Disabled and neurodivergent D&D character ideas
You’ll have to ask your DM before you use some of these, as they have a few differences in how they play. I’ve tried to balance them out so there are equal disadvantages and benefits, and make them competent and able adventurers.
• wheelchair user or amputee: they should have the guild artisan background with a proficiency in tinker’s tools, so that they can make themselves a cool prosthetic or a souped-up wheelchair. You can decide specifically what you want the prosthetic or wheelchair’s capabilities to be (ex. Wheelchair user has a base speed of 20ft but a certain number of times per long rest it can turbo boost 75ft and they cannot move through difficult terrain without assistance, or using their boost. The user has disadvantage on dex saves but advantage against being knocked prone, and they cannot move when they use their action to make an attack with two hands until the next turn. A character with a prosthetic hand has disadvantage on dex checks using the hand but advantage on strength with it as well as one casting of burning hands with it per long rest. An unarmed strike using the hand causes 1d8 bludgeoning.)
•PTSD or other disorders that include triggers: when the character encounters their trigger, they must make a wisdom saving throw (set the DC based on how severe the trigger is) or be paralyzed for one round. They have advantage on all other saving throws against fear. During a long rest, roll a d20. On a 1, they suffer one level of exhaustion from nightmares.
•Bipolar disorder, or other disorders including mood swings: at the beginning of each day, roll a d20. On a low roll, the character is depressed for one day, and on a high roll, they are manic. On a 1, they suffer one level of exhaustion and take 1d10 psychic damage. On a 2, they take 1d8 psychic damage. On a 3, they take 1d6, and on a 4, they take 1d4. On a 20, they gain 1d10 temporary hit points and gain 2 rages, equivalent to those of a first level barbarian. On a 19, they gain 1d8, on an 18 they gain 1d6, and on a 17 they gain 1d4.
•depression: at the beginning of each day, roll a d20. On a 1, suffer one level of exhaustion and take 1d10 psychic damage. On a 2, take 1d8 psychic damage. On a 3, take 1d6, and on a 4, take 1d4. They have advantage against being frightened, charmed, or intimidated due to apathy. They have disadvantage on charisma checks and a -2 to initiative.
•autism spectrum disorders: a character with autism has disadvantage on charisma checks, but advantage on saves against being charmed, frightened, intimidated, or confused. They have a number of special interests equal to ½ their level (min 1, max 4). They have disadvantage on intelligence checks for knowledge about social ettiquette, societal structure, etc, but advantage on intelligence checks about their special interests. If a creature has a wisdom score of less than 11, that creature has a hard time understanding them when they try to convey complex ideas, due to their unique thought processes.
•Deaf/HoH: a character that is Deaf or Hard of Hearing can speak any languages granted to them by their race/class/background, but successfully understanding them requires a DC 5 wisdom save, or DC 10 if they are in a loud environment, due to the slightly garbled nature of their speech. They either have disadvantage on or automatically fail perception checks made to listen, depending on the severity of their hearing impairment, but have advantage on perception checks to spot. They are resistant to thunder damage, and are not affected by (or have advantage against, again depending on severity) spells that require the target to hear the caster. They have disadvantage on stealth because they cannot hear themselves. These effects are negated if they are sharing senses with a familiar that is sharing their space.
•Blindness: a blind character has 30 ft blindsight and advantage on perception checks to listen, due to their keen ears. Rather than having to see a creature to target them with a spell or attack, they must be able to hear them, as well as have line of sight if the attack travels in a straight line. They are immune to fear and intimidation effects if the cause is something that must be seen, such as a frightening monster or a fearsome display of strength. Their speed is reduced by 10 and they cannot move through difficult terrain. They have disadvantage on dex saves to dodge spell effects and their AC is lowered by 2 when they are suprised. These effects are negated if they are sharing senses with a familiar or similar that is sharing their space.