Remember though, that an area that is covered in darkness is considered Heavily Obscured. Of course, generally, a torch, lantern, or spell will illuminate these dark areas. However, keep in mind the most common one is during the night, the land itself is shrouded in darkness. Areas such as natural caves, or long lost dungeons or crypts.
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Think of a room at night with just a TV on, it’s still relatively dark, but there is some light Remember, anything considered dim light, means that the area is Lightly Obscured.ĭarkness – Areas covered in darkness are very common in DnD.
Areas that have been hastily lit, like active dungeons or bandit hideouts would also be likely considered dim light.
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Twilight or even a bright full moon can shroud the land in dim light.
Torches, lanterns, fires, and magical means of light all provide bright light, within their specified ranges.ĭim Light – These are areas thick with shadows, places that aren’t well lit. Generally, that would be places like, outside during the day, or a well-lit room or establishment.
There are 3 designations, technically there are 4, but the 4 th is more of a specific case.īright Light – Areas that are considered bright light mean that most things will be able to see normally in that area. Depending on the term used it allows everyone to understand what that may mean for their characters (or creatures if you’re GMing). Light LevelsĪs mentioned above, there are a few different terms that describe how bright or dark an area is. Now that we’ve discussed these two terms, now we can discuss the actual levels of light. A wind spell to blow the fog away, or a light source to brighten up the darkness. So again these places can be extremely dangerous if caution is not taken, or preventative measures aren’t used to subvert whatever is causing the area to be obscured. Creatures in a heavily obscured area automatically fail Perception checks that require sight. Heavily Obscured – An area that is considered heavily obscured might be something like a very thick fog, a dense forest or thicket, and again mostly importantly to our discussion, anywhere that is in complete darkness, caves, dungeons, crypts. On the flip side, these areas provide a place to hide for your players. So spotting an enemy or trap can be a little more difficult in these areas. Areas that are lightly obscured impose Disadvantage on Perception checks that require sight. Lightly Obscured – An area that is considered lightly obscured could be something like a light fog, or a forest with a lot of foliage, and most importantly, an area that is dimly lit. Both terms refer to how easily a creature can see in a specific area. Once you understand how the levels of light affect your creatures and players you’ll feel a lot more comfortable with changing the light levels and having the light levels be an actual obstacle in the game.įirst, we have two terms that will get used a lot, lightly obscured, and heavily obscured. In DnD 5e there are a few different terms for how bright, or dark an area is. So without further ado, let’s dive right into the post! Obscurity Levels We’ll look at the different levels of obscurity, the levels of light, and all the different types of vision as all the mechanics feed into one another. To explain Darkvision properly we’ll need to discuss all the different types of vision and how vision plays a part in DnD 5e. It’s definitely a topic that causes some confusion among players at times. Hey all, so in today’s post, DnD 5e Darkvision Explained, we’re going to discuss the various types of vision in DnD 5e, as I feel like it’s a bit of an ambiguous part of a lot of home games.