Additional and improved Vision/Detection modes for D&D 5e including automatic vision management based on the actor's senses and active effects.
- Blindsense
- Blindsight
- If the actor has the
Echolocation
* orBlind Senses
* feat, Blindsight doesn't work while deafened. - Note: Blindsight is blocked by total cover. There's no total cover wall restriction type. So Blindsight is blocked by sight-blocking walls, but doesn't go through proximity walls regardless of the distance to the wall. Therefore it is necessary to use proximity walls for glass windows.
- If the actor has the
- Darkvision
- Unless blinded Darkvision detects any creature that isn't invisible and doesn't have the
Umbral Sight
* feat.
- Unless blinded Darkvision detects any creature that isn't invisible and doesn't have the
- Detect Evil and Good
- Detects aberrations, celestials, elementals, feys, fiends, undeads, and PCs with the
Hollow One
*,Supernatural Gift: Hollow One
, orSupernatural Gifts: Hollow One
feat. - Note: In dnd5e 2.3.1 and before PCs do not have a creature type like NPCs, and so only the following PC races are detected:
Centaur
*,Changeling
*,Fairy
*,Hexblood
*, andSaytr
*. - Note: Restricted by any sight-blocking wall, because there's no way to know what material the wall is made of or how thick it is.
- Detects aberrations, celestials, elementals, feys, fiends, undeads, and PCs with the
- Detect Magic
- Note: Restricted by any sight-blocking wall, because there's no way to know what material the wall is made of or how thick it is.
- Note: Magic items are considered magical if the rarity is uncommon or higher. Mundane items should not have a rarity. Unfortunately, all mundane items in the system's item compendium are incorrectly given the common rarity, which means that all items that originated from this compendium pack would be detected as magical. Until this is fixed, common items are not considered magical to avoid a large number false positives.
- Detect Poison and Disease
- Detects all creatures that have a poisonous natural weapon attack or have the poisoned or diseased status effect.
- Note: Restricted by any sight-blocking wall, because there's no way to know what material the wall is made of or how thick it is.
- Note: Some poisonous creatures might not be detected, because the Versatile Damage of the natural weapon attack is missing the
[poison]
flavor, which you'll need to fix yourself.
- Detect Thoughts
- Detects all creatures that have an Intelligence of 4 or higher and speak at least one language.
- Note: Restricted by any sight-blocking wall, because there's no way to know what material the wall is made of or how thick it is.
- Devil's Sight
- Note: You need the Limits module for magical darkness.
- Divine Sense
- Detects celestials, fiends, undead, and PCs with the
Hollow One
*,Supernatural Gift: Hollow One
, orSupernatural Gifts: Hollow One
feat.
- Detects celestials, fiends, undead, and PCs with the
- Ethereal Sight
- Allows detection of ethereal creatures.
- Ghostly Gaze
- Detects anything Darkvision would but isn't blocked by walls.
- Hearing
- Detects all creatures that do not have the inaudible status effect and are not behind a sound-blocking walls. If the token is deafened, it cannot hear anything of course.
- See Invisibility
- Allows detection of invisible and ethereal creatures.
- Tremorsense
- Detects all creatures that do not have the flying status effect.
- Is unable to detect anything while the creature itself is flying.
- Note: Tremorsense works differently compared to core's Feel Tremor, which detects all creatures that are not above 0 elevation.
- Truesight
- Note: You need the Limits module for magical darkness.
- Note: The original form of a shapechanger is not revealed nor highlighted with a special effect.
- Witch Sight
Basic Sight no longer detects creatures that are illuminate by light sources, which is now handled by the Light Perception detection mode. Light perception being a separate detection modes allows you to configure the range of light perception. Basic Sight is renamed to Darkvision.
Detection modes of tokens are automatically configured based on the actor's senses. They can be overridden by the token's detection modes though.
A token gains ...
- Blindsense if the actor has a feat with the name
Blindsense
*. - Detect Evil and Good if the actor has an active effect with the name
Detect Evil and Good
*. - Detect Magic if the actor has an active effect with the name
Detect Magic
* or a feat with the nameSense Magic
*. The description of theSense Magic
* feat must contains the range. An active effect namedMagic Awareness
* grants 60 feet of Detect Magic. - Detect Poison and Disease if the actor has an active effect with the name
Detect Poison and Disease
*. - Detect Thoughts if the actor has an active effect with the name
Detect Thoughts
*. - Devil's Sight if the actor has a feat with the name
Devil's Sight
*,Invocation: Devil's Sight
,Invocations: Devil's Sight
,Eldritch Invocation: Devil's Sight
,Eldritch Invocations: Devil's Sight
, orEldritch Adept: Devil's Sight
. NPCs gain Devil's Sight equal to their Darkvision if they have theDevil's Sight
* feat.- Note: Remove the active effect that gives 120 feet Darkvision from the Invocation: Devil's Sight feat if it exists: Devil's Sight doesn't increase the range of Darkvision.
- Divine Sense if the actor has an active effect with the name
Divine Sense
*. - Ethereal Sight if the actor has a feat with the name
Ethereal Sight
* and its description contains the range in feet. - Ghostly Gaze if the actor has an active effect with the name
Ghostly Gaze
*,Invocation: Ghostly Gaze
,Invocations: Ghostly Gaze
,Eldritch Invocation: Ghostly Gaze
,Eldritch Invocations: Ghostly Gaze
, orEldritch Adept: Ghostly Gaze
. - See Invisibility if the actor has an active effect with the name
See Invisibility
*. - Witch Sight if the actor has a feat with the name
Witch Sight
*,Invocation: Witch Sight
,Invocations: Witch Sight
,Eldritch Invocation: Witch Sight
,Eldritch Invocations: Witch Sight
, orEldritch Adept: Witch Sight
.
By default all tokens have hearing range of 30 feet. The default hearing range can be configured in the module settings.
If you use metric units, you need to change the units in the module settings.
The vision modes can be changed in token HUD. The player can select the preferred vision mode for their token and change it at any time on their own.
If a creature is burrowing, give it the burrowing status effect. A burrowing creature cannot be detected by senses that are blocked by walls, but can be detected by senses like Hearing or Tremorsense for example. While burrowing the creature is effectively blinded and any light that the creature emits is suppressed.
If a token is in the ethereal plane, give it the ethereal status effect. Tokens in the ethereal plane can see other ethereal tokens. Tokens that are not need Truesight or See Invisibility to see ethereal tokens.
If a token doesn't produce any sound, give it the inaudible status effect, which is right next to the invisible status effect.
Detect Evil and Good, Detect Magic, Detect Poison and Disease, Detect Thoughts, Divine Sense, Hearing, and Tremorsense are all imprecise senses. They do not reveal any information about the detected token except for size, location (position and elevation), and player targets.
Sense | Attribute Key |
---|---|
Blind Sense | ATL.detectionModes.bindsense.range |
Blindsight | system.attributes.senses.blindsight |
Darkvision | system.attributes.senses.darkvision |
Detect Evil and Good | ATL.detectionModes.detectEvilAndGood.range |
Detect Magic | ATL.detectionModes.detectMagic.range |
Detect Poison and Disease | ATL.detectionModes.detectPoisonAndDisease.range |
Detect Thoughts | ATL.detectionModes.detectThoughts.range |
Devil's Sight | ATL.detectionModes.devilsSight.range |
Divine Sense | ATL.detectionModes.divineSense.range |
Ethereal Sight | ATL.detectionModes.etherealSight.range |
Ghostly Gaze | ATL.detectionModes.ghostlyGaze.range |
Hearing | ATL.detectionModes.hearing.range |
Light Perception | ATL.detectionModes.lightPerception.range |
See Invisibility | ATL.detectionModes.seeInvisibility.range |
Tremorsense | system.attributes.senses.tremorsense |
Truesight | system.attributes.senses.truesight |
Witch Sight | ATL.detectionModes.witchSight.range |
Note: Attribute keys starting with ATL.
require the Active Token Effects module.
English | Source | German | French | Spanish |
---|---|---|---|---|
Blind Senses |
Monster feat | Blinde Sinne |
Sens aveugles |
Sentidos de ciego |
Blindsense |
Rogue feat | Blindgespür |
Perception aveugle |
Sentir sin ver |
Centaur |
Race | Zentaur |
Centaure |
Centauro |
Changeling |
Race | Wechselbalg |
Changelin |
Replicante |
Detect Evil and Good |
Spell | Gutes und Böses entdecken |
Détection du mal et du bien |
Detectar el bien y el mal |
Detect Magic |
Spell | Magie entdecken |
Détection de la magie |
Detectar magia |
Detect Poison and Disease |
Spell | Gift und Krankheit entdecken |
Détection du poison et des maladies |
Detectar venenos y enfermedades |
Detect Thoughts |
Spell | Gedanken wahrnehmen |
Détection des pensées |
Detectar pensamientos |
Devil's Sight |
Warlock invocation / Monster feat | Teufelssicht |
Vision de diable / Vision du diable / Vue de diable / Vue du diable |
Vista del diablo |
Divine Sense |
Paladin feat | Göttliches Gespür |
Perception divine |
Sentidos divinos |
Echolocation |
Monster feat | Echolot |
Écholocation / Écholocalisation |
Ecolocalización |
Eldritch Adept |
Feat | Schauerlicher Adept |
Adepte occulte |
Adepto sobrenatural |
Eldritch Invocation |
Warlock feat | Schauerliche Anrufung |
Invocation occulte / Manifestation occulte |
Invocación sobrenatural |
Ethereal Sight |
Monster feat | Ätherische Sicht |
Vision éthérée / Vue éthérée |
Visión etérea |
Fairy |
Race | Fee |
Fée |
Hada |
Ghostly Gaze |
Warlock invocation | Geisterhafter Blick |
Regard fantomatique |
Mirada fantasmal |
Hexblood |
Race | Hexblut |
Sang maudit |
Sangre maléfica |
Hollow One |
Supernatural Gift | Leerwandler |
Celui-qui-est-creux |
Aquel que está vacío |
Magic Awareness |
Barbarian (Path of Wild Magic) feat | Magische Wahrnehmung |
Conscience magique |
Conciencia mágica |
Satyr |
Race | Satyr |
Satyre |
Sátiro |
See Invisibility |
Spell | Unsichtbares sehen |
Détection de l'invisibilité |
Ver invisibilidad |
Sense Magic |
Monster feat | Magie spüren |
Détection de la magie / Perception de la magie |
Sentir magia |
Shapechanger |
Monster feat/subtype | Gestaltwandler |
Métamorphe |
Cambiaformas |
Supernatural Gift |
Character Creation Option | Übernatürliche Gabe |
Don surnaturel |
Don supernatural |
Umbral Sight |
Ranger (Gloomstalker) feat | Düstersicht |
Vision des ombres |
Visión en la umbra |
Witch Sight |
Warlock invocation | Hexensicht |
Vision de sorcier / Vision sorcière / Vue de sorcier / Vue sorcière |
Visión bruja |
Note: The automation is not case-sensitive.
Note: You may use '
or ’
for apostrophes.
Note: In French the colon (:
) is preceded by a space, but it isn't required in order for the automation to detect the feat. For example, both Manifestation : Regard fantomatique
and Manifestation: Regard fantomatique
work.
Note: French feats can have the class name in brackets in their names (for example [Occultiste]
). It may be present but doesn't have to be. It doesn't affect the automation.