Awareness
Passive Perception
An adventurer’s Passive Perception determines what they notice without rolling any dice. The Game Master jots down each character’s Passive Perception before the game begins and reveals additional details about the environment based on that value. For example:
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Passive Perception 10: You enter the alchemist’s lab and see it in disarray, vials turned over and glass broken.
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Passive Perception 15: You also smell a chemical odor in the room that makes you dizzy. It may not be safe to enter.
Review: Determining Passive Perception
Passive Perception is equal to 10 + Wisdom Modifier.
If the character has proficiency in the Perception skill, it is 10 + Wisdom Modifier + Proficiency Bonus.
Active Investigation
Active attempts to find treasure or sleuth out clues use an Intelligence (Investigation) roll. When a player asks, “Is there anything valuable in the room?”, the Game Master will usually respond, “Roll Investigation.”
Stealth
When a player wishes to move quietly or hide, the Game Master (not the player) rolls in secret and adds the appropriate modifier. The player is unaware of the result, and thus believes themselves hidden.
Light
The amount of light in an area can affect an adventurer’s awareness of their surroundings.
Bright Light
In Bright Light, adventurers do not suffer any penalties. Certain monsters may be impaired by Bright Light.
Dim Light
Adventurers receive a -5 penalty to Passive Perception in Dim Light.
Adventurers have disadvantage on Perception and Investigation checks in Dim Light.
Elf and Dwarf adventurers can treat Dim Light as Bright Light for 120 feet.
Darkness
Adventurers are Blinded in Darkness.
Elf and Dwarf adventurers can treat Darkness as Dim Light for 120 feet.