Paranoid (5e Feat)
From D&D Wiki
Prerequisites: Dexterity 14 or higher, Hyper alert and alert feat
You have become so paranoid from your ally's lack of initiative and learned to always keep your eyes on that damn thief.
- You gain a plus 5 to initiative.
- Everyone has disadvantage on sleight of hand checks against you.
- Any allies that are a rogue class have disadvantage against charming you.