As an action, a character with infrared vision can shift their sight to detect heat sources rather than light sources. This vision is limited in that it cannot see fine details but only see differences in heat emanations. Extreme sources of heat appear as white, fading to red, orange, yellow, etc. down the rainbow as objects become cooler, with the coolest items appearing as a deep blue.
Undead and most constructs will appear as cold deep blue unless a heat source is present (DM discretion). Infrared vision can reveal invisible creatures if they are warmer or colder than their surroundings.
Bright heat flashes (like those from a fireball spell) will blind a character using infrared vision (applies the blindness condition) for 1d6 rounds.
Magical darkness does not affect infrared vision. Magical light does not generate heat unless stated in the spell description and does not appear in infrared vision.
This feat grants infrared vision to a distance of 30 feet, and can be taken multiple times to increase the distance by another 30 feet each time this feat is taken.
Comments