You were born without proper sight, living life without eyes. You've adapted to this, both mentally and biologically, your other senses heightening to take the place of your sight.
You gain Blindsight with a range equal to your proficiency bonus times 5, and lose all regular sight or Darkvision. However, you gain an additional range of sense, a "hearing range". This range is equal to your proficiency bonus times 20. Any creature within this range is considered a "seen" target for the purpose of spells that require you to see the target. This blindsight and hearing range cannot see through walls, and the hearing range can only detect creatures and objects. There are several more benefits and negatives, that go as follows:
Pros:
You are immune to any effects that require you to see the source (Such as a Medusa or Basilisk's Gaze).
Illusions are able to manifest in your mind when they are within your Hearing Range, appearing as the objects or creatures they represent (For example, if there is an illusion of a cat, the illusion makes you believe there is a cat there). However, you do have advantage on checks and saves made to perceive through illusions.
Cons:
If you are deafened, any attack against you has advantage, and any attack you make has disadvantage. You are also unable to use your blindsight and hearing range until you are cured of deafness.
Any attack roll that comes outside of your blindsight range (but not your hearing range), has advantage against you.
You are unable to read any language. (If your DM allows, you are able to read Braille).
This feat is intended to be taken by a level 1 adventurer (or more simply put, at the start of a campaign). Speak with your DM about this feat.
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