My current thoughts on flaws,
@Faolyn:
The Beast: Slowly turns you into a Werebeast. The tier 1 flaw of the werebeast is:
When you assume Hybrid form (which gives you big combat benefits for unarmed fighting) you must make a Wisdom Save every round with an escalating DC or lose control. If you lose control you -must- attack nearby NPCs prioritizing those that are helpless. If you aren't within a move action of NPCs you must dash on your turn to try and catch them. If you attack an NPC with your action, you must also use your bonus action to claw or bite as a follow-up attack.
If you transform under the Full Moon you -automatically- fail your saving throw.
Tier 2: Silver Vulnerability
Tier 3: Disadvantage to Intelligence ability and skill checks. DM can say "You don't remember" something important from your recent memory. Lost in the change.
Tier 4: If you can see, hear, or smell a helpless creature you have disadvantage to Wisdom Saving Throws. You have to make a Wisdom Save immediately to not rush over in hybrid form to kill and eat them. If you kill while in Hybrid form, for any reason, you become trapped in Hybrid Form 'til the next dawn.
The Dweller: Turns you into an Aberration. The tier 1 flaw of the aberrant one is:
Every time you take a long rest, roll percentile dice to see which mutation you wind up with. Some of them are beneficial, like becoming immune to grapple/restrain. But almost all of them are significant penalties like disadvantage to dex saves, no reactions, can't speak more than 1 word sentences, or movement speed penalties. And all of them are tied to horrific mutations that you have to try and hide.
Tier 2: Your hideous true form asserts itself whenever you attempt to concentrate on a spell, fall unconscious, enter hallowed ground, or choose to reveal yourself. In times of stress, the DM can call for a Con Save to avoid reverting to your horrible otherworldly form.
Tier 3: Whenever you roll a 1, 2, or 3 on a saving throw you revert to your horrible otherworldly form.
Tier 4: Whenever you fail a save, roll on the Unstable Mutation table. If the new mutation is lower, you gain it in place of the one you rolled at the end of your last long rest. (The lowest rolls on the percentiles are the worst)
The Witch: Turns you into a Fey creature. The tier 1 flaw of the fey is:
You have disadvantage on Death Saving Throws as the Witch tries to drag your dying soul out of your body.
Tier 2: Deliver a Treasure or Tribute to the Witch on the Summer and Winter Solstice. Fail, and you're dragged to her realm, living, for no less than 100 years or until you strike a bargain with the Witch to return early.
Tier 3: You become bound by your words. Any time you make a promise, or even assert intention to accomplish a task, you must complete it. Failure to do so means you lose all your Fey Benefits and retain flaws until you tithe an extra tribute to the Witch.
Tier 4: Cold Vulnerability in the Summer, Fire Vulnerability in the Winter, and if you're struck by that damage type it also reduces your maximum HP by the value rolled. (So if someone hits you for 10 you take 20 damage and max HP drops by 10).
The Serpent: Turns you into a Vampire. The tier 1 flaw of the vampire is:
You cannot enter a dwelling without invitation, if you enter against your will (dragged, teleported, whatever) without permission you take 1d10 Psychic Damage per turn you are inside the house. Disadvantage to attacks and ability checks in Sunlight, and you must feed on blood once every 7 days at least with your Tier 1 fang boon.
Tier 2: Your hideous true form asserts itself whenever you attempt to concentrate on a spell, fall unconscious, enter hallowed ground, or choose to reveal yourself. In times of stress, the DM can call for a Con Save to avoid reverting to your horrible undead form.
Tier 3: 1d10 acid damage if you touch running water. 1d10 Radiant damage from direct sunlight. Feed every 3 days.
Tier 4: If you get Critically Hit by a Wooden or Silvered Weapon while you have less than 50hp you become Paralyzed for 1 hour or until the weapon is removed from your heart. No saving throw.
The Weaver: Turns you into a Specter. The tier 1 flaw of the specter is:
Disadvantage on Death saves as your grip on reality loosens. At DM's discretion you become a Specter or Ghost when you die.
Tier 2: Your hideous true form asserts itself whenever you attempt to concentrate on a spell, fall unconscious, enter hallowed ground, or choose to reveal yourself. In times of stress, the DM can call for a Con Save to avoid reverting to your horrible undead form.
Tier 3: Disadvantage on Intelligence Ability and Skill Checks, DM can say "You don't remember" something important from your recent memory. Lost to the ghost.
Tier 4: When you roll a natural 1 on any Saving Throw you take 1d6 damage per 2 levels as the grave tries to pull you away. If you die, only a Wish or True Resurrection can restore you as your body dissipates into ectoplasm.
The Tempest: Turns you into an Elemental. The tier 1 flaw of the elemental is:
You have disadvantage on Death Saving Throws as the Tempest tries to drag your dying soul out of your body.
Tier 2: Your hideous true form asserts itself whenever you attempt to concentrate on a spell, fall unconscious, enter hallowed ground, or choose to reveal yourself. In times of stress, the DM can call for a Con Save to avoid reverting to your elemental form.
Tier 3: If you complete a rest within a city or place of Civilization you cannot expend hit dice, recover hit dice, or lose any levels of exhaustion.
Tier 4: When you roll a natural 1 on any Saving Throw you take 1d6 damage per 2 levels as the Tempest tries to pull you away. If you die, only the Wish or True Resurrection spells can restore you as your body becomes wind.
The Mountain: Does not Care.
The Flower: Does not Curse.