Heya! I'm newer to the D&D crowd and I've currently got an Elf Wizard in the works who's blind. She was blinded while ignoring her tutors orders and attempted to cast a spell (which spell is to be determined), but it backfired and caused her to go blind. Since then, she's made it her sole quest in life to find a way to heal her blindness or at least find a better way to cope.
I've spoken with several friend about it and they say that her blindness will automatically cause her to fail attack rolls and the likes, but I'm trying to get a general consensus. I really enjoy this character's backstory and her motives and I'm not quite ready to give her up- at least not without a fight lol. Are there any ways that I can play as this character and still contribute at least somewhat to the party? Are there any tools that i would have to give her in order to help with her blindness? What are some things that I should look out for? Could I give her any heightened abilities to due this disability (i.e. heightened sense of hearing, etc.)?
Lemme know what y'all think and thanks for your help! ^_^
The blinded condition has specific rules. For example, you can't cast spells that require you to see the target, you can't take opportunity attacks, you have disadvantage on attack rolls, you automatically fail checks that require site.
Overall it'd be a fairly disruptive trait to take on as you'd be aggressively hampering yourself as a character for the sake of what might read as a gimmick.
Rules as written it's a negative, but with a forgiving and story driven DM anythings possible. Others have mentioned ways they've been able to make it work, but their methods escape me. Pretty sure it'll include a little homebrew reguardless.
With that said you'll still be handicapping yourself and it will incur some kind of disadvantage. The added difficulty could be fun though.
Dont let any rules lawyers sway you if your mind is set and your DM is cool with it...but if a DM isn't you'll have to understand its outside the realm of the rules.
I personally refuse any day walking vampire characters. Freaking Twilight!
I personally refuse any day walking vampire characters. Freaking Twilight!
I am not a fan of Twilight but there are two things people gripe about as being "wrong": vampires walking in daylight and the werewolves turning to wolves instead of the manwolf monsters.
Interestingly, these are the more historically accurate aspects!
By origin of the folklore werewolves could only turn into wolves - not manwolf hybrid things. And vampires, orignally, were unharmed by sunlight. The sunlight-harming thing is a modern trait through popular fiction novels of the 19th century and later. Vampires, originally, were not harmed by daylight - they just preferred the night. They aren't always undead either.
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I personally refuse any day walking vampire characters. Freaking Twilight!
So, none of the Planeshift vampires then?
I don't think it's impossible at all to play this character concept you've got, but you have to be willing to accept that it will be a handicap in combat situations especially. Like, perception check with a chance for things to go real poorly for those spells that do require you to see something for instance. Obviously you'd have to talk it out with your DM and convince them that when the rule says you need to "see" somebody, it can also mean that it's a target that you merely know the exact location of...hence a perception check in the case of somebody who can't visually acquire a target.
Alternatively you might argue for sacrificing at least Darkvision (for obvious reasons) and maybe another feature in order to obtain Blindsight so that things requiring sight would merely have a much smaller range, and could definitely be disrupted by outside sounds thereby further reducing your efficiency with targeting using spells.
Get creative but sensible with your DM. If they allow it, and you find that all the hindrances are making it more challenging than fun, then at least you know you gave it a shot.
It could be doable with clever use of mechanics and your familiar. The blinded condition says:
A blinded creature can't see and automatically fails any ability check that requires sight.
Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
Notice what it says, but also the important things it does not say. Nowhere does it say you cannot cast spells that require a saving throw on targets which is what will make this doable. Also, any wizard worth a darn takes Find Familiar and that will allow you to see through its eyes. You can communicate with it telepathically so it will be able to guide you similar to a seeing eye dog. It will also be able to deliver touch spells on your behalf. So that's the good news.
The bad new is you'll still be getting attacked with advantage and you'll fail all your perception checks that are based on sight. You'll want to make choices to offset this. The Owl will be a good option for your familiar as it has advantage on perception checks based on sight and hearing. It will be able to telepathically tell you you're about to step on a trap, for example. It also has flyby trait which enables it to deliver your touch spells (remember that cantrips are spells too!) then fly away without getting hit by an opportunity attack. Lucky might also be a particularly useful feat as well. You'll also want a healthy amount of spells that will protect you like [spell[Shield[/spell] and Mage Armor. Your team will need to help you out a bit more than normal, but not so much so that it's annoying for them to be playing with your character. You'll want to avoid spells with spell attack roles, but that's ok.
People wanting to play Blind characters come up often and for basically every other class it is a pretty bad idea without some fudging of the rules. That said, the Wizard is probably the only class that can get by with the rules as they're written. If you really want to do this, it's possible. I think trying to regain her sight is a worthy quest for her. Lesser Restoration can actually clear blinded condition and doesn't say that only includes temporary blindness. Maybe this is magic blindness though that requires a Greater Restoration or even... Wish!
That all seems good, until the enemy attacks the familiar, kills it in one hit, and now you're helpless.
Talk to your DM. By rules-as-written, a blind character has massive disadvantages that can sometimes kinda maybe be worked around, but are at some point likely to become catastrophic. However, if your DM supports your character, it can work - but *only* if they explicitly make it work.
If the familiar dies that's a pain but it doesn't make you useless. You're still able to cast spells and cantrips. While everyone is short resting you can bring it back.
If the familiar dies that's a pain but it doesn't make you useless. You're still able to cast spells and cantrips. While everyone is short resting you can bring it back.
Not if those spells and cantrips require you to see the target, which a lot do.
Also remember that using the Familiar's senses is an Action and only lasts until the start of your next turn so using the familiar for targeting for spells requiring an action to cast will not work.
Most spells require you to see the target so being blind is going to severely hinder your choices as a wizard.
Personally, there's a lot working against you to be a blind wizard so you're either going to be extremely sub-optimal or there's going to have to be heavy homebrewing to keep you functional - all over a basic, overused gimmick?
If you were a martial class it wouldn't be such a hurdle, but spellcasting relying heavily on sight means you're nerfing your character quite extremely to the point of considerable detriment to the party and the overall flow. Especially as a wizard - are you scribing your spells in braille? what about the spells you find?
Your DM is going to be describing places visually, but your character isn't going to know any of it, and constantly using actions to maintain familiar senses means you can't use your actions to search for things, pull levers, loot enemies, or basically do anything. It's a fun RP aspect, sure, but frankly it's going to take a LOT of work from the DM and other players to make your character even remotely useful and could greatly hamper everyone's fun eventually.
Now it can depend on the type of game you're playing. If the game is more political intrigue and talking then not a problem, that's fine. If the game is going to feature a good amount of battles or puzzles your character is not going to be useful and will spend a lot of time standing around doing jack while everyone else does the work for you which isn't going to be fun.
You'll need to have words with your DM.
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Being blind is going to add a lot of monotony to your sessions. If you must do it I wouldn't start blind. I'd speak with the DM and see if its possible to make that one of the story arcs that only spans a few sessions.
Maybe have your DM homebrew you a level 1 spell that allows pseudo-sight of some kind. https://www.dndbeyond.com/spells/420982-weavers-sight That requires use of a level 1 spell slot every 12 hours and is a concentration spell. Meaning youre still handicapped but not useless and slowing down the session.
Alternatively, blindness Is kinda a vanilla problem. How about your sight was cursed, permanently opening your 3rd eye, and you see overlapping planes and lots of scary stuff that's slowly taking a toll on your sanity.
Maybe one of your eyes was taken by a malevolent Fae after you failed to fulfill an oath promised thrice. You don't know what they did with the eye but you can still feel it... and it stings... burns even... and this prevents you from being able to take a long rest unless you make a 12 con save.
One of my occasional players has a blind earth genasi fighter. We had to do some home brewing to make it work. Thematically that was pretty easy to do with an earth genasi. The character is very loosely based on Toph from the Last Airbender. We gave her character tremorsense to 100 feet (120 would have been more consistent with 5e rule patterns), and blindsight of I think 10 feet. She also got a cantrip that lets her “earthbend” earth (mud, rock, dirt) and use it as a ranged attack. Tremorsense is dependent on her skin being in direct contact with the earth or stone (so barefoot) and the target being grounded. She has a penalty to her AC for ranged attacks from grounded enemies, not full disadvantage. (Logic is that she knows when arrow is launched, then can’t track it until it enters her blindsight range). Most of the rest of the blinded condition applies. She has a “seeing eye” meerkat, mostly for fluff. The player takes the limitations in question very seriously. But there are also moments where it’s an advantage: if the floor is earthen or stone, it’s hard for enemies to sneak up on her. And fighting in darkness is no problem.
No sure how much of that could apply to an elven wizard.
Never been a fan of the idea of giving a blind character Blindsight or Tremorsense. If you're going to play a blind character - play a blind character and get all the disadvantages that come with it. Playing a character with a disability and then providing innate ways to get around it seems completely counter to the point and kind of insensitive. Basically it becomes "superhero blindness" like Daredevil. He's blind - but not really.
That said - if you're going to be playing a Wizard there will be spells that can help you - and you could talk to your DM about your Wizard making their own spells to help them see. In fact - thinking about it - a Divination Wizard using divination sensors to see would be thematically pretty cool.
If the familiar dies that's a pain but it doesn't make you useless. You're still able to cast spells and cantrips. While everyone is short resting you can bring it back.
Not if those spells and cantrips require you to see the target, which a lot do.
Yeah, you're right. I didn't think about how many spells require you to see your target. I take it back, this limits the amount of spells you can use too much. You'd need to homebrew something, probably revolving around being able to see through the familiar for free.
Yeah, you're right. I didn't think about how many spells require you to see your target. I take it back, this limits the amount of spells you can use too much. You'd need to homebrew something, probably revolving around being able to see through the familiar for free.
Something like Critical Role did with Shakäste. He can see out of his familiar permanently.
But again you've made a blind character sighted (negating the disability) - and with the mechanical benefit of being able to see where they're not by sending the familiar ahead. Of course the familiar can die - so it's not completely negating it. It's definitely preferable to giving the blind character Blindsight though.
It could be doable with clever use of mechanics and your familiar. The blinded condition says:
A blinded creature can't see and automatically fails any ability check that requires sight.
Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
Notice what it says, but also the important things it does not say. Nowhere does it say you cannot cast spells that require a saving throw on targets which is what will make this doable. Also, any wizard worth a darn takes Find Familiar and that will allow you to see through its eyes. You can communicate with it telepathically so it will be able to guide you similar to a seeing eye dog. It will also be able to deliver touch spells on your behalf. So that's the good news.
The bad new is you'll still be getting attacked with advantage and you'll fail all your perception checks that are based on sight. You'll want to make choices to offset this. The Owl will be a good option for your familiar as it has advantage on perception checks based on sight and hearing. It will be able to telepathically tell you you're about to step on a trap, for example. It also has flyby trait which enables it to deliver your touch spells (remember that cantrips are spells too!) then fly away without getting hit by an opportunity attack. Lucky might also be a particularly useful feat as well. You'll also want a healthy amount of spells that will protect you like Shield and Mage Armor. Your team will need to help you out a bit more than normal, but not so much so that it's annoying for them to be playing with your character. You'll want to avoid spells with spell attack roles, but that's ok.
People wanting to play Blind characters come up often and for basically every other class it is a pretty bad idea without some fudging of the rules. That said, the Wizard is probably the only class that can get by with the rules as they're written. If you really want to do this, it's possible. I think trying to regain her sight is a worthy quest for her. Lesser Restoration can actually clear blinded condition and doesn't say that only includes temporary blindness. Maybe this is magic blindness though that requires a Greater Restoration or even... Wish!
I'd say go for it.
You're forgetting that access to your familiars senses requires an action, so you can't cast a spell in the same round.
Other blind stuff:
Attacks by the blind are at disadvantage, attacks on the blind are at advantage, so 2 blind guys attacking each other (or 2 characters in fog or magical darkness) resolve the attacks as normal.
One of my occasional players has a blind earth genasi fighter. We had to do some home brewing to make it work. Thematically that was pretty easy to do with an earth genasi. The character is very loosely based on Toph from the Last Airbender. We gave her character tremorsense to 100 feet (120 would have been more consistent with 5e rule patterns), and blindsight of I think 10 feet. She also got a cantrip that lets her “earthbend” earth (mud, rock, dirt) and use it as a ranged attack. Tremorsense is dependent on her skin being in direct contact with the earth or stone (so barefoot) and the target being grounded. She has a penalty to her AC for ranged attacks from grounded enemies, not full disadvantage. (Logic is that she knows when arrow is launched, then can’t track it until it enters her blindsight range). Most of the rest of the blinded condition applies. She has a “seeing eye” meerkat, mostly for fluff. The player takes the limitations in question very seriously. But there are also moments where it’s an advantage: if the floor is earthen or stone, it’s hard for enemies to sneak up on her. And fighting in darkness is no problem.
No sure how much of that could apply to an elven wizard.
This sounds awesome. :D
Toph is one of the most memorable characters I've seen on a TV show and it sounds like you found a viable way to get her into D&D. :-)
Unless Wesley Snipes himself sits at my table...no.
Aren't they 4e or earlier race? I know pathfinder has their own day walkers, but the details escape me. If you dont mind schooling me a little.
With Balders Gate 3 having a vampire character I think there may be an influx of people wanting a vampire PC. Larian explained the character can day walk due to the mindflayer tadpole, but still.
Being blind is going to add a lot of monotony to your sessions. If you must do it I wouldn't start blind. I'd speak with the DM and see if its possible to make that one of the story arcs that only spans a few sessions.
Maybe have your DM homebrew you a level 1 spell that allows pseudo-sight of some kind. https://www.dndbeyond.com/spells/420982-weavers-sight That requires use of a level 1 spell slot every 12 hours and is a concentration spell. Meaning youre still handicapped but not useless and slowing down the session.
Alternatively, blindness Is kinda a vanilla problem. How about your sight was cursed, permanently opening your 3rd eye, and you see overlapping planes and lots of scary stuff that's slowly taking a toll on your sanity.
Maybe one of your eyes was taken by a malevolent Fae after you failed to fulfill an oath promised thrice. You don't know what they did with the eye but you can still feel it... and it stings... burns even... and this prevents you from being able to take a long rest unless you make a 12 con save.
+1 to these. D&D is a world of magic - you don't need to limit yourself to mundane (and party-hindering) handicaps like blindness.
There are a million things a backfired spell could do to you - I'd suggest exploring something that is more interesting in addition to avoiding making yourself a drag on the party or twisting up a bunch of rules, especially for a first character.
Heya! I'm newer to the D&D crowd and I've currently got an Elf Wizard in the works who's blind. She was blinded while ignoring her tutors orders and attempted to cast a spell (which spell is to be determined), but it backfired and caused her to go blind. Since then, she's made it her sole quest in life to find a way to heal her blindness or at least find a better way to cope.
I've spoken with several friend about it and they say that her blindness will automatically cause her to fail attack rolls and the likes, but I'm trying to get a general consensus. I really enjoy this character's backstory and her motives and I'm not quite ready to give her up- at least not without a fight lol. Are there any ways that I can play as this character and still contribute at least somewhat to the party? Are there any tools that i would have to give her in order to help with her blindness? What are some things that I should look out for? Could I give her any heightened abilities to due this disability (i.e. heightened sense of hearing, etc.)?
Lemme know what y'all think and thanks for your help! ^_^
The blinded condition has specific rules. For example, you can't cast spells that require you to see the target, you can't take opportunity attacks, you have disadvantage on attack rolls, you automatically fail checks that require site.
Overall it'd be a fairly disruptive trait to take on as you'd be aggressively hampering yourself as a character for the sake of what might read as a gimmick.
Find my D&D Beyond articles here
With that said you'll still be handicapping yourself and it will incur some kind of disadvantage. The added difficulty could be fun though.
Dont let any rules lawyers sway you if your mind is set and your DM is cool with it...but if a DM isn't you'll have to understand its outside the realm of the rules.
I personally refuse any day walking vampire characters. Freaking Twilight!
I am not a fan of Twilight but there are two things people gripe about as being "wrong": vampires walking in daylight and the werewolves turning to wolves instead of the manwolf monsters.
Interestingly, these are the more historically accurate aspects!
By origin of the folklore werewolves could only turn into wolves - not manwolf hybrid things. And vampires, orignally, were unharmed by sunlight. The sunlight-harming thing is a modern trait through popular fiction novels of the 19th century and later. Vampires, originally, were not harmed by daylight - they just preferred the night. They aren't always undead either.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
So, none of the Planeshift vampires then?
I don't think it's impossible at all to play this character concept you've got, but you have to be willing to accept that it will be a handicap in combat situations especially. Like, perception check with a chance for things to go real poorly for those spells that do require you to see something for instance. Obviously you'd have to talk it out with your DM and convince them that when the rule says you need to "see" somebody, it can also mean that it's a target that you merely know the exact location of...hence a perception check in the case of somebody who can't visually acquire a target.
Alternatively you might argue for sacrificing at least Darkvision (for obvious reasons) and maybe another feature in order to obtain Blindsight so that things requiring sight would merely have a much smaller range, and could definitely be disrupted by outside sounds thereby further reducing your efficiency with targeting using spells.
Get creative but sensible with your DM. If they allow it, and you find that all the hindrances are making it more challenging than fun, then at least you know you gave it a shot.
Don't let the naysayers get you down!!
It could be doable with clever use of mechanics and your familiar. The blinded condition says:
Notice what it says, but also the important things it does not say. Nowhere does it say you cannot cast spells that require a saving throw on targets which is what will make this doable. Also, any wizard worth a darn takes Find Familiar and that will allow you to see through its eyes. You can communicate with it telepathically so it will be able to guide you similar to a seeing eye dog. It will also be able to deliver touch spells on your behalf. So that's the good news.
The bad new is you'll still be getting attacked with advantage and you'll fail all your perception checks that are based on sight. You'll want to make choices to offset this. The Owl will be a good option for your familiar as it has advantage on perception checks based on sight and hearing. It will be able to telepathically tell you you're about to step on a trap, for example. It also has flyby trait which enables it to deliver your touch spells (remember that cantrips are spells too!) then fly away without getting hit by an opportunity attack. Lucky might also be a particularly useful feat as well. You'll also want a healthy amount of spells that will protect you like [spell[Shield[/spell] and Mage Armor. Your team will need to help you out a bit more than normal, but not so much so that it's annoying for them to be playing with your character. You'll want to avoid spells with spell attack roles, but that's ok.
People wanting to play Blind characters come up often and for basically every other class it is a pretty bad idea without some fudging of the rules. That said, the Wizard is probably the only class that can get by with the rules as they're written. If you really want to do this, it's possible. I think trying to regain her sight is a worthy quest for her. Lesser Restoration can actually clear blinded condition and doesn't say that only includes temporary blindness. Maybe this is magic blindness though that requires a Greater Restoration or even... Wish!
I'd say go for it.
That all seems good, until the enemy attacks the familiar, kills it in one hit, and now you're helpless.
Talk to your DM. By rules-as-written, a blind character has massive disadvantages that can sometimes kinda maybe be worked around, but are at some point likely to become catastrophic. However, if your DM supports your character, it can work - but *only* if they explicitly make it work.
If the familiar dies that's a pain but it doesn't make you useless. You're still able to cast spells and cantrips. While everyone is short resting you can bring it back.
Not if those spells and cantrips require you to see the target, which a lot do.
Find my D&D Beyond articles here
Also remember that using the Familiar's senses is an Action and only lasts until the start of your next turn so using the familiar for targeting for spells requiring an action to cast will not work.
Most spells require you to see the target so being blind is going to severely hinder your choices as a wizard.
Personally, there's a lot working against you to be a blind wizard so you're either going to be extremely sub-optimal or there's going to have to be heavy homebrewing to keep you functional - all over a basic, overused gimmick?
If you were a martial class it wouldn't be such a hurdle, but spellcasting relying heavily on sight means you're nerfing your character quite extremely to the point of considerable detriment to the party and the overall flow. Especially as a wizard - are you scribing your spells in braille? what about the spells you find?
Your DM is going to be describing places visually, but your character isn't going to know any of it, and constantly using actions to maintain familiar senses means you can't use your actions to search for things, pull levers, loot enemies, or basically do anything. It's a fun RP aspect, sure, but frankly it's going to take a LOT of work from the DM and other players to make your character even remotely useful and could greatly hamper everyone's fun eventually.
Now it can depend on the type of game you're playing. If the game is more political intrigue and talking then not a problem, that's fine. If the game is going to feature a good amount of battles or puzzles your character is not going to be useful and will spend a lot of time standing around doing jack while everyone else does the work for you which isn't going to be fun.
You'll need to have words with your DM.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Being blind is going to add a lot of monotony to your sessions. If you must do it I wouldn't start blind.
I'd speak with the DM and see if its possible to make that one of the story arcs that only spans a few sessions.
Maybe have your DM homebrew you a level 1 spell that allows pseudo-sight of some kind.
https://www.dndbeyond.com/spells/420982-weavers-sight
That requires use of a level 1 spell slot every 12 hours and is a concentration spell. Meaning youre still handicapped but not useless and slowing down the session.
Alternatively, blindness Is kinda a vanilla problem. How about your sight was cursed, permanently opening your 3rd eye, and you see overlapping planes and lots of scary stuff that's slowly taking a toll on your sanity.
Maybe one of your eyes was taken by a malevolent Fae after you failed to fulfill an oath promised thrice. You don't know what they did with the eye but you can still feel it... and it stings... burns even... and this prevents you from being able to take a long rest unless you make a 12 con save.
One of my occasional players has a blind earth genasi fighter. We had to do some home brewing to make it work. Thematically that was pretty easy to do with an earth genasi. The character is very loosely based on Toph from the Last Airbender. We gave her character tremorsense to 100 feet (120 would have been more consistent with 5e rule patterns), and blindsight of I think 10 feet. She also got a cantrip that lets her “earthbend” earth (mud, rock, dirt) and use it as a ranged attack. Tremorsense is dependent on her skin being in direct contact with the earth or stone (so barefoot) and the target being grounded. She has a penalty to her AC for ranged attacks from grounded enemies, not full disadvantage. (Logic is that she knows when arrow is launched, then can’t track it until it enters her blindsight range). Most of the rest of the blinded condition applies. She has a “seeing eye” meerkat, mostly for fluff. The player takes the limitations in question very seriously. But there are also moments where it’s an advantage: if the floor is earthen or stone, it’s hard for enemies to sneak up on her. And fighting in darkness is no problem.
No sure how much of that could apply to an elven wizard.
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Never been a fan of the idea of giving a blind character Blindsight or Tremorsense. If you're going to play a blind character - play a blind character and get all the disadvantages that come with it. Playing a character with a disability and then providing innate ways to get around it seems completely counter to the point and kind of insensitive. Basically it becomes "superhero blindness" like Daredevil. He's blind - but not really.
That said - if you're going to be playing a Wizard there will be spells that can help you - and you could talk to your DM about your Wizard making their own spells to help them see. In fact - thinking about it - a Divination Wizard using divination sensors to see would be thematically pretty cool.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
Yeah, you're right. I didn't think about how many spells require you to see your target. I take it back, this limits the amount of spells you can use too much. You'd need to homebrew something, probably revolving around being able to see through the familiar for free.
Something like Critical Role did with Shakäste. He can see out of his familiar permanently.
But again you've made a blind character sighted (negating the disability) - and with the mechanical benefit of being able to see where they're not by sending the familiar ahead. Of course the familiar can die - so it's not completely negating it.
It's definitely preferable to giving the blind character Blindsight though.
Mega Yahtzee Thread:
Highest 41: brocker2001 (#11,285).
Yahtzee of 2's: Emmber (#36,161).
Lowest 9: JoeltheWalrus (#312), Emmber (#12,505) and Dertinus (#20,953).
You're forgetting that access to your familiars senses requires an action, so you can't cast a spell in the same round.
Other blind stuff:
Attacks by the blind are at disadvantage, attacks on the blind are at advantage, so 2 blind guys attacking each other (or 2 characters in fog or magical darkness) resolve the attacks as normal.
This sounds awesome. :D
Toph is one of the most memorable characters I've seen on a TV show and it sounds like you found a viable way to get her into D&D. :-)
Unless Wesley Snipes himself sits at my table...no.
Aren't they 4e or earlier race? I know pathfinder has their own day walkers, but the details escape me. If you dont mind schooling me a little.
With Balders Gate 3 having a vampire character I think there may be an influx of people wanting a vampire PC. Larian explained the character can day walk due to the mindflayer tadpole, but still.
5e vampire template- Curse of Strahd prolly has something on it. Personally I avoid soulless lifesucking walking corpses like the, well, undead.
I'm not sure if there's a 5e mechanic instituted for playing a pc vamp. As a DM, I'd tend towards saying I just got a new NPC!
Tomb of Annihilation has a little old lady that might be able to bring back your pc as a zombie that retains character memories...
+1 to these. D&D is a world of magic - you don't need to limit yourself to mundane (and party-hindering) handicaps like blindness.
There are a million things a backfired spell could do to you - I'd suggest exploring something that is more interesting in addition to avoiding making yourself a drag on the party or twisting up a bunch of rules, especially for a first character.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm