So, you think you've got this stealth thing nailed down, right? Wrong. It’s not as straightforward as you might think—it’s actually a bit counterintuitive. But hey, you want to be the clever one, right? Let’s dive in.
Hiding
First things first: read up on the Hide Action. It’s a game mechanic, and if you want move like a snake, you need to understand exactly how it works.
At Level 2, we rogues get a little treat called Cunning Action. This allows us to use the Hide Action as a Bonus Action.
Once hidden, you gain the Invisible [Condition]—meaning you’re technically invisible to your enemies. You’ll stay that way until, well, the condition ends. But hang on, let’s list out what can actually end it. It’s critical, trust me.
What can end the Invisible [Condition]: - You make a noise louder than a whisper. - You make an attack roll. - You cast a spell with a Verbal component. - An enemy finds you.
The first three? Manageable. Just keep your mouth shut, don’t throw punches, and avoid mumbling incantations. But that last one? “An enemy finds you”—that’s where things get interesting.
Enemies can find you if: - Their Passive Perception is equal to or higher than your Dexterity (Stealth) roll. - They take the Search Action and their Wisdom (Perception) roll meets or beats your Dexterity (Stealth) roll.
If an enemy doesn’t find you, according to the game’s rules, you keep the Invisible [Condition]. This means you can theoretically move anywhere without ending it—just avoid those four triggers above. This will be important later on.
If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end your turn behind Three-Quarters Cover or Total Cover.
See where I’m going with this?
While it might seem logical that stepping into an enemy’s line of sight would end your invisibility, that’s actually not the case. Even if you’re a towering Goliath, as long as none of the four conditions above are triggered, the Invisible Condition remains.
Of course, D&D is a narrative game, and each GM has their own interpretation of the rules. But if you’re playing with a grid, expect that you’ll often be moving through your enemies’ line of sight, and "hopefully" without breaking invisibility.
Hiding is one of your most essential combat tools, so it’s worth having a chat with your Game Master about their view on this mechanic. After all, a Thief who can’t hide is like a Wizard who can’t cast ritual spells!
Obscurity
Remember that part from the Hide Action's description?
To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you’re Heavily Obscured...
You are considered Heavily Obscured when you're in a Heavily Obscured area. Simple enough, but what does that actually mean?
To fully understand, you’ll need to read up on Obscured Areas.
Darkness creates a Heavily Obscured area. Characters encounter Darkness outdoors at night (even on most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness.
What this means is that you can walk into a heavily obscured area, like magical Darkness, use the Hide [Action], and walk out with the Invisible [Condition].
This post is part of Firemind’s Thief Handbook: 2024+ Edition—a comprehensive guide for the Thief subclass.
Sneaking
So, you think you've got this stealth thing nailed down, right? Wrong. It’s not as straightforward as you might think—it’s actually a bit counterintuitive. But hey, you want to be the clever one, right? Let’s dive in.
Hiding
First things first: read up on the Hide Action. It’s a game mechanic, and if you want move like a snake, you need to understand exactly how it works.
At Level 2, we rogues get a little treat called Cunning Action. This allows us to use the Hide Action as a Bonus Action.
Once hidden, you gain the Invisible [Condition]—meaning you’re technically invisible to your enemies. You’ll stay that way until, well, the condition ends. But hang on, let’s list out what can actually end it. It’s critical, trust me.
What can end the Invisible [Condition]:
- You make a noise louder than a whisper.
- You make an attack roll.
- You cast a spell with a Verbal component.
- An enemy finds you.
The first three? Manageable. Just keep your mouth shut, don’t throw punches, and avoid mumbling incantations. But that last one? “An enemy finds you”—that’s where things get interesting.
Enemies can find you if:
- Their Passive Perception is equal to or higher than your Dexterity (Stealth) roll.
- They take the Search Action and their Wisdom (Perception) roll meets or beats your Dexterity (Stealth) roll.
If an enemy doesn’t find you, according to the game’s rules, you keep the Invisible [Condition]. This means you can theoretically move anywhere without ending it—just avoid those four triggers above. This will be important later on.
Then, at Level 9, we unlock Supreme Sneak.
If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end your turn behind Three-Quarters Cover or Total Cover.
See where I’m going with this?
While it might seem logical that stepping into an enemy’s line of sight would end your invisibility, that’s actually not the case. Even if you’re a towering Goliath, as long as none of the four conditions above are triggered, the Invisible Condition remains.
Of course, D&D is a narrative game, and each GM has their own interpretation of the rules. But if you’re playing with a grid, expect that you’ll often be moving through your enemies’ line of sight, and "hopefully" without breaking invisibility.
Hiding is one of your most essential combat tools, so it’s worth having a chat with your Game Master about their view on this mechanic. After all, a Thief who can’t hide is like a Wizard who can’t cast ritual spells!
Obscurity
Remember that part from the Hide Action's description?
To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you’re Heavily Obscured...
You are considered Heavily Obscured when you're in a Heavily Obscured area. Simple enough, but what does that actually mean?
To fully understand, you’ll need to read up on Obscured Areas.
Darkness creates a Heavily Obscured area. Characters encounter Darkness outdoors at night (even on most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness.
What this means is that you can walk into a heavily obscured area, like magical Darkness, use the Hide [Action], and walk out with the Invisible [Condition].