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| *An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. | | *An effect that removes exhaustion reduces its level as specified in the effect’s description, with all exhaustion effects ending if a creature’s exhaustion level is reduced below 1. |
| *Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. | | *Finishing a long rest reduces a creature’s exhaustion level by 1, provided that the creature has also ingested some food and drink. |
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| ==Vision and Light==
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| 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. Darkness and other effects that obscure vision can prove a significant hindrance.
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| ===Cover===
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| Obstacles can provide cover during combat, making a target more difficult to harm.
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| {| class="zebra c1c"
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| |-
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| ! Cover !! Benefit !! Granted by
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| | '''1/2''' || +2 to AC and Dex saves
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| | Low walls, large furniture, a narrow tree trunk, another creature, etc.
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| |-
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| | '''3/4''' || +5 to AC and Dex saves
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| | A portcullis, an arrow slit, a thick tree trunk, etc.
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| |-
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| | '''Total''' || Cannot be targeted<br><small>(but AoE might reach)</small>
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| | Any obstacle/condition providing complete concealment.
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| |}
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| ===Obscuration===
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| <span id="lightly obscured"></span><span id="heavily obscured"></span>
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| A given area might be lightly or heavily obscured.
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| {{statblock|
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| ;Lightly obscured: An area, such as [[#dim_light|dim light]], patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight.
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| ;Heavily obscured: An area—such as [[#darkness|darkness]], opaque fog, or dense foliage—blocks vision entirely. A creature in a heavily obscured area effectively suffers from the [[#Blinded|blinded]] condition.
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| }}
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| ===Light===
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| <span id="bright light"></span><span id="dim light"></span><span id="darkness"></span>
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| The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
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| {{statblock|
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| ;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.
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| ;Dim light: Also called shadows, creates a [[#lightly_obscured|lightly obscured]] area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
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| ;Darkness: Creates a [[#heavily_obscured|heavily obscured]] area. 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.
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| }}
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| ===Vision===
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| ====Blindsight====
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| A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.
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| ====Darkvison====
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| Many creatures in the worlds of D&D, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in [[#darkness|darkness]] as if the darkness were [[#dim_light|dim light]], so areas of darkness are only [[#lightly_obscured|lightly obscured]] as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.
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| ====Tremorsense====
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| A creature with tremorsense can detect and pinpoint the origin of vibrations within a specific radius, provided that the creature and the source of the vibrations are in contact with the same ground or substance. Tremorsense can’t be used to detect [[#Flying|flying]] or [[#Incorporeal|incorporeal]] creatures. Many burrowing creatures have this special sense.
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| ====Truesight====
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| A creature with truesight can, out to a specific range, see in normal and magical [[#darkness|darkness]], see [[#Invisible|invisible]] creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceives the original form of a shapechanger or a creature that is transformed by magic, Furthermore, the creature can see into the Ethereal Plane.
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