Lantern - Torch - Flashlight
This can be any mobile light source that sheds light in a full 360 degree arc. Since the light source is mobile and being carried by a character, then it's best to give the player's token Light under the Update Dynamic Lighting tab. Bright Light reveals the darkness completely, while Low Light reveals less of the darkness. Low Light is added to Bright Light, and the Total Light reflects the sum of those two distances.
Campfire - Lamp - Street Light
This can be any static source of light, from wall sconces to street lights. Since they won't be moving, these lights are best represented as new tokens on the Map Layer. The campfire should receive a Light Radius and have All Players See Light just like the Lantern. However, since it isn't attached to a player, it should not have Has Sight enabled. It's a safe idea to move these static sources of light to the Map Layer so that they don't accidentally get moved.
Glow Stick - Night Light
For very dim light sources, such as a patch of incandescent mushrooms, glowing coals, or a luminescent barrel of radioactive waste. Set the Token’s Low Light to on, and the Distance 5 or 10 feet.
To simulate this turn on Night Vision. This reveals the mask, without requiring light or forcing the token to give light for other tokens to detect.
Daylight or other forms of perfect illumination such as a well lit building can be set from the Page Settings menu for the scene you're making. By toggling the Daylight Mode option you add a light source that illuminates the entire page. This is useful in creating situations where vision isn't restricted due to lack of light but only by walls, trees, or boulders. These Obstructions can be added from the Dynamic Lighting Layer.
Flashlight - Bullseye Lantern (Not Yet Supported)
If you want to restrict the angle of a light source, you can limit the light with Directional Lighting. Typically a flashlight will have between a 20 and 60 degree angle of light. For example, a hooded lantern might have a 60ft Bright Light, a 30ft of Low Light, and a 40 degree angle.
Limit Field of Vision (Not Yet Supported)
A good way to simulate "realistic" fields of vision, meaning that a token doesn’t have a full 360 degrees. This can be enabled by turning on Directional Bright Light and Directional Low Light, then using the knobs to set the angle for the light.
Leave the Token Settings for Vision set to “off”
Dungeons & Dragons Fifth Edition
Fifth edition Dungeons and Dragons has more in common with 3.5/Pathfinder than differences. Below you'll find specific examples of how to set up lighting and vision in Roll20 for D&D5e. To best represent the rules in the Updated Dynamic Lighting.
Whether they're mobile or static, light sources in 5e follow the tradition of producing bright light out to a radius of feet, followed by an additional radius of dim light. Each radius is specified in the description of the light source. To represent this in Roll20 you'll set the token's Bright Light Radius to the total range of the Bright light and the Low Light setting should be set to the amount of dim light.
For example, a torch illuminates 20ft of bright light and another 20ft of dim light. To set that up in Roll20 it would look like:
Bright Light “on” with a Bright Light Radius of "20"
Low Light “on” with a Low Light Radius of "20"
Characters with darkvision are able to see in dim light as if it were bright light and in darkness as if it were dim light, usually out to a radius of 60ft. This also not something should
For example, a token with darkvision of 60ft and no light of their own would look like:
Vision set to “on”
Night Vision set to “on” and Night Vision Distance set to 60ft
At this point, Night Vision looks the same as Bright Light, but there are aesthetic improvements coming.
Characters with blindsight are able to see in ways that don't actually involve normal light. For example, tremorsense of 60ft would look like:
Night Vision set to “on”
Night Vision Distance set to "60 ft"