Utilize the stress mechanic as a basis for the disorder with penalties that apply similarly. At five stress points, the hero has a meltdown and can only stim and make Wisdom saves. Stimming will give the hero an advantage on their next save.
At the start of each long rest, make a Wisdom saving throw. On a success, stress is reduced by 1 point. On a fail, stress is maintained if they fail by several points less than or equal to their proficiency modifier. Any less than that, and they gain another point of stress. Stress can also be reduced by spending a short rest stimming or doing other self-care techniques, which will prompt a wisdom-saving throw that can only either maintain or reduce stress, not increase it. A natural 20 removes two stress points. A natural 1 adds two. Stimming or other self-care activities before the long-rest wisdom-saving throw will give the hero an advantage.
Additionally, choose two items from the following traits as suit your character (other characteristics can be invented and added at DM discretion):
-Difficulty with tonal/volume/facial expression modulation: disadvantage on charisma checks with characters you haven’t interacted with before.
-Sensory processing disorder: The hero may utilize the advantage on perception checks but must make a Wisdom saving throw to keep from taking one stress point. The hero must also make a wisdom saving throws against overwhelming sensory stimulation (DM discretion) or add another stress point.
-Special interest: Choose a subject (subject to DM approval). Your hero has an advantage on all knowledge checks related to that subject.
-Difficulty reading people: The hero has a disadvantage on insight checks against other sentient beings.
-Alexithymia: The hero has a disadvantage on charisma saving throws whenever they have 1+ points of stress.
When you take this disability, you may take an additional feat or give a +1 to two ability scores or a +2 to one ability score.
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