Vision
Vision and Light
Section titled “Vision and Light”The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see Conditions) when trying to see something in that area.
The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
Bright light lets most creatures see normally.
Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness creates a heavily obscured area.
Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.
Vision types
Section titled “Vision types”Geminaea’s special senses, including its own versions of blindsight, darkvision and truesight, are described in the table below.
| Darkvision (30ft) | In Geminaea, some creatures who reside underground have evolved an ability called Darkvision which allows them to perceive their surroundings in black and white when in darkness. This specialized function is very useful in the dark recesses of Geminaea where there is little light, but it causes their eyes to be poorly adapted to bright light. When creatures with darkvision are not in dim light or darkness they have disadvantage on ability checks which require sight. Darkvision provided through magical means, such as the spell Darkvision , does not have disadvantage. Example creatures with darkvision: Ropers, Darkmantle, Cloakers, Underdark Denizens |
| Darkvision (60ft) | In Geminaea, some creatures who reside underground have evolved an ability called Darkvision which allows them to perceive their surroundings in black and white when in darkness. This specialized function is very useful in the dark recesses of Geminaea where there is little light, but it causes their eyes to be poorly adapted to bright light. When creatures with darkvision are not in dim light or darkness they have disadvantage on ability checks which require sight. Darkvision provided through magical means, such as the spell Darkvision , does not have disadvantage. Example creatures with darkvision: Ropers, Darkmantle, Cloakers, Underdark Denizens |
| Darkvision (120ft) | In Geminaea, some creatures who reside underground have evolved an ability called Darkvision which allows them to perceive their surroundings in black and white when in darkness. This specialized function is very useful in the dark recesses of Geminaea where there is little light, but it causes their eyes to be poorly adapted to bright light. When creatures with darkvision are not in dim light or darkness they have disadvantage on ability checks which require sight. Darkvision provided through magical means, such as the spell Darkvision , does not have disadvantage. Example creatures with darkvision: Ropers, Darkmantle, Cloakers, Underdark Denizens |
| Darkvision (240ft) | In Geminaea, some creatures who reside underground have evolved an ability called Darkvision which allows them to perceive their surroundings in black and white when in darkness. This specialized function is very useful in the dark recesses of Geminaea where there is little light, but it causes their eyes to be poorly adapted to bright light. When creatures with darkvision are not in dim light or darkness they have disadvantage on ability checks which require sight. Darkvision provided through magical means, such as the spell Darkvision , does not have disadvantage. Example creatures with darkvision: Ropers, Darkmantle, Cloakers, Underdark Denizens |
| Low-light Vision | Creatures that reside in dim locales (such as forests and crags) or spend much of their time awake at night have eyes which are adapted to their low-light surroundings. Creatures with low-light vision are able to see in dim light without disadvantage on Perception checks. Example creatures with low-light vision: Cats, Frogs, Lizards, Owls, Rats |
| Tremorsense (10ft) | Creatures which spend their time between underground abodes and the surface have adapted other means to be able to see in the dark that doesn't incur the disadvantages of Darkvision. Instead, these creatures have adapted an ability to sense vibrations in the soil and stone around them. As this form of vision doesn't rely on sight, creatures with Tremorsense can perceive the location of objects around them while blinded and in magical darkness but they are considered blinded when trying to perceive airborne objects, they cannot see any visual details, and they cannot see what other creatures around them are doing. Example creatures with tremorsense: Dwarves, Kobolds, Skatten, Grekkin |
| Tremorsense (30ft) | Creatures which spend their time between underground abodes and the surface have adapted other means to be able to see in the dark that doesn't incur the disadvantages of Darkvision. Instead, these creatures have adapted an ability to sense vibrations in the soil and stone around them. As this form of vision doesn't rely on sight, creatures with Tremorsense can perceive the location of objects around them while blinded and in magical darkness but they are considered blinded when trying to perceive airborne objects, they cannot see any visual details, and they cannot see what other creatures around them are doing. Example creatures with tremorsense: Dwarves, Kobolds, Skatten, Grekkin |
| Tremorsense (60ft) | Creatures which spend their time between underground abodes and the surface have adapted other means to be able to see in the dark that doesn't incur the disadvantages of Darkvision. Instead, these creatures have adapted an ability to sense vibrations in the soil and stone around them. As this form of vision doesn't rely on sight, creatures with Tremorsense can perceive the location of objects around them while blinded and in magical darkness but they are considered blinded when trying to perceive airborne objects, they cannot see any visual details, and they cannot see what other creatures around them are doing. Example creatures with tremorsense: Dwarves, Kobolds, Skatten, Grekkin |
| Tremorsense (120ft) | Creatures which spend their time between underground abodes and the surface have adapted other means to be able to see in the dark that doesn't incur the disadvantages of Darkvision. Instead, these creatures have adapted an ability to sense vibrations in the soil and stone around them. As this form of vision doesn't rely on sight, creatures with Tremorsense can perceive the location of objects around them while blinded and in magical darkness but they are considered blinded when trying to perceive airborne objects, they cannot see any visual details, and they cannot see what other creatures around them are doing. Example creatures with tremorsense: Dwarves, Kobolds, Skatten, Grekkin |
| Echolocation (60ft / 600ft underwater) | Creatures of the depths of the oceans and some inhabitants of the underground make use of echolocation to perceive their surroundings in dim light or darkness. Creatures with echolocation can emit a sound to bounce off of their surroundings to get a general idea of the shape of space and location of objects and creatures around them. As this form of vision doesn't rely on sight, creatures with Tremorsense can perceive the location of objects around them while blinded and in magical darkness but they are considered blinded when trying to perceive fast-moving objects, they cannot see any visual details, and they cannot see what other creatures around them are doing. A creature using echolocation makes a sound that is audible out to the maximum distance the creature can perceive and the creature must be able to hear to make use of its echolocation ability. |
| Blindsight (10ft) | Some creatures possess highly specialized senses—such as acute smell, heat detection, or magical attunement—that allow them to perceive their surroundings without relying on conventional vision. Blindsight enables a creature to accurately sense the location of objects, creatures, and obstacles within a limited range, even in total darkness or magical darkness, and even while blinded. However, creatures with blindsight cannot perceive visual details such as color, text, or illusions that do not have a physical presence. Blindsight does not function through barriers that block the relevant sense (such as thick walls for heat detection or scent). Example creatures with blindsight: Giant Bats, Grimlocks, Blind Cave Salamanders, Elemental Spirits |
| Blindsight (30ft) | Some creatures possess highly specialized senses—such as acute smell, heat detection, or magical attunement—that allow them to perceive their surroundings without relying on conventional vision. Blindsight enables a creature to accurately sense the location of objects, creatures, and obstacles within a limited range, even in total darkness or magical darkness, and even while blinded. However, creatures with blindsight cannot perceive visual details such as color, text, or illusions that do not have a physical presence. Blindsight does not function through barriers that block the relevant sense (such as thick walls for heat detection or scent). Example creatures with blindsight: Giant Bats, Grimlocks, Blind Cave Salamanders, Elemental Spirits |
| Blindsight (60ft) | Some creatures possess highly specialized senses—such as acute smell, heat detection, or magical attunement—that allow them to perceive their surroundings without relying on conventional vision. Blindsight enables a creature to accurately sense the location of objects, creatures, and obstacles within a limited range, even in total darkness or magical darkness, and even while blinded. However, creatures with blindsight cannot perceive visual details such as color, text, or illusions that do not have a physical presence. Blindsight does not function through barriers that block the relevant sense (such as thick walls for heat detection or scent). Example creatures with blindsight: Giant Bats, Grimlocks, Blind Cave Salamanders, Elemental Spirits |
| Blindsight (120ft) | Some creatures possess highly specialized senses—such as acute smell, heat detection, or magical attunement—that allow them to perceive their surroundings without relying on conventional vision. Blindsight enables a creature to accurately sense the location of objects, creatures, and obstacles within a limited range, even in total darkness or magical darkness, and even while blinded. However, creatures with blindsight cannot perceive visual details such as color, text, or illusions that do not have a physical presence. Blindsight does not function through barriers that block the relevant sense (such as thick walls for heat detection or scent). Example creatures with blindsight: Giant Bats, Grimlocks, Blind Cave Salamanders, Elemental Spirits |
| Blindsight (600ft) | Some creatures possess highly specialized senses—such as acute smell, heat detection, or magical attunement—that allow them to perceive their surroundings without relying on conventional vision. Blindsight enables a creature to accurately sense the location of objects, creatures, and obstacles within a limited range, even in total darkness or magical darkness, and even while blinded. However, creatures with blindsight cannot perceive visual details such as color, text, or illusions that do not have a physical presence. Blindsight does not function through barriers that block the relevant sense (such as thick walls for heat detection or scent). Example creatures with blindsight: Giant Bats, Grimlocks, Blind Cave Salamanders, Elemental Spirits |
| True Sight (30ft)) | Rare individuals and some magical beings possess the extraordinary gift of True Sight, allowing them to see things as they truly are. A creature with true sight can perceive objects, creatures, and terrain as if all darkness and illusions were stripped away. True sight allows the creature to see through magical darkness, invisibility, illusions, shapechanges, and even into the Ethereal Plane within a certain range. True sight reveals true forms, but does not provide immunity to effects that cloud the mind or block physical senses. Example creatures with true sight: Celestials, Fey Sovereigns, Legendary Dragons, Archmagi |
| True Sight (60ft)) | Rare individuals and some magical beings possess the extraordinary gift of True Sight, allowing them to see things as they truly are. A creature with true sight can perceive objects, creatures, and terrain as if all darkness and illusions were stripped away. True sight allows the creature to see through magical darkness, invisibility, illusions, shapechanges, and even into the Ethereal Plane within a certain range. True sight reveals true forms, but does not provide immunity to effects that cloud the mind or block physical senses. Example creatures with true sight: Celestials, Fey Sovereigns, Legendary Dragons, Archmagi |
| True Sight (120ft) | Rare individuals and some magical beings possess the extraordinary gift of True Sight, allowing them to see things as they truly are. A creature with true sight can perceive objects, creatures, and terrain as if all darkness and illusions were stripped away. True sight allows the creature to see through magical darkness, invisibility, illusions, shapechanges, and even into the Ethereal Plane within a certain range. True sight reveals true forms, but does not provide immunity to effects that cloud the mind or block physical senses. Example creatures with true sight: Celestials, Fey Sovereigns, Legendary Dragons, Archmagi |
| Normal | The standard form of vision for most beings. Creatures with normal sight perceive their environment using ambient light, discerning colors, shapes, and movement within their field of view. Normal sight functions best in bright or well-lit conditions. In dim light, such creatures have disadvantage on Perception checks relying on sight, and in complete darkness, they are considered blinded unless another sense compensates. Example creatures with normal sight: Humans, Horses, Deer, Dogs, Most Birds |