Monk
Base Class: Monk

The Order of the Blind embodies a unique subclass of monks who, despite their blindness, possess an extraordinary connection to the ethereal realms. Trained in the ancient art of sensory perception, these monks navigate the world through heightened awareness and an acute attunement to vibrations in the air and the flow of energy around them. Their martial prowess is coupled with mystical abilities that allow them to harness the unseen forces of nature and manipulate chi to unleash devastating strikes. With a profound understanding of inner peace and enlightenment, the Blind transcend physical limitations, becoming formidable guardians of balance and harmony.

Heightened Senses

Starting when you choose this tradition at 3rd level, you are blinded and lose all vision. As you lose your vision, your other senses are heightened, you gain a blindsense range of 10 feet and a tremor sense range of 30 feet. When you reach 6th level you grow more accustom to your heightened senses and the ranges of your blindsense and tremor sense are doubled to 20 feet and 60 feet, at 11th level the ranges are tripled to 30 feet and 90 feet.

Also, you cannot make any skill check that relies on sight that is outside your tremor sense range and you have disadantage on any skill check that relies on sight that is outside your blindsense range. You have advantage on any skill check that relies on hearing.

Blind Advantage

At 3rd level, your blindness gives you many advantages, you gain proficiency in insight and perception, as your honed senses allow you to notice small details and can sense heartbeats.

Blindside

At 6th level, you are truly skilled at exploiting the openings you create in combat, hitting off-guard opponents with precise blows that are swift and deadly. You may use this technique against any creature that hasn’t yet taken a turn in combat, or who you have successfully misdirected this turn. You may also apply this technique to any attack roll you make with advantage. On a hit, you exploit an opening in the target’s defenses, dealing an extra 5d6 points of damage. Once you use this ability, you can’t use it again until you have taken a short or long rest.

At 11th level, the damage dealt by your blindside increases to 7d6.

At 17th level the damage dealt by your blindside increases to 9d6. If you have no uses of this ability at the beginning of combat on your turn, you regain one use of it.

Blind Luck

Starting at 11th level, you always seem to get a lucky bounce at the right moment. When you make an ability check, an attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

Blind Defender

Starting at 17th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

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