Vision and Cover
Vision
Blindsight – Illumination is not necessary.
Darkvision – Shifts light needed down by 1, Darkness, becomes Dim Light, and Darkvision is seen in black and white.
Truesight – Able to see magic.
Tremorsense – Illumination not necessary, but needs to touch an area to feel vibrations.
Sunlight – Certain creatures may be sensitive, and if so have Disadvantage on Perception Checks and Attack Rolls.
Normal Light – No modifications.
Dim Light – (Also can be classed as Lightly Obscured) Disadvantage on Perception Checks
Total Darkness – (Also can be classed as Heavily Obscured) Can’t see at all, for creatures dependent on sight. Disadvantage on Attack Rolls, and the opponent gets Advantage. Automatic fails on Ability Checks that require sight. The creature has the Blinded conditon.
Cover
No Cover – No modifications.
Half Cover – +2 bonus to AC and Dexterity Saving Throws
3/4 Cover – +5 bonus to AC and Dexterity Saving Throws.
Total Cover – Cannot be attacked, or have magic cast where the spell requires the target to be seen.