Base Class: Sorcerer
Whether it has been that way since you were born, or the cause of a terrible accident, you have lost your vision. For many, they may resign from the notion of achieving greatness after losing such a crucial sense, but not you. You have found a way to cope and even thrive with your blindness. Your special circumstance has allowed your magic to be honed in unique ways that give you an edge over other spellcasters. Many see your condition as a disability and may even take pity on you, but they don't know the extent of your power.
Blind
You no longer have the sense of sight, but you have found a new way to navigate the world. At 1st level, you may choose what method you have adopted to make up for your lack of sight.
Magic Sense
You have honed your sense of magic to the point where you can always detect its energy. You are constantly under the effect of the Detect Magic spell, and have managed to discern shapes and properties of the magic you sense too. Even seeing the innate magic and life-force within non-magical creatures, allowing you to see the shapes of these living creatures. As such, your combat abilities are unaffected by your lack of sight. However, this does not extend to non-magical objects and may lead you crashing into walls or doors if you're not careful enough.
With this specialty, you gain adv. on arcana, animal handling, nature, and insight checks as you are more in tune with the magical and emotional auras of creatures. However, you have disadvantage on acrobatics, investigation, perception, and sleight of hand checks due to your inability to see physical objects.
Seeing Eye Mimic
Gifted to you by a family member, loved one, or even some kind stranger, the seeing eye mimic helps to make your life a little easier, sometimes. This mimic has taken the form of any non-magical article of clothing and goes with you everywhere. As a mimic, their disposition is often one of chaos, however, the one you carry with you is not evil, though it may often cause you or others distress through their mocking and habit for playing pranks. Your mimic can read and speak any language that you can and one additional language of your choice. Though it can speak, you can also communicate telepathically with your mimic. Sharing some of the same abilities as normal mimics, your mimic appears as a normal article of clothing. Also, only you can freely remove it, it can only be removed by others with a DC 15 strength check. Whenever you make a WIS or INT skill check, you may have your mimic make the check instead. However, if you do not beat a DC 5 on the check your mimic makes, it will purposefully tell you a wrong answer. The mimic will never do so if it will put your life in danger, but it has no problem having you make a fool of yourself. In combat, your mimic can aid you on your turn. The mimic can take an action to attack any creature within 5ft of you, using either of the mimic attacks as stated on its monster description page. The mimic's stat bonuses are +3, +1, +2, +2, +1, and -1. It also shares your skill proficiencies as well as AC. It's hit point total is either 58 or 1d8+2 for every sorcerer level, whichever is greater.
Unseen Service Companion
You have altered a very basic spell to help you in your everyday navigation of the world. You constantly have an Unseen Servant helping you along. Because of your magical prowess, you have altered the spell so that your unseen servant has a personality, which can be of your choosing. Also, you have made it so that your servant can inherit your body and move for you, allowing for the servant to effectively guide you through areas that you are unable to see. When in this state, the servant can make checks with your body as you would normally be able to if not for your condition. Though you cannot see for yourself, your unseen servant can communicate everything you would be able to see through your own eyes, and they do not have to be controlling your body to do so. However, whenever you receive damage while the servant controls your body, the servant is the one that takes the damage. If your servant reaches 0 hit points because of this or for any other reason, you must wait one hour before you can create them again. Without your servant, you have disadvantage on all checks that would benefit from sight (including all attack rolls). The servant's stats are the same as stated in the spell.
Blank Stare
Being blind has its benefits. Because you are unable to see, you mostly judge others by what they say. That being said, it's hard to feel threatened by someone when its just their voice. And without the use of your eyes, you are difficult to read at times. Others have disadvantage on intimidation checks against you, and creatures that use sight also have disadvantage on insight checks against you.
Also, in case this wasn't obvious, you are immune to and blinding effects. Because... well, ya know.
Wait and Listen
To make up for the loss of one of your senses, you've learned the importance of waiting and listening. As such, you have honed your hearing to help your reaction times. If you Ready an Action, it no longer uses your reaction upon its trigger (this does not mean the action can trigger multiple times).
Also, your increased reaction allows you to move 5ft as a reaction. If this moves you out of range of a melee attacker, the attack misses and they do not get an opportunity attack on you. If you leave the range of any enemy who is not your immediate attacker, they may take an opportunity attack on you. This reaction can also be used on AOE spells. If you leave the spell's area, you will only take half damage on a failed save or no damage on a success. You may use this reaction 3 times every short or long rest. The amount of uses increases at level 12 and 18.
You cannot use any of these features if you are deafened.
Blind Luck
They don't call it blind luck for nothing. When you reach level 14 you gain the lucky feat. If you already have the lucky feat, this feature replaces it and you must choose a new feat or ability score improvement. You may be lucky, but that luck is not for you to decide. Instead of choosing when to use a luck point, the luck point is used for you. If you roll a 1, 2, 5, or 7 you must use a luck point and roll the additional die. Additionally, if an attack against you rolls a 20, 19, 15, or 13 then you must use a luck point and roll the die. You may still choose which roll to use. With this feature, you have a total of 5 luck points and regain them every long rest.
Amazing Grace
Was blind but now I see (figuratively). You've turned your lack of sight into an advantage and can now use magic like no other. For any spell that can be cast on a point or directly on someone you no longer need line of sight to cast it. As long as it is in range of the spell and the target is not hidden, you can cast the spell.
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Posted Feb 25, 2021this sounds like it might be a better background