D&D 5E Level 2 Human: Seeing in dark

twizty

First Post
Just learning to play 5e and 3.5e at the same time, never played before.

Keep confusing the two editions, I'm playing 5e as I type this and am looking for a way for my human rogue to be able to see in the dark without using lanterns or such. Lanterns and other light sources aren't exactly stealthy.

Any recommendations? Everyone at the table is learning 5e as we go and aren't being helpful, so I thought I'd try out here.
 

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Not much you can do on your own to solve that problem, at least not at 2nd level. At level 3, you could ask the party druid, wizard, or warlock to cast darkvision on you. You could also hope to find a pair of goggles of night.

The only way I can think of for a rogue to gain darkvision without relying on magic items or allies casting spells on her is to become an arcane trickster and spending your 8th level spell pick on learning darkvision. That's a fairly long-term plan though. You could also take delay your rogue progression by two levels in order to pick up two levels of warlock, and take Devil's Sight as one of your two invocations.
 


Just learning to play 5e and 3.5e at the same time, never played before.

Keep confusing the two editions, I'm playing 5e as I type this and am looking for a way for my human rogue to be able to see in the dark without using lanterns or such. Lanterns and other light sources aren't exactly stealthy.

Any recommendations? Everyone at the table is learning 5e as we go and aren't being helpful, so I thought I'd try out here.

Without magic items, you can't. This is one of the challenges of playing a human rogue. (I occasionally play one as well.) There is a magic item in the DMG called "Goggles of Night," but you should keep in mind that magic items are entirely up to DM discretion and that, unlike in some of the earlier editions, characters aren't really expected to be able to simply acquire specific magic items. As a DM, I probably would not grant a magic item like that to a 2nd level character, though, a little later, I might allow a character to perform a quest in search of one.

One very common tactic is to have somebody cast the "light" cantrip on a small object which you can be quickly and easily concealed. I like to cast it on a dagger and then wrap a cloth around the dagger. That way, by loosening or tightening the cloth, I can have rough control over the amount of illumination I am giving off. A small radius of light isn't going to be visible to anybody who isn't already looking at you. (And, since a creature with darkvision can probably see you anyway, this is only going to be a problem if another human or halfling is hiding in the dark, or if you are hiding from a dark-seer who is more than 60 feet away.) You don't have to worry about the dagger going out if you drop it to free a hand up, or sheathe it.

If the light cantrip is unavailable, you can also use a hooded lantern. I believe it's standard with the burglar's kit. This works much the same way as what I described above — by closing the hood, the lantern merely gives off a 5' radius of dim light. Perfect for being a sneaky bastard in the dark. A lantern can also be set down more easily than a torch, again allowing for use of both hands when you need them.

Another thing to remember is that darkvision only allows characters to see in total darkness as if it were dim light. By the rules, characters in dim light have disadvantage on perception checks relying on sight. This means that your passive perception for spotting traps and tripwires will be at -5. A lot of the traps in my dungeons are spotted (or at least severely hinted at) with a DC of 13, meaning that your average perceptive person can easily pick them out in bright light, but if trying to get by on darkvision alone, the wood elf with a passive perception of 14 will not notice most traps.
 

A small radius of light isn't going to be visible to anybody who isn't already looking at you.
That does not match how our eyes perceive light, particularly in an otherwise dark environment. Even a small amount of light is visible from a very long distance - find a place somewhere remote, and see how far away you can see someone lighting a match, for example. You might not be able to make out much in the way of detail, but you can clearly see that there's a light source there.

I think a better solution is for the DM to look at how darkvision works in 5e: it lets the creature see in total darkness as in dim light for (usually) 60 ft. That means that even creatures who have darkvision are probably going to have some kind of illumination around their domiciles, even if they'll settle for dim light (which they'd see as bright). That should give your rogue enough light to work with on your own, though it also means you'll have to rely on cover rather than shadows for hiding.
 

That does not match how our eyes perceive light, particularly in an otherwise dark environment. Even a small amount of light is visible from a very long distance - find a place somewhere remote, and see how far away you can see someone lighting a match, for example. You might not be able to make out much in the way of detail, but you can clearly see that there's a light source there.

When I say "looking at you", I guess I meant "unobstructed line of sight directly at you." So, yes, when sneaking across a giant cavernous hall, you will be visible to things on the other side of that hall when you cast your dim light. On the other hand, when sneaking through a dungeon corridor (which is where this usually comes into play in my experience), your dim light with a 5' radius is not going to spill ahead of you around corners and other obstructions. Which would allow creatures to detect you before actual line of sight was established.

Once there's line of sight, the dungeon dwellers have darkvision and are probably going to see you anyway.

I think a better solution is for the DM to look at how darkvision works in 5e: it lets the creature see in total darkness as in dim light for (usually) 60 ft. That means that even creatures who have darkvision are probably going to have some kind of illumination around their domiciles, even if they'll settle for dim light (which they'd see as bright). That should give your rogue enough light to work with on your own, though it also means you'll have to rely on cover rather than shadows for hiding.

I agree. Most of my dungeon humanoid types keep still light their main spaces, though the passageways are often not lit.
 



As a scout you would be vastly helped by choosing a race with darkvision.

Humans are outclassed in this regard. Quite rightly so, in my opinion.
 

Is multiclassing an option?

A level of Warlock will allow you to take Devil's Sight.
Two levels. You don't get any invocations at 1st level.

My suggestion would be to start asking around (in character) for a line on some goggles of night. Talk to wizards, sages, and other people likely to have knowledge of the arcane. Try to get some hints about where you could find such an item. This is your best option IMO, assuming you don't want to blow multiple levels on multi-classing just so you can see in the dark.
 
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