Cover, Line of Sight, and Hiding: Difference between revisions

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Initial creation of Cover, Line of Sight, and Hiding rules reference page
 
Added comprehensive Surprise section with D&D 2024 rules, updated page title and Quick Reference
 
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{{DISPLAYTITLE:Cover, Line of Sight, and Hiding}}
{{DISPLAYTITLE:Cover, Line of Sight, Hiding, and Surprise}}
= Cover, Line of Sight, and Hiding =
= Cover, Line of Sight, Hiding, and Surprise =


This page covers three essential combat mechanics that come up in nearly every battle: '''Cover''', '''Line of Sight''', and '''Hiding'''. Whether you're a cunning Rogue looking to gain advantage or a careful tactician seeking protection, understanding these rules will improve your tactical options.
This page covers four essential combat mechanics that come up in nearly every battle: '''Cover''', '''Line of Sight''', '''Hiding''', and '''Surprise'''. Whether you're a cunning Rogue looking to gain advantage or a careful tactician seeking protection, understanding these rules will improve your tactical options.


== Cover 🛡️ ==
== Cover 🛡️ ==
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| '''6. Breaking Hidden''' || Attacking, being seen, or making noise reveals you
| '''6. Breaking Hidden''' || Attacking, being seen, or making noise reveals you
|}
|}
== Surprise ⚡ ==
Surprise represents the advantage gained when you catch your enemies completely off-guard. In D&D 2024, surprise is handled through '''Initiative penalties''' rather than as a separate "surprise round."
=== How Surprise Works (2024 Rules) ===
'''The Core Rule:'''
* '''If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll'''
* Surprised creatures still roll Initiative and act in Initiative order
* There is '''no separate "surprise round"''' in D&D 2024
'''Who Gets Surprised?'''
* The DM determines who (if anyone) is surprised when combat begins
* '''Individual determination:''' Some creatures might be surprised while others aren't (even on the same side)
* A creature is surprised if they are '''unaware that combat is starting'''
=== Achieving Surprise ===
To surprise enemies, you typically need:
'''1. Successful Stealth:'''
* The ambushing party must be hidden (Dexterity [Stealth] checks)
* Compare your Stealth check to enemies' '''Passive Perception'''
* If your Stealth beats their Passive Perception, they don't detect you
'''2. Unaware Enemies:'''
* The enemy must be '''unaware that combat is about to start'''
* Simply being hidden isn't enough—they must not expect an attack
* Examples: Guards on patrol who haven't noticed you, sleeping creatures, distracted enemies
'''3. Initiate Combat:'''
* When you attack or reveal yourself, combat begins
* Any creature that didn't detect you is '''surprised'''
=== Surprise and Initiative ===
'''Step-by-Step Process:'''
# '''DM determines who is surprised''' (based on Stealth vs. Passive Perception and circumstances)
# '''Everyone rolls Initiative''' (surprised creatures roll with Disadvantage)
# '''Combat proceeds in Initiative order'''
#* Surprised creatures act normally on their turn, but they likely go later due to low Initiative
#* Unsurprised creatures act normally on their turn
# '''Surprise only affects Initiative rolls'''—there is no mechanical "can't act" effect in D&D 2024
'''Example:'''
* Rogue (Stealth 22) is hiding from two guards (Passive Perception 12 and 14)
* Rogue attacks, starting combat
* Both guards are surprised → they roll Initiative with Disadvantage
* Rogue rolls Initiative normally
* Initiative order: Rogue (18), Guard 1 (10), Guard 2 (6)
* All three creatures act on their turns as normal, but the guards likely act later due to Disadvantage
=== Surprise Quick Reference ===
{| class="wikitable"
! Element !! How It Works
|-
| '''Who's Surprised?''' || DM decides based on Stealth vs. Passive Perception and awareness
|-
| '''Surprise Effect''' || '''Disadvantage on Initiative roll'''
|-
| '''When Determined''' || When combat starts (before rolling Initiative)
|-
| '''Duration''' || Only affects the Initiative roll (not ongoing)
|-
| '''Can act on first turn?''' || '''Yes'''—but likely acts later due to low Initiative
|}
=== Requirements for Surprise ===
'''You NEED all of these:'''
* ✅ '''Successfully hidden''' from the target (Stealth > Passive Perception)
* ✅ '''Target is unaware''' combat is about to start
* ✅ '''You initiate combat''' (attack, reveal yourself, etc.)
'''You DON'T automatically get surprise if:'''
* ❌ Enemies are alert and expecting trouble (even if you're hidden)
* ❌ Enemies have noticed you (even if they haven't acted yet)
* ❌ Combat has already started
* ❌ You're just walking up to enemies who can see you
=== Common Surprise Situations ===
'''Classic Ambush (Surprise Likely):'''
* Party hides in the woods beside a road
* Bandit patrol walks past, unaware
* Party attacks from hiding
* '''Result:''' Bandits are surprised (Disadvantage on Initiative)
'''Sneaking Up on Guards (Surprise Possible):'''
* Rogue sneaks up on guards at their post
* Rogue's Stealth beats guards' Passive Perception
* Rogue attacks from behind
* '''Result:''' Guards are surprised (Disadvantage on Initiative)
'''Opening a Door into Combat (No Surprise):'''
* Party opens a door into a room with monsters
* Monsters are alert and ready
* Even if monsters didn't expect you, they're not truly "unaware"
* '''Result:''' No surprise (everyone rolls Initiative normally)
'''Invisible Attacker (Surprise Depends):'''
* Wizard casts ''Invisibility'' and approaches enemies
* If enemies don't detect the wizard (hearing, smell, etc.), they're unaware
* Wizard attacks
* '''Result:''' Enemies are surprised if they were truly unaware
'''One Side Alerts the Other (Partial Surprise):'''
* Ranger (Stealth 18) and Paladin (Stealth 8) approach goblin camp
* Goblins' Passive Perception: 13
* Ranger beats it, Paladin doesn't
* '''Result:''' Goblins are NOT surprised (they heard the Paladin)
=== Group Stealth and Surprise ===
'''How It Works:'''
* When a group tries to surprise enemies, '''everyone''' must succeed on Stealth
* If even one creature fails, the enemies are alerted
* '''No one is surprised''' if the enemies are alerted
'''Optional Rule—Group Checks (DMG):'''
* Some DMs use group Stealth checks
* If at least half the group succeeds, the group succeeds
* This allows less-stealthy characters to benefit from the group's effort
'''Splitting the Party:'''
* Stealthy characters can sneak ahead alone
* If successful, those characters can achieve surprise
* Less-stealthy characters attack after combat starts (no surprise)
=== Surprise vs. Unseen Attackers ===
'''These are DIFFERENT mechanics:'''
'''Surprise (Initiative Penalty):'''
* Occurs when combat starts
* You were completely unaware combat was beginning
* '''Effect:''' Disadvantage on Initiative roll
'''Unseen Attacker (Advantage on Attack):'''
* Occurs during combat
* You can't see your attacker (they're hidden, invisible, behind you, etc.)
* '''Effect:''' Attacker has Advantage on attack rolls against you
'''You can have both:'''
* Ambusher hides successfully (enemies are surprised)
* Combat starts, surprised enemies roll Initiative with Disadvantage
* Ambusher is still hidden → attacks with Advantage (unseen attacker rule)
=== What Surprise Does NOT Do ===
'''Surprise does NOT:'''
* ❌ Prevent you from acting on your turn
* ❌ Give you a "free round" of actions
* ❌ Automatically grant Advantage on attacks (that's from being hidden/unseen)
* ❌ Last beyond the Initiative roll
* ❌ Affect enemies who detected you
'''Surprise ONLY:'''
* ✅ Gives you Disadvantage on your Initiative roll
* ✅ Likely causes you to act later in the round
=== Surprise Decision Tree ===
'''When Combat Starts:'''
'''1. Were enemies aware you were there?'''
* '''NO''' → Proceed to step 2
* '''YES''' → No surprise, roll Initiative normally
'''2. Did your Stealth beat their Passive Perception?'''
* '''YES''' → Proceed to step 3
* '''NO''' → No surprise, roll Initiative normally
'''3. Are enemies aware combat is starting?'''
* '''NO''' → Enemies are surprised! They roll Initiative with Disadvantage
* '''YES''' → No surprise (they may not know where you are, but they're alert)
=== DM Guidance: Adjudicating Surprise ===
'''Key Questions to Ask:'''
* "Would this creature reasonably expect danger right now?"
* "Did this creature detect the hidden attacker?"
* "Is this creature alert, or distracted/sleeping/relaxed?"
'''Ruling Philosophy:'''
* '''Reward good planning:''' If players scout, plan, and execute well, grant surprise
* '''Be consistent:''' Use the same standards for PCs and NPCs
* '''Keep it simple:''' When in doubt, compare Stealth to Passive Perception
* '''Consider context:''' A guard on high alert is harder to surprise than a sleeping merchant
'''Common Scenarios:'''
'''Sleeping/Unconscious Creatures:'''
* '''Automatically surprised''' unless something woke them
* They're unaware and can't defend themselves properly
'''Alert Guards:'''
* '''Hard to surprise''' even if you're hidden
* They're expecting trouble, so even if they don't see you, they're ready for combat
'''Distracted Enemies (Arguing, Eating, Searching):'''
* '''Can be surprised''' if you're hidden
* They're not expecting combat to start
'''Combat Already Started:'''
* '''No surprise possible''' for creatures joining an ongoing fight
* Everyone is already in combat mode
'''Reinforcements Arriving:'''
* '''Not surprised''' even if they didn't know about the fight
* The sounds of combat alert them
=== Surprise and Special Abilities ===
'''Features That Interact with Surprise:'''
'''Assassin Rogue (Assassinate):'''
* Advantage on attack rolls against creatures that haven't taken a turn yet
* Automatic critical hit on surprised creatures
* '''Note:''' In D&D 2024, "surprised" means creatures who rolled Initiative with Disadvantage
'''Alert Feat:'''
* Various benefits including Initiative bonuses
* Check with your DM about interaction with surprise rules
'''Feral Instinct (Barbarian):'''
* Advantage on Initiative rolls
* Can act normally even when surprised
* '''Note:''' May grant Advantage to offset the Disadvantage from surprise
=== Surprise Tactics and Strategy ===
'''For Players:'''
* '''Scout ahead:''' Send stealthy characters to locate enemies
* '''Plan the ambush:''' Choose terrain with cover and concealment
* '''Everyone hides:''' One loud character can ruin the surprise
* '''Strike fast:''' Open with your most powerful abilities
* '''Stay hidden:''' Being hidden gives both surprise AND Advantage on attacks
'''For DMs:'''
* '''Ambushes should feel special:''' Reward clever planning
* '''Balance difficulty:''' Surprised PCs should be rare but possible
* '''Describe the chaos:''' Make the surprised side feel panicked
* '''Use terrain:''' Surprise works best with environmental features
'''Countering Surprise:'''
* '''Stay alert:''' Guards on patrol, rotate watches
* '''Use sentries:''' Post guards with high Perception
* '''Light sources:''' Darkness helps ambushers
* '''Alert spells:''' ''Alarm'', ''Glyph of Warding'', etc.
* '''Paranoia:''' Expect ambushes in dangerous areas
=== Changes from Previous Editions ===
'''D&D 2024 Simplification:'''
'''OLD (5E 2014):'''
* Surprised creatures couldn't move or take actions on their first turn
* Surprised creatures couldn't take reactions until their first turn ended
* "Surprise round" was a common misconception
'''NEW (5E 2024):'''
* Surprised creatures roll Initiative with Disadvantage
* No restrictions on actions or movement
* Simpler, faster, less confusing
'''Why the Change?'''
* Reduces confusion about "surprise rounds"
* Streamlines combat start
* Still rewards ambushes (lower Initiative = act later)
* Easier for new players to understand


== Quick Reference Cheat Sheet 📋 ==
== Quick Reference Cheat Sheet 📋 ==
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* Moving into the open
* Moving into the open
* Making noise
* Making noise
=== Surprise At-a-Glance ===
'''Am I surprised?'''
* Did I detect the ambusher? (Passive Perception vs. their Stealth)
* Was I aware combat was starting?
* If NO to both → '''Surprised''' (Disadvantage on Initiative)
'''What does surprise do?'''
* '''Disadvantage on Initiative roll'''
* That's it! (You still act on your turn)
'''How do I surprise enemies?'''
* Be hidden (Stealth > Passive Perception)
* Enemies must be unaware combat is starting
* Attack or reveal yourself to start combat


=== Quick Decision Tree ===
=== Quick Decision Tree ===
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** YES → No longer hidden
** YES → No longer hidden
** NO → Still hidden (keep rolling Stealth if moving)
** NO → Still hidden (keep rolling Stealth if moving)
'''Are enemies surprised?'''
* Are they unaware combat is starting AND did my Stealth beat their Passive Perception?
** YES → They're surprised (Disadvantage on Initiative)
** NO → No surprise (everyone rolls Initiative normally)


== Common Questions ==
== Common Questions ==
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'''A:''' You get +2 to AC (from cover), and the attacker rolls twice and takes the higher roll (from Advantage). Both modifiers apply normally—they don't cancel out.
'''A:''' You get +2 to AC (from cover), and the attacker rolls twice and takes the higher roll (from Advantage). Both modifiers apply normally—they don't cancel out.
---
'''Q: Do surprised creatures get to act on their first turn?'''
'''A:''' '''Yes!''' In D&D 2024, surprise only affects the Initiative roll (Disadvantage). Surprised creatures still roll Initiative and act normally on their turn—they just likely go later due to the low Initiative roll.
---
'''Q: If I surprise an enemy, do I get a free round of attacks?'''
'''A:''' '''No.''' Surprise only gives Disadvantage on Initiative rolls. There is no "surprise round" in D&D 2024. However, you likely act before the surprised enemies (due to their low Initiative), which gives you a significant advantage.
---
'''Q: Can the whole party surprise enemies if one person is loud?'''
'''A:''' '''No.''' If even one party member fails their Stealth check and is detected, the enemies are no longer unaware. The entire ambush is blown. Consider having stealthy characters scout ahead while noisy characters wait behind.
---
'''Q: Does surprise give me Advantage on my attack?'''
'''A:''' '''Not directly.''' Surprise only affects Initiative. However, if you're hidden when you attack, you have Advantage as an '''unseen attacker''' (a separate rule). So ambushes often grant Advantage, but that's from being hidden, not from surprise itself.
---
'''Q: Can I surprise enemies in the middle of combat?'''
'''A:''' '''No.''' Surprise happens when combat starts. Once Initiative is rolled and combat is underway, surprise is no longer possible. However, you can still hide during combat to become an unseen attacker (gaining Advantage).


== DM Tips & Edge Cases ==
== DM Tips & Edge Cases ==
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* "You step on a creaky board" or "Your shadow falls across the doorway"
* "You step on a creaky board" or "Your shadow falls across the doorway"
* Failure can create fun moments, not just penalties
* Failure can create fun moments, not just penalties
=== Adjudicating Surprise ===
'''Key Principles:'''
* '''Reward planning:''' Well-executed ambushes should feel rewarding
* '''Be fair:''' Use the same rules for PCs and NPCs
* '''Context matters:''' Alert guards are harder to surprise than distracted merchants
* '''One failure ruins it:''' If one party member is detected, the ambush is blown
'''When to Grant Surprise:'''
* ✅ Party successfully scouts and plans an ambush
* ✅ Enemies are distracted, sleeping, or unaware
* ✅ All party members beat Passive Perception with Stealth
* ✅ Attack comes from concealment
'''When NOT to Grant Surprise:'''
* ❌ Enemies are alert and expecting trouble
* ❌ Combat is already underway
* ❌ Party member failed Stealth check
* ❌ Enemies have magical wards or sentries
'''Describing Surprise:'''
* Make it cinematic: "The guard's eyes go wide as your blade flashes out of the darkness"
* Show the chaos: "They fumble for their weapons, caught completely off-guard"
* Build tension: "You have seconds before they recover"
'''Partial Surprise:'''
* Some DMs allow individual surprise (some party members surprise, others don't)
* '''Example:''' Stealthy Rogue surprises guards, loud Paladin doesn't
* '''Rule:''' If enemies detect anyone, they're not surprised by anyone (RAW)
* '''Variant:''' DM might allow split Initiative based on who was detected


=== Common House Rules ===
=== Common House Rules ===
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* Some DMs allow Perception checks as a Reaction when someone tries to hide
* Some DMs allow Perception checks as a Reaction when someone tries to hide
* Not RAW, but can make hiding feel more dynamic
* Not RAW, but can make hiding feel more dynamic
'''Surprise Round (Old Rule):'''
* Some DMs still use the old "surprise round" where surprised creatures can't act
* '''Not official in D&D 2024'''—use the Disadvantage on Initiative rule instead
* Check with your DM about which version they use


=== Balancing Combat with Cover ===
=== Balancing Combat with Cover ===
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* Using magical fog to hide in plain sight
* Using magical fog to hide in plain sight
* Ducking behind cover mid-combat
* Ducking behind cover mid-combat
* Setting elaborate ambushes with multiple contingencies


'''Encourage creativity, but maintain consistency:'''
'''Encourage creativity, but maintain consistency:'''
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* If it bends the rules, make them roll for it
* If it bends the rules, make them roll for it
* If it breaks the rules, explain why it doesn't work
* If it breaks the rules, explain why it doesn't work
'''Surprise-Specific Creativity:'''
* Using illusions or distractions to keep enemies unaware
* Coordinating attacks for maximum impact
* Setting traps that trigger during the ambush
* '''Reward these efforts'''—make the ambush feel epic!


== Sources ==
== Sources ==
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** Hide action (Chapter 1: Playing the Game, Actions section)
** Hide action (Chapter 1: Playing the Game, Actions section)
** Obscured areas (Chapter 1: Playing the Game, Exploration section)
** Obscured areas (Chapter 1: Playing the Game, Exploration section)
** '''Surprise rules (Chapter 1: Playing the Game, Initiative section)'''


* '''Dungeon Master's Guide (2024)''':
* '''Dungeon Master's Guide (2024)''':
** Line of Sight detailed rules (Chapter 1: The Basics, Tactical Maps section)
** Line of Sight detailed rules (Chapter 1: The Basics, Tactical Maps section)
** Cover determination on grids and hexes (Chapter 1: The Basics, Tactical Maps section)
** Cover determination on grids and hexes (Chapter 1: The Basics, Tactical Maps section)
** '''Perception and Encounters (Chapter 1: The Basics, Running Encounters)'''


All rules presented here are official content from these sourcebooks. No homebrew or unofficial content is included.
All rules presented here are official content from these sourcebooks. No homebrew or unofficial content is included.

Latest revision as of 20:56, 17 January 2026

Cover, Line of Sight, Hiding, and Surprise

This page covers four essential combat mechanics that come up in nearly every battle: Cover, Line of Sight, Hiding, and Surprise. Whether you're a cunning Rogue looking to gain advantage or a careful tactician seeking protection, understanding these rules will improve your tactical options.

Cover 🛡️

Walls, trees, creatures, and other obstacles can provide cover, making a target more difficult to harm. Cover only benefits you when an attack or other effect originates on the opposite side of the cover.

Quick Reference Table

Type of Cover AC & Dex Save Bonus Requirements Common Examples
Half Cover +2 to AC and Dexterity saving throws Another creature or an object that covers at least half of the target Low wall, large furniture, narrow tree trunk, another creature (ally or enemy)
Three-Quarters Cover +5 to AC and Dexterity saving throws An object that covers at least three-quarters of the target Portcullis, arrow slit, thick tree trunk, nearly-closed door, large pillar
Total Cover Can't be targeted directly An object that covers the whole target Solid wall, closed door, being around a corner, complete obstruction

How Cover Works

Only One Degree Applies: If you're behind multiple sources of cover, only the most protective degree applies. The degrees don't stack.

Example: If you're standing behind an ally (Half Cover) who is next to a thick pillar (Three-Quarters Cover), you only get Three-Quarters Cover—not +7 to AC.

Determining Cover on a Grid

The Corner Method (from DMG 2024):

  1. Choose a corner of the attacker's space (or the point of origin for area effects)
  2. Trace imaginary lines from that corner to every corner of one square the target occupies
  3. Count how many lines are blocked by obstacles (including creatures):
    • 1-2 lines blocked = Half Cover (+2 AC/Dex saves)
    • 3-4 lines blocked = Three-Quarters Cover (+5 AC/Dex saves)
    • All lines blocked = Total Cover (can't be targeted)

On Hexes: Use the same procedure. Half Cover = 1-3 lines blocked; Three-Quarters Cover = 4+ lines blocked.

Common Cover Situations

Creatures as Cover:

  • An ally or enemy can provide Half Cover
  • You can intentionally position yourself behind allies for protection
  • Larger creatures provide better cover

Low Walls and Furniture:

  • Barrels, crates, tables = typically Half Cover
  • Low stone walls = Half Cover
  • Overturned heavy tables = Half to Three-Quarters Cover (DM's call)

Pillars and Trees:

  • Narrow tree trunk = Half Cover
  • Thick tree trunk or stone pillar = Three-Quarters Cover
  • Massive ancient tree = Total Cover if you're completely behind it

Windows and Arrow Slits:

  • Arrow slits = Three-Quarters Cover
  • Partially open shutters = Half to Three-Quarters Cover
  • Shooting through a window = Half Cover (for both sides)

Doors:

  • Cracked-open door = Half Cover
  • Nearly-closed door with gap = Three-Quarters Cover
  • Closed door = Total Cover

Corners:

  • Peeking around a corner = Three-Quarters Cover (most of you is behind the wall)
  • Fully around a corner = Total Cover

Cover and Area Effects

Does cover help against Fireball?

Yes! Cover provides bonuses to Dexterity saving throws, which includes saves against area effect spells like Fireball, Lightning Bolt, and Dragon Breath.

  • Half Cover = +2 to your Dex save
  • Three-Quarters Cover = +5 to your Dex save
  • Total Cover = The effect can't target you directly (but might still reach you around corners—see spell description)

Important: The cover must be between you and the point of origin of the effect. If the Fireball explodes behind your cover, it doesn't help you!

Line of Sight 👁️

Line of sight determines whether you can see a target to attack it, cast a spell on it, or otherwise affect it.

Basic Line of Sight Rules

You have line of sight if:

  • You can trace an imaginary line from a corner of your space to any part of the target's space
  • That line doesn't pass through or touch an object or effect that blocks vision

What Blocks Line of Sight:

  • Solid obstacles: walls, doors, thick curtains, large creatures
  • Dense obscurement: heavy fog, magical darkness, dense foliage
  • Total Cover: If you have Total Cover from a target, they don't have line of sight to you

What Doesn't Block Line of Sight:

  • Dim light or shadows (Lightly Obscured areas)
  • Transparent barriers like glass windows (you can see through them)
  • Creatures smaller than the space between you and your target
  • Half Cover or Three-Quarters Cover (you can still see them!)

The Corner Method (from DMG 2024)

To determine line of sight on a grid:

  1. Pick a corner of your space
  2. Trace an imaginary line from that corner to any part of the target's space
  3. If you can draw at least one unobstructed line, you have line of sight

Tip: You only need ONE unobstructed line to have line of sight. Cover is determined separately (see above).

Spell Targeting and Line of Sight

Many spells require "a target you can see." This means:

  • You must have line of sight to the target
  • The target cannot have Total Cover from you
  • You cannot be Blinded
  • The target cannot be Invisible (unless you have special senses)

Spell Target Types:

Direct Target ("a creature you can see"):

  • Requires clear line of sight
  • Total Cover prevents targeting
  • Examples: Magic Missile, Hold Person, Charm Person

Area of Effect (point you can see):

  • You choose a point of origin you can see
  • The effect spreads from that point
  • Targets in the area might be around corners
  • Examples: Fireball, Darkness, Fog Cloud

Self or Touch:

  • No line of sight needed
  • Examples: Shield, Cure Wounds (touch)

Common Line of Sight Questions

Can you target through a window?

  • Yes, if the window is transparent (glass, magical force)
  • No, if the window is shuttered, covered, or frosted

Can you target around corners?

  • No, you cannot target what you cannot see
  • But, area effects (like Fireball) can spread around corners to affect creatures

Can you target an invisible creature?

  • No, not with spells requiring "a target you can see"
  • Yes, if you target their location with an attack (with Disadvantage)
  • Yes, with area effects that don't require seeing the target

Can you see through another creature?

  • Generally yes, unless the creature is much larger than you
  • DM's discretion for unusual situations

Can you target someone in magical Darkness?

  • No, not with spells requiring sight
  • Yes, if you have Blindsight, Truesight, or Devil's Sight
  • Yes, with area effects targeting a point you can see (the darkness itself)

Hiding 🌑

Hiding allows you to move unseen and gain tactical advantages in combat and exploration.

The Hide Action

Action Required: Use your Action (or Bonus Action if you have features like Rogue's Cunning Action) to take the Hide action

What You Do:

  • Make a Dexterity (Stealth) check
  • Your check total is compared to the Passive Perception of creatures that might notice you
  • If your Stealth check beats their Passive Perception, you're hidden from them

Step-by-Step:

  1. Confirm you meet the requirements (see below)
  2. Declare you're taking the Hide action
  3. Roll Dexterity (Stealth) check
  4. DM compares your total to enemies' Passive Perception (or active Perception checks)
  5. If successful, you gain the benefits of being hidden

Requirements for Hiding

You cannot hide from a creature if:

  • The creature can see you clearly
  • You're in an open area with no cover or obscurement

You can hide from a creature if:

  • You are Heavily Obscured (in darkness, heavy fog, or dense foliage), OR
  • You have cover (behind a pillar, in a crowd, behind furniture)

Note: The DM decides when circumstances are appropriate for hiding. You can't hide in plain sight unless you have special abilities (like Wood Elf's Mask of the Wild).

Being Hidden

When you're hidden from a creature, you have significant advantages:

Offensive Benefits:

  • Attack rolls against that creature have Advantage
  • The creature doesn't know your exact location
  • You can move without being tracked (if you stay hidden)

Defensive Benefits:

  • Attack rolls against you have Disadvantage (from creatures that can't see you)
  • Spells requiring "a target you can see" can't target you
  • Enemies must guess your location

What Breaks Hiding

You are no longer hidden if:

  • You make an attack roll (you give away your location when the attack hits or misses)
  • You cast a spell with verbal components (DM's discretion)
  • You move into an area where you can be clearly seen
  • You make noise that reveals your position (failed Stealth check)
  • A creature successfully searches for you and beats your Stealth check with their Perception

You might remain hidden if:

  • You stay in cover or obscurement
  • You move quietly (continue using Stealth)
  • You don't do anything obvious or loud

Stealth Checks vs. Passive Perception

Passive Perception: 10 + creature's Wisdom (Perception) modifier

When you hide, the DM compares your Stealth check to:

  • Enemies' Passive Perception (if they're not actively searching)
  • Enemies' active Perception checks (if they use their action to Search)

You're hidden if your Stealth check ≥ their Perception

Moving While Hidden

You can move while hidden, but:

  • You must stay in cover or obscurement
  • Continue to move quietly (DM may require additional Stealth checks)
  • Moving too quickly or carelessly might reveal you

Travel Pace and Stealth:

  • Fast pace = Disadvantage on Stealth checks
  • Normal pace = Disadvantage on Stealth checks
  • Slow pace = Normal Stealth checks (no penalty)

Obscured Areas

Understanding obscurement is crucial for hiding:

Lightly Obscured (Dim Light, Patchy Fog, Moderate Foliage):

  • You have Disadvantage on Perception checks relying on sight
  • Not sufficient for hiding (unless you have special features)
  • Examples: Shadows, twilight, light fog, shrubs

Heavily Obscured (Darkness, Heavy Fog, Dense Foliage):

  • You have the Blinded condition when trying to see something there
  • Sufficient for hiding (even without cover)
  • Examples: Pitch darkness, thick fog, dense jungle undergrowth, magical Darkness

Invisibility and Hiding

Invisible Condition:

  • You are impossible to see without special senses
  • Attack rolls against you have Disadvantage
  • Your attack rolls have Advantage
  • You still make noise and can be heard

Invisibility ≠ Automatically Hidden:

  • Being Invisible makes it easier to hide (creatures can't see you clearly)
  • But you still need to hide to conceal your location
  • Creatures can hear you moving, hear you speak, or feel you bump into them
  • You should still take the Hide action to conceal your exact position

Invisible + Hidden = Maximum Stealth:

  • Creatures don't know where you are
  • You have Advantage on attacks
  • Attacks against you have Disadvantage (and they must guess your location)

Common Hiding Situations

Behind a Pillar:

  • Requirement met: You have cover (the pillar)
  • Stealth check: Roll to see if you're quiet enough
  • Result: If successful, enemies lose sight of you
  • To stay hidden: Don't peek out or attack (or if you do, you reveal yourself)

In Darkness:

  • Requirement met: You're Heavily Obscured (darkness)
  • Stealth check: Roll to move silently
  • Note: Enemies with Darkvision can still see you unless it's magical Darkness
  • Magical Darkness: Even Darkvision doesn't help (perfect for hiding)

In Foliage/Undergrowth:

  • Light foliage (Lightly Obscured): Not sufficient unless you're a Wood Elf (Mask of the Wild)
  • Dense foliage (Heavily Obscured): Anyone can hide
  • Stealth check: Roll to avoid rustling leaves or snapping twigs

While Invisible:

  • Requirement met: Creatures can't see you clearly
  • Should still hide: To conceal your location
  • Stealth check: Made with Advantage (in most situations)
  • Breaking invisibility: Attacking ends Invisibility (for most spells)

Rogue's Cunning Action:

  • Hide as Bonus Action (instead of Action)
  • Allows you to Attack, then Hide in the same turn
  • Requires you to break line of sight (get behind cover or into obscurement)
  • Common tactic: Attack from hiding (Advantage) → Move behind cover → Hide as Bonus Action → Repeat

Discovery (When You're Spotted)

Creatures can find hidden characters through:

Passive Perception (Automatic):

  • Always on, no action required
  • If your Stealth check is lower than their Passive Perception, they spot you
  • Passive Perception = 10 + Wisdom (Perception) modifier

Active Perception (Search Action):

  • Creature uses their Action to Search
  • They make a Wisdom (Perception) check
  • If their check beats your Stealth, they find you

Automatic Discovery:

  • You move into plain sight
  • You attack or cast a spell
  • You make loud noise
  • You physically interact with a creature

Hide Action Summary

Step What Happens
1. Check Requirements Are you Heavily Obscured OR do you have cover?
2. Take the Action Use your Action (or Bonus Action if available)
3. Roll Stealth Make a Dexterity (Stealth) check
4. Compare to Perception DM compares to Passive Perception (or active checks)
5. If Successful You're hidden! You have Advantage on attacks, enemies have Disadvantage attacking you
6. Breaking Hidden Attacking, being seen, or making noise reveals you

Surprise ⚡

Surprise represents the advantage gained when you catch your enemies completely off-guard. In D&D 2024, surprise is handled through Initiative penalties rather than as a separate "surprise round."

How Surprise Works (2024 Rules)

The Core Rule:

  • If a combatant is surprised by combat starting, that combatant has Disadvantage on their Initiative roll
  • Surprised creatures still roll Initiative and act in Initiative order
  • There is no separate "surprise round" in D&D 2024

Who Gets Surprised?

  • The DM determines who (if anyone) is surprised when combat begins
  • Individual determination: Some creatures might be surprised while others aren't (even on the same side)
  • A creature is surprised if they are unaware that combat is starting

Achieving Surprise

To surprise enemies, you typically need:

1. Successful Stealth:

  • The ambushing party must be hidden (Dexterity [Stealth] checks)
  • Compare your Stealth check to enemies' Passive Perception
  • If your Stealth beats their Passive Perception, they don't detect you

2. Unaware Enemies:

  • The enemy must be unaware that combat is about to start
  • Simply being hidden isn't enough—they must not expect an attack
  • Examples: Guards on patrol who haven't noticed you, sleeping creatures, distracted enemies

3. Initiate Combat:

  • When you attack or reveal yourself, combat begins
  • Any creature that didn't detect you is surprised

Surprise and Initiative

Step-by-Step Process:

  1. DM determines who is surprised (based on Stealth vs. Passive Perception and circumstances)
  2. Everyone rolls Initiative (surprised creatures roll with Disadvantage)
  3. Combat proceeds in Initiative order
    • Surprised creatures act normally on their turn, but they likely go later due to low Initiative
    • Unsurprised creatures act normally on their turn
  4. Surprise only affects Initiative rolls—there is no mechanical "can't act" effect in D&D 2024

Example:

  • Rogue (Stealth 22) is hiding from two guards (Passive Perception 12 and 14)
  • Rogue attacks, starting combat
  • Both guards are surprised → they roll Initiative with Disadvantage
  • Rogue rolls Initiative normally
  • Initiative order: Rogue (18), Guard 1 (10), Guard 2 (6)
  • All three creatures act on their turns as normal, but the guards likely act later due to Disadvantage

Surprise Quick Reference

Element How It Works
Who's Surprised? DM decides based on Stealth vs. Passive Perception and awareness
Surprise Effect Disadvantage on Initiative roll
When Determined When combat starts (before rolling Initiative)
Duration Only affects the Initiative roll (not ongoing)
Can act on first turn? Yes—but likely acts later due to low Initiative

Requirements for Surprise

You NEED all of these:

  • Successfully hidden from the target (Stealth > Passive Perception)
  • Target is unaware combat is about to start
  • You initiate combat (attack, reveal yourself, etc.)

You DON'T automatically get surprise if:

  • ❌ Enemies are alert and expecting trouble (even if you're hidden)
  • ❌ Enemies have noticed you (even if they haven't acted yet)
  • ❌ Combat has already started
  • ❌ You're just walking up to enemies who can see you

Common Surprise Situations

Classic Ambush (Surprise Likely):

  • Party hides in the woods beside a road
  • Bandit patrol walks past, unaware
  • Party attacks from hiding
  • Result: Bandits are surprised (Disadvantage on Initiative)

Sneaking Up on Guards (Surprise Possible):

  • Rogue sneaks up on guards at their post
  • Rogue's Stealth beats guards' Passive Perception
  • Rogue attacks from behind
  • Result: Guards are surprised (Disadvantage on Initiative)

Opening a Door into Combat (No Surprise):

  • Party opens a door into a room with monsters
  • Monsters are alert and ready
  • Even if monsters didn't expect you, they're not truly "unaware"
  • Result: No surprise (everyone rolls Initiative normally)

Invisible Attacker (Surprise Depends):

  • Wizard casts Invisibility and approaches enemies
  • If enemies don't detect the wizard (hearing, smell, etc.), they're unaware
  • Wizard attacks
  • Result: Enemies are surprised if they were truly unaware

One Side Alerts the Other (Partial Surprise):

  • Ranger (Stealth 18) and Paladin (Stealth 8) approach goblin camp
  • Goblins' Passive Perception: 13
  • Ranger beats it, Paladin doesn't
  • Result: Goblins are NOT surprised (they heard the Paladin)

Group Stealth and Surprise

How It Works:

  • When a group tries to surprise enemies, everyone must succeed on Stealth
  • If even one creature fails, the enemies are alerted
  • No one is surprised if the enemies are alerted

Optional Rule—Group Checks (DMG):

  • Some DMs use group Stealth checks
  • If at least half the group succeeds, the group succeeds
  • This allows less-stealthy characters to benefit from the group's effort

Splitting the Party:

  • Stealthy characters can sneak ahead alone
  • If successful, those characters can achieve surprise
  • Less-stealthy characters attack after combat starts (no surprise)

Surprise vs. Unseen Attackers

These are DIFFERENT mechanics:

Surprise (Initiative Penalty):

  • Occurs when combat starts
  • You were completely unaware combat was beginning
  • Effect: Disadvantage on Initiative roll

Unseen Attacker (Advantage on Attack):

  • Occurs during combat
  • You can't see your attacker (they're hidden, invisible, behind you, etc.)
  • Effect: Attacker has Advantage on attack rolls against you

You can have both:

  • Ambusher hides successfully (enemies are surprised)
  • Combat starts, surprised enemies roll Initiative with Disadvantage
  • Ambusher is still hidden → attacks with Advantage (unseen attacker rule)

What Surprise Does NOT Do

Surprise does NOT:

  • ❌ Prevent you from acting on your turn
  • ❌ Give you a "free round" of actions
  • ❌ Automatically grant Advantage on attacks (that's from being hidden/unseen)
  • ❌ Last beyond the Initiative roll
  • ❌ Affect enemies who detected you

Surprise ONLY:

  • ✅ Gives you Disadvantage on your Initiative roll
  • ✅ Likely causes you to act later in the round

Surprise Decision Tree

When Combat Starts:

1. Were enemies aware you were there?

  • NO → Proceed to step 2
  • YES → No surprise, roll Initiative normally

2. Did your Stealth beat their Passive Perception?

  • YES → Proceed to step 3
  • NO → No surprise, roll Initiative normally

3. Are enemies aware combat is starting?

  • NO → Enemies are surprised! They roll Initiative with Disadvantage
  • YES → No surprise (they may not know where you are, but they're alert)

DM Guidance: Adjudicating Surprise

Key Questions to Ask:

  • "Would this creature reasonably expect danger right now?"
  • "Did this creature detect the hidden attacker?"
  • "Is this creature alert, or distracted/sleeping/relaxed?"

Ruling Philosophy:

  • Reward good planning: If players scout, plan, and execute well, grant surprise
  • Be consistent: Use the same standards for PCs and NPCs
  • Keep it simple: When in doubt, compare Stealth to Passive Perception
  • Consider context: A guard on high alert is harder to surprise than a sleeping merchant

Common Scenarios:

Sleeping/Unconscious Creatures:

  • Automatically surprised unless something woke them
  • They're unaware and can't defend themselves properly

Alert Guards:

  • Hard to surprise even if you're hidden
  • They're expecting trouble, so even if they don't see you, they're ready for combat

Distracted Enemies (Arguing, Eating, Searching):

  • Can be surprised if you're hidden
  • They're not expecting combat to start

Combat Already Started:

  • No surprise possible for creatures joining an ongoing fight
  • Everyone is already in combat mode

Reinforcements Arriving:

  • Not surprised even if they didn't know about the fight
  • The sounds of combat alert them

Surprise and Special Abilities

Features That Interact with Surprise:

Assassin Rogue (Assassinate):

  • Advantage on attack rolls against creatures that haven't taken a turn yet
  • Automatic critical hit on surprised creatures
  • Note: In D&D 2024, "surprised" means creatures who rolled Initiative with Disadvantage

Alert Feat:

  • Various benefits including Initiative bonuses
  • Check with your DM about interaction with surprise rules

Feral Instinct (Barbarian):

  • Advantage on Initiative rolls
  • Can act normally even when surprised
  • Note: May grant Advantage to offset the Disadvantage from surprise

Surprise Tactics and Strategy

For Players:

  • Scout ahead: Send stealthy characters to locate enemies
  • Plan the ambush: Choose terrain with cover and concealment
  • Everyone hides: One loud character can ruin the surprise
  • Strike fast: Open with your most powerful abilities
  • Stay hidden: Being hidden gives both surprise AND Advantage on attacks

For DMs:

  • Ambushes should feel special: Reward clever planning
  • Balance difficulty: Surprised PCs should be rare but possible
  • Describe the chaos: Make the surprised side feel panicked
  • Use terrain: Surprise works best with environmental features

Countering Surprise:

  • Stay alert: Guards on patrol, rotate watches
  • Use sentries: Post guards with high Perception
  • Light sources: Darkness helps ambushers
  • Alert spells: Alarm, Glyph of Warding, etc.
  • Paranoia: Expect ambushes in dangerous areas

Changes from Previous Editions

D&D 2024 Simplification:

OLD (5E 2014):

  • Surprised creatures couldn't move or take actions on their first turn
  • Surprised creatures couldn't take reactions until their first turn ended
  • "Surprise round" was a common misconception

NEW (5E 2024):

  • Surprised creatures roll Initiative with Disadvantage
  • No restrictions on actions or movement
  • Simpler, faster, less confusing

Why the Change?

  • Reduces confusion about "surprise rounds"
  • Streamlines combat start
  • Still rewards ambushes (lower Initiative = act later)
  • Easier for new players to understand

Quick Reference Cheat Sheet 📋

Cover At-a-Glance

  • Half Cover (+2): Low wall, furniture, another creature, narrow tree
  • Three-Quarters (+5): Arrow slit, thick pillar, mostly-closed door, peeking around corner
  • Total Cover: Solid wall, closed door, completely around corner
  • Cover helps against area effects! (Dex saves get the bonus)

Line of Sight At-a-Glance

  • Pick a corner of your space
  • Draw a line to any part of target's space
  • Line unblocked? You have line of sight
  • Solid objects and heavy obscurement block line of sight
  • Cover ≠ No Line of Sight (you can see them but they get a bonus)

Hiding At-a-Glance

Can I hide?

  • ✅ YES if: Heavily Obscured OR have cover
  • ❌ NO if: Creature can see you clearly in the open

Am I hidden?

  • Roll Stealth vs. enemy Passive Perception
  • Hidden if Stealth ≥ Perception

What do I get?

  • Advantage on attacks against creatures that can't see you
  • Disadvantage on attacks against you
  • Enemy must guess your location

What breaks it?

  • Making an attack (you give away your location)
  • Moving into the open
  • Making noise

Surprise At-a-Glance

Am I surprised?

  • Did I detect the ambusher? (Passive Perception vs. their Stealth)
  • Was I aware combat was starting?
  • If NO to both → Surprised (Disadvantage on Initiative)

What does surprise do?

  • Disadvantage on Initiative roll
  • That's it! (You still act on your turn)

How do I surprise enemies?

  • Be hidden (Stealth > Passive Perception)
  • Enemies must be unaware combat is starting
  • Attack or reveal yourself to start combat

Quick Decision Tree

Do I have line of sight?

  • Can I trace an unblocked line from my corner to any part of their space?
    • YES → You have line of sight
    • NO → No line of sight (Total Cover or blocked)

What cover do they have?

  • Trace lines from my corner to all four corners of their space
    • 0 lines blocked → No cover
    • 1-2 lines blocked → Half Cover (+2)
    • 3-4 lines blocked → Three-Quarters Cover (+5)
    • All lines blocked → Total Cover (can't target)

Can I hide here?

  • Am I Heavily Obscured OR behind cover?
    • YES → Roll Stealth vs. Passive Perception
    • NO → Can't hide (DM may allow with special abilities)

Am I still hidden?

  • Have I attacked, moved into the open, or made noise?
    • YES → No longer hidden
    • NO → Still hidden (keep rolling Stealth if moving)

Are enemies surprised?

  • Are they unaware combat is starting AND did my Stealth beat their Passive Perception?
    • YES → They're surprised (Disadvantage on Initiative)
    • NO → No surprise (everyone rolls Initiative normally)

Common Questions

Q: If I'm behind a barrel, what cover do I have?

A: Typically Half Cover (+2 to AC and Dex saves). A barrel covers about half of a Medium creature. If you crouch, the DM might rule it's Three-Quarters Cover.

---

Q: Can I hide if the enemy is looking at me?

A: No, not unless you break line of sight first. You need to get behind cover or into obscurement, then take the Hide action. Exception: Special abilities like Wood Elf's Mask of the Wild.

---

Q: Does cover help against Fireball?

A: Yes! Cover provides bonuses to Dexterity saving throws. Half Cover gives +2, Three-Quarters Cover gives +5. The cover must be between you and the point where the Fireball explodes.

---

Q: Can I attack and then hide as a bonus action?

A: Yes, if you're a Rogue (or have similar features). Use Cunning Action to Hide as a Bonus Action. BUT you must break line of sight first (move behind cover or into obscurement). You can't hide in plain sight.

---

Q: If I'm Invisible, am I automatically hidden?

A: No. Invisibility makes you impossible to see, but creatures can still hear you and know your general area. You should still take the Hide action to conceal your exact location. Being Invisible usually gives you Advantage on Stealth checks.

---

Q: Can I see someone with Three-Quarters Cover?

A: Yes! Three-Quarters Cover means most of them is behind cover, but you can still see them (and thus target them). They just get +5 to AC and Dex saves. Total Cover means you can't see them at all.

---

Q: What's the difference between Lightly Obscured and Heavily Obscured?

A:

  • Lightly Obscured (dim light, patchy fog): Disadvantage on Perception checks. Not enough to hide (unless you have special abilities).
  • Heavily Obscured (darkness, heavy fog): You're Blinded when trying to see into it. Sufficient for hiding.

---

Q: Can I hide behind another party member?

A: Technically yes, but it's situational. A creature can provide Half Cover. You'd need to stay directly behind them and roll Stealth. Most DMs would allow this if it makes sense in the fiction.

---

Q: If I'm hidden and I cast a spell, am I still hidden?

A: Depends on the spell. Spells with verbal components usually reveal your position (you're shouting magical words). Subtle Spell (Sorcerer) or spells without verbal components might keep you hidden. Attacking always reveals your location.

---

Q: Do I need to roll Stealth again if I move while hidden?

A: DM's discretion. If you're moving carefully through continued cover/obscurement, you might keep your original roll. If circumstances change (moving through noisy terrain, past alert guards), the DM might call for a new check.

---

Q: Can enemies target the area where they think I'm hiding?

A: Yes. If you're hidden, enemies must guess your location to attack you. If they guess wrong, they automatically miss. If they guess right, they attack with Disadvantage. Area effects (like Fireball) don't require seeing you, just targeting a point.

---

Q: What happens if I have Half Cover and the attacker has Advantage?

A: You get +2 to AC (from cover), and the attacker rolls twice and takes the higher roll (from Advantage). Both modifiers apply normally—they don't cancel out.

---

Q: Do surprised creatures get to act on their first turn?

A: Yes! In D&D 2024, surprise only affects the Initiative roll (Disadvantage). Surprised creatures still roll Initiative and act normally on their turn—they just likely go later due to the low Initiative roll.

---

Q: If I surprise an enemy, do I get a free round of attacks?

A: No. Surprise only gives Disadvantage on Initiative rolls. There is no "surprise round" in D&D 2024. However, you likely act before the surprised enemies (due to their low Initiative), which gives you a significant advantage.

---

Q: Can the whole party surprise enemies if one person is loud?

A: No. If even one party member fails their Stealth check and is detected, the enemies are no longer unaware. The entire ambush is blown. Consider having stealthy characters scout ahead while noisy characters wait behind.

---

Q: Does surprise give me Advantage on my attack?

A: Not directly. Surprise only affects Initiative. However, if you're hidden when you attack, you have Advantage as an unseen attacker (a separate rule). So ambushes often grant Advantage, but that's from being hidden, not from surprise itself.

---

Q: Can I surprise enemies in the middle of combat?

A: No. Surprise happens when combat starts. Once Initiative is rolled and combat is underway, surprise is no longer possible. However, you can still hide during combat to become an unseen attacker (gaining Advantage).

DM Tips & Edge Cases

Adjudicating Cover

When in Doubt, Use Half Cover:

  • If players are debating whether something provides cover, Half Cover (+2) is usually a safe middle ground
  • Keeps combat moving rather than debating geometry

Theater of the Mind:

  • Without a grid, describe the scene vividly
  • Ask players: "What do you position yourself behind?"
  • Assign cover based on what makes narrative sense

Moving Cover:

  • If a creature providing cover moves, the cover ends
  • Allies can intentionally provide cover by positioning themselves
  • Large creatures can provide cover to multiple allies

Partial Destruction:

  • Cover can be destroyed (shoot the barrel, smash the table)
  • Reduce cover quality if it takes damage (Three-Quarters → Half → None)

Adjudicating Line of Sight

Edge Cases:

  • Prone targets: Harder to see at distance, but nearby attackers have Advantage
  • Smoke and fog: Heavily Obscured = Blinded condition (can't see out, can't see in)
  • Corner peeking: Allow players to peek around corners with Three-Quarters Cover

Special Senses:

  • Blindsight: Ignore visual obscurement (fog, darkness, invisibility)
  • Tremorsense: Detect creatures touching the ground, even through walls
  • Truesight: See invisible creatures, through illusions, into the Ethereal Plane

Adjudicating Hiding

The Rule of Cool:

  • If a player describes hiding in a creative, cinematic way, reward it
  • Allow special circumstances (chandelier falls, creating cover and distraction)
  • Make Stealth feel exciting, not like a frustrating roadblock

Clarity and Consistency:

  • Be clear about when creatures can hide
  • Don't let enemies do things players can't (and vice versa)
  • Consistency builds trust and tactical planning

Failed Stealth:

  • Don't make failure boring—describe how they're spotted
  • "You step on a creaky board" or "Your shadow falls across the doorway"
  • Failure can create fun moments, not just penalties

Adjudicating Surprise

Key Principles:

  • Reward planning: Well-executed ambushes should feel rewarding
  • Be fair: Use the same rules for PCs and NPCs
  • Context matters: Alert guards are harder to surprise than distracted merchants
  • One failure ruins it: If one party member is detected, the ambush is blown

When to Grant Surprise:

  • ✅ Party successfully scouts and plans an ambush
  • ✅ Enemies are distracted, sleeping, or unaware
  • ✅ All party members beat Passive Perception with Stealth
  • ✅ Attack comes from concealment

When NOT to Grant Surprise:

  • ❌ Enemies are alert and expecting trouble
  • ❌ Combat is already underway
  • ❌ Party member failed Stealth check
  • ❌ Enemies have magical wards or sentries

Describing Surprise:

  • Make it cinematic: "The guard's eyes go wide as your blade flashes out of the darkness"
  • Show the chaos: "They fumble for their weapons, caught completely off-guard"
  • Build tension: "You have seconds before they recover"

Partial Surprise:

  • Some DMs allow individual surprise (some party members surprise, others don't)
  • Example: Stealthy Rogue surprises guards, loud Paladin doesn't
  • Rule: If enemies detect anyone, they're not surprised by anyone (RAW)
  • Variant: DM might allow split Initiative based on who was detected

Common House Rules

Some groups use these optional rules:

Advantage/Disadvantage for Cover:

  • Some DMs use Advantage (instead of +2) for Half Cover
  • Some use Disadvantage on attacks (instead of +5) for Three-Quarters Cover
  • Not recommended (changes game balance), but check with your DM

Re-hiding After Attacking:

  • RAW: Attacking reveals your location
  • Some DMs allow immediate re-hiding if you have Cunning Action and break line of sight
  • Some require waiting until next turn

Group Stealth:

  • Group Stealth checks (half the party succeeds = everyone succeeds)
  • Allows less-stealthy characters to benefit from party cooperation
  • See DMG for guidance

Active Perception as Reaction:

  • Some DMs allow Perception checks as a Reaction when someone tries to hide
  • Not RAW, but can make hiding feel more dynamic

Surprise Round (Old Rule):

  • Some DMs still use the old "surprise round" where surprised creatures can't act
  • Not official in D&D 2024—use the Disadvantage on Initiative rule instead
  • Check with your DM about which version they use

Balancing Combat with Cover

Cover-Rich Environments:

  • Make combats more tactical and interesting
  • Favor ranged attackers and careful positioning
  • Consider adding destructible cover for variety

Cover-Poor Environments:

  • Make combats faster and deadlier
  • Favor melee combatants and aggressive tactics
  • Consider adding other tactical elements (elevation, hazards)

Encouraging Cover Use:

  • Describe cover in combat scenes
  • Show enemies using cover intelligently
  • Reward players who position themselves well

Dealing with Clever Players

Players will try creative things:

  • Hiding behind Invisible allies
  • Using magical fog to hide in plain sight
  • Ducking behind cover mid-combat
  • Setting elaborate ambushes with multiple contingencies

Encourage creativity, but maintain consistency:

  • If it follows the rules, allow it
  • If it bends the rules, make them roll for it
  • If it breaks the rules, explain why it doesn't work

Surprise-Specific Creativity:

  • Using illusions or distractions to keep enemies unaware
  • Coordinating attacks for maximum impact
  • Setting traps that trigger during the ambush
  • Reward these efforts—make the ambush feel epic!

Sources

This page is based on the official D&D 5th Edition (2024) rules:

  • Player's Handbook (2024):
    • Cover table and rules (Chapter 1: Playing the Game, Combat section)
    • Unseen Attackers and Targets (Chapter 1: Playing the Game, Combat section)
    • Hiding section (Chapter 1: Playing the Game, Exploration section)
    • Hide action (Chapter 1: Playing the Game, Actions section)
    • Obscured areas (Chapter 1: Playing the Game, Exploration section)
    • Surprise rules (Chapter 1: Playing the Game, Initiative section)
  • Dungeon Master's Guide (2024):
    • Line of Sight detailed rules (Chapter 1: The Basics, Tactical Maps section)
    • Cover determination on grids and hexes (Chapter 1: The Basics, Tactical Maps section)
    • Perception and Encounters (Chapter 1: The Basics, Running Encounters)

All rules presented here are official content from these sourcebooks. No homebrew or unofficial content is included.