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The Old DM’s House Rules for D&D 5.5

There are a lot of things that I like about the new 2024 rules for Dungeons and Dragons (D&D 5.5) but there are several things that I don’t care for. Before I run a D&D 5.5 game, here are the house rules I will be using to address some of these issues. I am sure that I will be updating this list from time to time as I run across other problems. These are in addition to, and in some cases may replace, my existing 5E house rules that I posted here: D&D 5E – My House Rules.

House rules I will use when running a D&D 5.5 campaign

1) I will be using the new (2024) rules exclusively. Players may not use spells, races, classes, subclasses, etc. from any earlier publications.
2) I will be using the house rules I posted here: The Old DM’s House Rules on Hiding and;
3) You cannot attack an ally. This includes opportunity attacks.
4) You can swap weapons (sheath one weapon and draw another one) once, and only once, on your turn.
5) I will have to nerf many spells, Conjure Minor Elementals for example. (I may provide details in a future post.)
6) Most on-going spells end when their caster dies and you can end any spell you have cast (no action required) if you aren’t incapacitated.
7) No crafting of magic items.
8) Background. Create your own. Just make up any background you want. Then, based on that background;

  • Ability Scores. Increase three ability scores by 1, or one by 2 and one by 1, to a maximum score of 20.
  • Skill Proficiencies. Select any two skills to be proficient in.
  • Tool Proficiency. Select one tool to be proficient in.
  • Equipment. Select any equipment pack, or 50 GP.

9) House rules to prevent weapon mastery abuse.

  • You can’t use the weapon mastery feature of a weapon if you use it as an improvised weapon. An example would be throwing a melee weapon that doesn’t have the thrown property or making a melee attack with a ranged weapon.
  • Save: For mastery features that allow a save to avoid the effect, it will be either a DEX or STR saving throw and the DC is 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus. You should always have that number calculated and ready to give to the DM when needed.
  • Cleave: A single attack roll is used against both targets. The two targets must be within 5 feet of each other, within your weapons reach, and positioned so that they could be hit with a single swing of your weapon.
  • Graze: A poison weapon does no poison damage on a miss. A roll of a natural 1 does not graze.
  • Nick: Reword this to “When you make an attack action with this weapon you can make a second attack with it. You can make this extra attack only once per turn.”
  • Push: Must be horizontally (not up into the air). The target can save to resist being pushed. If the creature is hit more than once by weapons that have this property, the distance they are pushed doesn’t exceed 10 feet.
  • Sap: The target can save to resist the Sap.
  • Slow: If the creature is hit more than once by weapons that have this property, or they are (or have been) affected by the use of the Slasher Feat, their total Speed reduction never exceeds 10 feet.
  • Topple: If the creature is hit more than once by weapons that have this property, they automatically save.
  • Vex: Reword this to “If you hit a creature with this weapon and deal damage to the creature, you have Advantage with the same weapon on your next attack roll against that creature before the end of your next turn.”

 

Additional house rules I may implement, depending on the adventure

1) No flying characters.
2) Player characters may not have an evil alignment.
3) No Multiclassing. (Multiclassing is no longer listed as an optional rule as it was in 5E.)
4) No Firearms.
5) No bastions.
6) I LIKE opposed checks.
7) My “rule of cool”: If I think it is cool I MAY allow it ONCE.

Call to action.

I’m always looking to improve my resources for the D&D community!  I would love to hear your feedback on these house rules. Let me know what you think in the comments below.

The Old DM’s House Rules on Hiding

sneaky

The Old DM’s House Rules on Hiding

D&D 5E’s rules for hiding are a mess. I previously posted my thoughts on this in my post D&D 5E – Stealth and Hiding. In a similar vein I posted D&D 5E – House Rule – Pop-up Archer. I was hoping that the 2014 update would improve on the hiding rules, but I was disappointed. Also, I am a fan of Tales of the Valiant, but they left the hiding rules pretty much unchanged.  So I decided to replace the rules on hiding in 5E with my own house rules and here they are.
This replaces everything I said on those previous posts.

In the house rules below, every rule applies equally to PCs and other creatures.
The first thing I did was create a new condition called “Hidden.”

The Hidden Condition

Hidden: The creature or creatures that you are hiding from are unaware of your location.

Clarification:

  1. The terms “you are hiding” and “you are hidden” or “you have the Hidden condition” are synonymous.
  2. Being “stealthy” is trying to remain undetected which is the same as trying to hide.
  3. You are hidden if the creature you are hiding from is unable to determine your location by sight, hearing, smell or any other sense it possesses.
    • This is the most common situation. The Creature is trying to determine where you are.
    • It may be wanting to attack you, but it can’t see or hear you.
    • An example could be when you are invisible (it can’t see you) and you are being very quiet (it can’t hear you).
    • Another example would be when you move to a position behind total cover, such as behind a tree or a barrel and try to remain unseen and unheard.
  4. You are hidden if the creature you are hiding from doesn’t notice you.
    • This is typically when a creature you are trying to sneak up on is currently unaware of your presence. They may be distracted or simply looking the other way. You attempt to both quickly and silently sneak up from behind.
    • Another example might be if you are attending a royal party and attempt to pick the pocket of a noble. You try to avoid attracting his attention while you get close enough to pick his pocket without being noticed.
    • A third example would be if you transformed into a small spider and are simply there to gather information while observing from the ceiling in the corner of the room.
  5. You are hidden if the creature you are hiding from can’t distinguish you from others.
    • In this case they can see you and they may know that you are near and a possible threat, but you are among others and it doesn’t know which one you are.
    • You may be trying to blend in with the crowd, or you might be attempting to hide while disguised as (or transformed into) a sheep in a flock of sheep.

Benefits to Being Hidden

  • If you are hidden from all your opponents before the first round of combat you will surprise them and get a free round to attack them before they can react. (You are no longer hidden after you attack.)
  • On all targeted attacks against you, the attacker must first identify where he thinks you are located. The attack will automatically miss if you are not in that 5 foot area. The attack is made with disadvantage, even if you are not in the targeted area, and the DM simply tells the attacker if his attack missed.
  • If you are hidden you make attacks with advantage if you can see the target. However, you will no longer be hidden if the attack hits or misses.

When can you hide?

During combat, hiding is an action.
In combat or not, you can’t hide from a creature that can perceive your location.

Clarification:

  1. The DM determines when conditions are right for making a hide check, including in the following examples.
  2. You can attempt to hide from one or more creatures if they do not currently see you clearly or perceive your location by any special senses they might have such as darkvision, blindsight, tremorsense, or truesight.
  3. Another situation where you can attempt to hide is when the creature you are trying to hide from is distracted or looking away from your location.

How do you hide?

You make a Hide check [a Dexterity (Stealth) check].
Make a note of the results of that check to be used later.
Unless you indicate one or more specific creatures that you are attempting to hide from, it will be assumed that you are attempting to hide from your foes and not from your allies.

When are you no longer hidden?

  1. Until you are discovered or you stop hiding, the hide check you made is contested by the Wisdom (Perception) check of any creature that might notice you or that actively searches for signs of your presence. You are discovered and no longer hidden from creatures that win the contest. The DM may choose to use the creature’s Passive Perception score rather than making a Perception check.
  2. You are no longer hidden from a creature that can hear you if you make noise.
  3. You are no longer hidden from a creature that can hear you if you speak louder than a whisper or cast a spell with a verbal component.
  4. You are no longer hidden if you make an attack of any kind if it hits or misses.

Difference between hidden and invisible

Invisible: Being invisible means you can’t be seen by normal sight or darkvision but creatures might still locate you by sounds you make, tracks you leave, your smell, the way the air or plants move around you, or some other way.
Hidden: If a creature can’t perceive your location by seeing you, or by any special senses, you can attempt to hide from it. So if a creature is dependent on sight alone to perceive your location, you can attempt to hide from it if you are invisible.

Clarification:

  1. If you are invisible and hidden, when a creature locates you, you will no longer be hidden from it but you will still be invisible.
  2. If a creature can’t be detected by using any of your senses then you can only guess at its location.
    • If you can notice some clue as to its location you must succeed in a Perception check to locate it.
    • You can make this check with advantage if you use the Search action.
    • If it has attempted to hide, your Perception check will be against its hide check.

Advantage and Disadvantage

Here is a summary of situations where your character might have advantage or disadvantage based on hidden or invisible conditions.

  • Attacks you make against a creature you can’t see are made with disadvantage.
  • If you are hidden or invisible, attacks you make against a creature you can see are made with advantage.
  • If you attack a creature that is hidden from you, you must guess at its location (identify the square you think it is in) before you make the attack and the attack is made with disadvantage. The DM will tell you if the attack hit or missed. If it missed you will not know if the creature was in that square or not.
  • If you attack a creature that is invisible but not hidden, you may first make a perception check to see if you can notice some indication of where it is located. If you determine the creature’s location, your attack is made with disadvantage. Failing the perception check, proceed as you would if it were hidden.

Handling Total Cover

Have you ever had a player that wanted to stay behind total cover during combat and just step out and fire his arrow on his turn and then step back? I don’t like this. It doesn’t make for cinematic, or heroic combat. Here are a couple of house rules I have implemented to address this and other similar situations.

  1. If you are behind total cover and hidden, if you move out from behind that cover, you are no longer hidden to creatures who can see you. However, the first attack you make the round you come out from cover is made with advantage.
    • This is to reward you for being stealthy.
  2. If you are behind total cover but are not hidden and cannot see your target, if you move out from behind total cover and attack, the first attack you make that round is made with disadvantage.
    • This is because you will have to locate your target visually and do not have time to take careful aim.
  3. If, during your turn, you move from an exposed location to a location behind total cover, one creature that can see you can take a reaction to make an attack with disadvantage against you with a ranged weapon it is holding.
    • This assumes of course that the attacker hasn’t used its reaction this round and meets any other requirements for making the attack. For example, if it has a longbow in hand, it must have the other hand free and access to an arrow it can draw and fire.
    • The attack will necessarily be rushed. That is why it is made with disadvantage.
    • The attack is made when you are in the last exposed 5 foot space that the creature can see before you enter total cover.
    • The limit of one creature taking the reaction is imposed to prevent a deluge of arrow attacks against a character seeking refuge.
    • Remember that you can now only attempt to hide this round by taking the hide action. If you have already taken an action (to attack for example) you might not have another action available.
  4. If, during combat, you move from an exposed location to a location behind total cover it is assumed that your opponents are taking note of where you are hiding. Therefore, if you then take the hide action, unless you move at least 15 feet while remaining behind total cover before moving out into the open, the Wisdom (Perception) check of any creature that might notice you is made with advantage.
    • Note that this will typically mean that they will have advantage on noticing when you re-appear if you have stepped behind a tree or barrel for example and can’t move 15 feet or more before leaving an area of total cover.
    • If they succeed in their perception check, you are not hidden from them so your first attack after revealing yourself is made with disadvantage instead of with advantage (refer to the Advantage Disadvantage section above).

D&D 5E – Playing on a 1 Square=10′ Grid

How to Play on a 1 inch = 10 feet square grid.

I am the DM for a table top “Storm King’s Thunder” campaign. The final battle map is drawn in the book with one square = 10 feet. I usually draw the map on my battlemat with each 1 inch square = 5 feet. But this is such a large playing field that it won’t fit on my table at that scale so I am drawing it with 1 inch = 10 feet. I have occasionally done this before, but adjusting movements and attacks have always been a hassle. In anticipation of a large complicated battle I came up with this set of house rules.

To play with miniatures on a square grid where each square on the grid represents 10 feet:

Scale
Start with the rules in Variant: Playing on a Grid (PHB, page 192). Change “Each square on the grid represents 5 feet” to “Each (one inch) square on the grid represents 10 feet.”

Creature Size
For game purposes, creature sizes and speeds don’t change and if they have a 5 ft. reach they can attack creatures in adjacent squares even though creatures in adjacent squares are considered to be 10 ft. apart for all other purposes.
Gargantuan Creatures
These each occupy a 2 inch square (four 1 inch squares).
Large or Huge Creatures
These each occupy a single 1 inch square.
Medium and Small Creatures
You can have more than one medium or small creature in one square. (I recommend flat, one inch diameter, tokens rather than minis. If there is more than one creature in a square you can stack them.)
A medium or small creature occupies one 1 inch square. Up to 4 creatures of this size can occupy a single square, but they are each considered occupying the entire square. If there is more than one such creature in a square they are considered to be 5 feet apart from each other.
A single medium or small creature can not be attacked by more than 8 medium or small creatures (or 4 large or larger creatures) with 5 ft. melee attacks.
Tiny Creatures
You can stack 16 tiny creatures in one square. They are considered to be 2 1/2 ft. apart. You can have a combination of tiny and medium or small creatures. There can be a maximum of: 1 medium or small and 12 tiny, 2 medium or small and 8 tiny, or 3 medium or small and 4 tiny.

Movement
Speed and movement doesn’t change, but you can’t move into a square if you don’t have enough movement left (10 feet).
Example: If your move rate is 25 feet, you can only move 2 squares (25 ft. rounded down = 20 ft.), but if you dash you can move 5 squares (25 ft. x 2 = 50 ft.).
Medium or small creatures can move through, but not stop in, a square occupied by a Gargantuan or Huge creature but it can’t move through a square occupied by a Large creature.
Medium or small creatures can move through, or stop in if they choose to, a square occupied by fewer than 4 medium or small creatures, regardless if the occupying creatures are hostile or not. If it is occupied by 4 non-hostile creatures you can move through it but you can not stop in it.

Ranges and areas of effect:
All ranges and areas of effect are rounded down to a multiple of 10 feet (minimum of 10 feet).
Some examples: All melee attacks with a range of 5 feet will have a range of 10 ft. (or, rather, they are treated as if they were actually only 5 ft. away.) So you can attack a creature in an adjacent square with your short sword, or you could attack it with your long bow without disadvantage because, for everything other than 5 ft. melee attacks, it is 10 ft. away. For the same reason an attack on a prone creature in an adjacent square is with advantage if you make a 5 ft. melee attack (it’s 5 ft. away), but it is with a disadvantage if it is made with range weapon (it’s 10 ft. away). A blowgun’s range changes from (25/100) to (20/100). The spell Word of Recall‘s range changes from 5 ft. to 10 ft. The spell Lightning Bolt will form a line 10 ft. wide instead of 5 ft. The Gust of Wind spell will push a creature 10 ft. instead of 15 ft.

Opportunity Attacks
Your 5 ft. reach becomes 10 ft. in regard to creatures in adjacent squares. So if a hostile creature moves out of an adjacent 10 ft. square you can make an opportunity attack against it. But if it moves from within the same square you are in to an adjacent square you can not (because it will still be within range).

D&D 5E – Combat Cheat Sheet

A thanks to seddonym over at reddit for his original post HERE, and to mikr_ack for putting it in this very useful format HERE.

And a big thanks to Nicholas for turning me on to this. He also wanted me to share these sites that he found useful:
https://orcpub2.com/
http://hardcodex.ru/

D&D 5E – Using Shields as Weapons (House Rule)

Attacking With A Shield

I have addressed the fifth edition rules for using a shield in a previous post (HERE). But I recently had a player ask if he could use a spiked shield. I couldn’t think of a good reason that he shouldn’t be allowed to do that, but the rules as written don’t specifically address the issue.
Time for a new house rule.
I soon realized that to do this I really needed to re-examine all of the rules for attacking with shields. What I came up with is a redefining of a normal shield – when it is used as a weapon – as well as spiked shields and a couple of other issues.

Normal Shields

Simple weapon: Normal shields can be used as simple light melee weapons.
Damage: 1d4 + STR bonus (bashing).
Proficiency: You are only proficient with normal shields used as weapons if you are proficient with all simple weapons.

Spiked Shields

(This shield is constructed with a sharpened spike at its center.)
Martial weapon: A spiked shield is a light martial melee weapon.
Damage: 1d6 + STR bonus (piercing).
Cost: You can add a spike to a normal shield for an additional cost of 2 gp. (Adding more than one spike does not change the damage.)
Proficiency: You are only proficient with spiked shields used as weapons if you are proficient with all martial weapons.

If you lack proficiency:

They can still be used as an improvised weapons, doing 1d4 + STR bonus damage. The damage type will be bashing for normal shields, or piercing if it is a spiked shield.

Two weapon fighting:

When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a shield that you’re holding in the other hand, but only if you are proficient with using it as a weapon. You don’t add your ability modifier to the shield attack damage, unless that modifier is negative

Effect on armor class:

Using a shield to make an attack doesn’t deprive you of the +2 AC bonus.

Dual wielder feat:

You do not gain a +1 bonus to AC while you are wielding a shield (spiked or not).

D&D 5E – The Attack Action

attack_action

The Attack Action

With all of the different class features that allow multiple attacks, I am seeing a lot of confusion as to how many and what types of attacks a character can get on his turn.

“Attack” and “Attack Action” are two different things.

On your turn, you can move and take one action. A special ability, spell, or other feature of the game may allow you to also take a bonus action, and/or take a reaction. You may also interact with one object and do other simple activities. What is important here is that you can only take one action. One possible action you can take is called the Attack action. None of the other combat actions are an Attack action (Cast a Spell, Dash, Disengage, Dodge, Help, Use an object, Hide, Search, Readied action, Improvised action).

Attack action: “With this action, you make one melee or ranged attack… Certain features, such as the Extra Attack feature of the fighter, allow you to make more than one attack with this action.” PHB, p192.

This rule sounds fairly straight forward but combined with other rules, features, and options it can become a bit confusing. In certain situations, you make a melee or ranged attack when you Cast a Spell, take a Bonus action, or take a Reaction. In other situations when you take the Attack action you don’t make a melee or ranged attack. And, just because an action is called an “attack” doesn’t mean that you can perform that action when you use the “Attack action”.

Confused yet?

This confusion could have been lessened a bit if the “Attack action” had a different name. Perhaps they could have called it the “Offensive action” or something. I am not going to do that here. However, it is important to know that when you read something in the Player’s Handbook, the Dungeon Master’s Guide or the Monster Manuel the wording is important. See if it says “Attack action” or just “attack”.

Partial list of things that you can do with an Attack action:

  • Make a weapon attack with a melee weapon, ranged weapon, or improvised weapon. This includes drawing ammunition for use with a ranged weapon.
  • Make an unarmed strike.
  • Grapple a creature.
  • Shove a creature.
  • Two weapon fighting – When you use the Attack action to attack with a light melee weapon that you’re holding in one hand, the second attack, with a light weapon in your other hand, is a bonus action and not part of the Attack action.
  • “Extra attack” – With many weapon-using classes you can gain the ability to attack multiple times, instead of just once. This feature can only be used when you take the Attack action.
  • (Monks) “Flurry of Blows” can only be used (as a bonus action)  after taking the Attack action.
  • (Druid – while in beast form) Your weapon attacks, where the “weapon” might be a manufactured item or a natural weapon, can only be used when you take the Attack action.
  • (Druid – while in beast form) If the creature has the Multiattack action, you may make the listed attacks rather than, or in place of, an Attack action.

Partial list of actions you CANNOT do as an Attack action:

  • Cast a spell – even if that spell has you make a “range attack” or “melee attack” or “”spell attack”.
  • Dash, disengage, dodge, help, use an object, hide, search, ready an action, or perform an improvised action.
  • Make an opportunity attack. (This is done as a “reaction”)

The Attack action is not the only way you can attack. Some spell examples:

If you cast Eldritch Blast (with the Cast a Spell action), you make a ranged spell attack against a creature. This is an attack, but you’ve used the Cast a Spell action, not the Attack action to do so. As a result, abilities such as Extra Attack and Flurry of Blows won’t trigger.

If you cast Shocking Grasp (with the Cast a Spell action) you make a melee spell attack against a creature. Once again, you’ve used the Cast a Spell action, not the Attack action, so extra attack doesn’t apply.

Not all spells work that way, however. If you cast Shilleagh (as a Bonus action), you don’t immediately attack. Instead, it modifies how you attack (with the Attack action) for the duration of the spell, instead of using your Strength as the modifier for your attacks, you use your spellcasting ability score (normally Wisdom for druids).

Another wrinkle are the spells which have an ongoing effect. Vampiric Touch is one such spell – it allows you to make a melee spell attack when you cast it (with the Cast a Spell action), but the spell persists for up to a minute. Its text reads “Until the spell ends, you can make the attack again on each of your turns as an action”. Is this an Attack action? No, it isn’t. It’s a brand new type of action you get to use. Call it “Vampiric Touch action” if you like. These new actions allow you to attack, but they don’t use the Attack action. The trick to identifying them is that they read “as an action” or “use your action” to describe how they work. A few require the use of your bonus action instead.

Attack Terminology

All attacks are described in terms such as ranged spell attack or melee weapon attack. Each word means something.

“Ranged” attacks suffer disadvantage if you’re adjacent to an opponent, “melee” attacks do not. “Melee” attacks can be against any creature within your reach (generally 5 feet), while ranged attacks can be made against any creature within the stated range of the attack. In some cases, an attack form has two ranges; attacks at the longer range are made at a disadvantage.

If the wording says “melee weapon attack” you can do an unarmed strike. You add your strength modifier and your proficiency modifier (you are proficient with unarmed strikes) to your attack roll and it does damage equal to 1+ your strength modifier. But an unarmed strike is not a weapon. This means that any rule that applies to a “weapon attack” will apply to unarmed strikes but ones that apply specifically to a “weapon” do not.

“Spell” attacks use your spellcasting ability modifier, while “weapon” attacks use Strength (melee weapon) or Dexterity (ranged weapon). There are exceptions to this depending on the spell or type of weapon.

The word “attack” indicates that it is an attack roll, one of the three types of d20 roll in D&D. (The others are saving throw and ability check.) Attack rolls are different because a natural 1 is an automatic miss, while a natural 20 is an automatic hit and a critical hit. Both saving throws and ability checks don’t have special things happen on 1s or 20s.

Action Surge

One of the special cases is the fighter ability Action Surge. This allows you to take one additional action during your turn. If you use this to take the Attack action, you get as many attacks as you would if you took it for your first action. So, a 20th level fighter can get 8 attacks in a turn – four from the first Attack action and four from the second Attack action. You could then use your bonus action to attack with your off-hand weapon (Two-Weapon Fighting). Note that Action Surge does not give you an additional bonus action or move; only an additional action.

Haste

Another special case is the spell Haste. It allows an affected character to take an additional action each turn (not all actions are allowed). However, if you took the Attack action, you can only gain one additional attack with it – the Extra Attacks you might have don’t count.

Interestingly, this doesn’t stop you using Flurry of Blows or Two-Weapon Fighting, as both are part of bonus actions. You could use your first action to cast a spell, then your additional action from haste to make a single weapon attack with the Attack Action, then use your bonus action to make an off-hand attack with Two-Weapon Fighting since you’ve used the Attack Action during the turn.

Conclusion

Most of the rules and power descriptions use quite specific wording, but because the terms can be quite similar, it’s easy to get confused. “Attack action”, “As an action” and “Attack” mean three separate things, as do “When you make an attack” and “When you take the Attack action”. As long as you keep the differences in mind, you should be fine.

(Special thanks to Merric’s Musings for his April 21, 2015, post on this topic, which I have heavily plagiarized.)

D&D 5E – Combat Reference Sheet

CombatReference

2 sided Combat Reference Sheet

Download your free copy  HERE.

Many thanks to Jennifer Brahm for sharing her one page (printed front and back) cheat sheet. Using my Quick Reference Combat post as a basis, she created a wonderful game table reference sheet. I simply made a few corrections and cleaned it up a bit.

D&D 5E – Mass Combat Rules

Wars_Book_Cover

Rules for conducting massive battles in D&D.

You can download a free copy here: D&D Wars 5E.pdf

This is a complete re-write of the rules I published before (3.5 version here) (Next version here). In keeping with the spirit of 5e, these are simpler and play faster than any of my previous attempts.

D&D Wars is a supplement to fifth edition Dungeons & Dragons that provides a set of mass combat rules for conducting battles with units as small as one to armies numbering in the thousands. D&D Wars are not simply armies making battle with each other. It is armies intermixed with monsters and NPCs. Added to this mix is a group of PC heroes doing what they can to change the tide of the war.

– The rules are compatible with Dungeons and Dragons version 5E.

– There are rules for creating armies comprised of units of various sizes and compositions.

– It has consistent rules for scaling the battle from a small group of villagers with torches and pitchforks all the way up to epic battles with thousands of soldiers on both sides.

– The rules accommodate individual monsters wandering across the battlefield as well as other NPCs and PCs that are not part of the units.

– It uses standard combat rules without modification as far as possible.

Enjoy!

D&D 5E – Stealth and Hiding

sneaky

PCs being sneaky. Clarification of Stealth and Hiding Rules.

In the new 5th edition Player’s Handbook, the rules for Hiding/Sneaking are a bit unclear. In my attempt to make sense out of rules for hiding, I finally realized that the rules for stealth and for hiding are one in the same.

The rulebooks never give a precise definition of hiding. There is no “hidden condition”. After searching through the rulebooks, the best definition of “being hidden” that I could come up with is this: “Your opponent either doesn’t know that you are there, doesn’t pay any attention to you, or doesn’t know where exactly you are located”. Using this broad definition works well with all of the rules as presented. It also means that you could be hidden even if all your foe had to do is to look in your direction to see you. When he did, you would no longer be hidden. It also means that when you are successful at being stealthy, it has the same effect as being hidden.

The main rule in the Player’s Handbook for hiding is: “You can’t hide from a creature that can see you.” This sounds like it is saying that you must either be in a heavily obscured area or have total cover to even attempt to hide. I contend that this is not correct. It only means that whoever you are attempting to hide from is not looking in your direction (the DM has the final say on this).

“Being stealthy” is trying to remain undetected which is the same as trying to hide. Examples abound in the Player’s Handbook to support this idea. In the section on surprise, the terms “be stealthy” and “hiding” are used to mean the same thing. In the section on noticing threats “hidden threats” obviously includes “a stealthy creature following the group”. On the section on stealth – traveling at a slow pace, it says to refer to the rules on hiding when trying to “surprise or sneak by other creatures.” In the section on perception “hear monsters moving stealthily in the forest,” “orcs lying in ambush on a road,” and “thugs hiding in the shadows of an alley” are all examples of creatures that your Wisdom (Perception) check lets you detect. And in the section on stealth “Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone without being seen or heard.” Which are all examples of being hidden.

So when can I attempt to hide?

You can attempt to hide whenever the creature or creatures you are attempting to hide from can’t see you. You could be invisible. (Being hidden is different from the “Invisible” condition in that you can be invisible and still not be hidden if your opponent can tell where you are by hearing you or by some other means.) Or you could be on the opposite side of anything that provides total cover, or in a heavily obscured area (such as darkness if your foe doesn’t have darkvision), or your foe could be distracted (if the DM agrees). You can also attempt to hide if you are in a lightly obscured area if you have the Skulker feat.

With the wood elf’s “Mask of the Wild” ability you can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. From the wording, I take it to mean that you can’t use this ability to attempt to hide in dim lighting (although your DM might allow it), but you can in the area of effect of an insect plague.

With the lightfoot halfling’s “Naturally Stealthy” ability you can attempt to hide even when you are obscured only by a creature that is at least one size larger than you. You would have to first move to a position that placed that creature between you and the creature you are hiding from.

The Rogue’s “Cunning Action” that allows him to take a hide action as a bonus action each round, does not release him from the need to meet at least one of the above requirements before attempting to hide.

How do I hide?

As a hide action in combat, or any time you attempt to hide, you make a Dexterity (Stealth) check and write down that number. As long as you remain in hiding, if any creature has a chance to detect your presence, their Passive Wisdom (Perception) score must beat your stealth check. I would rule that if you are hiding and cannot be seen and are silent the creatures would normally have no chance to detect you. If a creature is actively trying to locate you, compare your check to a Wisdom (Perception) check that the creature makes at that time. If you cannot be seen, or if you are in an area that is lightly obscured, they have disadvantage on the check.

What benefits do I receive from being hidden?

If you are hidden before the first round of combat you can surprise your opponents and get a free round to attack them before they can react. (You are no longer hidden after you attack.)

On all attacks against you, the attacker must first identify where he thinks you are located. The attack will automatically miss if you are not in that 5 foot area. If you are in that area, the attack is made with disadvantage on the attack roll. The DM should require a roll with disadvantage, even if you are not in the targeted area and simply tell the attacker that his attack missed.

If you are hidden you make attacks with advantage. However, you will no longer be hidden if the attack hits or misses.

When am I no longer hidden?

You can come out of hiding at any time of your choosing. You are no longer hidden if you attack someone even if the attack misses (exception: if you have the Skulker feat, attacking with a ranged weapon and missing doesn’t reveal your position).

If you move to a location where your opponent can see you, or if your opponent moves into a position where he can see you, or if the object or creature that was providing your total cover moves or is no longer providing cover for some reason, if you make a noise, or do anything that could give away your position, the creature you are hiding from can make another Wisdom (Perception) check to attempt to detect you.

If you move from a heavily obscured area to a lightly obscured area you can try to continue to hide but the creatures you are hiding from get a Wisdom (Perception) check to detect you.

Once you are no longer hidden your opponents will know where you are so they no longer have to guess where to attack. But if you can still not be seen (if you are invisible, for example), attack rolls against you have disadvantage, and your attack rolls still have advantage.

If I am hiding behind a tree, can I stand out and attack with my ranged weapon with advantage and then return to hiding on my round of combat?

It depends. If you are doing this during a fight, it is assumed that all the creatures in the fight are alert and aware their surroundings, so they get a Wisdom (Perception) check to spot you when you move out from behind total cover. If they succeed you are no longer hiding so you don’t get advantage to the attack. However, if the fight hasn’t started yet, you have a chance to surprise them as long as they aren’t looking in your direction. In that case you an attack with advantage, but you will no longer be hidden as soon as you attack. If you are a 2nd level or higher rogue you can use a bonus action to attempt to hide again. But remember, if they see you duck behind a tree, they have a good guess at where you are hiding. In that case, when you stuck your head out I would give them advantage on their perception check – or give them an automatic success, depending on the circumstances.

Be a good DM and have the players describe what their characters are doing. If it makes logical sense, go for it. Don’t let the players use the rules to turn “hide” into a magical condition.

D&D 5E – Uses for a shield

Pal_Shield

What is the best use of a Shield and Longsword combo?

I received this inquiry the other day: “I like to play a Paladin that often uses a Shield and Long Sword combo. However, I have noticed that there is no shield bash in 5E. I have been using the shove instead as an action between a Trip and Shield bash. Are you aware of any attack that tries to leverage a Shield in 5E? I would really like to stress a shield proficiency for my build if possible.”

Here are my thoughts:

A shield is an improvised weapon dealing 1d4 bludgeoning damage.

Paladins are proficient with shields. Whether said proficiency extends to it being used as an improvised weapon is not specified, but there’s no reason why it shouldn’t be.

Note that shields aren’t light weapons, and thus can’t be used for normal two-weapon fighting.

If your Paladin adopts the “protection” fighting style at 2nd level:

“When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.”

If your group is using feats (I think most are) there is the “Shield Master” feat:

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:

If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. (If I was DMing the game, I would allow the use of this bonus action to either shove a creature or to attack it with the shield as an improvised weapon.)

If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.

If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

And the “War Master” feat will allow you to cast spells while holding both your shield and sword.

I would like to hear if anyone has any other thoughts on this matter.