Blind Luck Image

Blindness has run in your family, but not usually bad luck. That is, until your parents tangoed with some cultists and, having bit off more than they could chew with little baby you in tow, fled. The commotion caught a bored Tymora’s attention. With a roll of her dice, Lady Luck changed your family’s fortune forever.

You have been touched by chaos.

Particularly disastrous for those who deal in magic, this touch of chaos affects your life in myriad ways. Perhaps spells are ever unpredictable and often go comically (or fatally) awry; or you're plagued by inopportune clumsiness; or maybe you’ve always been a danger magnet. The unpredictable nature of your circumstances has left you with a healthy respect for surprises. Caution is your most toned muscle. As a result, you are keenly aware of your surroundings and have excellent problem solving skills. While you cannot see through your eyes, you have heightened senses of smell, taste, touch, and are sensitive to sounds and vibrations.

Whether out of concern for yourself or others, you strive to avoid another large accident and to keep a lid on the chaos. The abilities known as Blindsight and Tremorsense are a boon in your endeavors.

 
Skill Proficiencies: (pick two): Insight, Perception, Survival, Investigation, or Medicine
Tool Proficiencies: You are proficient in the use of a staff that can be used as a walking stick OR a clicking device that can be used for echolocation, herbalism kits or alchemist’s supplies.
Languages: You are fluent in speaking up to three languages of your choice, but unless the script is embossed or otherwise raised, you cannot read or write in any language.
Equipment: You start with a staff/walking stick OR a clicking device for echolocation, one set of common OR fine clothes, a stress-relieving trinket of the player’s choice, a pouch containing 10GP, and either alchemist’s supplies OR an herbalism kit.
 
Feature: Blindsight, Tremorsense, Controlled Chaos, Wild Surge

Blindsight

Blindsight allows a creature to perceive their surroundings within a specific radius as well as a sighted creature by utilizing their other senses.

  • At level 1 your sense of hearing has a radius of 60ft.
  • At level 1 your sense of smell has a radius of 30 ft.
  • These ranges increase in increments of 15ft at levels 5, 10, 15, and 20.
  • Regardless of level, touch and taste have a range of 5ft.

 

Tremorsense

Tremorsense allow a creature to detect and pinpoint the source of vibrations within a specific radius.

  • The source/target of the vibrations must be connected to the same ground or surface as the creature
  • This skill does not work on detection of flying or incorporeal targets.
  • At level 1, Tremorsense has a radius of 30ft. This increases in increments of 15ft at levels 5, 10, 15, and 20.

 

Wild Surge

The Lady has rolled her dice, and so have you: whenever you roll a natural 1, you must roll for an effect, buff, condition, or outcome from a wild surge table approved by your GM.

 

Controlled Chaos

  • unlocked when taking 5th level in this class

Your life is a series of surprises. You have learned to roll with the punches – more or less. At the end of a short OR long rest, you must roll on the Controlled Chaos Table to determine a buff or effect. The rolled buff or effect will be in place until the next short or long rest taken.

  • Each effect should cause you to gain a temporary personality trait, physical feature, or, ah, fun quirk.
  • Each buff should come with a catch or downside.
  • The contents of the Controlled Chaos Table are decided by working with your GM.
 
Suggested Characteristics

General:

  • Walking speed in rough terrain is ¼ normal walking speed. You have no disadvantage to stealth checks in rough terrain due to slower walking speed.
  • Unhindered by Darkness and Invisibility.
  • Immune to Blinded Condition.

Checks & Saving Throws

  • Automatically fails checks and saving throws relying solely on sight.
  • Disadvantage on investigation checks that rely primarily on sight/minimally on hearing, touch, etc.
  • Permanent Advantage on Perception checks that do not rely on sight, or that rely specifically on hearing, smell, taste, or touch (within reach of 5ft for the latter two).
  • Advantage when rolling against visual Intimidation, Deception, etc.
  • Advantage on Insight checks if target is within 5ft of the creature AND the creature’s heartbeat can be felt. No advantage if target is more than 5ft away AND/OR the target has no detectable heartbeat (i.e. undead, incorporeal).
  • Proficiency in all Wisdom-based skill checks and saving throws.

Combat

  • Vulnerable to sound-based attacks.
  • Stunned by Deafened Condition.
  • Disadvantage on all attack rolls when Deafened. All attack rolls against the creature are at advantage.
  • Disadvantage to all ranged attacks/spells beyond maximum radius of Blindsight and Tremorsense.
  • No penalty to general attack, spell, damage, and defense rolls.
  • Advantage on dodge rolls and dexterity saving throws when attacker is within melee range.
 

Previous Versions

Name Date Modified Views Adds Version Actions
9/14/2020 5:44:11 AM
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Blind Luck Image

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