You have been blind since birth. As a result, your other senses have become highly refined and sensitive. With this background, your ability to perceive the world around you through sound, smell, taste, touch, and detecting vibrations is excellent. You have developed the ability known as Blindsight.
- Skill Proficiencies: (Pick One): Perception, Insight, Survival, Investigation, or Medicine
- Tool Proficiencies: You are proficient in use of a staff that can be used as a walking stick OR a clicking device that can be used for echolocation.
- Languages: You are fluent in speaking up to two languages of your choice, but you cannot read or write in any language.
- Equipment: You start with a staff/walking stick OR a clicking device for echolocation, a set of common clothes, a trinket of the players choice, and a pouch containing 10 GP.
Feature: Blindsight and Pushing the Limits
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 60 ft.
- At level 1 your sense of smell has a radius of 30 ft.
- These each increase by 15 ft. at levels 5, 10, 15, and 20.
- The ranges for sense of touch and taste stay 5 ft., regardless of level.
Pushing the Limits: As an action, a creature with Blindsight can concentrate and Push the Limits, increasing the radius of each of their senses by 30 ft. for a number of rounds equal to their Wisdom modifier.- This ability can be used once every short rest.
- If the creature loses concentration due to interruption from an outside source, the benefits of the skill end, and the creature takes a point of Exhaustion.
Suggested Characteristics
- Walking speed in rough terrain is 1/4 normal walking speed. No disadvantage to stealth checks in rough terrain due to slower walking speed.
- Unhindered by Darkness, Invisibility within blindsight range, and sight illusion spells.
Checks & Saving Throws:
- Permanent advantage on perception checks that rely specifically on hearing, smell, taste, or touch (within reach of 5 ft. for taste and touch).
- Automatically fails checks and saving throws that rely solely on sight.
- Permanent -2 penalty to stealth, sleight-of-hand checks and dexterity saving throws and checks.
- Advantage when rolling against visual Intimidation, Deception, etc.
- Advantage on Insight Checks if target is within 5 ft. of the creature and the target’s heartbeat can be felt and/or heard. No advantage if target is outside 5 ft. range and/or if target has no detectable heartbeat (i.e. undead or incorporeal).
Combat:
- Vulnerable to sound-based attacks against the blind PC (i.e. Thunder Damage) and disoriented by Deafened Condition. If a thunder based spell is cast, it does not hinder the blind PC.
- If Deafened, attack rolls against creature have advantage, and the creature’s attack rolls have disadvantage.
- No penalty to general attack, spell, damage, and defense rolls.
- Ranged attacks and spells beyond maximum Blindsight radiuses have disadvantage. Creatures attacking you beyond this radius have advantage.
- Even though you are permanantly blinded, creatures rolling attacks against you do not have advantage as a result of being unseen by you, unless it is beyond your radius of blindsight.
- All Spells except sight illusions Can be cast normally, only if it is within the range of their blindsight.







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