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Any way for a human to gain Darkvision?
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<blockquote data-quote="ImpDesign" data-source="post: 7055021" data-attributes="member: 6874756"><p>I know this is an old topic, but it still comes up in the google search, so I'm going to post another easy method.</p><p></p><p>There is a trait you can put on any character called "Nightsighted" which will give you +10 feet dark vision, but -1 spot checks in areas of bright light. This will allow your human to at least crudely navigate in complete darkness withought grappling walls or stumbling around.</p><p></p><p>Remember, you can start your character off with two traits of your choosing (unless DM requires random). Traights have both positive and negative effects.</p><p></p><p>-----------</p><p></p><p>If your DM allows it, you can also enter into a contract with an Imp. (WARNING: DM must make a contract with many loopholes and conditions to avoid Imps becoming over powered. Things like you can only use them to spy for 1 hour per long rest should be considered) Imps are very useful little creatures. When you enter into a contract with them, you create a telepathic bond with them and can use its senses if it is within 1 mile of you. Imps have 120 feet of dark vision. Therefore if you have your Imp Familiar close by, you can effectively see 120 feet in the dark.</p><p></p><p>For good role playing, you should never go into a contract with an imp if you have a good alignment.</p></blockquote><p></p>
[QUOTE="ImpDesign, post: 7055021, member: 6874756"] I know this is an old topic, but it still comes up in the google search, so I'm going to post another easy method. There is a trait you can put on any character called "Nightsighted" which will give you +10 feet dark vision, but -1 spot checks in areas of bright light. This will allow your human to at least crudely navigate in complete darkness withought grappling walls or stumbling around. Remember, you can start your character off with two traits of your choosing (unless DM requires random). Traights have both positive and negative effects. ----------- If your DM allows it, you can also enter into a contract with an Imp. (WARNING: DM must make a contract with many loopholes and conditions to avoid Imps becoming over powered. Things like you can only use them to spy for 1 hour per long rest should be considered) Imps are very useful little creatures. When you enter into a contract with them, you create a telepathic bond with them and can use its senses if it is within 1 mile of you. Imps have 120 feet of dark vision. Therefore if you have your Imp Familiar close by, you can effectively see 120 feet in the dark. For good role playing, you should never go into a contract with an imp if you have a good alignment. [/QUOTE]
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Any way for a human to gain Darkvision?
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