How It Operates & Common Misconceptions About darkvision 5e

If you want to know more about darkvision 5e then you are in a good place. We will guide you properly about that with the help of this content.

Does gaining the ability for seeing everything require magic? Does it have a lot of playable races? What was the point, for Moradin’s sake? Don’t panic; we’ll answer every question you ask, each new where one arises, and sometimes even ones that you were even aware they had. Now, without any more ado, let’s start.

What Does darkvision 5e Indicate?

Up to a specifically listed radius, a creature having darkvision 5e can see darkness as though it were dim brightness and dull light as if it is darkness. It stops you from seeing a wonderful night.

The precise summary of darkvision because it appears inside the stat block for the selected race of Owlin is given below. Make a note that it indicates a 120-foot range. Inside 120 feet around you, dim light can appear to be brilliant light, and darkness can appear to be dim light. In such darkness, the only colors you can access are shades of gray.

There is a great deal to discuss this. We have to understand the three kinds of light as well as how they affect players to have an honest discussion about darkness.

I’ve developed a brief vocabulary that will be beneficial for the duration of this post.

Darkness:

Darkness creates a region that is heavily obscured. Every place All places free of powerful light resources reflect full darkness during the night, including most moonlit nights.

Dim Light:

A darkly covered area is generated by dim light. This term is frequently employed to describe the hazy area between bright lights (such as that generated by light or even another source of light) and total darkness. Dim light involves items like the dawn, and noon, as well as the full moon’s illumination.

Bright Light:

In strong sunlight, the bulk of organisms could see normally. It’s bright outside, the place is close to a light source, etc. This is a well-lighted room.

Extremely Obscured:

An area that is severely obscured is dark, as well as when there’s thick mist or dense vegetation. These regions are habitats for creatures who are blinded.

Blinded:

A creature that has lost its sight immediately misses any skill check that asks for sight. The creature’s weapon rolls are at a loss, while attack rolls made against something are at a gain.

Passive Sensitivity:

A creature’s passive awareness score is decreased by -5 if it bears a negative on perception checks. (We’ll speak about passive perception as it relates to darkness; for further information, see the whole post. Magical Darkness is the darkness which is created by a spell or any other magic.

Alright! Afterward when what about we take another look at its definition?

Darkvision allows organisms to see in low-light conditions as strong light and total darkness as a night. This implies that creatures with darkvision don’t suffer a sight penalty in low-light conditions, as a regular creature would.

Furthermore, it ensures that a creature with darkvision 5e simply takes a drawback on awareness checks which need sight in the dark, as opposed to the numerous disadvantages that ordinary creatures would suffer.

Who Possesses darkvision 5e?

Playable races and creatures of all kinds may include the benefit of darkvision 5e in its stat block.

If you select one of the rare races without this as a racial feature, there is even a chance you’ll discover it from your class. We’ll begin with playable races. The below table lists all of the 5e playable races and the information on whether they possess dark vision.

RaceRace
AarakocraNo
AasimarYes
BugbearYes
CentuarNo
ChangelingNo
DhampirYes
DragonbearNo
DwarfYes
ElfYes
FairyNo
FirbolgNo
GenasiNo
GithNo
GnomeYes
GoblinYes
GoliathNo
GrungNo
Half-ElfYes
Half-OrcYes
HalflingNo
HarengonNo
HexbloodYes
HobgoblinYes
HumanNo
 Human (Dragonmark of finding)Yes
KalashtarNo
KenkuNo
KoboldYes
LeoninYes
LizardfolkNo
LocathahNo
LoxodonNo
MinotaurNo
OrcYes
OwlinYes
RebornNo
SatyrNo
ShifterYes
Simic HybridYes
TabaxiYes
TieflingYes
TortleNo
TritonYes
VerdanNo
WarforgedNo
Yaun-Ti-PurebloodYes

Items, Subclasses, and Other Ways to Achieve Darkvision:

As explained previously, race it’s not the only way of gaining darkvision 5e. Here are a few more ways to integrate this skill into your character sheet.

Shadow Magic Sorcerer – 120-foot darkvision at 1st level, combined with the ability to cast Darkness and can see through magical darkness at 3rd level if you are using sorcery points.

Gloom Stalker Ranger – Choose 60 feet of darkvision or a 30-foot boost to a racial darkvision ability. You also are invisible to creatures who are using darkvision to view in the dark.

Cleric Circle of Twilight – The very first feature of eyes of darkness gives you 300-foot darkvision! For 1 hour, you also can exchange this darkvision with several creatures equal to your wisdom modifier. You can’t reveal you darkvision in just this way again till you finish a rest period or expend a spell slot of every level to use again.

Devil’s Sight –

This eldritch invocation is accessible at warlock level 2. It enables you to see regularly (even if in strong light) up to meters in both ordinary and magical darkness.

Ghostly Gaze –

This seventh eldritch invocation allows the warlock to act to perceive solid surfaces and have darkvision within one range of 30 feet.

Belt of Dwarvenkind – If indeed the user does not have darkvision 5e, it gives them it along with many other skills.

Underwater Action Helmet – When using this brass helmet, you can inhale below, have darkvision with a range of 60 feet, or move at a speed of 30 feet.

Robe of Eyes – This robe gives you 120-foot darkvision in addition to the ability to view from all sides. It gets a benefit on perception checks which rely on sight and see invisible creatures and things out to 120 feet. Note that because all stacked cases of both advantage and disadvantage wash out, the benefit provided by such an object allows you to see properly in darkness.

Wreath of the Prism – This famous artifact offers a lot more than darkvision, but it does offer the wearer 60 feet of darkvision (either as a base or as an addition to a pre-existing feature). The other of its skills enables you to cast Dominate Creature, which is almost likely where you’ll utilize it.

Darkvision Goggles – 60 feet of vision

Axe of the Dwarvish Lords – This is an +3 axe that also provides the blessings of the Belt of Dwarvenkind, the Dwarven Thrower, and also the Blade of Sharpness.

Shadowfell Brand Tattoo – This magical tattoo gives you upwards to 60 feet of dark vision, a bonus on Stealth checks, as well as the capacity to react to harm by turning insubstantial, reducing the harm.

Dragon Masks – These masks are available in a variety of hues. However, they all grant you 60 feet of darkvision as a standard distance or in addition to another feature. They can give you blindsight, an enhanced natural-armor class, harm recovery. As well as a breath weapon matching the shade of your mask.

Verminshroud – Darkvision of 60 feet, whether as a beginning point or as an addition to an existing feature. There are numerous additional talents, including the ability to cast Polymorph.

Silken Spite – This is a +1 sentient rapier that grants you darkvision of 60 feet, whether as a base range or as a bonus, in addition to a variety of abilities, along with the capacity to be in the effects of a spell Spider Climb.

Orb of the Veil – This is a cursed object which also offers you 60 feet of darkvision 5e and grants you a bonus on perception tests to recognize concealed passages and routes.

Darkvision:

This second spell offers a receptive creature you touch 60 feet of darkvision. This spell’s effects last for 8 hours.

There are many methods for learning how to perceive properly in the dark.

When you can’t put your hands on a magical item, only one dip in Circle of Twilight Cleric or Shadow Magic Sorcerer is usually the best option.

Following those two, the warlock invocation Devil’s Sight is the finest option. In truth, it’s a better feature; it’s only limited by the two-level dip.

What’s interesting about Devil’s Sight is that it does give you darkvision; it allows you to see properly in both normal and magical darkness. This resolves the issues produced by darkness, but it maintains dim light as a constant concern. You could see properly in any lighting conditions if you combine Devil’s Sight with a decent dark vision.

Monsters with darkvision 5e:

So because harmful impacts of darkness will harm your enemies similarly to how they will you, learning once you’re up against all the other creatures with darkvision will be incredibly beneficial.

As a basic rule, all humanoid foes that have a yes beside their race will also have darkvision. Besides that, most creatures who survive in the darkness just had to deal with this ability.

Out of the 2,120 currently published there are approximately 1,200 creatures with darkvision . That’s a bit or more 50%, which means there’s a good possibility the creature you’re up with can see something in total darkness.

Here is another quick chart to show each creature kind has darkvision.

This means that when dealing with creatures, celestials, oozes, and plants, we will not have to worry about them battling in the dark. Of course, the same caution that pertains to all infographics holds here: actual data mean very little when it is used to make DM decisions.

If the DM wishes to have a frightening plant encounter inside the dark, they’ll most probably use those with darkvision. Or another useful sensing like Blindsight.

What Is the Functionality of Darkvision?

With the concept clear and an awareness of how common this sense is, we can examine how helpful it is.

When used correctly, darkvision can be a great tool for both players and DMs to enjoy more realistic play in any light level apart from pitch darkness.

Darkvision has a massive effect on two of 5e’s three gameplay pillars: battle and exploration.

I also think it has a major effect at the crossroads of this two – stealth. “How good is darkvision?” is a completely subjective issue. So I’ll set out the benefits and drawbacks and let you pick.

Combat Darkvision:

Fighting in total darkness would usually disadvantage all defenders even while providing all attacks against creatures in total darkness a benefit.

This has no effect because they simply cancel out. This indicates that no one can benefit in complete darkness and nobody can have a disadvantage in complete darkness.

Without darkvision (or other senses), every creature is on an equal playing field whenever the lights go out. When we examine a class like the rogue, who relies upon advantage for sneak attacks. This is a really bad break.

More information:

On a larger level, it means that every special ability gets erased which gives an advantage. Which is terrible for anyone who has one. The one and only persons that gain from total darkness are spellcasters who use spells that don’t require them to target someone, such as Fireball, which simply throws in a specific direction and deals damage on failed saving throws.

This would be extremely nice if you had a team of casters, but that isn’t what we’re dealing with here.

Most creatures and characters can benefit from cool skills unless they have darkvision. When darkvision 5e enters the game, we have a diverse range of people on the battlefield, a few of whom can fight regularly.

Note that because darkvision treats darkness as if it were dim light, we don’t have any battle concerns. So, in combat, darkvision is a tool that prevents the entire battlefield from leveling. This could be either a huge benefit or a huge hindrance, based on whether or not you have it.

Explore with Darkvision:

Even dim light can be challenging when it comes to investigation.

A creature without darkvision will be at disadvantage on awareness checks for traps or any item that needs sight, which is slightly better than the immediate fail which would occur in total darkness.

This adds a lot of spice to the events. We’ll have a tough time looking for traps without darkvision, even in low light.

If you use a torch, you can see for 20 feet and also have faint light for another 20. Beyond that, it’s pitch black.

Darkvision essentially gives you a 40-foot effective radius for the torch. And disadvantages anything other than your darkvision range (dim light/lightly covered).

This is a massive benefit, as it enables you to see most traps coming – but not all. The interesting part is how it impacts your passive perspective.

Stealth and Darkvision:

Even if you have darkvision, It is a disadvantage for you on perception tests that rely upon sight in complete darkness (which is treated as dim light).

This lowers your passive perception rating by 5, which is likely substantial.

If you’re in the dark, you’re usually looking at a score of 10 or lower unless you have extremely excellent passive perception due to something like the Observant feat. It’s not hard for monsters to roll a stealth score higher than this, therefore even if you have darkvision, you may miss a bunch of goblins or kobolds creeping up on you in the dark.

Nevertheless, if you are blinded, like you would be if darkness were treated as darkness, your passive perception will drop to zero, ensuring you will never catch those sneaky foes.

So darkvision 5e is still an advantage, just not a highly powerful one when used correctly.

At the end of the day, darkvision is a truly incredible ability that alters how we engage with darkness when we play DnD. Whereas many characters possess access to it, it is not so powerful that it makes darkness useless; rather, it brings new elements that we can investigate.

I hope this explained the concept for you, and as always, enjoy!

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