Darkvision, also known as infravision,[1][note 1] was a type of vision that many creatures had, in addition to "normal sight", that allowed them to see in darkness.[2][3][4][5]
Description[]
Darkvision allowed a creature to discern forms, as in normal daylight vision, but only in shades of gray. Monsters with this ability could only see in the dark up to a certain distance,[2][4][5] typically around 20 yards (18 meters).[7] Permanently subterranean creatures often possessed superior darkvision that allowed them to see in the dark at distances twice that far.[8][9] Darkvision did not function in darkness that was magical in origin.[10][11]
Despite the name "infravision", this form of vision did not allow creatures to see light that fell within the infrared spectrum;[7] it did not involve heat-sensing, and so sources of light or heat did not affect it.[1]
Creatures[]
Creatures known to have darkvision included drow,[8] duergar,[9] dwarves,[3] svirfneblin, and many others.[12]
Appendix[]
See Also[]
- Low-light vision
- All-around vision
- Devil's sight
- Witch's sight
- Eldritch sight
- Ghostly gaze
- Blindsight
- Truesight
- Tremorsense
- Ultravision
Notes[]
- ↑ In 1st and 2nd editions, some creatures, such as elves, halflings, and gnomes, were said to have infravision, but this was changed in later editions such that these creatures instead have low-light vision, the ability to see well in dim light but not in total darkness. Some creatures have both forms of vision.
Further Reading[]
- Roger E. Moore (November 1994). “Sight in the Darkness”. In Kim Mohan ed. Dragon #211 (TSR, Inc.), pp. 16–22.
References[]
- ↑ 1.0 1.1 Skip Williams (2000). Conversion Manual. (Wizards of the Coast), p. 7.
- ↑ 2.0 2.1 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 11. ISBN 0-88038-716-5.
- ↑ 3.0 3.1 David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), pp. 21–23. ISBN 0-88038-716-5.
- ↑ 4.0 4.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual v.3.5. (Wizards of the Coast), p. 308. ISBN 0-7869-2893-X.
- ↑ 5.0 5.1 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). Monster Manual 5th edition. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 9. ISBN 978-0786965614.
- ↑ Jeremy Crawford, Mike Mearls, Robert J. Schwalb, Adam Lee, Christopher Perkins, Matt Sernett (November 2017). Xanathar's Guide to Everything. Edited by Kim Mohan. (Wizards of the Coast), pp. 41–42. ISBN 978-0-7869-6612-7.
- ↑ 7.0 7.1 David "Zeb" Cook (1989). Dungeon Master's Guide 2nd edition. (TSR, Inc.), pp. 118–119. ISBN 0-88038-729-7.
- ↑ 8.0 8.1 Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 112. ISBN 1-5607-6619-0.
- ↑ 9.0 9.1 Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 97. ISBN 1-5607-6619-0.
- ↑ David "Zeb" Cook (August 1989). Player's Handbook (2nd edition). (TSR, Inc.), p. 140. ISBN 0-88038-716-5.
- ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). Player's Handbook v.3.5. (Wizards of the Coast), p. 216. ISBN 0-7869-2886-7.
- ↑ Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 160. ISBN 1-5607-6619-0.