Dyspraxia Image

Dyspraxia, also known as developmental co-ordination disorder (DCD), is a common disorder that affects your movement and co-ordination. Dyspraxia does not affect your intelligence, but it may make daily life more difficult for you.

Dyspraxia affects people in different ways so I have made the following options that seem to fit the disability. However if the dm allows this optional feat they may allow you to make up your own disadvantages as you see fit. Since this feat is a disability it should be available at character creation without sacrificing anything and there are no prerequisites. 

Choose 1-3 disadvantages (or roll a d8 for each)

  1. Disadvantage on dexterity saves
  2. Disadvantage on slight of hand checks
  3. Disadvantage on stealth checks
  4. Disadvantage on persuasion checks
  5. It takes you twice as long to don and doff armour.
  6. A full action is required to draw a weapon unless you suceed a slight of hand check at disadvantage.
  7. Disadvantage with weapon attacks using dexterity unless you suceed a slight of hand check.
  8. When traveling through difficult terrain make a survival check or otherwise lose 5 ft of moving tripping. If you roll a 1 fall prone.

Often people develop coping mechanisms with disabilites that mean they are better equipt for certain situations. The coping mechanisms line up with the disadvantages and would be the recomended to pick the corresponding options. E.g. if you pick disadvantage 1 then have coping mechanism 1.

Choose 1 coping mechanism for each disadvantage you have. (Or roll a d8 for each)

  1. When you fail a dexterity save, as a reaction you can take half damage.
  2. You gain proficiency slight of hand.
  3. You gain proficiency in stealth checks.
  4. You gain proficiency in persuasion.
  5. Donning and doffing armour takes 3/4 the time with a sucessful slight of hand check.
  6. As a reaction if you succeed in a slight of hand check you can make an attack when drawing your weapon. 
  7. Weapon attacks using dexterity use double proficiency if you are proficient with the weapon.
  8. If a non-magical effect would cause you to trip or fall prone then as a reaction spend 10ft of movent to catch yourself and move to an unoccupied position within 10ft, preventing the trip and not going prone.

The above options can forgone as they may make the game less enjoble. The following traits can be gained for rp purposes only and can be taken in additon to or without the above options. Pick any number (or roll a d8):

  1. You are clumsy in your movements, tripping occasionally but catching yourself or nearly dropping items.
  2. Anybody trying to read your handwriting including yourself will struggle to read it.
  3. You take a bit longer to interpret what people are saying or get your point across but ultimately do in the end.
  4. When throwing or catching for leisure you will fumble often. This does not affect combat.
  5. Focusing on more than one thing at once is difficult so you will do tasks one at a time or get frustrated but ultimately complete tasks with mutliple steps.
  6. You fidget a lot.
  7. You are a terrible planner and often just wing it or make a plan but struggle to follow it.
  8. You are socially awkward and often lack confidence.
Dyspraxia Image

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