RickAsWritten
2022-03-11, 04:14 PM
One of my players wants to play a blind barbarian heavily inspired by Jason Momoa in the show See. After watching some of it and getting a feel for how the fighting works, here's the elf sub-race (based on high-elves) and subclass. He is restricted from multi-classing in the game so I'm not super concerned with any weird interactions that that may make.
Barbarian: Path of the Blindfighter
Blindfighting
Starting when you choose this path at 3rd level, you learn to fight without your sense of sight. While you are raging, you gain blindsight with a range of 30ft. If you have blindsight from another source, such as a fighting style or racial ability, the range of your blindsight abilities are cumulative
In addition, when you have advantage on a skill check to initiate a grapple, you can reroll one of the dice.
Close Combat
At 6th level, you have mastered close quarters combat. Once per turn you can use one of the following abilities as a bonus action against a creature you are grappling:
• Suplex. The creature must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure the creature takes 1d10 bludgeoning damage and is knocked prone. On a success, they take When you reach 14th level in this class, the damage increases to 2d10.
• Feel the Lie. Until the end of your next turn, you automatically know if the creature is lying or telling the truth
• Human Shield. Until the start of your next turn or until the grapple is broken (whichever comes first), you can use a reaction to impose disadvantage against one attack roll made against you. If this attack misses, the grappled creature takes damage equal to half of the damage that the attack would have done.
Heightened Senses
Beginning at 10th level, your non-sight-based senses have become stronger. You have advantage on Wisdom (Perception) checks that rely on hearing.
As an action you can make a special Perception check using only your sense of smell to seek out a specific type of creature or humanoid within one mile of your location. Based on the outcome of the roll, you may learn some or all of the following: the number of that type of creature, their exact location, their heading, and their current emotional state. You can use this ability a number of times equal to your proficiency bonus per long rest.
In addition, you can use your Feel the Lie ability on any creature that you are touching.
An Intimate Death
At 14th level, you have perfected the brutal art of blindfighting. While you have a creature grappled, your weapon attacks against that creature score a critical hit on a roll of 18-20.
Elf Subrace: Moon Elves of Selena
Ability Score Increase
One ability score of your choice increases by 1 (must be different that your +2).
Born Blind
You can't see, and automatically fail any ability check that requires sight. You are immune to the blinded condition.
Heightened Senses
You have blindsight with a range of 15 feet (blind beyond this radius). Within that range, you can effectively see anything that isn’t behind total cover, even if you’re in complete darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
In addition, you have tremorsense with a range of 30 feet, which can detect and pinpoint the origin of vibrations within a specific radius, provided that you and the source of the vibrations are in contact with the same ground or substance.
Cantrip
You know one cantrip of your choice from the wizard spell list. Wisdom, Intelligence or Charisma is your spellcasting ability for it (choose 1).
Extra Language
You can speak, read, and write one extra language of your choice.
Barbarian: Path of the Blindfighter
Blindfighting
Starting when you choose this path at 3rd level, you learn to fight without your sense of sight. While you are raging, you gain blindsight with a range of 30ft. If you have blindsight from another source, such as a fighting style or racial ability, the range of your blindsight abilities are cumulative
In addition, when you have advantage on a skill check to initiate a grapple, you can reroll one of the dice.
Close Combat
At 6th level, you have mastered close quarters combat. Once per turn you can use one of the following abilities as a bonus action against a creature you are grappling:
• Suplex. The creature must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure the creature takes 1d10 bludgeoning damage and is knocked prone. On a success, they take When you reach 14th level in this class, the damage increases to 2d10.
• Feel the Lie. Until the end of your next turn, you automatically know if the creature is lying or telling the truth
• Human Shield. Until the start of your next turn or until the grapple is broken (whichever comes first), you can use a reaction to impose disadvantage against one attack roll made against you. If this attack misses, the grappled creature takes damage equal to half of the damage that the attack would have done.
Heightened Senses
Beginning at 10th level, your non-sight-based senses have become stronger. You have advantage on Wisdom (Perception) checks that rely on hearing.
As an action you can make a special Perception check using only your sense of smell to seek out a specific type of creature or humanoid within one mile of your location. Based on the outcome of the roll, you may learn some or all of the following: the number of that type of creature, their exact location, their heading, and their current emotional state. You can use this ability a number of times equal to your proficiency bonus per long rest.
In addition, you can use your Feel the Lie ability on any creature that you are touching.
An Intimate Death
At 14th level, you have perfected the brutal art of blindfighting. While you have a creature grappled, your weapon attacks against that creature score a critical hit on a roll of 18-20.
Elf Subrace: Moon Elves of Selena
Ability Score Increase
One ability score of your choice increases by 1 (must be different that your +2).
Born Blind
You can't see, and automatically fail any ability check that requires sight. You are immune to the blinded condition.
Heightened Senses
You have blindsight with a range of 15 feet (blind beyond this radius). Within that range, you can effectively see anything that isn’t behind total cover, even if you’re in complete darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
In addition, you have tremorsense with a range of 30 feet, which can detect and pinpoint the origin of vibrations within a specific radius, provided that you and the source of the vibrations are in contact with the same ground or substance.
Cantrip
You know one cantrip of your choice from the wizard spell list. Wisdom, Intelligence or Charisma is your spellcasting ability for it (choose 1).
Extra Language
You can speak, read, and write one extra language of your choice.