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Concealment

The document summarizes rules for concealment in Dungeons & Dragons. There are two types of concealment: normal concealment provides a 20% miss chance and allows Hide checks, while total concealment prevents attacks and grants a 50% miss chance. Concealment can be caused by factors like fog, darkness, or obscuring terrain. Various abilities like darkvision, blindsight, or spells can overcome or bypass concealment.

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0% found this document useful (0 votes)
69 views1 page

Concealment

The document summarizes rules for concealment in Dungeons & Dragons. There are two types of concealment: normal concealment provides a 20% miss chance and allows Hide checks, while total concealment prevents attacks and grants a 50% miss chance. Concealment can be caused by factors like fog, darkness, or obscuring terrain. Various abilities like darkvision, blindsight, or spells can overcome or bypass concealment.

Uploaded by

Brandon Muha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Concealment 

PHB Pg152
Concealment is granted when you have no physical object to block your attacks, but your vision of the target is
hampered

Normal Concealment 
You can roughly see the target and know his general location, but their outline is blurred. You can't tell exactly where
the wall ends and the man begins. 
Effects 
- 20% miss chance
- Ability to make Hide checks (PHB Pg76)
- Cannot be sneak attacked (even if you lose your dex to AC) 
Causes 
- Fog/mist/smoke etc provide normal concealment to anything 5ft away within their area. 
- Low amounts of darkness (shadowy illumination)
- Tall grass/foliage. 

Total Concealment 
You have no way to see your target at all. Typically means you don't even know where they are located. 

Effects 
- Cannot be attacked (unless enemy attacks a square they think you occupy)
- If attacked, 50% miss chance 
- Cannot provoke attack of opportunity (even if your location is known). 
- Cannot be sneak attacked (even if you lose your dex to AC) 
- Bonus to hide checks when invisible (+40 not moving, +20 moving). (Hide PHB Pg76. Spot Pg83)
- Bonus to attacking a victim who cannot see you (+2 attack and deny dex bonus).
Causes 
- Total darkness (Darkvision removes, but not on magical darkness)
- Invisibility/Blind victim. 
- Thick smoke/fog etc. Will provide total concealment to units more than 5ft apart (not adjacent) 

Ways to beat concealment - 


Racials
Darkvision (PHB Pg216)- Counters concealment granted by shadows/darkness entirely. Does not work vs magical
darkness. 
Blindsight (DMG Pg290) - Completely negates concealment.
Blindsense (DMG Pg291) - Allows pinpointing of location only. 
Spells
Faerie Fire (PHB Pg229), Magic Missile (PHB Pg251), Seeking Ray (PHB2 Pg124), True Strike (PHB Pg296), See
Invisibility (PGB Pg 275)
Feats
Improved Precise Shot (PHB Pg96) - No cover bonuses or miss chance to anything with less than 100%/total
cover/concealment to you.
Blind Fight (PHB Pg89) - Re-roll miss chance from concealment twice.
Hear The Unseen (Complete Adventurer Pg110) - Listen check as move action to pinpoint location of all enemies
within 30ft. Does not negate miss chance. 
Pierce Magical Concealment (Complete Arcane Pg81) - Negates illusions and miss chances caused by magic. 
Skill Tricks
Clarity of Vision (Complete Scoundrel Pg85) - Spot check as swift action to pinpoint location of all enemies within 30ft.
Does not negate miss chance.
Teamwork Benefit Skills
Indirect Fire (PHB2 Pg161) - A specific player is designated as the spotter. If the spotter has a direct line of fire to a
target (no cover), they can use a move action to cut the target's cover bonus for her allies by half, and allow allies to
reroll concealment miss chances twice against the target. 
Enchants
Seeking (DMG Pg225)

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