Blindness Deafness 5e - D&D 5th Edition Spell Book

Blindness Deafness 5e
Blindness/ Deafness 5e Image

Blindness Deafness 5e Spell Effects

2nd-level necromancy


Casting Time: 1 action

Range: 30 feet

Components: V

Duration: 1 minute


You can blind or deafen a foe. Choose one creature that you can see within range 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, the target can make a Constitution saving throw. On a success, the spell ends.


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.


All information on Blindness Deafness 5e comes from the D&D 5th edition Player's Handbook.

Blindness Deafness 5e DnD Spell

Classes That Can Cast Blindness Deafness 5e

The following classes may cast Blindness/ Deafness 5e as part of their normal class spell availability, through the Player's Handbook:

  • Bard
  • Cleric
  • Sorcerer
  • Wizard


Surprisingly, warlock can't cast Blindness/ Deafness, even though the spell tends to fit the overall demonic vibe they have going on. At least, in my opinion, that is.


Blindness Deafness 5e Spell Effectiveness

Since this spell, well - causes either Blindness or Deafness in your target - it's important to know exactly what each effect does. That way, you can determine if you want to use this spell in the first place, and then from there, optimize its use.


Blinded 5e

The in-game term for blinding someone in D&D 5e is the status condition: "Blinded."

  • 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.


Deafened 5e

The in-game term for causing deafness to someone in D&D 5e is the status condition: "Deafened."

  • A deafened creature can't hear and automatically fails any ability check that requires hearing.


Blindness Deafness Usefulness

Sometimes the wording of D&D terms gets a little technical, so just to be clear, an "ability check" in D&D 5e is basically just a "Skill Check," but without a proficiency bonus from any particular skill. So, taking an ability check is the same as rolling d20, and then adding your ability score modifier.


For further clarification, an "ability check" in D&D 5e is not the same thing as a "Saving Throw." Even though saving throws benefit from ability score modifier, ability checks are for when characters try to "do" something, whereas saving throws are for when something "happens" to the character.


So, for the most part, when it comes to combat, blinding a target is more useful than causing them deafness. When it comes to roleplay encounters, however, both may be equally valuable, and may be extremely useful depending on the situation.


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Combine Blindness Deafness 5e with the Following Spells

For the most part, I'd consider Blindness Deafness 5e to be a roleplay spell. However, it does have utility in combat. Try casting Blindness Deafness with the following combinations to create some really exciting and potent effects.

  • Bless 5e: since attack rolls against blinded characters have advantage, why not give your allies an extra +1d4 modifier with Bless? With this combination, your allies are almost sure to hit even the most defensive foe.
  • Haste 5e: this spell provides so many benefits, but the one that comes to mind for this situation is the extra action it provides each round. With the advantage on attack rolls against a blinded enemy, why not increase the number of attacks you have against them?
  • Spiritual Weapon 5e: melee spell attacks still count as attack rolls, so spiritual weapon has advantage when attacking blinded enemies. Furthermore, this spell only requires a bonus action to attack each turn, so you can add its attacks to your own.


Blindness Deafness 5e Counters

The only spells to Blindness Deafness are the basic spell counters that apply to all of D&D 5e. Silence 5e can prevent you from casting Blindness Deafness to begin with. Meanwhile, dispel magic can remove the blinded or deafened status condition that the spell causes.


Otherwise, any character's best bet for counteracting Blindness Deafness 5e is to have a high Constitution score and constitution saving throw modifier.


Blindness Deafness-Type Spells in Eternity TTRPG

For my last bit of promo for you, I'll mention that Eternity TTRPG has its own TTRPG game system of the same name.


In the Eternity TTRPG Game System, multiple players can act as the game master, trading off as they'd like. The game's rules also supports every player - including game master(s) - getting to roleplay their own character.


Finally, Eternity TTRPG was inspired by games like DnD and the early Final Fantasy series, so there are some spells with somewhat similar effects to D&D. In this case, with Blindness/ Deafness, there really isn't an exact spell that matches. I have listed below, however, a spell that could cover a somewhat similar effect, for comparison.

Chaosmancer Class Icon

Chaosmancer - Core Class Spell

Eclipse (Magic): up to 3 enemies in 4Range, this spell automatically hits. Affected targets have -1Resilience, -1Dodge, and -1Will (can stack without limit). Lowered Resilience, Dodge, and Will from “Eclipse” cannot be dispelled. 

  • (Chaos Stream) Instead gives -2Resilience, -2Dodge, and -2Will (can stack without limit).
  • (Mirror Star) 8Range. You also have 8Range when casting this spell, for Battle Duration. 
  • (Celestial Energies) You can still cast this spell while Dazed, Afraid, Locked, or Silenced. You also gain +7Initiative for 1turn.


In Eternity TTRPG, every spell or ability has a specific in-combat effect. However, players may choose to creatively use spells however they can imagine, when it comes to roleplay encounters (or even while roleplaying during combat encounters). The only rules for this creative application is that the desired effect must somewhat match the spell's name or intended combat effect, and that the desired effect can't be more powerful than the combat effect, by comparison.


In this case, it wouldn't be a stretch to say that casting "Eclipse" could cause temporary blindness in one or more targets, and it wouldn't necessarily be substantially stronger than the combat effect. This kind of decision is left to each group to decide among themselves, but many groups would probably approve of this kind of use, at least every once in a while.


Curious to learn more? Check out the Eternity TTRPG Core Game PDF!

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Jacob Tegtman Eternity TTRPG Creator

Author - Jacob Tegtman

Dear reader, I hope you enjoyed this article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

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By Jacob Tegtman September 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3N4UZQypmuo&ab_channel=EternityTTRPG Transcription What if you combined the card drafting of a deckbuilder, the equipment-sets of a loot quest, and the hidden personal goals of a role-playing adventure—wrapped up in a compact competitive board game? That’s “Journey Adventure Quest” – or JAQ, for short. This is a game my wife and I picked up at GenCon, and I’ve really enjoyed. In our first playthrough at the convention, it felt like there was a lot to wrap my head around. But we just played the game again for the first time since GenCon, and it made perfect sense – after a thorough read through the rulebook. In today’s video, I’ll break down what I like about Journey Adventure Quest, whether you as a D&D fan may like it, and some basic info on how the game is played in case you want to pick it up. JAQ is a competitive (or semi-cooperative / even solo) tabletop/ card game about fantasy heroes growing in power, fighting monsters, building gear and spell combinations, and completing quests. I’ll get into the game in more detail shortly, but for the bulk of this video I actually want to just share what I like best about the game – which are some very specific things. Whenever you get a new piece of equipment for your hero, you can “stack” it on gear of the same type. The way that you do this is to actually leave the card top and left side uncovered, which actually empowers your equipment. This style of gameplay reminds me a lot of early gaming experiences I had with D&D and other RPGs where you finally get your first +1 Longsword. Sort of, before the days of World of Warcraft style play, where you’re just getting the newer, badder glowing sword that adds 1,000 more DPS than you had before. I like that in Journey Adventure Quest, every upgrade adds to the stats of the equipment you had before, and also gives you a unique name. This style of equipment upgrade works for all the gear you’d normally have in a D&D campaign, or other RPG – chest armor, helmet, gloves, belt, weapon, and even your spells! And there’s no limit to how much you can “stack” on one equipment piece. We’ve had some games where one of us had like 8 weapons on top of each other, and was just the most insane gear you could imagine. This stacking and naming effect makes the equipment begin to feel legendary, and incredibly powerful, even though you’ve had the basis for it from the very beginning of the game. This “feel” of equipment upgrading actually isn’t all that important to the gameplay at all, to be honest haha. You’d probably think from me going on about it that it is, but to me the feel is valuable enough for why I like it so much, and it’s a great idea for even your next D&D campaign – emulating something like this. Similar to stacking equipment, you actually do the same thing with monsters. Basically, to defeat it you need both strength, and knowledge for how to bring it down. Your goal (in my cases) is to gather enough strength and knowledge through your gear to overcome the monster. But, when the monster levels up, you do the same thing with stacking the cards so they still show the top and left-hand side. The final thing I want to point out that I really like about the game is that your character actually can’t “die.” Instead of taking “damage” that get removed from your total HP – like you’d see in most games or RPGs – you instead take 1 “blood” marker for each damage you’ve taken. At the end of the game, all of your “blood” markers reduce your overall score, so you can still basically “lose” the game (kind of) from taking too much damage. But it’s really fun – and pretty funny also – that the game has these awesome equipment and monster mechanics, but you actually have no risk of character death. For a low-key, fantasy-adventure, fun/ party kind of game, I really like the low stakes nature of the game. In one game, I think my wife had like 18-blood on her character – which is a ton, by the way. She basically had 0 armor all game, didn’t even try to reduce the damage she was taking – and ended up still winning because she completed all of her character’s quests, in other ways. Super fun. So, here’s roughly how the game is played, overall. Heroes get an initial hand of 7 cards to draft equipment, spells, or other items. Equipment has a cost to it (either in coins, or blood), and you basically just choose what you want for your character. After every two rounds of drafting cards for your hero to power them up, you face monsters. Everyone who can defeat the monster – by overcoming their knowledge and HP – gets rewards, like you can see here. And then, each monster also comes with specific loot drops, which only one player may acquire, based on specific requirements for each loot card. After a monster is defeated, players returning to drafting more equipment and cards to boost their heroes. There are three total “rounds” of fighting monsters. While all of this is happening, there are personal secret adventures : each hero has some hidden goals that often require high-level spells, powerful equipment of a certain type, or certain “colors” that go into their equipment – these are known as guilds. I think of them basically just as being elemental types. Finally, there are quests , which are basically adventures that everyone’s on, to either compete for end-game prizing, or to at least hit certain thresholds where bonuses are given. At game end, the hero with the most points – which you get from a combination of equipment / monster fights / secret adventure completions/ quest/comparisons and) – actually wins the game. To summarize it, the game utilizes a very fun drafting mechanic for gear where you’re building combos, guild-sets, spells and equipment that synergize. You have progressive escalation of your very cool equipment, and monsters you battle. Players have hidden goals that add a roleplay-like flavor, and gives each player a sort of personal story they’re pursuing. And then you have multiple paths to victory: through direct confrontation/quests, through your hero’s power, through completing your secret adventures, and more. All of this a adds replayability, strategic variation, and a sense that you’re sort of roleplaying a character through this board, card game. M any D&D fans enjoy storytelling, character growth, equipment/spells, quests, sometimes hidden motivations, and fighting monster. I would say that journey adventure quest delivers on all of these. What JAQ might not deliver (for D&D fans) would be: Narrative depth, Roleplay flexibility, and stuff like Dungeon exploration and world building. So, it isn’t a replacement, obviously, but if you like D&D and want a light version of a D&D-feeling game, I think you’d have a lot of fun playing JAQ for an hour or two on some afternoon you have free. So there you have Journey Adventure Quest — a game that blends drafting, hero building, secret goals, and monster combat into something strategic, replayable – and most importantly, fun. For many D&D fans, especially those who love loot, spells, and character growth, this is worth a look. If you’ve played the game (or get a chance to), let me know your impressions. Thanks for watching—don’t forget to like, subscribe, and hit that bell so you see when we cover more hybrid adventure/ strategy games amidst our journey into D&D!
Woman in dark dress with knives, ram skull, candles, text reads
By Jacob Tegtman September 10, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1FWHvMzf_nI&ab_channel=EternityTTRPG Transcription We’ve reached the grand finale of our journey through Crooked Moon. If you thought alchemical barbarians and plague monks were wild—wait until you see sorcerers turning into pools of blood, warlocks who serve a cosmic jester, and wizards who poke holes in reality itself. This is where things get truly unhinged. Welcome back to Eternity TTRPG—your go-to source for all things D&D. This is Part 3 of our dive into the Crooked Moon subclasses, and the final five might just be the most dramatic of them all. We’ve got blood magic, chaotic laughter, witchcraft bargains, and two wizard paths that pull on the strings of reality. 1. Sorcerer: Crimson Sorcery Crimson Sorcerers channel raw lifeblood as their source of magic. Their powers revolve around something called the Blood Well—a reserve of vital energy they can spend to boost damage, enhance healing, or fuel their abilities. They can even dissolve into a literal pool of blood, slipping through cracks and resisting damage like some vampiric horror. As they grow stronger, they siphon life from their own body to supercharge spells, and eventually unleash Sanguine Feast—tendrils of blood draining everyone around them while restoring their own vitality. It’s absolute blood magic—a perfect subclass for anyone who wants their sorcerer to feel dangerous and unsettling. 2. Warlock: Great Fool Patron Not all horror is blood and gloom—sometimes it’s laughter. The Great Fool is a cosmic jester patron, and its warlocks wield humor as a weapon. They lash out with Vicious Mockery as a reaction, slap curses on enemies that leave them blinded by flowers, clumsy with clown shoes, or honking uncontrollably every time they move. At higher levels, their banter deals psychic damage, and eventually they can Send in the Clowns—summoning ghostly jesters that strike fear and knock enemies prone. It’s creepy circus energy meets eldritch pact, perfect for players who like their dark fantasy with a side of twisted comedy. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see exactly what being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. 3. Warlock: Horned King Patron The Horned King reminds me, of course, of the Black Cauldron! ...So I already have nostalgia for it. This class is the darker side of warlock pacts—witchcraft, maledictions, and the like. These warlocks curse enemies with agony, rot, or madness, and later channel the Horned King’s majesty by sprouting antlers and radiating an aura that charms, terrifies, or weakens foes. At their peak, they can even form a coven—bonding allies to share curses, teleport across the battlefield to each other’s sides, and spread extra necrotic damage. Thematically, this one screams ‘folk horror witchcraft’—rituals in the woods, blood pacts, and the slow transformation into something more than human. 4. Wizard: Occultist Occultists are the wizards who say, ‘knowledge at any cost.’ They reach beyond the stars, tearing open the veil of reality for forbidden secrets. Their unique mechanic is the Intrusion Die—every time they push their magic, reality might fight back, causing strange intrusions from alien realms. In exchange, they get immense power: removing concentration requirements, teleporting through scrying spells, and even flying or resisting madness. It’s the perfect subclass for players who want their wizard to feel like they’re constantly balancing brilliance with cosmic horror. 5. Wizard: Philosopher  Where the Occultist seeks forbidden knowledge, the Philosopher seeks ultimate truth. These wizards distill existence into Quintessence—a crystalline powder created from dissolving creatures or objects with their magic. That quintessence can then be spent to boost spell levels, craft magic items, or even alter the damage type of spells. Eventually, they craft a philosopher’s stone, granting them immortality, the ability to supercharge spells, and even cheat death itself. It’s the alchemical dream realized—equal parts academic and arcane. And that’s it—the full lineup of Crooked Moon’s subclasses. Fifteen in total, ranging from blood-soaked sorcerers to those we covered in previous videos, like the plague monk, and alchemical barbarian. This supplement doesn’t just remix the classic D&D classes—it drenches them in gothic horror, folk myth, and cosmic strangeness. If you’ve stuck with us through all three parts, thank you. Now I want to know—which of the fifteen subclasses across this series is your absolute favorite? Drop it in the comments, and let’s see which one takes the crown. And if you enjoyed this series, be sure to like, subscribe, and share it with your table—because who knows, maybe your next campaign could use a paladin bent on the inquisition, or a spectral ranger.
Soldier aims weapon in war-torn city street. Buildings burning, smoke rising; other soldiers advance in rubble-filled road.
By Jacob Tegtman September 9, 2025
Battlefield 6 beta test left players absolutely delighted due to the classic action, unique destruction system, and career ranks.
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