```metadata title: One D&D Vision & Hiding Rework description: '' tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` # Reworked Vison / Stealth ### Vision {{background:#dd88aa55 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. *Many things might impede your ability to see. You may have to consider distance, visual obstructions, light conditions, physical effects, mental effects, and magical effects. Likewise, many effects may improve your ability to see. Another way of phrasing whether you are able to see something, is whether or not you have line of sight.*{color:#D35400} }} ### Line of Sight {{background:#dd88aa55 *Line of sight indicates what a creature is currently able to see. It applies to anything that has a requirement such as "target you can see".*{color:#D35400} *Line of sight exists to a target if you can trace a line from a corner of your space to any point in the target space and the line doesn't pass through or touch an object or effect that blocks your vision. If an object in the target space is concealed such that you are unable to see it, you do not have line of sight.*{color:#D35400} *For example, turning away from your target or closing your eyes does not break line of sight, but the target becoming invisible does.*{color:#D35400} }} ### Obscured Areas {{background:#aa88aa55 Darkness and other Effects that obscure vision can prove a significant hindrance. A given area might be lightly or heavily obscured. *When trying to see something in or across an obscured area, a creature is subject to the penalties listed below.*{color:#D35400} In a **Lightly obscured** area*s*{color:#D35400}, such as dim light, patchy fog, or moderate foliage, creatures have *impose the penalties of*{color:#D35400} disadvantage on Wisdom (Perception) checks that rely on sight *and disadvantage on ranged attacks against targets 30 ft. or more away*{color:#D35400}. A **Heavily obscured** area*s, such as*{color:#D35400}—such as darkness, opaque fog, or dense foliage—blocks vision entirely. *They impose the penalties found in the blinded condition*{color:#D35400} (see appendix PH-A) when trying to see something in that area. }} ### Lighting {{background:#aa88aa55 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. }} : {{background:#aa88aa55 **Dim light**, also called shadows, creates a lightly *special*{color:#D35400} obscured area. *A creature effectively treats dim light as a lightly obscured area only while looking at something in this area.*{color:#D35400} An area of dim light is usually a boundary between a source of bright light, such as a torch, and darkness. Dim light ranges from being outdoors at night under a bright full moon to being in a deep cave weakly lit by bioluminescent glow worms. *Nocturnal creatures thrive in dim light.*{color:#D35400} 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 *special*{color:#D35400} obscured area. *A creature effectively treats Darkness as a heavily obscured area only while looking at something in this area. Darkness is defined by the complete absense of light. Even nocturnal creatures need specialized senses to **see** in darkness. Some subterranean creatures have these senses, granting them Blindsight or the magical sense of Darkvision.*{color:#D35400} 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. }} ### Blindsight If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can effectively see anything that isn’t behind Total Cover, even if you have the Blinded condition or are in Darkness. Moreover, in that range, you can effectively see a creature that has Invisible condition. ### Darkvision {{background:#aa88aa55 Many *Some*{color:#D35400} creatures in fantasy gaming worlds, especially those that dwell underground, have a *magical ability that provides*{color:#D35400} vision in complete darkness. Within a specified range, a creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray. }} ### Dimvision *If you have dimvision, your eyes are specially designed to work with very little light. You treat dim light as bright light. Nocturnal creatures usually have dimvision. (This does not stack with darkvision, by turning darkness into bright light. A creature with both Darkvision and Dimvision still treats Darkness as dim light.)*{color:#D35400} \page ### Truesight A creature with Truesight has enhanced vision within a specified range. Within that range, the creature’s vision pierces through the following: **Darkness.**:: The creature can see in normal darkness *normally in all categories of illumination*{color:#D35400} and magical darkness. **Invisibility.**:: The creature can see Invisible creatures and objects. **Visual Illusions.**:: The creature notices visual illusions and automatically succeeds on Saving Throws against them. **Transformations.**:: The creature discerns the true form of any creature or object it sees that has been transformed by magic. **Ethereal Plane.**:: The creature can see into the Ethereal Plane ### Tremorsense A creature with Tremorsense can pinpoint *learns*{color:#D35400} the *current*{color:#D35400} location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it’s detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense can’t detect creatures or objects in the air, and **Tremorsense doesn’t count as a form of sight**. ### Search [Action] When you take the Search Action, you make a Wisdom Check to discern something that isn’t obvious. The Search table suggests which Skills are applicable when you take this Action, depending on what you’re trying to detect. ##### Search | Skill | Thing to Detect | |:------------------|:-----| | Insight | Creature’s state of mind | | Medicine |Creature’s ailment | | Perception |Concealed creature or object | | Survival |Tracks or food | \column ### Hide [Action] With the Hide Action, you try to conceal yourself *from enemies and any other creatures of your choice, refered to here as hide foes*{color:#D35400}. To do so, you must make a DC 15 Dexterity Check (Stealth) while you’re *in a Heavily Obscured area*{color:#D35400} or behind Three-Quarters Cover or Total Cover, and you must be out of any visible enemy’s line of sight. *out of the line of sight from any visible hide foes*{color:#D35400}. If you can see a creature, you can discern whether it can see you. On a successful check, *you effectively benefit from*{color:#D35400} the Invisible condition *from hide foes, until you are revealed*{color:#D35400}. *This benefit does not affect line of sight when determining if you are revealed.*{color:#D35400} Make note of your check’s total, which becomes the DC for a creature to find *hide foe to locate*{color:#D35400} you with a Wisdom Check (Perception). *If a hide foe uses a search action to make a Wisdom Check (Perception) and it exceeds the DC of your Hide check total, it learns your current location.*{color:#D35400} *When a hide foe learns your location, you may or may not be aware that it has happened, and you are not immediately revealed.*{color:#D35400} *You are revealed*{color:#D35400} immediately after any of the following occurs: * *a hide foe you can see has line of sight on you and you have less than three-quarters cover from it with an opaque obstacle*{color:#D35400} * *a hide foe, targets your location with an attack or spell.*{color:#D35400} * you make a sound louder than a whisper * you cast a spell with a verbal component * you make an attack roll {{note,color:purple #### Better Hide & Seek I fully expect that this is just a base model. Certain races, classes, feats, and other abilities could increase or decrease the overall difficulty of hiding. For example, the 5e mask of the wild racial trait, rogue's class features (like maybe being able to hide in a crowd without breaking line of sight), feats etc. }} \page ### Line of Effect {{background:#dd88aa55 *A target can't be targeted with attacks and spells without a line of effect. You must have a physically clear path to any target or to the point of origin for any area of effect. A area of effect affects only an area, creature, or object to which it has line of effect from its origin.*{color:#D35400} *Line of effect is a straight, unblocked path that indicates what can be reached. Line of effect is blocked by a solid barrier, but the barrier itself may be targetable. If there is a reasonably sized hole in a barrier, a line of effect can pass through the hole.*{color:#D35400} *Line of effect is not blocked by fog, darkness, and other factors that limit normal sight, but may be blocked by a translucent or transparent solid barrier that doesn’t block sight, such as a closed window.*{color:#D35400} *To attack a target behind a breakable barrier, see 'Attacking through Cover'.*{color:#D35400} }} ### Cover {{background:#aa88aa55 Walls, trees, creatures, and other obstacles can provide cover during combat, making a target more difficult to harm. A target can benefit from cover only when an attack or other effect originates on the opposite side of the cover *obstacle. Another way to think of cover is something that hampers the line of effect*{color:#D35400}. There are three degrees of cover. If a target is behind multiple sources of cover, only the most protective degree of cover applies; the degrees aren’t added together. For example, if a target is behind a creature that gives half cover and a tree trunk that gives three-quarters cover, the target has three-quarters cover. A target with **half cover** has a +2 bonus to AC and Dexterity saving throws. A target has half cover if an obstacle blocks *covers*{color:#D35400} at least half of its body. The obstacle might be a low wall, a large piece of furniture, a narrow tree trunk, or a creature, whether that creature is an enemy or a friend. A target with **three-quarters cover** has a +5 bonus to AC and Dexterity saving throws. A target has three-quarters cover if about three-quarters of it is covered by an obstacle. The obstacle might be a portcullis, an arrow slit, or a thick tree trunk. A target with **total cover** *has blocked the line of effect and*{color:#D35400} can’t be targeted directly by an attack or a spell, although some spells can reach such a target by including it in an area of effect. A target has total cover if it is completely concealed *covered*{color:#D35400} by an obstacle. *If that obstacle is also opaque, there is no line of sight on the target.*{color:#D35400} }} \column ### Attacking through Cover {{background:#dd88aa55 *If you attack an obstacle that is granting a target cover, and destroy it, any left over damage from that attack might be dealt to valid targets behind the former obstacle. After destroying the object, identify any targets that would have been valid for the original attack now that cover has been removed and taking into account the attacks range and line of effect. If the original attack required an attack roll, that result must equal or exceeds a valid target's AC (not including the benefits from the destroyed cover).*{color:#D35400} *For example, if a creature with 15 AC is standing 5 ft. from behind a closed window giving them total cover, you could try to target the window. It has an AC of 13 and the DM gives it 4 HP. The creature would be out of range of a melee attack, so you decide to throw your handaxe. Your attack roll is 15 and you roll 8 damage. Your attack would break the window and have 4 damage left over, your roll result meets the creature's AC and the creature is within the range of the attack allowing the handaxe to deal the remaining 4 damage to it.*{color:#D35400} }} ### Unseen Target's Location {{background:#aa88aa55 When you attack a target that you can’t see, you are guessing the target’s location. *Guessing a target's location is not the same as targeting it directly.*{color:#D35400} *After making the attack roll,*{color:#D35400} if the target isn’t in the location you targeted, you automatically miss, but the GM typically just says that the attack missed, not whether you guessed the target’s location correctly. *If you can see or feel the attack hit, you learn the target's current location.*{color:#D35400} }} \page ### Blinded [Condition] When Blinded, you experience the following effects: **No Sight**:: A blinded creature can’t see and automatically fails any ability check that requires sight. **Attacks Affected**:: Attack rolls against the creature have advantage, and the creature’s attack rolls have disadvantage. ### Invisible [Condition] While Invisible, you experience the following effects: **Concealed.**:: You aren’t affected by any effect that requires its target to be seen. **Surprise.**:: If you are Invisible when you roll initiative, you have Advantage on the roll **Attacks Affected.**:: Attack rolls against you have Disadvantage, and your attack rolls have Advantage. If a creature can somehow see you, as with Blindsight, you don’t gain this benefit against that creature.