Crowd Blending
Mechanics:
Disappearing into the Crowd:
As an action, when in an area with at least 3 or more humanoids within a 10-foot radius, you can attempt to blend into the crowd, hiding in plain sight. Make a Dexterity (Stealth) check against a DC 15, or against the passive Perception of the observer (whichever is higher). If you succeed, you are considered hidden from anyone not directly observing you at the moment you blend.
Crowd Blending lasts as long as you remain within the crowd and maintain normal crowd-like behavior (such as walking at a moderate pace or standing still). You lose the benefit of blending if you take a hostile action (such as attacking, casting an offensive spell, or drawing a weapon).
Disguise Synergy:
If you are using a disguise or have proficiency in Deception, you gain advantage on your initial Stealth check to blend into a crowd, as the disguise helps you appear like a normal member of the group.
Moving in the Crowd:
While blending into a crowd, you can move at half your speed without breaking the effect of hiding. Each round you move while hidden in a crowd, you must make a new Dexterity (Stealth) check to remain undetected by nearby creatures, but this check is made with advantage due to the crowd’s natural movement and distractions.
Avoiding Pursuit:
If you are being chased or followed, and you successfully blend into a crowd, pursuers must make a Wisdom (Perception) check against your Stealth check to spot you. If they fail, they lose sight of you and must use their action to search the area, giving you time to move unnoticed. A failure on their part also gives you advantage on your next Stealth check if you move while blended.
Escape or Evasion:
Once per short rest, when you successfully blend into a crowd after being spotted by an enemy, you can immediately take the Dash action as a bonus action on the following turn without breaking stealth. This allows for a quick escape through the crowd, as long as you remain out of direct sight for the rest of the movement.
Additional Considerations:
Crowd Size and Density:
The ability to blend into a crowd depends on the number of people around you. In sparsely populated areas (less than 3 people within 10 feet), blending into the crowd becomes impossible. In densely populated areas (more than 10 people within 10 feet), the DC to blend into the crowd is reduced to 10, making it easier to hide.
Blending in Non-Humanoid Crowds:
This feature also works with non-humanoid creatures (such as large groups of animals, traveling merchants with wagons, etc.), but the DC to blend in might vary based on the DM’s discretion. For example, blending into a group of livestock might have a DC 12 Stealth check, whereas blending into a crowd of magical creatures or constructs could have a higher DC 18.
Breaking the Blend:
You immediately break the blending effect if you do anything that draws attention to yourself, such as making an attack, casting an obvious spell, or interacting with the crowd in a way that would single you out. You can attempt to re-blend by taking another action on your next turn.
Balance and DM Considerations:
Limitations: Crowd blending is most effective in areas where groups of people are common. It should not function in solitary wilderness settings or during combat where crowds aren’t present. DMs may want to limit how often this ability can be used based on the environment.
Environmental Challenges: Certain conditions, like highly vigilant guards, magical surveillance, or open, sparse areas, should make crowd blending more difficult or impossible. DMs can set higher DCs for blending based on the crowd’s awareness level or environmental factors like the presence of guards specifically looking for hidden people.
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