Cover, Line of Sight, and Hiding

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Cover, Line of Sight, and Hiding

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.

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

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

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)

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.

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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.

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

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

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

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

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)
  • 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)

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