stealth

[D&D 5.5 / 2024 PHB] The Sneak Attacker’s cheat sheet: ways to attack with advantage

This list is drawn from the 2024 PHB and DMG. I’m listing first general rules that apply, and then specific methods arranged by the level when they become available.

The list can serve as reference for any Rogue handbook. But it’s also, rather accidentally, a list of how to impose all the relevant conditions (blinded, stunned, etc), so I think it’s useful for the whole party, and especially debuffers. Check this out if you enjoy using spells and abilities to debilitate opponents, so that your sword-swinging buddies can then swoop in and finish them. Teamwork!

The Basics: you roll with advantage when you

  • attack while Invisible [see below]
  • attack a Blinded target [see below]
  • attack a Prone target within 5 ft (negated if you use a Ranged weapon, de-negated with Crossbow Expert (lvl 4))
  • attack a Stunned target
  • attack a Restrained target
  • attack a Paralyzed target
  • attack a Petrified target
  • attack an Unconscious target
  • [but NOT when you attack an Incapacitated target: this condition now means you can’t take actions, but you can still move]

The Invisible condition

  • can be gained both by magical means and by taking the Hide action: whether you cast a spell which alters the very fabric of reality or you just lunge behind some crates, by the rules you’re Invisible
  • please note that stealth rules make no sense and nobody knows how they work, just assume that IF it works, you get advantage
  • the advantage is negated if “the creature can somehow see you” (whatever that means)
  • the advantage is negated if you’re in range of the target’s Blindsight
  • the advantage is negated if you’re in range of the target’s Truesight (including from the True Seeing spell) or See Invisibility spell, even if you gained the Invisible condition by taking the Hide action [this is RAW, not a suggestion; my suggestion is fuck this stupid rule]
  • Tremorsense doesn’t matter

The Blinded condition

  • the advantage is negated if you’re in range of the target’s Blindsight
  • if the condition comes from trying to see in Darkness, the advantage is negated if you’re in range of the target’s Darkvision (unless you’re a Gloom Stalker)
  • Tremorsense doesn’t matter

Methods to get Advantage

LEVEL 1

  • attack while Invisible from the Hide action, 1 attack normally but you can retain the Invisible condition with Cunning Strike: Supreme Sneak (Thief Rogue 9), or the Skulker feat (4) if you miss
  • attack after you’ve damaged the target with a Vex weapon
  • attack after an ally took the Help Action to Assist an Attack Roll
  • attack spending a Luck point from the Lucky feat (1) proficiency bonus times / long rest
  • target is affected by Faerie Fire (Bard/Druid 1st, Drow Elf 3, Magic Initiate feat 1) negated if you can’t see the target, though the spell does negate the benefits of Invisible, 1 minute / concentration, 20-ft cube, DEX save
  • target is affected by Guiding Bolt (Cleric 1st, Magic Initiate feat 1), 1 attack
  • target is Blinded because you are located in Darkness assuming you can see, so generally you need Darkvision or Blindsight, unless somehow you’re in Darkness but the target is not
  • target is Blinded because you and/or it are located in Heavily Obscured space assuming you can see, so generally you need Blindsight
  • target is Blinded from Colour Spray (Bard/Sorcerer/Wizard 1st, Magic Initiate feat 1, Shadow Touched feat 4), ~1 round, 15-ft cone, CON save
  • target is Prone from Unarmed Strike: Shove
  • target is Prone from a Topple weapon
  • target is Prone from Ball Bearings (Utilize action, 10-ft square, DEX DC 10)
  • target is Prone from a Goliath’s Hill’s Tumble, Hill Giant lineage, 1/day
  • target is Prone from Command: Grovel (Bard/Cleric/Paladin 1st, Magic Initiate feat 1, Fey Touched feat 4)
  • target is Prone from Grease (Sorcerer/Wizard 1st, Magic Initiate feat 1), 1 minute, 10-ft square, DEX save at casting/entering/ending turn
  • target is Prone from Tasha’s Hideous Laughter (Bard/Warlock/Wizard 1st, Magic Initiate feat 1, Fey Touched feat 4) 1 minute / concentration, WIS save
  • target is Prone from Thunderous Smite (Paladin 1st) STR save
  • target is Restrained from Ensnaring Strike (Ranger 1st) 1 minute / concentration, STR save, Athletics check every round
  • target is Restrained from Entangle (Druid/Ranger 1st, Magic Initiate feat 1) 1 minute / concentration, 20-ft square, STR save, Athletics checks every round
  • target is Restrained with Manacles that are fixed in place (Utilize action DC 13 DEX (sleight of hand), target must be grappled etc to begin with)
  • target is Restrained with Rope and their legs are bound (Utilize action DC 10 DEX (sleight of hand), target must be grappled etc to begin with)
  • target is Restrained with a Net (replaces attack, DC 8 + DEX + proficiency bonus)
  • target is Unconscious from Sleep (Bard/Sorcerer/Wizard 1st, Magic Initiate feat 1, Fey Touched feat 4), 1 attack/target, 2 successive saves for unconsciousness, 1 minute / concentration

LEVEL 2

  • attack with Reckless Attack (Barbarian 2) applies to Str-based attacks
  • target is Prone from being hit by an Elk / Mastiff (Druid 2 wild shape)

LEVEL 3

  • attack while Invisible from Invisibility (Bard/Sorcerer/Wizard/Warlock 2nd, Shadow Touched feat 4), 1 attack only
  • attack a target that relies on Darkvision to see while in Darkness and Invisible from your Umbral Sight (Gloom Stalker Ranger 3)
  • attack with Steady Aim (Rogue 3) bonus action, and cannot move in this turn at all, unless you’re an Assassin 9 in which case you can move after the attack
  • attack with Assassinate: Surprising Strikes a target that hasn’t taken a turn yet during the first round of combat (Assassin Rogue 3)
  • attack with Feinting Strike (Battle Master Fighter 3) bonus action
  • attack while both you and your duplicate from Invoke Duplicity are within 5 ft of the target (Trickery Cleric 3) bonus action to cast / move the duplicate 30 ft
  • target is Restrained from Web (Sorcerer/Wizard 2nd), up to 1 hour with Concentration, 20-ft cube conjuration, DEX save at entering/starting turn, Athletics check every round
  • target is Restrained from Nature’s Wrath (Oath of the Ancients Paladin 3) 1 minute, targets you can see within 15 ft, they save every round
  • target is Paralyzed from Hold Person (Bard/Cleric/Druid/Sorcerer/Warlock/Wizard 2nd, Abyssal Tiefling 5), up to 1 minute with Concentration, target saves every round
  • target is Blinded from Blindness/Deafness (Bard/Cleric/Sorcerer/Wizard 2nd), lasts up to 1 minute, target saves every round
  • target is Prone from a Trip Attack (Battle Master Fighter 3)
  • target is Prone from Open Hand Technique: Topple (Warrior of the Open Hand Monk 3)
  • target is Prone from being hit by Primal Companion: Beast of the Land (Beast Master Ranger 3)
  • target was hit by an ally’s Distracting Strike (Battle Master Fighter 3)
  • target is within 5 ft of an ally using Rage of the Wilds: Wolf (Path of the Wild Heart Barbarian 3)
  • [2014 Legacy] attack after you’ve used a bonus action for Insightful Fighting (Inquisitive Rogue 3) requires an Insight vs Deception check, lasts for 1 minute

LEVEL 4

  • attack with Mounted Strike from the Mounted Combatant feat (4) while mounted, a target smaller than your mount and within 5ft of your mount
  • target is Grappled by you and you have the Grappler feat (4)
  • target is Prone from being bashed by someone with the Shield Master feat (4)
  • target is Prone from being hit by a Giant Goat / Warhorse (Druid 4 wild shape)
  • target is Restrained from being hit by a Crocodile (Druid 4 wild shape)
  • target was critically hit with a bludgeoning weapon by someone with the Crusher feat (4), 1 round

LEVEL 5

  • target is Stunned from Stunning Strike (Monk 5)
  • target is Blinded from Hunger of Hadar (Warlock 3rd), only if you can see in magical darkness, up to 1 minute with Concentration
  • target is Prone from Eldritch Smite (Warlock 5)
  • target is Prone from Cunning Strike: Trip (Rogue 5)
  • target is Prone from Sleet Storm (Druid/Sorcerer/Wizard 3rd) area effect
  • target was hit by Shining Smite (Paladin 2nd) up to 1 minute with Concentration

LEVEL 6

  • attack while Invisible from your Steps of the Fey: Disappearing Step (Archfey Patron Warlock 6) 1 attack only
  • attack a target you’ve connected to via Awakened Mind: Clairvoyant Combatant (Great Old One Warlock 6) Wis save, 6+ minutes, 1/short rest normally

LEVEL 7

  • attack while Invisible from Greater Invisibility (Bard/Sorcerer/Wizard 4th), up to 1 minute with Concentration
  • target is Blinded from Fount of Moonlight (Bard/Druid 4th) until the end of the next turn
  • target is Restrained from Evard’s Black Tentacles (Wizard 4th)
  • target is Prone from Telekinetic Thrust (Psi Warrior Fighter 7)

LEVEL 8

  • target is Prone from being hit by a Brown Bear / Dire Wolf / Tiger (Druid 8 wild shape)

LEVEL 9

  • attack while Invisible from your Mislead (Bard/Warlock/Wizard 5th), 1 attack
  • target is Blinded by Blinding Smite (Paladin 3rd) up to 1 minute with Concentration, target saves every round
  • target is Blinded by Jallarzi’s Storm of Radiance (Warlock/Wizard 5th), up to 1 minute with Concentration, no save, area effect
  • target is Paralyzed from Hold Monster (Bard/Sorcerer/Warlock/Wizard 5th), up to 1 minute with Concentration, target saves every round
  • target is Prone from Yolande’s Regal Presence (Bard, Wizard 5th)
  • target is Restrained from Telekinesis (Sorcerer/Wizard 5th), 1 round
  • target is Restrained from Conjure Elemental (Druid/Wizard 5th), up to 10 minutes with Concentration, target saves every round

LEVEL 10

  • attack after an you or an ally used Zealous Presence (Path of the Zealot Barbarian 10), bonus action, 1 round

LEVEL 11

  • target is affected by Otto’s Irresistible Dance (Bard/Wizard 6th) up to 1 minute with Concentration
  • target is Unconscious from Eyebite (Bard/Sorcerer/Warlock/Wizard 6th), 1 attack only
  • target is Restrained or Petrified from Flesh to Stone (Druid/Sorcerer/Wizard 6th)
  • target is Restrained from Otiluke’s Freezing Sphere (Sorcerer/Wizard 6th), 1 minute, Str (Athletics) to break free, targets swimming on the surface only!
  • target is Blinded from Sunbeam (Cleric/Druid/Sorcerer/Wizard 6th), 1 minute

LEVEL 12

  • target is Prone from being hit by an Elephant (Circle of the Moon Druid 12 wild shape)

LEVEL 13

  • attack while Invisible from your Psychic Veil (Soulknife Rogue 13), 1 attack that deals damage only
  • attack with Studied Attacks (Fighter 13) 1st attack after you’ve attacked target and missed
  • target is Blinded or Stunned from Divine Word (Cleric 7th)
  • target is Restrained, Petrified or Blinded from Prismatic Spray (Bard/Sorcerer/Wizard 7th)
  • target is Stunned from Staggering Smite (Paladin 4th), until the end of the caster’s next turn
  • target is Unconscious (1 attack) or Stunned (1 minute) from Symbol (Bard/Cleric/Druid/Wizard 7th)
  • [2014 Legacy] attack a target previously hit in the first round of combat with Ambush Master (Rogue Scout 13) lasts until the start of the Scout’s next turn

LEVEL 14

  • attack while Invisible from your Nature’s Veil (Ranger 14), bonus action, lasts until the end of your next turn
  • target is Prone from Power of the Wilds: Ram (Path of the Wild Heart Barbarian 14)
  • target is Unconscious from Cunning Strike: Knock Out (Rogue 14), 1 attack
  • target is Blinded from Cunning Strike: Obscure (Rogue 14), lasts until the end of target’s next turn
  • target is Blinded from Searing Vengeance (Celestial Patron Warlock 14), lasts until the end of the current turn

LEVEL 15

  • target is Prone from Earthquake (Cleric/Druid/Sorcerer 8th)
  • target is Blinded from Holy Aura (Cleric 8th)
  • target is Stunned from Power Word Stun (Bard/Sorcerer/Warlock/Wizard 8th)
  • target is Blinded from Sunburst (Cleric/Druid/Sorcerer/Wizard 8th), 1 round

LEVEL 17

  • attack while affected by Foresight, lasts for 8 hours (Bard/Druid/Warlock/Wizard 9th)
  • attack while a duplicate from Improved Duplicity is within 5 ft of the target (Trickery Cleric 17)
  • attack while Invisible from your Cloak of Shadows (Warrior of Shadow Monk 17), lasts up to 1 minute under conditions
  • target is affected by your Hunter’s Mark (Ranger 17) up to 1 hour with Concentration
  • target is Prone from Destructive Wave (Paladin 5th) 30-ft emanation (sphere), CON save
  • target is Blinded, Restrained, or Petrified from Prismatic Wall (Bard/Wizard 9th), 1 minute
  • target is Restrained or Unconscious from Imprisonment (Warlock/Wizard 9th), until dispelled
  • target is Stunned from Rend Mind (Soulknife Rogue 17), 1 minute, saves every round
  • [2014 Legacy] use Master Duelist (Swashbuckler Rogue 17) to reroll with advantage an attack that missed

LEVEL 19

  • attack while Invisible from the Boon of the Night Spirit epic boon feat, 1 action’s (or bonus action, or reaction) worth of attacks only

MAGIC ITEMS

  • attack within the 30-foot radius Dim Light shed by a Candle of Invocation (very rare)
  • attack within 72 hours after drawing a Jester on the Deck of Many Things (legendary)
  • attack your sworn enemy with an Oathbow (very rare)
  • attack elementals while wearing a Ring of Elemental Command (legendary)
  • attack a creature that dealt damage to you, as a Reaction, with a Sword of Answering (legendary)

FOR COMPLETION’S SAKE

  • Optional Rule: at the DM’s discretion, you may roll with advantage when you attack a Frightened creature. (Flanking is not an optional rule any more.)

Note: the number next to classes is class level where the relevant ability is gained, the number next to feats is class level required to take it, and the number next to spells is spell level, e.g. “Paladin 2nd” is a 2nd lvl spell, filed under Level 5 when Paladins get it.

[originally posted on tumblr]

The Stealth Handbook Part I: Abilities and Races [D&D 3.5]

This handbook is for professional sneaky people – basically rogues, rangers and their variants. Dipping other classes and dabbling into magic is addressed, but playing full-casters who happen to be stealthy is not. Also check out JaronK’s Guide to Scouting – it lists what can detect you (darkvision, blindsense, blindsight, etc), and how to avoid each of them. Here, I’ll use the traditional Handbook format. (Minus the conveniently colour-coded fonts. Goddammit, tumblr.)

Abilities

  • Str: Has nothing to do with stealth.
  • Dex: Has everything to do with stealth!
  • Con: Has nothing to do with stealth, just the regular life-saving attributes of hit points and Fort saves.
  • Int: Directly affects stealth if you go (or dip) Factotum, always useful to skillmonkeys.
  • Wis: This is important for Rangers, Ninjas, Swordsages, and anyone who wants Stealth for scouting.
  • Cha: Directly affects stealth if you dip Marshal and take Motivate Dexterity. Also, Use Magic Device.

Races

The number next to each race is your Hide modifier as you begin play at 1st level, including the race’s boost to Dex, size and racial bonuses, and assuming you put max ranks in it. (Your total modifier will be higher, depending on how well you rolled for Dexterity.) Races are sorted in order of that number, normalised for ECL (which is 1 for all races without Level Adjustment). That’s not the only thing to take into account, of course, it’s just… your head start.

Races with LA 0

Whisper Gnome / Tiefling / Kenku

Jermlaine / +15 at ECL 1 (MMII): Tiny fey, 40 ft speed, -8 Str/+6 Dex/-2 Con/-2 Int/+6 Wis/-6 Cha. You can play that because the D&D v.3.5 Accessory Update booklet gives it an LA 0. If you don’t mind being a… lil fey rat, by all means, give it a go. And with +6 to Wis, you’ll make a hilarious Ninja or Swordsage. Beware the peculiarities of having 0 ft reach in combat.

Muckdweller / +15 at ECL 1 (SK): Tiny monstrous humanoid, 20 ft speed/20 ft swim, -6 Str/+6 Dex/-2 Cha, Weapon Finesse. If you don’t mind being a “miniature bipedal dinosaur”… see above. Unless you need Wisdom, it has overall better stats than the Jermlaine, and a free feat.

Whisper Gnome / +13 at ECL 1 (RoS): Small humanoid, 30 ft speed, -2 Str/+2 Dex/+2 Con/-2 Cha, +2 Spot, +4 move silently, +2 Listen, Darkvision, Silence SLA. This is just lovely, the number one choice for sneaky people, since it combines excellent stats and flavour, without being too weird.

Kenku / +13 at ECL 1 (MM3): Small humanoid, 30 ft speed, -2 Str/+2 Dex, +4 move silently, Mimicry, good flanker. Comes with its peculiarities, but it’s a classic Rogue race.

Kobold / +13 at ECL1 (RotD/Web) : Small humanoid (or Dragon, heh), 30 ft speed, -4 Str/+2 Dex/-2 Con, Slight build, Darkvision. If you can take Dragonwrought and be completely silly about it (start venerable, take Dragon templates etc), it can be hilarious. You can have +25 to hide at lvl 1, which makes this specific combination [Dragonwrought Kobold, black dragon (or anything that gives a +2 to hide) + Nameless template, see below] the official record holder in stealthiness.

Forest Gnome / +12 at ECL 1 (MM): Small humanoid, 20 ft speed, +2 Con/-2 Str, an extra +4 to Hide in wooded areas, Pass Without Trace always on. If you’ll be spending a lot of time in the woods and go for Wilderness Rogue or Scout/Ranger, this is probably your best bet.

Desert Halfling / +11 at ECL 1 (UA): Small humanoid, 20 ft speed, +2 Dex/-2 Str, +2 move silently, +2 listen, poison use. These are the sneakiest halflings, although they lack the advantages of the Strongheart Halfling (bonus feat, 30 ft speed), which are arguably better in the long run.

Gruwaar  / +11 at ECL 1 (DR317 p25): Small fey, 20 ft speed (or 30, it’s complicated), -2 Str/+2 Dex/-2 Wis/+2 Cha. Less than appealing flavour, and you can do better if you’re after stats, but it’s doable.

Air Goblin / +10 (UA): Small humanoid, 30 ft speed, -2 Str/+4 Dex/-2 Con, Darkvision, +4 move silently. That could work. Excellent dexterity boost (if you don’t want to muck about with weird tiny races), which affects more than stealth.

Lesser Tiefling / +7 at ECL 1 (MM/FR): Medium humanoid (planetouched), 30 ft speed, +2 Dex/+2 Int/-2 Cha, Darkvision, Darkness SLA. Tieflings are more thematically appropriate than actually sneaky, but sure, it’s feasible.

Human / +4 at ECL 1 (PHB): Medium humanoid, 30 ft speed. While humans get nothing stealth-wise, their skill affinity (extra skill rank and access to Able Learner), bonus feat, and general flexibility makes them a fine choice for pretty much everything. This is also where I tell you: it’s fine. You don’t NEED a super sneaky race. It helps, but if you prefer to play something not mentioned here, you can pull it off.

Level Adjusted Races

As always, LA is a big bummer – it irreparably slows down your class progression, never mind your BAB and saves. But in some games there’s LA buyoff, and other games are Gestalt, and sometimes it’s just worth it. So if you can afford to use level adjusted races, here they are.

Poison Dusk Lizardfolk / Skulk / Marrulurk

Brownie / +25 at ECL 5 (Web, +4 LA): Tiny fey, 30 ft speed, -6 Str/+10 Dex/+2 Con/+2 Int/+2 Wis/+2 Charisma, Darkvision. A very sneaky creature, comes with camouflage and HiPS “in areas of dim light, tall grass, or heavy undergrowth” which ain’t bad at all, also evasion and uncanny dodge. Sadly, the LA is horrendous. You can hide, but naught much else.

Skulk / +23 at ECL 4 (RoD, LA +1, 2 HD): Medium humanoid, +8 move silently, 30 ft speed, +4 Dex/-2 Wis/-4 Cha, Peerless Camouflage (move at full speed or run without penalty to Hide), Innate Nondetection (Divination spells require a CL check DC 20), Trackless Path (Survival checks to track you have +10 DC)… Also sneaky, and you can actually work with that LA. Ridiculous (+15!) bonus to Hide, Peerless Camouflage is VERY useful, Nondetection is cool, too. The flavour is appalling though. (I’d describe them as evil Dalits, which, really?)

Shadar-Kai / +10 at ECL 5 or +20 in shadows (FF, LA +1, 3 RHD). Medium fey, 30 ft speed, +6 Dex, Camouflage and HiPS except in daylight, Sneak Attack +1d6, Exotic Weapon Proficiency (spiked chain). Maybe that’s a lot of RHD (also, you’re cursed; see text), but a sneaky fey with HiPS and a reach melee weapon can be hilarious. Interesting flavour, needs some work to shine.

Marrulurk / +18 at ECL 5 (Sand, LA +1, 3 RHD): Small monstrous humanoid, +4 move silently, 20 ft speed, +2 Str/+6 Dex/+4 Con/+6 Wis/+4 Cha, +4 listen, +2d6 Sneak Attack, Cha-based Death Attack, poison use, Darkvision, Point Blank Shot, Rapid Shot. Self-explanatory. If you like their flavour, it’s a pretty sweet deal for a sneaky sniper.

Grimlock / +7 at ECL 5 or +17 underground/in the mountains (MM, LA +2, 2 RHD): Medium monstrous humanoid, 30 ft speed, +4 Str/+2 Dex/+2 Con/-2 Wis/-4 Cha, Blindsight 40 ft, Scent. Again, the usefulness of this one is terrain-specific. But a sneaky Rogue with Blindsight at lvl 5 can be terrifying in the dark.

Poison Dusk Lizardfolk / +14 at ECL 2 (MM3, LA +1): Small humanoid, 30 ft speed, +2 Dex/+2 Con/-2 Cha, their racial bonus to hide applies when “ most of the skin is exposed“.

Forestkith Goblin / +9 at ECL 2 or +13 in the forest (MM3, LA +1): Small humanoid, 30 ft speed/ 20 ft climb, +2 Dex/-2 Int, +4 move silently in the forest, Darkvision. Not too impressive, unless the whole campaign takes place in the woods. This is for DMs more than players.

Domovoi / +12 at ECL 5 (Frost, LA +2, 2 RHD): Small fey, 20 ft speed, –2 Str/+4 Dex/+2 Con/+4 Int/+6 Wis/+6 Cha. Doesn’t look like much, but If you want to go for Factotum and Marshal dipping for Dex+Int+Cha to your stealth (and all Dex skills, and initiative), this is a very fun option.

Pixie / +12 at ECL 5 (MM, LA +4): Small fey, 20 ft/fly 60 ft (good), –4 Str/+8 Dex/+6 Int/+4 Wis/+6 Cha, Dodge, +2 listen, +2 Search, +2 Spot, Dodge, Weapon Finesse, Greater Invisibility (Su). Despite the lure of insane stats and wings and Greater Invisibility at will, the +4 LA makes it very hard to pull off. At first they’ll never see you but you’ll never hit, and later they will see you anyway (invisibility is foiled by so many things) and you still won’t hit. If you really dig the flavour – and I don’t blame you – you’ll have to optimise everything else up to high heavens to be taken seriously in combat.

Templates

Ghost [x]

Dark (Cormyr: The Tearing of the Weave, LA +1): FR-specific so rarely available, but it gives you HiPS AND camouflage. It doesn’t work in daylight, sadly. Also +8 racial to hide and +6 to move silently, +10 ft to your speeds (plural), and Darkvision. This is great, and well worth the LA buyoff. You can also get it via the Failed Shadow Gate location in the same book, however the procedure is very wonky and makes you Evil. But if you can convince your DM to give it to you for the location’s initial cost (a measly 5k gold), just take it.

Dark (ToM, LA +1): Variant and poor relative of the above, since it does not give camouflage. On the plus side, it’s available in any setting, the bonuses to hide/move silently are untyped, and you can get it with an item (Collar of Umbral Metamorphosis).

Nameless (DR#313, Dragon Psychosis Template, LA 0): This is a template for Dragons, and if you’re making a sneaky Dragon then you’re a Dragonwrought kobold, and if you’re a Dragonwrought kobold then your DM hasn’t already bludgeoned you to death with the DMG, so I’m optimistic for your safety when you’ll ask for this. At the expense of -10 to all Int-based skills and losing all spellcasting and SLAs (which you didn’t have), you get a +10 racial bonus to hide and move silently, 20th lvl Nondetection always on, and immunity to mind-affecting effects. Not bad, and the character concept of a paranoid kobold who thinks everyone’s out to get them and therefore MUST HIDE is not bad either. I can see it as hilarious comic relief, and I can see it as dead serious roleplaying. Up to you. If you went through all that trouble, you might as well take the Wyrm of War Sovereign Archetype from Dragons of Eberron, and get a fighter feat every 4 levels for free.

Shadow-walker (UE, LA +1): You get Darkvision, +4 racial bonus to hide, +2 Dex/-2 Con, Light Blindness (like drow elves), and a bunch of shadow-related SLAs. The Con penalty is bad, and you can get better bonuses to hide, but maybe you dig the SLAs.  Flavour-wise, you are connected with Mask, the Neutral Evil god of assassins and assorted criminals in Forgotten Realms.

Chameleon (Und, LA +1): You become reptilian, you get a +10 racial bonus to hide, +4 move silently, a climb speed, and a 10 ft reach Tongue attack. Dark is strictly better for you. Remember that racial bonuses (from race and template) don’t stack.

Shadow (MotP, LA +2): This gives you Darkvision, +50% speed, and Shadow Blend, which grants you total concealment anywhere except in full daylight. So it functions like camouflage. Note that continuous TOTAL concealment + Ring of the Darkhidden is an excellent defencive combo, even if you don’t hide. It has a few other perks, most notably Fast Healing, but still the LA is a bit much.

Ghost (MM/Web, LA varies): Taking ghost normally as an LA +5 template is a terrible idea, but as a template class, perhaps not. A single level gives you etherealness and manifestation (and +2 to hide), and these are enough to make you VERY sneaky. How many levels you’ll take is up to you, but please consult your DM. There are some flavour requirements here (especially if you got Rejuvenation – what keeps you on this plane of existence? what will it take to finally rest?), and incorporeality/manifestation are a freaking nightmare, rules-wise. Be sure you’re both on the same page about how stuff works. That said, there are some wonderful character concepts (and builds, for that matter) that you can make with the Ghost template. Try it!

[originally posted by Rogue on tumblr]

D&D 3.5: How to Stealth

Stealth in the quintessential Rogue skill. We’re the sneaky people, after all. However, stealth rules are scattered, complicated, and sometimes counter-intuitive, so let’s untangle this mess.

image

Hide

In order to Hide, you need:

  1. somewhere to hide (cover or concealment)
  2. privacy (you must not be observed at the time)

In combat, privacy is tricky. You can create a diversion using the Bluff skill, but it will cost you a standard action, and nobody wants that unless you’re in the process of running the fuck away. (The feat Improved Diversion makes it a move action, but it’s not very helpful.) No matter how chaotic combat is, assume that all foes observe you at all times, as long as they have Line of Sight.

To hide, then, you must first position yourself in a way that blocks Line of Sight. Always remember that you don’t hide “in general”, you hide from specific creatures. So for example, say you fight cultists inside a temple lit with torches. There are columns, some areas have bright illumination (20 ft radius around each torch), and some areas have shadowy illumination. You can dash behind a column so as to get total cover (pick one that’s in shadowy illumination) and then step out again and keep moving: roll a Hide check, and if you succeed, from that point on you’re hidden – thanks to the shadowy illumination which gives you concealment, and the fact that you just broke Line of Sight, so you weren’t observed. BUT, if you step into an area of a bright illumination without cover, you’ll be immediately spotted. And if dashing behind that column didn’t break Line of Sight  from all the cultists, then you’re NOT hidden from all of them, and your Hide roll simply doesn’t count for those who had Line of Sight. They could see you the whole time, and they see you now.

Such tactical positioning is not always feasible. Your movement will be halved (or you’ll have a penalty to your hide check), and every time you attack you’ll probably be seen (it’s a -20 penalty to Hide while attacking), and you’ll have to do it all over again. It’s even worse if you don’t have concealment, and you need to move from cover to cover. Thanks to the additional Hide rules from Complete Adventurer, you can move from cover to cover out in the open, and you can also sneak up on a target. Unfortunately, the distance you can cover like that is very short (it depends on your ranks in Hide: at 2nd lvl you can go 5 ft, at 7th lvl 10 ft, at 12 lvl 15 ft, and at 17th lvl 20 ft), and it comes with a corresponding penalty to Hide, -5 for every 5ft.

So Greater Invisibility, Camouflage, and/or Hide in Plain Sight are the standard ways to turn stealth from a situational tactic used for defence and scouting and the occasional ambush to a regular offensive tactic.

Hiding does not take an action by itself unless you Snipe (do NOT Snipe). If you move, attack, run, or charge, it happens simultaneously with that action, so typically you need at least a move action to hide. That said, a 5 ft step is also movement, and there are ways to move as a swift action, which are VERY useful for sneaky rogues. With all the penalties and the logistics of positioning, if you value stealth, then you value mobility.

Distance makes stealth easier: Spot/Listen checks suffer -1 penalty per 10 ft of distance. (Of course, too much distance will put you out of sneak attack range, so this tactic has its limitations.) Reduced size makes stealth easier: it’s +4 for Small creatures, +8 for Tiny, and +12 for Diminutive.

Finally, the most important stealth-related rule for Rogues is not anywhere in core. It’s in the Rules Compendium, and reads: “If you’re successfully hidden with respect to another creature, that creature is flat-footed with respect to you. That creature treats you as if you were invisible.” And that’s why Rogues can Hide and sneak attack. (Note that a lot of people who’ve never seen the Rules Compendium in their life play like that anyway, because it makes freaking sense, and should have been in the PHB in the first place. *grumbles*)

Errata

There are no errata for the Hide skill, but there should have been. Counter-intuitively, it’s described as part of a movement. But what if you don’t move? What if you are not observed, and have cover or concealment right where you are? Does it take an action then? What kind of action? Can you not hide at all? That would be daft, because if you can hide while you move, run, attack, or freaking charge at a foe (albeit at a penalty), well you should be able to hide while doing something much less conspicuous. Say, drink a potion, draw a weapon, use a supernatural ability, manipulate an item, or absolutely nothing. And if you’ve already hidden, can you even take any such action without revealing yourself? Nobody knows, ask your DM.

image

[Hide is described as part of a move/run/attack/charge action, but not defined as such. So you can make a case that these specific actions are mentioned only because they carry a penalty, that nothing prevents you from Hiding while doing anything else or nothing at all, that in all cases except Sniping it doesn’t take an action (“Action: usually none”), and that if you’re already hidden, then only the mentioned actions can visually reveal your presence. I suggest you DO make that case, dear rogues. It’s midway between Rules As Written and Rules As Make Sense, bypassing Rules As Intended because the designers had the mental image of someone “sneaking away” as opposed to simply trying to conceal himself – hence this mess with the Hide skill in the first place.]

And that’s not all. You can hide if your opponents are “momentarily distracted”, but other than using Bluff yourself to create a diversion, what counts as sufficient distraction for this purpose? Nobody knows, ask your DM.

And what the bloody hell’s the deal with Sniping? You can make a single ranged attack and then “immediately hide again” with a -20 penalty, as a move action which doesn’t even move you? I’m sorry, what? If hiding while attacking (even in melee!) is feasible with the exact same penalty, then why should I reveal myself at all, and betray my exact position? Why not hide while taking a shot, and have a move action left to go anywhere I please, as long as I have cover and remain hidden and therefore unobserved? What’s even the point of Sniping? Nobody knows, ask your DM.

Move Silently

Unlike Hide, Move Silently is pretty straight forward: it’s an opposed roll, end of story. What interests us is that, if you have successfully hidden from a creature, a successful listen check only reveals your general direction. And a VERY successful listen check (+20 DC) will pinpoint your exact position, so they’ll know where to strike. Even then, you are still considered hidden, you have total concealment (50% miss chance), and the creature is considered “flat-footed in respect to you”, so you can typically sneak attack it. That’s why Move Silently isn’t as crucial as Hide for sneaky Rogues.

image

Invisibility

Invisibility

Becoming invisible has many obvious benefits, but it’s not a win button. For one, using the spell with a (sneak) attack will only work for a single attack – at which point the effect ends, and you have to reactivate it somehow before attacking again. Then there are all sorts of environmental features that will hinder your movement or reveal your presence. It’s a good idea to roll for stealth even when invisible. A DC 20 Spot check lets people become aware of invisible creatures near them, and we wouldn’t want that.

image

And soon, more and more foes will be able to perceive you regardless. Spellcasters will cast See Invisibility, Faerie Fire, or Glitterdust, tricky foes will throw Dust of Appearance, glyphs will activate Invisibility Purge, creatures will have blindsense, blindsight or tremorsense, and in the end, all the bosses will have True Seeing always on. At some point, a good mundane Hide check becomes a lot more reliable than invisibility. So no matter what you do, invest in Hide.

That said, invisibility is a wonderful thing, so a Ring or a couple of Eternal Wands of Invisibility (you have Use Magic Device, so please use magic devices) is a solid investment. Your friendly spellcaster could also be helpful here.

Swift Invisibility

This spell is personal, lasts only a round, and can be cast as a swift action. An (Eternal) Wand of this will definitely see use. Fortunately, wands of spells that are cast as a swift action can be activated as a swift action.

Greater Invisibility

This spell doesn’t help with Blindsight and other annoying senses, but it allows you to (sneak) attack for as long as the effect lasts, and that’s fantastic. If your friendly spellcaster has access to this, there’s no better option than casting it on the Rogue.

ha

Superior Invisibility

The best and highest level spell, it lets you attack and ignores a bunch of annoying spells (See Invisibility, Faerie fire, Glitterdust, Invisibility purge, oh, and Dust of Appearance), and all Extraordinary senses except Mindsight and Lifesense. It’s a Wizard/Sorcerer 8th level spell with 1 minute/level duration. Not full-proof, though: Detect X spells, Arcane Sight and similar will reveal your location, while True Seeing and Touchsight will make you completely visible.

Camouflage

Camouflage is a class feature that allows you to hide without needing cover or concealment. You still can’t hide while observed, though, so hiding in combat remains tricky. It helps, but again, it’s not a win button.

Camouflage is an Extraordinary ability which only functions in natural terrain. It’s available to: Ranger (lvl 13), Wilderness Rogue (lvl 10 minimum),  Scout (lvl 8), Druid (halfling substitution level, lvl 13), Prestige Ranger (lvl 9, ECL 15), and Highland Stalker (lvl 7, ECL 12).

Of these, rogues are most likely to use the Wilderness Rogue variant, or Scout with Swift Ambusher (popular Scout/Rogue combination, stuff stacks) – though if you take Scout all the way to lvl 8, you’ve probably just dipped Rogue.

A similar ability is Stone’s Hue, available to the Dark Hunter PrC at lvl 4 (ECL 9). It’s a Supernatural ability which functions within 5 ft of a stone or earth wall, and also gets you a +10 circumstance bonus to Hide. Limiting restriction, though arguably more useful in a dungeoncrawl than traditional Camouflage. Finally, Stonedeath Assassins get Stoneskulk at lvl 2 (ECL 7), which is Ex and functions “when underground and touching a stone surface”.

Camouflage is very nice, but thanks to those CAdv rules about moving between cover and sneaking up on people, a solid Hide modifier (which stealthy rogues strive for) could make it redundant for short distances. And at least for ranged sneak attacks, short distances may be all you need.

va

Hide In Plain Sight

Hide In Plain Sight allows you to hide while being observed. Now THAT’S a win button. Combine with camouflage, and it’s like you can vanish into thin air. Combine with an insane Hide modifier (which is entirely feasible), and you can move anywhere and sneak attack anyone remaining hidden the whole time. But beware: there are many abilities with this name, which do different things with different restrictions, so always read carefully the entry.

The most common form of HiPS in the game is the Ranger’s (Ex ability, works only in natural terrain). It’s what you’ll end up with if you’re a nature-loving rogue, either as Wilderness Rogue or as Swift Ambusher. In both cases, you’ll have already Camouflage by the time you get it. Limited application, but solid and with nice flavour.

The most classic form of HiPS for rogues is the Assassin’s (Su ability, works within 10 ft of some sort of shadow, includes a camouflage effect). “Some sort of shadow” is specific enough to mean ANY shadow, even that of a fallen leaf, or a tiny crack in the ground. So expect it to work 99% of the time. It’s also available to rogues who become Shadowdancers. Rogues can typically qualify at ~lvl 9. It will gobble all your feats, but getting this type of HiPS early is THAT good, so it’s worth it. A third lovely option is Ninja Spy from Oriental Adventures (ECL 11), a PrC tailored for Rogues, which I personally prefer to the Ninja class itself.

Another much coveted form, if you’re not willing to invest class levels, is the Dark template. This has bigger and somewhat vague restrictions (doesn’t work “in natural daylight”), and it doesn’t include a camouflage effect, but it’s really cheap. It’s an LA+1 template which can be easily taken with LA buyoff, if your DM allows that rule, or can be gained with a 22k magic item (Collar of Umbral Metamorphosis from Tome of Magic). If you have access to Forgotten Realms material, there’s a variant in “Cormyr: The Tearing of the Weave“ that includes camouflage and is strictly better.

Then there’s the Urban Ranger from Unearthed Arcana, which is a pretty roguish class actually. It gets HiPS late, at lvl 17, and does not get Camouflage. However, by that time you’ll be able to move between cover and sneaking up on people from 20 ft away, and this HiPS works everywhere. No restrictions, still Ex, deserves an honourable mention at least.

Finally, I bemusedly inform you that the quickest way to get camouflage AND Hide in Plain Sight from class levels is with Paladin. The Shadow Cloak Knight (Champions of Valor) substitutions levels are for gnomes only, and it has some limitations, but you get it at level 6, and it’s an Ex ability. Damn.

There are other, less common forms of HiPS. You can check the full list here.

image

Stealth Vs Annoying Spells and Abilities

A successful Hide roll often isn’t enough, because your foe has scent or blindsense or whatever. There’s a wonderful Guide to Scouting by JaronK which covers all the bases in that regard, so I won’t get into details here – just follow the link. However, he focuses on scouting, when you want to be completely undetected. Get in, get intel, get out, and don’t let anybody know you were there. Rogues scout too, of course, but they also use stealth to:

  • kill things
  • avoid getting killed

And for these purposes, the requirements aren’t so steep. If your foe senses that you’re “somewhere over there”, or even knows you exact location but can’t actually see you (or effectively “see” you with other senses), things are good. You can’t be targetted by spells (area effects can hurt you, though), and attacks against you have a 50% miss chance assuming they even aim at the right square. And crucially, you can still sneak attack them.

image

So of all the annoying spells and abilities in JaronK’s list, Rogues need mostly to worry about:

  • Darkvision (because it ignores many forms of concealment, which you often need to hide). Get a Ring of the Darkhidden, off you go.
  • Blindsight. Just get the Darkstalker feat. (Will also get rid of scent, tremorsense, and blindsense).
  • Touchsight. Unfortunately that’s full-proof, all you can do is position yourself in a way that blocks Line of Effect, or somehow become incorporeal. Fortunately, it will very rarely come up.

[Well this is long enough, so the section on optimising stealth will be a post of its own later, a proper Stealth Handbook.]

Credits: The Order of the Stick by Rich Burlew | Vax fanart by @theothershiroki​ | Thief gifs via @nostrromo​, I think

[originally posted by Rogue on tumblr]