Blindness Deafness 5e is one of those spells that does exactly what its name implies. But players still have plenty of questions about how both the blinded and deafened conditions work, so we’ll do our best to explain a few example scenarios.
A foe can be made blind or deafened. Select a visible creature within range, then attempt a Constitution-saving throw with it. If it doesn’t work, the victim is either temporarily deaf or blind, depending on your preference. The target may attempt a Constitution-saving throw at the conclusion of each of its turns. If it succeeds, the spell is over.
We’ll also get into how exactly you can use blindness deafness 5E to your party’s advantage and compare it to other second-level spell options that fill a similar niche.
Blindness Deafness 5e
Blindness Deafness 5e
Blindness deafness 5E is one of those spells that does exactly what its name implies. But players still have plenty of questions about how both the blinded and deafened conditions work, so we’ll do our best to explain a few example scenarios. We’ll also get into how exactly you can use blindness or deafness to your party’s advantage and compare it to other second-level spell options that fill a similar niche.
Blindness Deafness 5e
For whom are blindness deafness cast in 5E?
The following classes have blindness or deafness on their spell lists:
- Bard
- Cleric
- Sorcerer
- Wizard
The following subclasses get blindness or deafness for free:
- Warlock (The Fiend)
- Cleric (Death Domain) (DMG 96)
- Druid (Circle of Spores) (TCoE 36)
- Warlock (The Undying) (SCAG 139)
- Warlock (The Undead) (VRGtR 30)
Blindness Deafness 5e
What Does Blindness Deafness Do in 5E?
A creature within thirty feet must make a Constitution-saving attempt when blind or deaf. You have the option to render it blind or deafened if it doesn’t work. At the conclusion of each turn, the creature can repeat this saving throw, ending the turn early if it is successful. If not, it lasts for a minute and doesn’t require focus. When this spell is upcast, you can target one more creature in range and, should it fail its saving throw, impair it with any condition you choose—even if it’s not the same as the initial target. A creature that is blinded has a disadvantage on attack rolls and immediately fails ability checks that require vision. When facing a blinded creature, attack rolls are in their favor.
What Are the Rules for Blindness Deafness in 5E?
The rules for blindness deafness 5E in DnD 5E are as follows:
- The blinded condition can affect a creature with blindsight. While blindsight itself doesn’t protect a creature from the blinded condition, many creatures with blindsight are also immune to the blinded condition. However, blindsight is also limited to a certain range; creatures are effectively blind outside of that range.For creatures that have blindsight but aren’t immune to the blind condition, like dragons, you can still cause them to have disadvantage on attack rolls and give your party advantage on attack rolls against them. They also still automatically fail sight-based ability checks.
- When upcast, you can choose different conditions for different targets. The spell’s description indicates a three-step process: choosing a target, forcing a save, and then selecting the condition of your choice if they fail.
- When upcast, you cannot choose to target the same creature twice. The spell’s description clearly states “one additional creature” (emphasis mine), so you can’t blind and deafen one creature by upcasting blindness or deafness.
- Rules as written: you cannot choose to automatically fail a saving throw. So if you wanted to blind or deafen yourself or a party member, you’d have to find another way (like a blindfold or ear stoppers). Note that many DMs will reward clever spell use like this if it pays to be blinded or deafened for some reason, so you can probably get around this ruling.
- A beholder’s eye rays are affected by blindness, but its antimagic cone isn’t. Eye rays require sight, but antimagic cones do not.
Blindness Deafness 5e
How Do I Use Blindness Deafness in 5E?
Here are a few ways to use blindness deafness 5E in 5E:
- Put spellcasters to sleep. Since most spellcasters have low Constitution modifiers, the spell has a higher chance of succeeding. Furthermore, casting spells that require sight of the target is often necessary, while casting spells with an area of effect necessitates not knowing the party’s location.
This is the blindness/deafness spell’s greatest and most reliable use.
- Cut down on incoming damage. Archers and other melee opponents benefit greatly from blindness as well, since they must estimate the whereabouts of their targets and are at a disadvantage while attacking. The blinded state actually hurts every enemy, with the exception of those who are immune to it.
- Increase party damage. Due to their advantage in attack rolls against blindfolded creatures, rogues will be especially appreciative of this because of their sneak attack. But striking blinded animals will really give every single member of your party who is rolling attacks a nice damage increase.
- Make your getaway. While being blind or deaf is advantageous in battle circumstances, it is also advantageous when escaping without using force. Blinding your adversaries and making a frenzied dash for the exit is a totally reasonable tactic if you’re up against just one or two formidable opponents.
- If your opponent is a stupid troll or whatever, you can make sure they have no motivation to pursue you by combining this with the Silent Image spell.
- Defend oneself against adverse consequences. Most DMs don’t care that you can’t fail at saving throws in the raw format. Thus, to negate the effects of dissonant whistles, vicious mockery, commands, or any other spell or effect that requires you to hear the caster, you can deliberately deafen yourself or your friends.
- In addition, deafening yourself is a smart strategy when facing harpies and their luring song skills. Similarly, intentionally blinding yourself or your teammates might work wonders as protection against a medusa or similar creature.
- Slip by those who are asleep. Although deafening is less effective than being blind, it can still be advantageous when slyly slipping past a sleeping creature. In mixed company, it could also be helpful for whispering secrets, although their abrupt deafness might worry them.
- Use echolocation to “blind” creatures by making them deaf. When a creature loses their capacity to see, they basically become blind, such as bats that have the echolocation ability. It is useful but not very common; when you nail it, it feels good.
- Use the subtle spell in pairs. You can perform this spell in mixed company to blind or deafen a creature you don’t want to see or hear anything by using the Sorcerer’s Subtle Spell metamagic. They won’t know why they lost their senses for a minute, but at least they won’t be as worried about it.
- Use echolocation to “blind” creatures by making them deaf. When a creature loses their capacity to see, they basically become blind, such as bats that have the echolocation ability. It is useful but not very common; when you nail it, it feels good.
- Use the subtle spell in pairs. You can perform this spell in mixed company to blind or deafen a creature you don’t want to see or hear anything by using the Sorcerer’s Subtle Spell metamagic. They won’t know why they lost their senses for a minute, but at least they won’t be as worried about it.
- Use echolocation to “blind” creatures by making them deaf. When a creature loses their capacity to see, they basically become blind, such as bats that have the echolocation ability. It is useful but not very common; when you nail it, it feels good.
- Use the subtle spell in pairs. You can perform this spell in mixed company to blind or deafen a creature you don’t want to see or hear anything by using the Sorcerer’s Subtle Spell metamagic. They won’t know why they lost their senses for a minute, but at least they won’t be as worried about it.
Who Can I Target With Blindness Deafness 5e?
You can use blindness deafness 5E to target any creature within 30 feet. All targets must be in range for the spell to be upcast, though they don’t have to be within 30 feet of one another. Keep in mind that this differs slightly from spells like Hold Person, which call for targets to be close to one another.
Is Blindness Deafness 5E a Good Spell?
Yes, it’s a good spell to be blind or deaf. One of the spell’s true strengths is that it doesn’t require concentration; according to the official sourcebooks for the game, only 32 creatures are immune to the blinding condition. It’s a simple utility spell that does exactly what you want it to: it increases your party’s offensive potential while impeding an opponent’s ability to deliver damage.
On the downside, blindness or deafness requires a Constitution saving throw, which tends to be the highest ability score of monsters in the game. But if you’re smart about who you target, find ways to enhance your spell-saving DC or debuff your enemies’ spell-saving throws, you can get around this issue.
Blindness Deafness 5E Compared to Other Second-Level Spells
All right, so the real question is where blindness deafness 5E stack up compared to other second-level options on the table. Let’s go over a few spells that fill similar roles as blindness or deafness:
- Marvelous Power. Phantasmal Force has the ability to utterly eliminate an opponent from the fight and deal some damage as well, depending on your DM. Additionally, foes have a far higher chance of failing the intelligence-saving throw that is needed for this spell.
- Keep the person in place. Hold Person comes with a stronger paralyzed state but has a slightly poorer wisdom-saving throw. All things considered, Hold Person is typically a better option than blindness or deafness if you’re in a campaign with a large number of humans.
- Tasha’s mind whip. Another intelligence-saving throw spell, TMW, is good for limiting an enemy’s options in combat to one of three: action, bonus action, or movement. It also deals a healthy 10.5 average damage on a failed save, or half that on a successful one.Overall, if you want to guarantee damage and don’t care as much about great, party-wide utility, Tasha’s Mind Whip is the better option. But as far as net party damage (incoming and outgoing), it usually trails behind.
- Stillness. One of the best spells against spellcasters is silence, right up there with counterspell. Additionally, blindness or deafness has additional benefits and fills the niche rather well.
- However, silence is a better option if you’re seeking a simple “no spells at all from this specific area” spell.
Blindness Deafness 5E DM Tips
We left DMs with one unpopular ruling above: that players can’t automatically fail saving throws to purposefully blind or deafen themselves with blindness or deafness. In my opinion, players should always be rewarded for creative thinking, so if this is how they approach blinding themselves before a fight with a Medusa or deafening themselves against a Harpy’s Luring Song, I say let them on—no saving throw required.
Simple Blindness Deafness 5E Spell Text
Blindness/Deafness: (2nd-level necromancy, 30 feet, 1 minute, V) Force a creature to make a Constitution-saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, it can repeat the saving throw. With success, the spell ends. | Can target +1 creature per slot level above 2nd.
- At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
- Casting Time: 1 action
- Range: 30 feet
- Components: V
- Duration: 1 minute
- School: 2nd-level necromancy
Also read-Children With Congenital Deafness Gain Hearing Through Gene Therapy
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