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Noticing Threats The creature lands prone, unless it avoids taking damage
Use the passive Wisdom (Perception) scores of the char- from the fall.
acters to determine whether anyone in the group notices Suffocating
a hidden threat. The DM might decide that a threat can
be noticed only by characters in a particular rank. For ex- A creature can hold its breath for a number of minutes
ample, as the characters are exploring a maze of tunnels, equal to 1 + its Constitution modifier (minimum of
the DM might decide that only those characters in the 30 seconds).
back rank have a chance to hear or spot a stealthy crea- When a creature runs out of breath or is choking, it can
ture following the group, while characters in the front survive for a number of rounds equal to its Constitution
and middle ranks cannot. modifier (minimum of 1 round). At the start of its next
While traveling at a fast pace, characters take a –5 turn, it drops to 0 hit points and is dying, and it can’t re-
penalty to their passive Wisdom (Perception) scores gain hit points or be stabilized until it can breathe again.
to notice hidden threats. For example, a creature with a Constitution of 14 can
Encountering Creatures. If the DM determines that hold its breath for 3 minutes. If it starts suffocating, it has
the adventurers encounter other creatures while they’re 2 rounds to reach air before it drops to 0 hit points.
traveling, it’s up to both groups to decide what happens
next. Either group might decide to attack, initiate a Vision and Light
conversation, run away, or wait to see what the other
The most fundamental tasks of adventuring—noticing
group does.
danger, finding hidden objects, hitting an enemy in com-
Surprising Foes. If the adventurers encounter a hostile
bat, and targeting a spell, to name just a few—rely heavily
creature or group, the DM determines whether the ad-
on a character’s ability to see. Darkness and other effects
venturers or their foes might be surprised when combat
that obscure vision can prove a significant hindrance.
erupts. See chapter 9 for more about surprise.
A given area might be lightly or heavily obscured. In a
Other Activities lightly obscured area, such as dim light, patchy fog, or
Characters who turn their attention to other tasks as the moderate foliage, creatures have disadvantage on Wis-
group travels are not focused on watching for danger. dom (Perception) checks that rely on sight.
These characters don’t contribute their passive Wisdom A heavily obscured area—such as darkness, opaque
(Perception) scores to the group’s chance of noticing fog, or dense foliage—blocks vision entirely. A creature ef-
hidden threats. However, a character not watching for fectively suffers from the blinded condition (see appendix
danger can do one of the following activities instead, or A) when trying to see something in that area.
some other activity with the DM’s permission. The presence or absence of light in an environment
Navigate. The character can try to prevent the group creates three categories of illumination: bright light, dim
from becoming lost, making a Wisdom (Survival) check light, and darkness.
when the DM calls for it. (The Dungeon Master’s Guide Bright light lets most creatures see normally. Even
has rules to determine whether the group gets lost.) gloomy days provide bright light, as do torches, lanterns,
Draw a Map. The character can draw a map that fires, and other sources of illumination within a spe-
records the group’s progress and helps the characters cific radius.
Dim light, also called shadows, creates a lightly ob-
get back on course if they get lost. No ability check
scured area. An area of dim light is usually a boundary
is required.
between a source of bright light, such as a torch, and sur-
Track. A character can follow the tracks of another
rounding darkness. The soft light of twilight and dawn
creature, making a Wisdom (Survival) check when the
also counts as dim light. A particularly brilliant full moon
DM calls for it. (The Dungeon Master’s Guide has rules
might bathe the land in dim light.
for tracking.)
Darkness creates a heavily obscured area. Charac-
Forage. The character can keep an eye out for ready
ters face darkness outdoors at night (even most moonlit
sources of food and water, making a Wisdom (Survival)
nights), within the confines of an unlit dungeon or a sub-
check when the DM calls for it. (The Dungeon Master’s
terranean vault, or in an area of magical darkness.
Guide has rules for foraging.)
The Environment Blindsight
A creature with blindsight can perceive its surroundings
By its nature, adventuring involves delving into places without relying on sight, within a specific radius. Crea-
that are dark, dangerous, and full of mysteries to be ex- tures without eyes, such as oozes, and creatures with
plored. The rules in this section cover some of the most echolocation or heightened senses, such as bats and true
important ways in which adventurers interact with the en- dragons, have this sense.
vironment in such places. The Dungeon Master’s Guide
has rules covering more unusual situations. Darkvision
Many creatures in the worlds of D&D, especially those
Falling that dwell underground, have darkvision. Within a speci-
fied range, a creature with darkvision can see in dim light
A fall from a great height is one of the most common haz-
as if it were bright light and in darkness as if it were dim
ards facing an adventurer.
light, so areas of darkness are only lightly obscured as far
At the end of a fall, a creature takes 1d6 bludgeoning
as that creature is concerned. However, the creature can’t
damage for every 10 feet it fell, to a maximum of 20d6.
discern color in darkness, only shades of gray.
Chapter 8: Adventuring
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D&D Basic Rules (Version 1.0). Not for resale. Permission granted to print and photocopy this document for personal use only.

