Senses (PSR Supplement)
From D&D Wiki
Other Dangers |
Common Senses
Almost every creature is able to see and hear, and most creatures can smell. A typical Perception check measures a creature's attempt to notice something that isn't obvious using either these senses or its intuition.
You can become proficient in different common senses, just like you can become proficient in different skills.
Keen Vision. If you have keen vision, or are proficient with vision, add your proficiency bonus to Perception checks that rely on sight. These are called Perception (Vision) checks.
Keen Hearing. If you have keen hearing, or are proficient with hearing, add your proficiency bonus to Perception checks that rely on hearing. These are called Perception (Hearing) checks. Additionally, if there's a loud noise within 60 feet of you, you can pinpoint its origin within 5 feet of accuracy.
Keen Smell. If you have keen smell, or are proficient with smell, add your proficiency bonus to Perception checks that rely on sight. These are called Perception (Smell) checks. Additionally, if a creature or object within 60 feet of you has a strong odor, you can detect its presence and pinpoint its location within 5 feet of accuracy.
Uncommon Senses
Many creatures have extraordinary senses beyond those of humans. Some of the more notable ones are below. Typically an uncommon sense only works out to a range, as specified by the trait giving you the sense.
Unlike common senses, you can't become proficient with an uncommon sense; you either have it or you don't.
Tremorsense
A creature with tremorsense can pinpoint the location of other creatures and moving objects within a specific range, provided that the creature with tremorsense and anything it's detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid. Tremorsense can't detect creatures or objects in the air.
Importantly, tremorsense isn't sight. Tremorsense can pinpoint the location of a creature, but not what it looks like or what it's doing. Anything detected with tremorsense is still effectively Invisible unless it can be seen with other senses.
This sense is associated with burrowing monsters.
Mindsense
A creature with mindsense can pinpoint the location of any thinking creature within a specific range. A creature can't be detected if it's a construct, undead, or has a Knowledge score of 1.
Like tremorsense, mindsense isn't sight. Any creature detected with mindsense is Invisible unless it can be seen with other senses.
This sense is associated with eldritch beings and powerful psychics.
Darkvision
A creature with darkvision can perceive in darkness as if it was dim light, and in dim light as if it was bright light, but only out to a specified radius. When using darkvision you can't discern color, only shades of gray.
Blindsight
A creature with blindsight can perceive without sight, out to a specified radius. For the purpose of vision, a creature with blindsight treats all areas as unobscured bright light—even areas of magical darkness. A creature with blindsight can "see" even a magically Invisible creature, effectively negating the effect of this condition. Blindsight still cannot see around obstacles, and as such can't see a creature concealed by total cover.
Truesight
A creature with truesight can—out to a specified range—see clearly in any light level, see all Invisible creatures and objects, see the true form of any Shapeshifted creature or object. In this range the creature notices any illusions and automatically succeeds on any save or check imposed by them. Truesight can see around and through obstacles, including creatures behind total cover.
This sense is strongly associated with celestials and deific figures.