleight of Hand) check with advantage. (Note: the name is pronounced, "saw-me.") Sarah Brayne's Tome of Speech (Speech Impediment) Wondrous Item, uncommon This heavy brown leather book has a suede cover with the title engraved in dark letters. It allows you to engage in conversation by selecting conversation topics from the book and then selecting lines of conversation from within those topics. The book then speaks the words aloud for others to hear and can speak in any language. The book allows users with limited or no speech to converse with others. As the book can speak in any language, it can also allow you to communicate ideas to a person whose language you do not know. Note however that the tome grants you no special ability to understand words spoken to you. You use it by physically selecting topics of conversation, at which point the book magically displays sub-categories of that topic so that you can communicate detailed concepts. The physical sensitivity of the book can be adjusted as required for you, for example to require only the lightest of touches or to require a firm, definitive selection depending on mobility requirements. It displays topics as both text and pictures, or if you are blind, the tome can read the topics to you telepathically. Schwally's Teeth of Dazzling (Prosthetic Tooth) Wondrous Item, common These shiny white teeth cast bright light in a 60-foot cone and dim light for an additional 60 feet and only deactivate when removed. Once per long rest, you can use your action to intensify the light to cause Blindness for 2d6 rounds to one target in dim or darker light. The target can avoid the Blindness with a successful saving throw against DC 8 + your proficiency score. Shades of Life's Hues (Color Blindness) Wondrous Item, common These spectacles adjust themselves to your eyes and use daltonization to emphasize certain colors, allowing you to better distinguish colors. It eliminates the disadvantage on applicable rolls but still leaves a −1 due to not completely correcting for it. Shani’s Equalizer (Emotion Fluctuation) Potion, common This gray grainy potion will remove 1d6 days from the beginning of an emotional fluctuation episode, but at the end of the duration, the fluctuation still happens. Silvaerin'a Tael's Pipe of Inhalation (Breathing Difficulty) Wondrous Item, common This short ceramic pipe full of herbs helps oxygenate the lungs and clear toxins to facilitate drawing deep breaths and counter wheezing, Shortness of Breath, and any resulting Dizziness. This pipe has 1d4 charges. While holding it to your mouth, lighting the herbs, and inhaling, you can expend 1 charge as an action to activate it, reducing breathing difficulties by 2 IEs for 1d4+1 hours. The pipe regains 1d4 expended charges daily at dawn. Each time you use it, you must succeed on a DC 10 Constitution saving throw, the DC increasing by 1 cumulatively per use until taking a long rest. On failure, the potency of the herbs will affect the taste of food. Sir Legranthwaite's Leggings of Leisure (Tremors (Legs & Feet)) Wondrous Item, common These leggings relax your leg muscles, reducing Tremors and Cramps by 2 IEs. Because the legs are more relaxed, they also give a −2 penalty on all Strength (Athletics) checks involving the legs or feet. SJ's Spoon of Advocacy (Numbness or Speech Impediment) Wondrous Item, common Appearing as a wooden cooking spoon with a few dents or chips, this spoon has 2 charges. When you strike the spoon against a hard object like a tuning fork, you can expend 1 charge as an action and then hold it against any part of your body. The spoon speaks your overall condition, including a description of hit points in terms like, "Barely wounded," "Severely wounded," etc. and also speaks any active condition status effects. It does not reveal the source of the effect, such as a disease or curse. The spoon regains all expended charges daily at dawn. Sklara's Circlet of Plain Language (Social Interaction Difference) Wondrous Item, common Sklara created this plain silver circlet to help them communicate with neurotypical people. While wearing the circlet, anyone who hears you speaking and can understand the language automatically fills in any cultural cues so they hear the intent of your communication, reducing the associated Impact Extent penalty by 2. It also causes them to hear you with their native accent, which may affect disguise attempts by ±1, depending on your attempted disguise. Once per day, you can use it to cast the Tongues spell. When interacting with someone that exhibits similar neurodiversity, the circlet adds 2 to the associated penalties instead of reducing them, because the cues created by the circlet are unnecessary for clear communication and instead complicate it. Sky's Earbuds (Attention Difference) Wondrous Item, common Consisting of an ear cuff, chain, and earring shaped like a blue-gray flower bud, these earrings have 4 charges. While wearing them, you can expend 1 charge as a reaction to produce sound that only you can hear for 1 hour. The sound can be any music or sound that you have heard and can recall—for example, white noise or environmental noise such as a babbling brook or chirping birds. The sound is ambient, and while it can be lyrical, it does not help recover forgotten auditory details. While the sound plays, you have +2 on focus saving throws for Attention Difference and saving throws against auditory attacks such as a banshee's wail or Vicious Mockery spell. The earrings regain 1d4 expended charges daily at dawn. Soltan's Gloves of Seeing Touch (Blindness) Wondrous Item, common These silk gloves fit tightly on the wearer’s hands and heighten the sensation of touch. While wearing them, you gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks based on touch. Additionally, you can perceive visual elements of the surface of any object or creature you touch, such as darkness, patterns, and a vague sense of color range. You can perceive any written text on the surface, provided it is written in a written language you understand or any arcane text (such as a scroll or spellbook) that your class would normally grant you the ability to understand. It takes about 1 minute to read one page of text in this manner. You must remove them during a long rest or experience Nightmares (IE 2). Those with Sensory Processing Difference may find these beneficial or challenging, depending on their experience, which the player and GM can discuss. Spell: A'elea's Clarifying Familiar (Personality Difference) 1st-level conjuration (ritual) Casting Time: 1 hour Range: 10 feet Components: V, S, M (A 10 gp crystal lens that is consumed in the casting) Duration: Instantaneous You gain the service of a mechanical familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a construct instead of a beast and appears to be made of clear glass. Additional animal form choices may be available at the GM's discretion. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. This familiar can only make defensive actions to protect or free itself. When the familiar drops to 0 hit points, it disappears, leaving behind a pile of crystal powder. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. The familiar senses Delusions and Personality Difference and will telepathically communicate truths that it knows to you when it senses trait-related erroneous thoughts. This reduces the IE by 1. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time, including familiars gained by other spells or means. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Classes: Wizard Spell: Color Flesh (Color Difference) Illusion cantrip Casting time: 1 action Range: Touch Components: V, S Duration: 1 hour You change the color of one Medium-sized creature or a portion of it to the color of your choice for 1 hour. This spell can be removed through dispel magic or a similar spell that removes enchantments. If applied to the lenses of the eye, it will tint the vision of everything you see for the duration but will not occlude them. Spell: Iz’zart's Swarm Limb (Prosthetic Limb) 1st-level conjuration * Casting Time: 1 action * Range: Self * Components: V, S * Duration: 1 hour You summon a swarm of fey spirits that take the form of a swarm of beasts of Challenge Rating 1 or lower shaped as an adaptive limb, responding to telepathic commands like the appendage it's replacing. This spell cannot add an extra limb beyond those typical for your ancestry. The summoned swarm is also considered fey, and it disappears when it drops to 0 hit points or when the spell ends. The swarm gets no actions of its own, but you can use its bite as an unarmed attack. The swarm can detach on command as a bonus action. While detached, it retains its link and can attack and follow simple commands up to 30 feet away from you. If it moves further away, the spell will end. Spell: Kosha's Delicate Touch (Hand amputation or paralysis) conjuration cantrip * Casting Time: 1 action * Range: 5 ft * Components: V * Duration: 1 minute A pair of spectral floating limbs extend from your body up to 5 feet, complete with a set of dexterous appendages. The limbs respond to your commands as though they were a part of your body and can perform any actions or activities you could ordinarily perform with such limbs and free hands. If one of the limbs is directly attacked or damaged, you take nonlethal psychic damage equal to the damage taken by the limb, up to 4 per attack. Spell: Momo's Rainbow (Amplified Emotions, Traumatic Flashbacks, and Baseless Emotions) 1st-level enchantment * Casting Time: 1 action * Range: 20 ft * Components: V, S, M (a tuft of fur from a hamster or other soft creature) * Duration: 1 minute A swirling array of colorful lights and a gentle purring sound emanate from your hands toward a willing creature within range, calming it for the duration. Amplified Emotions, Traumatic Flashbacks, and Baseless Emotions reduce by 2 IEs. The target is immune to being frightened and has advantage on saving throws against psychic damage. Spell: Vitality Exchange 2nd-level necromancy * Casting Time: 1 action * Range: 30 ft. * Components: V, S, M (a glass funnel) * Duration: Instantaneous You can transfer the life force of those within a 10-foot-radius sphere centered on a creature of your choice within range. Each creature of your choice in that area must make a Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. You also must make on a Constitution saving throw, taking 1d6 necrotic damage on a failed save, or half as much damage on a successful one and a creature of your choice within range regains hit points equal to the amount of necrotic damage dealt. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd. Spell: Zaganna's Lightvision (Photosensitivity) 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of coal dust) Duration: 4 hours You touch a willing creature with Photosensitivity or Sunlight Sensitivity to grant it the ability to see in direct sunlight without penalty for the duration. Spirits of Autumn (Pain (Skeletal)) Potion, common This bright yellow carbonated potion reduces musculoskeletal pain by 2 IEs for 8 hours, but the relaxation it causes also slows reaction times, giving a −2 penalty on all initiative rolls. Sutherland’s Speaking Spellbook (Language Processing) Wondrous Item, common (requires attunement) This spellbook will read the spells contained within to the owner on command to help casters who can’t read to prepare spells. The book can contain up to 100 levels of spells. The volume of the voice cannot be changed and speaks at a normal conversational level, regardless of ambient noise, which eliminates the possibility of stealth while in use. Sym's Scheduling Scroll (Executive Functioning) Wondrous Item, common When you write an appointment or deadline on this scroll and speak the command word, it sorts the list into chronological order and removes completed entries. One hour and one minute before an appointment or deadline is due, the scroll telepathically reminds you of the upcoming entry. Tamarin's Immovable Chair (Leg weakness/Pain) Wondrous Item, uncommon This iron-armed chair has a button on one of the arms. You can use an action to press the button, which causes the chair to become magically fixed in place. Until you or another creature uses an action to push the button again, the chair doesn't move, even if it is defying gravity. The chair can hold up to 8,000 pounds of weight. More weight causes the chair to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed chair up to 10 feet on a success. Tankard of Savory Viscosity (Swallowing Difficulty) Wondrous Item, common This tankard produces a nourishing and tasty food or drink with the viscosity you require for safe swallowing daily at dawn. Once you consume its contents, which takes two rounds, it restores 1 hit point and provides enough nourishment to sustain you for one day. You must wash it before it will refill itself, and if the food is not consumed, it will spoil by the next day. Teeth of Intonation (Prosthetic Tooth) Wondrous Item, common These teeth have 1 charge per day and recharge after a long rest. When you expend the charge, your vocal tone alters to communicate most effectively those listening to you, giving you advantage on all verbal Charisma (Performance) and Charisma (Persuasion) checks for one hour. Tentacular Hand (Prosthetic Arm/Hand) Wondrous Item, common This telescoping prosthetic arm extends your reach to 10 ft. As a tentacle, it can grip and grapple and hold a weapon, but because it lacks fingers, if you use it to hold a finesse weapon, you don't get your proficiency bonus if used with your Dexterity score, and you have disadvantage on Dexterity (Sleight of Hand) checks with that limb. Theodore's Staff of Focus (Attention Difference) Wondrous Item, very rare Smooth and generally featureless, this unassuming staff, carved from an ancient oak struck by lightning, may be lost in a pile of mundane staves were it not for the soft blue glow given off when whoever is attuned to it searches for it. It is said the staff was carved by the Archmage Theodore when he was just an apprentice, and he continued to carry it on his person throughout his life. Every practice spell, every new enchantment, every new insight — all were first tested on this staff which slowly grew in power alongside its master. The staff gives you +2 to Attention Difference Wisdom saving throws, resistance to being charmed, and mind-altering magic such as the Confusion spell. You have advantage to disbelieve illusions. When the staff moves further than 50 feet from you, you must succeed on a DC 10 Wisdom saving throw every minute or take 1d10 psychic damage, and if you are a spellcaster, you cannot maintain concentration and are unable to regain spells, even after a long rest, until recovering the staff. While thus separated, you feel the general direction of the staff’s location if it’s on the same plane. To become unattuned to the staff, you must hold it and receive a Remove Curse or equivalent spell. Tihute’s Relaxing Ointment (Tremors (Face)) Wondrous Item, common A jar of ointment contains 3d6 uses and is applied to the forehead, regardless of the location of the tics. When used, tics and tremors will temporarily decrease by 2 IEs, stopping if reduced to 0. It also confers a −1 penalty on initiative rolls. The ointment lasts 1d20 hours, and at the end of its duration, the effects vanish instantly. Tisqaad’s Dulling Dollop (Paresthesia & Phantom Pain) Wondrous Item, common This deep blue jar with a white crème contains 1d10 applications. When applied to a location of Paresthesia, it reduces the IE by 2 for 1d10 minutes, but if the Paresthesia wears off before the end of the duration, the limb becomes Paralyzed until the end of the duration. Tockelberry's Chair of Speed (Mobility Aid) Wondrous Item, uncommon This scarlet and gold wheelchair has 3 charges. While sitting in it, you can expend 1 charge as an action to cast the Haste spell. The wheelchair regains 1 expended charge daily after a long rest. Tori Valen's Brace of Movement (Difference (Neck & Back)) Wondrous Item, common This brace, worn around the torso, allows you to make 1 Dexterity (Acrobatics) roll or Strength (Athletics) check to jump without penalty, but within the next hour, you will need to take a short rest or experience one level of exhaustion. Tove's Tonic of Temperature (Fever) Potion, common This minty sky-blue potion temporarily reduces the exhaustion level of a fever by 1 level for 2d6 hours. The consumer is vulnerable to cold damage for the duration. Tristan Swordsplow's Interchangeable Arm (Prosthetic Arm/Hand) Wondrous Item, uncommon This linden prosthetic arm has multiple slides and dials on it, with a bell-shaped wrist and pincer-like hand capable of grasping and carrying up to 10 lbs. The hand can hold a shield, bow, or other ranged or thrown weapon, but if used to attack with a melee weapon, on a successful hit, it takes 1 point of bludgeoning damage. Once it takes 2d4 points of damage, the hand breaks off. The wrist is an opening to a small pocket dimension similar to a Bag of Holding. While wearing it, you can expend 1 charge as a bonus action to change the hand into one of the following items, ready for use: club, crowbar, crutch, dagger, fishing pole, flail, hammer, handaxe, hand crossbow, holy symbol, rapier, shortsword, spell focus, warhammer, whip, or a musical instrument no larger than 2 lbs. You must supply the holy symbol, spell focus, or musical instrument. Tristan's Helpful Hand (Prosthetic Hand) Wondrous Item, common This prosthetic hand has 4 charges. While wearing it, you can expend 1 charge as an action to cast the Magic Missile spell. You can cast Mage Hand at will. You can use expend 1 charge as an action to help a willing ally and give them advantage on a spell attack. The hand regains 1d4 expended charges daily after a long rest. Turnicus' Skin Putty (Cleft (Face)) Wondrous Item, common When found, a jar of Skin Putty contains 3d6 uses. When applied, skin putty eliminates the additional negative effects of a cleft for 1d4 hours (though still leaving the Diverse Face Shape effects, as it fills in the gaps but is clearly visible). Ulfgard's Ear of Intention Detection (Hearing Loss/Prosthetic Ear) Wondrous Item, common This ear helps you hear a speaker's intention and resist deception. You have advantage on rolls against Charisma (Deception) and sound-based saving throws against being charmed. Valentine's Hood of the Bat (Cataract, Blindness) Wondrous Item, rare This hood enables you to use echolocation, granting blindsight 30 ft. You cannot perceive colors or subtle details such as facial expressions. Valkeown's Fidget Focus (Attention Difference) Wondrous Item, uncommon This fidget has 3 charges and functions as both a fidget item for assisting with general focus and as a spell focus. While holding it, you can expend 1 charge as a bonus action to give you advantage on your next spell attack. The fidget regains all expended charges daily after a long rest. Veralynn's Countryside Conveyance (Mobility Aid) Wondrous Item, common This wheelchair has wide wheels that enable it to move through wilderness areas with a 30 foot speed, adjusted for terrain difficulty. While seated in it, you can command it telepathically to propel itself for up to 8 hours per day. The wheelchair regains its charge after a long rest. Veralynn's Soothing Salve (Pain (Nervous)) Wondrous Item, common Typically contained in a white clay jar with red runes and designs with 1d10 applications, this salve soothes pain, reducing the IE by 2 for 1d4 hours. Voltaic Breastplate (Anhedonia, Baseless Emotions) Armor (breastplate), common This breastplate has 6 charges. While wearing it, you can use your reaction for one of the following properties. Neural Stimulation. The breastplate expends 1 charge to run a current through your nervous system, reducing the IE of Anhedonia and Baseless Emotions by two for 1d4 hours. Voltaic Recharge. When you take lightning damage, for every die of damage you take, the breastplate regains 1 expended charge. Vynlanesh's Golem Armor (Asomatognosia) Armor, uncommon This left half suit of Plate armor (Medium armor, AC 13 + Dexterity modifier (max 1), Stealth disadvantage, 35 lb.) animates your dissociated side, following your mental commands, but because it doesn’t remove the dissociation, all actions taken with this side of the body have the experience of controlling a puppet and thus take a −1 penalty, cannot use proficiency bonuses, and requires a full day of practice using it before receiving the benefits. Waterlow's Instant Chariot (Mobility Aid) Wondrous Item, uncommon This gold-encrusted cedar flagon-sized chariot can be activated with a bonus action up to three times per day for up to 8 hours total per day. While activated, it takes the form of a wooden chariot capable of transporting a medium-sized creature or smaller, including a wheelchair or analogous device, and any gear they would normally be able to carry with a 30' movement speed or with a 20' movement speed when carrying a large-sized creature. The chariot otherwise maneuvers and functions as a typical chariot, and if it takes damage that would destroy it, it deactivates and returns to its smaller shape, unable to be activated again until the next sunrise. Webber's Water Wheels (Wheelchair Accessory) Wondrous Item, uncommon These wooden wheels can be adjusted and installed on nearly any wheelchair by someone with smith's tools or carpenter's tools. While sitting in the wheelchair, you can move across the surface of water, mud, or other non-volatile liquids at your normal movement speed. Strong waves on the surface will reduce your movement speed as does difficult terrain. Wren's Ear of Memory (Hearing Loss/Prosthetic Ear) Wondrous Item, common This ear can record up to one hour of sound and store it until you replace it with another recording. It can only hold one recording, regardless of duration. Recording and playback can be turned on and off with a bonus action and must be worn to function. Playback is only audible to the wearer and can only be played from the beginning of the recording. Xavcraes's Glove of the Wolf (Difference (Skeletal)) Wondrous Item, uncommon This glove, made from wolf hide, enables you to transform a limb into a fully formed limb resembling the arm of the humanoid form of a werewolf, giving normal strength to that arm and an unarmed claw attack of 3 (1d6) + Strength Bonus slashing damage. Every day this is used, you must succeed on a DC 5 Constitution saving throw or be cursed with werewolf lycanthropy. Yandel’s Restorative Salve (Rash (Body)) Wondrous Item, common This deep purple jar of 4d6 doses of salve reduces inflammation of a rash for 2d20 hours, lowering the IE by 2. To receive the benefits, you must use (IE) doses each time to cover enough of your skin. This quantity is halved for small creatures and doubled for large creatures. Yeroc's Summoning Spiderwalk (Mobility Aid) Wondrous Item, uncommon This gray furry wheelchair has 6 charges. While sitting in it, you can expend 1 charge for the following properties: Spider Walk. As a bonus action, you can cause the wheels to unfold into spider-like legs for 1 hour and walk. While in this form, the wheelchair can Spider Climb as the spell and suffers no penalties for traversing rough terrain or spider webs. While in this form, it extends 2 mandible-like extensions from the back that optionally function as a harness to hold you in the chair when climbing. Cobwheel. As an action, you can cast the Web spell. The wheelchair regains 1d4 + 2 expended charges daily at dawn. Zheng’s Emotive Spectacles (Paralysis (Face)) Wondrous Item, common These glasses allow those who have difficulty expressing emotions with their faces to do so while worn. You must choose the emotion you desire to express from dials on the frame of the glasses. To change to a different emotion, you must remove the glasses and change the setting. The glasses must be removed during rest periods to give the face a chance to relax. Assistive Bestiary [Separate from the Service Animals appendix, these creatures function more like assistive devices.] Clockwork Ear Lizard (Intellectual Disability) Tiny construct, unaligned * Armor Class 14 (natural armor) * Hit Points 2 (1d4) * Speed 30 ft., climb 30 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 4 (-3) 16 (+3) 10 (+0) 18 (+4) 12 (+1) 16 (+3) * Saving Throws Dex +5 * Damage Immunities poison, psychic * Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned * Senses darkvision 60 ft., passive Perception 11 * Languages Common, The native language of its host * Challenge 0 (10 XP) Immutable Form. The lizard is immune to any spell or effect that would alter its form. Magic Resistance. The lizard has advantage on saving throws against spells and other magical effects. Simple Communication. The lizard climbs onto the ear of its host, and as it hears words spoken around it that are understandable to the host, it speaks the meaning in simplified language. In the presence of multiple voices, the lizard decides which voice seems most relevant or directed at the host and simplifies that voice. The lizard can also telepathically read the host's memories of learned skills, reminding the host of lessons learned and offering tips from past uses of that skill. This reduces the IE of Intellectual Disability by 2 for the purposes of performing Intelligence-based skills. Note that the lizard must be audible to the host to receive the benefit, and the host has disadvantage on Dexterity (Stealth) checks when the lizard is talking. Actions Bite. Melee Weapon Attack: +5, reach 0 ft., one target. Hit: 2 (1d4) piercing damage. Leg Leech (Foot Paralysis & Numbness) Tiny beast, unaligned * Armor Class 10 * Hit Points 1 * Speed 1 ft., climb 1 ft., swim 10 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 1 (-5) 10 (+0) 1 (-5) 1 (-5) 7 (-2) 1 (-5) * Skills Stealth +2 * Senses Tremorsense 10 ft., passive Perception 8 * Languages — * Challenge 0 (10 XP) Telepathic Mobility. The leech attaches to a host's leg and reads its thoughts, stimulating the muscles in the paralyzed leg to move it according to the host’s mental command. While resting, the leech stimulates the muscles to strengthen and tone them. Because the leg is numb, the host does not feel the mild twitching. While attached, the leech lays eggs in the host’s bloodstream which move to the other limbs and cause paralysis within 30 days. During this 30 day gestation period, magic that cures disease will destroy the eggs or baby leeches before the paralysis sets in permanently. Once paralysis sets in, the internal leeches wait for lesions to transmit themselves to other hosts, escaping the body via blood. Swarm of Eye Gnats (Discharge (Eye)) Small swarm of Tiny beasts, unaligned * Armor Class 12 (natural armor) * Hit Points 17 (5d6) * Speed 5 ft., fly 30 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) * Damage Resistances bludgeoning * Damage Immunities piercing, slashing * Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned * Senses blindsight 10 ft., passive Perception 8 * Languages — * Challenge 1/4 (50 XP) Eye Gnat Life Cycle. These tiny transparent larvae live in the eyes of certain creatures with eye discharges, a different breed for each type of discharge, feeding off the discharge. This creates a symbiotic relationship with the host. Because they are transparent — aside from an occasional blur across the eyelid, indistinguishable from a tear bubble without magnification — the host rarely knows they’re there. They enter the pupa stage while the host is sleeping after 2d4 days, and after being hidden in the eyelid for 1 day. The following day, they hatch as eye gnats and fly to the nearest eyeballs, where they lay eggs coated in a toxin into the eyes of the target that causes the same condition, hatching 1d4 days later. A Lesser Restoration spell cast before the eggs hatch will heal the condition, but once they hatch, it will only kill the larvae — the eye discharge of the original host is now a permanent condition in the new host. Eye Gnat Variant Immunity. Eye gnats are immune to damage from the substance they feed on, so those who feed on acid or poison are immune to acid damage and poison damage accordingly. Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny gnat-sized insect, including most armor. The swarm can't regain hit points or gain temporary hit points. Actions Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: The swarm does no damage. However, they lay eggs coated in a toxin into the eyes of the target. Zavari's Oozing Limb (Prosthetic Limb) Small ooze, unaligned * Armor Class 10 * Hit Points 13 (3d6 + 3) * Speed 10 ft., climb 10 ft. Strength Dexterity Constitution Intelligence Wisdom Charisma 12 (+1) 10 (+0) 12 (+1) 2 (-4) 8 (-1) 1 (-5) * Damage Resistances acid * Damage Immunities lightning, slashing * Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone * Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9 * Languages — * Challenge 1 (200 XP) Adhesive. The Oozing Limb can adhere to anything that touches it as a bonus action. A medium or smaller creature adhered to the Oozing Limb is also grappled by it (escape DC 12). Ability checks made to escape this grapple have disadvantage. Amorphous. The Oozing Limb can occupy another creature's space and vice versa and can move through a space as narrow as 1 inch wide without squeezing. Spider Climb. The Oozing Limb can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Symbiotic Bond. The Oozing Limb bonds with a willing intelligent creature as an action to form an adaptive limb, responding to telepathic commands like the appendage it's replacing. It secretes an adhesive to connect itself to its host and to hold objects. The acid secreted by the Oozing Limb will gradually ruin nonmagical wood, leather, cloth, and other materials softer than metal if used to hold them, snapping bow strings instantly. When attached to its host, the Oozing Limb functionally becomes part of the host, sharing the host's hit points and other abilities like any other appendage. It gets no actions of its own, but the host can use its adhesive and pseudopod as unarmed attacks. The Oozing Limb can detach on command as a bonus action. While detached, it retains its link and can follow simple commands up to 30 feet away from its host. If it moves further away, it will attempt to return to its host but cannot sense it until within range. If separated from the host for 1 day, it will seek a new host. Actions Pseudopod. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage plus 2 (1d4) acid damage. Appendix 5: Tables Traits The tables of all the traits are also available at our website with a one-click generator to quickly roll a new character’s traits, which is especially useful when GMs need a new NPC. Assistive Equipment Name Cost Weight Description Bandage (Compression) 1 sp - A compression bandage can reduce arm or hand pain by 1 IE for 10d6 minutes per day. Brace (Back) 200 gp 5 lb A back brace gives a +2 bonus to the Constitution saving throw from jarring pain. Takes 1 minute to put on. Brace (Limb) 150 gp 2 lb Reduces the associated IE penalty by 1 for Dexterity checks and saving throws. Takes 1 minute to put on. Cane 1 gp 2 lb Reduces the associated IE penalty by 1 for Dexterity checks and saving throws. Requires at least one hand to be used for balance. Crutches (Axillary, Metal) 10 gp 15 lb Reduces the associated IE penalty by 1 for Dexterity checks and saving throws. Requires at least one hand to be used for balance. Crutches (Axillary, Wood) 2 gp 10 lb Reduces the associated IE penalty by 1 for Dexterity checks and saving throws. Requires at least one hand to be used for balance. Crutches (Elbow, Metal) 5 gp 5 lb Reduces the associated IE penalty by 1 for Dexterity checks and saving throws. Requires at least one hand to be used for balance. Dentures 1 gp per tooth - A doctor can make a set or partial set of ivory or bone dentures for 1 gp per tooth and 2 teeth per day of work, requiring a successful DC 8 Wisdom (Medicine) check. They’re prone to falling out while eating or during a barbarian Rage, requiring a successful DC 8 Dexterity saving throw to keep them in, and they must be replaced annually. Ear Horn 1 gp 1 lb An ear horn can reduce the IE by 1 for listening to a single target for all but those with Acute deafness, but the horn must be held in place with 1 hand and aimed at the target. Earplugs 5 sp - Aids with various hearing differences. Consult individual trait descriptions for details. Fidget 1 sp - Taking many forms, a fidget is typically a small device with moving parts that helps those with Attention Difference and other traits focus, giving you a +1 on all saving throws associated with concentration or attention while using it. Filter Mask 1 cp - This mask gives a +1 to all Constitution saving throws against airborne disease spread for the wearer, +2 if the wearer has the disease and seeks to prevent its spread. It can also be seasoned with oils and herbs for those with Hypersensitive Smell. Hot Bag 4 cp 10 lb This canvas bag filled with rice can be heated and applied to give relief in some circumstances. Neti Pot 5 cp 1 lb For those with nasal discharge, rinsing out the nose with a spray or neti pot can reduce the IE by 1 for an hour on a successful DC 10 Constitution check. Failure to use sterilized water requires a DC 8 Constitution saving throw to avoid Infection. Prosthetic Arm/Hand 5 + (IE) × 50 gp IE × 1.5 lb An artisan can make prosthetic hands and arms for various purposes, with differing durability, function, and price. The base cost of a cosmetic wooden replacement is (5 + (IE)) × 50 gp, with costs increasing significantly for specialized uses. It must also be adjusted or replaced annually or when you experience any major physical changes. A prosthesis designed to hold a weapon will still have a penalty of −(IE) on attack rolls with that hand due to the prosthesis’s lack of feeling and fine motor control. Prosthetic Leg/Foot 10 + (IE) × 50 gp IE × 3 lb A prosthetic leg or foot can eliminate the disadvantage on one missing limb except Dexterity (Acrobatics) checks, but multiple prostheses may be necessary for different uses, such as distance walking vs. running. It must also be adjusted or replaced annually or when you experience any major physical changes or it gets damaged, costing (10 + (IE)) × 50 gp. Rollator 13 gp 20 lb Reduces the associated IE penalty by 1 for Dexterity checks and saving throws. Requires at least one hand to be used for balance. Salve 1 sp 1 lb A jar of salve costs 1 sp for seven days’ worth and must be applied every 2 hours to receive the benefits. One hour after application, the IE reduces by 1 for 2 hours, continuing as long as applications continue. The benefits wear off after 2.5 hours if not reapplied. Spectacles (Vision Correcting) 200 gp + (IE) × 100 gp - Spectacles can be made by an artisan with a Wisdom (Medicine) roll to reduce the IE by 1 (DC 10) or 2 (DC 15) for 200 gp + (IE) × 100 gp and seven days of work. If the artisan fails the roll, it can be attempted again, each time requiring the same amount of time and cost for each attempt. Stylus 2 sp - A metal stylus can be made by any smith to inscribe texture codes into parchment, including spellbooks. Sunglasses 200 gp - A specialized artisan can craft a pair of sunglasses costing 200 gp to conceal your eyes or aid visual Sensory Over-Responsivity. Support Hose 2 gp - Support hose can reduce the IE of leg pain by 1. Walker 10 gp 10 lb Reduces the associated IE penalty by 1 for Dexterity checks and saving throws. Requires at least one hand to be used for balance. Weighted Blanket 20 gp 10% of owner’s body weight At the end of a short rest under it, you receive a +1 on all saving throws related to your associated trait for 1d4 hours. If you take a long rest under the weighted blanket, then you must succeed on a DC 8 Constitution saving throw or wake up with Stiffness (Roll for Impact Extent) from the added weight during your sleep for 1d4 hours. Such a blanket can be made from two large animal pelts for a medium humanoid or two medium animal pelts for a small humanoid plus enough sand to make the total weight 10 percent of your body weight. Wheelchair 50 gp 50 lb Wheelchairs eliminate the movement penalty and add 50 percent to your dash movement unless on rough terrain, but many actions such as jumping are impossible while sitting in a typical wheelchair. Magic Items The GM can choose which of these items to give or make available to players or roll on these tables. We will include instructions in a future blog post at wyrmworkspublishing.com for integrating these tables into official treasure tables. d20 Category 1–5 Limbs 6–10 Mental 11–15 Organ Systems 16–19 Sensory 20 Service Animal Accessory Limbs d20 Limb 1–4 Arm 5–7 Face 8–14 Leg 15–19 Mouth 20 Spine Arm & Hand d100 Item Trait/Function 1–12 Spell: Iz’zart's Swarm Limb Prosthetic Limb 13–29 Spell: Kosha's Delicate Touch Hand amputation or paralysis 30–37 Joe's Soft Wraps of the Whispering Comfort Hypersensitivity (Hands & Arms) 38–40 Ilse's Mitten of Manipulation Numbness (Hand) 41–43 Grendel's Grasping Gauntlet Paralysis & Numbness (Hands & Arms) 44–51 Hand of Gripping Prosthetic Arm/Hand 52–59 Lightwood Automated Shield Hand Prosthetic Arm/Hand 60–63 Matteo's Arm of the Spider Prosthetic Arm/Hand 64–67 Nortengaal's Dart Digits Prosthetic Arm/Hand 68 Roisin’s Riotous Digits Prosthetic Arm/Hand 69–72 Sami's Hand of Sleight Prosthetic Arm/Hand 73–80 Tentacular Hand Prosthetic Arm/Hand 81–84 Tristan Swordsplow's Interchangeable Arm Prosthetic Arm/Hand 85–92 Tristan's Helpful Hand Prosthetic Hand 93–100 Ran's Gauntlets of Stability Tremors (Hands & Arms) Face d20 Item Trait/Function 1 Benethar's Hat of Familiarity Diverse Face Shape (Face) 2–4 Turnicus' Skin Putty Cleft (Face) 5–7 Bone Bright Color Difference (Teeth) 8–10 Zheng’s Emotive Spectacles Paralysis (Face) 11–14 Crane’s Moisturizing Salve Rash (Face) 15–17 Tihute’s Relaxing Ointment Tremors (Face) 18–20 Connor's Cool Cream Tumor (Face) Leg & Foot d100 Item Trait/Function 1–2 Mariska’s Stockings of Levitation Difference (Legs & Feet) 3–4 Mira Rose's Boots of Numbing Foot Hypersensitivity 5–8 Boots of the Yeti Hypersensitivity (Feet) 9–10 Tamarin's Immovable Chair Leg weakness/Pain 11 Anjol Hillfollower's Recumbent Carpet of Flying Mobility Aid 12–13 Cane Cap of Traps Mobility Aid 14–17 Cane of Echoes Mobility Aid 18 Chaos's Orca Chair Mobility Aid 19–20 Charly's Cane of Messaging Mobility Aid 21–24 Charming Saddle Mobility Aid 25 Crutches of Lightning Mobility Aid 26–27 Howard's Handy Howdah Mobility Aid 28 Linda Lou's Cane of Warding Mobility Aid 29–30 Luke Wyatt's Exo-Skeleton Mobility Aid 31–32 Merdragon’s Crutches of Fashion Mobility Aid 33–34 Nathaniel’s Belt of Levitation Mobility Aid 35–38 Oleander's Cane Cap of Planar Detection Mobility Aid 39–40 Rohna's Manipulative Mobility Mobility Aid 41–42 Tockelberry's Chair of Speed Mobility Aid 43–46 Veralynn's Countryside Conveyance Mobility Aid 47–48 Waterlow's Instant Chariot Mobility Aid 49–50 Yeroc's Summoning Spiderwalk Mobility Aid 51–52 Bjørn’s Extensive Crutches Muscle Control & Gait Difference 53–56 Domenech's Hopper Leg Prosthetic Leg 57–60 Foot of Stability Prosthetic Leg/Foot 61–72 Spell: Iz’zart's Swarm Limb Prosthetic Limb 73–76 Leg of Thunder Prosthetic Leg/Foot 77–80 Nai's Quiver Leg Prosthetic Leg/Foot 81–84 Root Foot Prosthetic Leg/Foot 85–88 Sir Legranthwaite's Leggings of Leisure Tremors (Legs & Feet) 89–92 Fionn's Braces of Blades Weakness (Legs & Feet) 93–94 Aaron's Axles of Agility Wheelchair Accessory 95–96 Webber's Water Wheels Wheelchair Accessory 97-100 Donna Nason's Wheelchair Ram Wheelchair Accessory Mouth d100 Item Trait/Function 1–7 Asher’s Encyclopedia of Understanding Communication Aid 8–14 Elisska's Gloves of Expression Communication Aid 15 Kwon’s Flexible Face Difference (Mouth) 16–22 Lorena's Manipulative Mouthpiece Difference (Mouth) 23–29 Naf’s Fantastic Filter Discharge (Mouth) 30–36 Mebsa's Succulent Spice Dysgeusia 37–41 Elmata's Tooth of Moisture Moisture Imbalance (Mouth) 42–48 Nemus's Numb Gum Pain (Mouth) 49–55 Hieronymous Ziegfield III's Frost Gum Pain (Teeth) 56–62 Ikaika's Teeth of the Parrot Prosthetic Tooth 63–67 Ladon Fajorogi's Teeth of the Dragon Prosthetic Tooth 68–74 Schwally's Teeth of Dazzling Prosthetic Tooth 75–81 Teeth of Intonation Prosthetic Tooth 82–86 Sarah Brayne's Tome of Speech Speech Impediment 87–93 Tankard of Savory Viscosity Swallowing Difficulty 94–100 Benoît’s Marvelous Mouth Tongue Difference Spine d20 Item Trait/Function 1–5 Dr. Coleen Briggs's Bardic Back Brace Back Stiffness 6–10 Grim DarkStone's Scorpion Brace Back Stiffness 11–20 Mala's Migraine Mints Head Pain Mental 1d4 Mental Item Table 1–3 Frequent Items 4 Infrequent Items Frequent Items d100 Item Trait/Function 1–2 Esther’s Spectacles of Symmetry Alleviation Behavior 3–12 Laksmana’s Rations of Recovery Alleviation Behavior 13–14 Ashur's Limitless Locks Alleviation Behavior (Trichotillomania) 15–16 Bell's Beautiful Bonnet Alleviation Behavior (Trichotillomania) 17–24 Spell: Momo's Rainbow Amplified Emotions, Traumatic Flashbacks, and Baseless Emotions 25–26 Voltaic Breastplate Anhedonia, Baseless Emotions 27–28 Fara's Familiar Baseless Emotion 29–30 Gwendolynne's Helm of Focus Attention Difference 31–34 McLoken's Ring of Fidgeting Attention Difference 35–36 Sky's Earbuds Attention Difference 37–38 Anlian's Lenses of New Perspective Baseless Emotion 39–40 Charm of the Golden Feather Baseless Emotion 41–42 Cosmic Spinner Baseless Emotion, Traumatic Flashbacks 43–44 Herne's Handy Hookah Baseless Emotion, Pain 45–46 Caleburk's Estimagus Dyscalculia 47–48 Leggo's Lexical Lenses Dyslexia 49–50 Macer's Earrings of Appetite Suppression Eating Disruption (Binge Eating) 51–52 Isadora's Mood Stone Bracelet Emotion Fluctuation 53–54 Shani’s Equalizer Emotion Fluctuation 55–56 Sym's Scheduling Scroll Executive Functioning 57–58 Bribo's Bell of Values Intrusive Thoughts 59–60 Glendan's Amulet of Assurance Intrusive Thoughts 61–62 Ring of Dispel Doubt Intrusive Thoughts 63–70 Sutherland’s Speaking Spellbook Language Processing 71–72 Lyssa’s Necklace of Remembering Memory Loss 73–74 Angélique’s Circlet of Empathy Memory Loss, Social Interaction Difference 75–82 Spell: A'elea's Clarifying Familiar Personality Disorders 83–85 Callimethee’s Crown of Communication Plurality 86–87 Kinzokutokage's Spectacles of Recognition Prosopagnosia 88–90 Draig's Mood Ring Social Interaction Difference 91–93 Justice's Headband of Truth Social Interaction Difference 94–96 Sklara's Circlet of Plain Language Social Interaction Difference 97–98 Angkathi’s Calming Circlet Startle Amplification 99–100 Jocelyn’s Necklace of Grounding Traumatic Flashbacks Infrequent Items d100 Item Trait/Function 1–6 Macer's Mace of Anger Management Amplified Emotion 7–16 Chloe's Helm of Tranquility Amplified Emotions, Baseless Emotions 17–19 Theodore's Staff of Focus Attention Difference 20–29 Valkeown's Fidget Focus Attention Difference 30–39 Katy's Passion Putty Baseless Emotion 40–48 Mala’s Helm of Clarity Confusion, Brain Fog 49–54 Joel’s Ring of Truth Delusions 55–60 Daniel Pratt’s Happy Place Diminished Motivation 61–69 Oscar's Ocarina of Magical Motivation Diminished Motivation, Attention Difference, or Executive Functioning 70–79 Lukasz's Ring of Alliance Disinhibited Social Engagement 80 Arthur Anzuu's Awesome Imagination Crown Executive Functioning 81–90 Otikoro’s Mirror of Truth Intrusive Thoughts 91–100 Lens of Translation Learning Difference Organ System d20 Organ System 1–3 Cardiovascular 4–5 Digestive 6–7 Immune 8–10 Integumentary 11–15 Muscular & Skeletal 16–20 Neurological Cardiovascular d20 Item Trait/Function 1–9 Silvaerin'a Tael's Pipe of Inhalation Breathing Difficulty 10–14 Necklace of Cleansing Hypertension 15 Reilly’s Zephyr Mask Shortness of Breath 16–20 Heaven's Clockwork Heart Shortness of Breath, Organ Failure (Heart), Fainting Digestive d20 Item Trait/Function 1–6 Potion of Euphemistic Ease Constipation 7–12 Potion of Stillness Diarrhea 13–18 Emma's Enzymatic Potion Food Intolerance 19–20 Colb's Belt of Bladder Control Incontinence Immune 1d4 Item Trait/Function 1–3 Arihant’s Sensing Stone Allergies 4 Alaric’s Mask of Protection Atraitatic Disease Carrier Integumentary d10 Item Trait/Function 1 Asadour’s Arid Coat Atypical Sweat 2–6 Spell: Color Flesh Color Difference (Skin) 7 Noomi’s Marvelous Makeup Color Difference (Face) 8–10 Yandel’s Restorative Salve Rash (Body) Muscular & Skeletal d100 Item Trait/Function 1–3 Gtaar’s Bracers of Tranquility Cramps 4–6 Tori Valen's Brace of Movement Difference (Neck & Back) 7 Xavcraes's Glove of the Wolf Difference (Skeletal) 8 Britt Boo's Armor of Stability Flexibility (Skeletal) 9–11 Rivka's Shielding Rings Hypermobility 12–17 Spirits of Autumn Pain (Skeletal) 18–20 Platinum Ring Splints of Sure Fingers Skeletal Flexibility Neurological 1d4 Neurological Item Table 1–3 Frequent Items 4 Infrequent Items Frequent Items d100 Item Trait/Function 1–2 Heatherynn’s Speaking Spellbook Apraxia 3–4 Durstain's Bracers of Equilibrium Dizziness 5–14 Reyab’s Potion of Circulation Fainting 15–24 Kailin Bertolegin's Potion of Vitality Fatigue 25–34 Tove's Tonic of Temperature Fever 35–36 Aleksei’s Obedient Gauntlet Fine Motor Control Loss 37–38 Octavia’s Arthropodal Arms Gross Motor Control Loss 39–40 Almasa’s Breastplate of Breathing Hiccups 41–42 SJ's Spoon of Advocacy Numbness or Speech Impediment 43–52 Veralynn's Soothing Salve Pain (Nervous) 53–54 Herne's Handy Hookah Pain, Baseless Emotion 55–64 Tisqaad’s Dulling Dollop Paresthesia & Phantom Pain 65–66 Karros the Kind's Chewelry of Repose Sensory Processing Difference 67–68 Luka's Headband of Silence Sense Processing Difference 69–78 Mark’s Panic Potion Baseless Emotion 79–80 Mavroddec's Spectacles of Sound Sense Processing Difference 81–82 Muffs of Mercy Sensory Processing Difference 83–84 Sabele's Soothing Blanket Sensory Processing Difference; Sleep Disruptions 85–86 Doc Blue’s Peaceful Sleep Mask Sleep Disruptions 87–88 Daniel's Mantle of Autistica Social Interaction Difference 89–98 Lozenge of Vocal Relaxation Tremors 99–100 Phyllis's Ear Cuff of Grounding Vertigo Infrequent d100 Item Trait/Function 1–14 Jank Tank Aphantasia 15–16 Kristin’s Tome of Visual History Aphantasia 17–30 Vynlanesh's Golem Armor Asomatognosia 31–44 Adriana's Compression Socks of Balance Dizziness 45–58 L'arcenciel's Stimulating Scarf Repetitive Movement 59–72 Ianosuke’s Ring of Stillness Seizures 73–86 Cadfael's Pressure Armor Sensory Processing Difference 87–100 Brak Songsteel's Armor of Agility Weight Fluctuation Sensory d20 Sense 1–8 Ear & Hearing 9–19 Eye & Vision 20 Nose Ear & Hearing d100 Item Trait/Function 1–2 Detachable Ear Diverse Ear Shape (Ears) 3–22 Potion of Assonance Diplacusis 23–24 Juanita’s Wonderful Wind Plugs Discharge (Ears) 25–34 Candace’s Ears of Hearing Hearing Loss 35–44 Kronaxx's Lenses of Language Hearing Loss 45–54 Ear of Translation Hearing Loss/Prosthetic Ear 55–64 Houlroyd's Ear of Focus Hearing Loss/Prosthetic Ear 65–74 Ulfgard's Ear of Intention Detection Hearing Loss/Prosthetic Ear 75–84 Wren's Ear of Memory Hearing Loss/Prosthetic Ear 85–94 CO Yucca's Potion of Deafness Hyperacusis 95–100 No-Sweat-Band Tinnitus Eye & Vision 1d4 Vision Item Table 1–3 Frequent Items 4 Infrequent Items Frequent Items d100 Item Trait/Function 1–7 Husevåg's Lenses of Land Aquatic Vision 8–14 Marrh's Mindful Marker Blindness 15–21 Orrelious' Quill of Relief Writing Blindness 22–28 Soltan's Gloves of Seeing Touch Blindness 29–35 Shades of Life's Hues Colorblindness 36–42 Eridanis's Spectacles of Proximity Microvision 43–49 Echo Summer's Estuary Circlet Moisture Deficiency 50–56 Spell: Zaganna's Lightvision Photosensitivity 57–63 Earl's Eye of Alternate Sight Prosthetic Eye 64–70 Edmund's Eye of Uncovering Prosthetic Eye 71–77 Flamewell's Eye of Pairs Prosthetic Eye 78–84 Ossified Ozzy's Oracular Opticon Prosthetic Eye 85–91 Eldanar's Clairvoyant Orb Refractive Difference 92–100 Brigid's Flash Bomb Thermal Vision Infrequent Items d100 Item Trait/Function 1–10 Amelia’s Depth Perception Blindness 11–17 Connor's Circlet of Clairvoyance Blindness 18 GleamForth Wayfinder Blindness 19–28 Heirloom Blade Blindness 29–38 Rashida Robinson-Terrell's Headband of Enemy Detection Blindness 39–45 Valentine's Hood of the Bat Cataract, Blindness 46–52 Hein Ye’s Band of Omnivision Involuntary Eye Movement 53–59 Mal's Crown of Projection Palinopsia 60–69 Husevåg's Lenses of Fortitude Finding Photosensitivity 70–72 Hamad's Mirror Maze Prosthetic Eye 73–80 Kai's Lenses of Seeing Refractive Difference 81–90 Frongo's Displacer Lenses Spatial Neglect 91–100 Rishao's Refractory Reflector Synesthesia Nose d10 Item Trait/Function 1–4 Adsiz’s Olfactory Optics Anosmia 5 Jo’s Purifying Bottle Hypersensitive Smell 6–10 Cirina’s Potion of Pressure Nasal Echo Service Animals Accessories d12 Item 1–8 Drewniak's Collar of Summoning 9–11 Lex's Collar of Invisibility 12 Nightdove's Harness of the Sky Appendix 6: FAQ * Some of these don’t seem like disabilities. Why are they included? * That’s true. They’re not disabilities. They’re traits of disabilities or other experiences, and most disabilities have multiple traits. If you want more traits for your character, feel free to add more, and GMs are encouraged to change any of the tables or descriptions in this book to work better for their table. * Why did you categorize (X trait) in a certain category? It’s technically…. * As stated from the beginning, this book isn’t a medical journal, nor does it claim any kind of real-world accuracy. Choices were made for the sake of gameplay or due to many traits fitting multiple categories. Feel free to adjust the tables and categories for your own setting or experience. * You missed one or more aspects of (X trait). * While that’s entirely possible, note that, even though some of the traits are named after specific diagnoses, the listed trait may represent part of that diagnosis, and the rest of it is divided into other traits, usually listed as, “If you have multiple traits, you may choose….” * I wish you’d included trait clusters of common diagnoses. * We used the Real-world Examples for this purpose. Adding more sidebars or an appendix with these listings would have drastically increased the page count of an already large book. We also wanted to make a point of being as representative as possible, not diminishing rare conditions. That said, we hope to publish articles on our website in the future with some of these experiences, both common and rare. Email subscribers will get notifications of these and other supplemental material. * You don’t know what (X trait) is like. You should’ve described it as…and/or given it…game effects. * You’re probably right. I welcome feedback and am willing to take suggestions which may lead to published errata in the future, but note that everyone’s experience is different, so you may experience it differently than others with the same trait. It’s difficult or impossible to exactly match everyone’s experience with a single game mechanic, and you’re encouraged to change it at your table. * Why did you use Constitution for maintaining focus? * We based maintaining focus on the concentration mechanic in the Basic Rules, which requires a Constitution saving throw when taking damage. Wisdom is usually used for awareness and to resist urges, such as the urge to flee when frightened. Appendix 7: Sample Characters (Insert NPCs here) Horror of the Shade What’s Next? In the future, Wyrmworks Publishing will be releasing more resources to help you implement accessibility and inclusion in your game, a collection of disabled miniatures and accompanying adventures, supplemental blog posts, and the Gaining Advantage show in addition to other projects that help you make your life and others’ lives better through tabletop roleplaying games (TTRPGs). Go to our website, wyrmworkspublishing.com, and sign up for our mailing list so you don’t miss any of that, including free resources and discounts, or sign up for our Patreon to get even more resources and exclusive opportunities. Acknowledgements This project is an act of love and dedication by so many people. I will be thankful to each of you for the rest of my life, and you will always hold a special place in my heart for putting yours into this project to make it a reality. You each make lives better, starting with mine. Wordsmiths Dale Critchley (Owner, Wyrmworks Publishing) Primary author of Limitless Heroics, Dale Critchley is the owner, lead writer, and chief tea drinker at Wyrmworks Publishing. He’s been playing tabletop roleplaying games since 1982 and launched Wyrmworks Publishing as a hobby in 2000 to share his homebrew resources with the world. In 2021, after seeing the power that a TTRPG group can have to change participants’ lives for the better, he rededicated Wyrmworks Publishing to focus on using TTRPGs as a tool for change and turned a hobby into a full-time pursuit. Beth the Bard, Layout Editor Beth the Bard is the author of "She is the Ancient: A Genderbent Curse of Strahd" guidebook, now a Platinum best-seller on DMs Guild. She's also a general TTRPG writer, graphic designer, and professional dungeon master. Joie Martin, Cover Layout and Consultation Joie Martin owns Drowning Moon Studios, a roleplaying-game publisher that has produced over a dozen titles and two anthologies since being founded in 2017. They have been writing, developing, editing, and doing layout and graphic design for tabletop and live action roleplaying games since 1996. Beyond roleplaying games, Joie has produced content for a variety of markets, including ARGs, interactive theater, and immersive experiences. They have been a key speaker on panels about roleplaying game design at events such as DragonCon, MomoCon, and Metatopia, and was Head Judge for the 2020 IDGN Indie Groundbreaker Awards. Melissa Critchley, Sensitivity Consultant Melissa Critchley, MA, lives with multiple disabilities. She has worked in the disability field for over 15 years and holds a graduate level certificate in Disability Policy and Services from the University of Minnesota in addition to her interdisciplinary master’s degree. She also recently completed an advanced certificate in Equity and Diversity and is an advocate for social justice and equitable societal change. Melissa has played quite a few tabletop RPG games through the decades which include Shadowrun, BESM, D20 Modern, Mutants and Masterminds, and Star Wars. However, until we were confined to our homes during Covid quarantines, Melissa hated D&D. A good friend invited her to play over Discord, and despite her objections, convinced her that she "never had him as a DM." It didn't take long before she changed her mind about D&D, and it's now her favorite game. Naomi Hazlett, Sensitivity Consultant & Copy Editor Naomi Hazlett, Bsc., MScOT, OT Reg. (Ont.) is a writer, editor, and occupational therapist with chronic pain. She is neurodivergent, queer, and lives with chronic pain and mental illness. Her work has most recently focused on social accountability, diversity, and inclusion in occupational therapy and gaming, including the adoption of a critical disability lens. Naomi has played and run TRPGs for over 20 years; she has worked with organizations including Level Up Gaming, BALANCE for Blind Adults, and LOFT Community Services to run accessible TRPGs, and consults for D&DBeyond. Naomi has multiple publications in academic journals, magazines, blogs, and poetry collections, and is currently the Managing Editor of the Canadian Association of Occupational Therapists’ national magazine, Occupational Therapy Now. She can be found online at @naomi_hazlett or can be reached at naomi.hazlett@gmail.com. Simone Arnold, Sensitivity Consultant & Character Creator Simone Arnold, MA, Certified Geek Therapist, is a neurodivergent, queer clinical mental health counselor in the state of Vermont. They have been working in the mental health field since 2013 across a variety of settings including as a crisis clinician and currently as a counselor at a designated agency. Through this they’ve had the opportunity to work with people across the disability spectrum. They are also establishing their own private practice that is queer friendly with a special focus on ADHD and Autism. Simone has been gaming since 2012 and has had the opportunity to play across an array of systems including D&D fifth edition, Pathfinder, Dread, Thirsty Sword Lesbians, Call of Cthulhu and more. Matthew Rickmon, Sensitivity Consultant & Character Creator Matthew Rickmon, Certified Therapeutic Game Master, owns Tabletop For Growth (IG, Twitter), a business dedicated to helping people learn interpersonal skills and develop core values through interactive tabletop games. Matthew has a Bachelor of Science in psychology and a Master of Divinity with a focus in pastoral counseling. He is a Certified Therapeutic Game Master and Certified Geek Specialist through Geek Therapeutics. He lives with multiple chronic illnesses: Crohn’s Disease, Irritable Bowel, and Psoriasis. He also strongly suspects he is neurodivergent. Matthew has been writing stories and running in-person and live-streamed tabletop roleplaying games from his home in California since 2019. Beyond running roleplaying games, he maintains a strong partnership with The Erika Legacy Foundation, a mental health awareness and suicide prevention non-profit in Canada. Painting and writing tend to take up his free time when he’s not being yelled at by his cat, Mr. Fox, for more pets. Theo Kogod, Adventure Writer Theo Kogod is a genderfluid writer, editor, educator, and activist. Diagnosed with dyslexia and ADHD, Theo learned to read at the age of ten, then attempted writing their first novel a year later. They have written for numerous publications, including the websites CBR, Screen Rant, The Gamer, and The Comics Vault, as well as the podcast Enter the Fanboy. In 2014, Theo helped found the magazine 3 Feet Left as its Resident Writer. Their fiction has been published in Diabolical Plots, Starward Shadows, and the cli-fi anthology A Flash of Silver Green: Stories of the Nature of Cities 2099, among other places. They are a lifelong storyteller and nerd who has been running D&D and other tabletop RPGs for over 15 years. You can find them at @TKogod. Brittney Hay, Service Animals Writer Brittney Hay is a non-binary ENNIE-nominated bestselling TTRPG writer and creator. They are a full-time geeky nerd mom who enjoys reading, cooking and all things nerdy. Amy Weisner Amy Weisner is a second year occupational therapy student at the University of Toronto. She has been playing TTRPGs for the past five years, including D&D 5e, Call of Cthulhu, and most recently the Avatar TTRPG. She has a degree in Child and Youth Care, and has worked in many settings and roles including community outreach and within the school systems. Through her experience, she has worked with individuals from all walks of life, including people from across the spectrum of disability and mental health. Amy is a passionate advocate, with experience presenting on social justice issues and advocating for clients. She has most recently begun a fieldwork placement with OT Naomi Hazlett at Level Up Gaming, assisting with running therapeutic TTRPGs for neurodiverse young adults and working on projects to make TTRPGs more accessible. Artists Kalman Andrasofszky, Deluxe Character Artist Kalman Andrasofszky (Insta) is a freelance illustrator, comic book artist, writer, and educator in Toronto, a longtime member of the R.A.I.D. Studio, and newly diagnosed with ADHD. In 20+ years as a creative professional, Kalman has worked with many clients such as Marvel Entertainment, DC Comics, Wizards of the Coast, Shaftesbury Films, UNESCO, Portfolio Entertainment, and TekSavvy, among others, creating content for such brands as X-Men, Avengers, Batman, Star Wars, Dungeons & Dragons, Murdoch Mysteries, and PG: Psycho Goreman. Kalman reinvigorated the classic Canadian superhero property Captain Canuck by both rebooting and adding many new concepts and characters to significantly expand the scope of the brand into a dynamic sci-fi shared universe. When not writing and drawing too many things at once, Kalman can be found retro-gaming on his vintage SEGA Genesis system. Additional Artists * Dana Braga (Cover Artist) * ArtificialJealousy * Dot Valledor * Erin Z. Anderson * Four-Horns * Maia Scott * Hefestus Cave * Hekellion * Jason Sherlin * Joseph Bielenberg * Lucy Smart * Luca Ippoliti * Pepoq We also used some stock art as follows: * Some artwork © Grim Press, used with permission. All rights reserved. Stock art by Bob Greyvenstein. * Some artwork copyright Kii W - https://twitter.com/kiichan - used with permission. Content Consultants Only so much research can be done on this topic via medical documentation. Disabled people are people, and disability is a personal experience. So, I have to thank those who shared a personal part of them with me so I could share their experiences with you so that we all may understand each other better. Exceeding thanks to my disability consultants, some of whom are listed below. I’m also thankful to over 900 backers who looked at the manuscript draft to check it against their experiences. (Many of those who contributed to this book are not listed either by request or due to the informality of their involvement, casual conversations that weren’t as involved as those listed here but were invaluable nonetheless even when the feedback was as simple as, “Yes! This is exactly my experience!”) Blind Temple [Footnote/Sidebar: Blind Temple https://twitter.com/BlindTemple needs a kidney. Since you’re reading this, take a moment, reach around and check your lower back for a “Hero Scar.” If you don’t have one yet, you probably have 2 kidneys. You only need 1. Whoever donates a kidney to Blind Temple gets adapted into a major hero in one of our future products, because the real world needs heroes, too!] AgentA1cr Anna Pz Arkylie Killingstad Arla Meru Nijenhuis Candace Hoeckley Casse Redus Dorian Clark Ethan Spence Faywilds System Gary Zarbock Heather Thomas Hope Grant Jade Baurley Jadis Antonia Smith Jeffery Wright Jeremy Patrick Jerome van Leeuwen Jess Butt LordReverend TonyNewton Marja Erwin Marya Clare Predko Brown MicroBioDM Niles McCrystal Oliver J. Lees puck glass RK McGinnis Roan Shaffer Ryza Wood Sarah French Sarah R. Gaines Sarah Stanton Sebastian Yūe Tom Howey Xzan Prosthetics Consultant Ash Marxhausen Service Animal Consultants * Forge Ahead: A Party To Access * Rina Amaranthine For more personal Disability & RPG stories or to share yours, check out our Gaining Advantage Show. The show is available as an audio podcast and manually captioned YouTube series. More Thanks * To my wife, Teresa, & our kids for supporting this project and believing in me. You show me the power of love every day. * To my home game players — you wouldn’t know rails if you tripped over them, but you help me remember why I do this. * To our patrons. When I felt like giving up, your support assured me that this project was needed. * To everyone who subscribed to the Dragon’s Hoard Email Group, backed the project, told their friends, plugged on their shows & websites, retweeted, cross-promoted, interviewed, and shared. You helped us make this the best resource we possibly could so we can all make others’ lives better. * To the pioneers of disability representation in TTRPG who inspired this work, including (but by no means limited to) Jennifer Kretchmer, Sara Thompson, Elsa Sjunneson, Fay Onyx, and the DnD Disability team. Your work showed me that now is the time for this work to be done. Other Resources We have a growing list of other disability, neurodiversity, and mental health related TTRPG resources at wyrmworkspublishing.com/resources/ Legal Copyright and Usage Notice of Open Gaming Content: The names and descriptions of traits, assistive devices, creatures, service animals, and all tables in this document are Open Game Content except for the portions specifically declared as Product Identity and the text of the Open Gaming License. Notice of Product Identity: Product identity includes adventure text except creatures, artwork, logos, symbols, designs, depictions, illustrations, maps and cartography, likenesses, and other graphics, unless specifically identified as Open Game Content. Open Gaming License Permission to copy, modify and distribute this document is granted solely through the use of the Open Gaming License, Version 1.0a. The contents of this document are Open Game Content as described in Section 1(d) of the License. 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Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15. COPYRIGHT NOTICE Open Game License v 1.0 © 2000, Wizards of the Coast, Inc. Limitless Heroics ©2022 Wyrmworks Publishing; Primary Author Dale Critchley