Cover & Vision π‘οΈπ β
π‘οΈ What Is Cover? β
Cover represents physical obstacles that make it harder for enemies to hit you.
Walls, trees, pillars, or even other creatures can provide cover.
Cover grants bonuses to AC and Dexterity saving throws, depending on its type.
Types of Cover:
Half Cover: +2 AC / +2 Dexterity save (e.g., low wall, table).
Three-Quarters Cover: +5 AC / +5 Dexterity save (e.g., large rock, thick barricade).
Total Cover: Cannot be targeted directly by attacks or spells (e.g., behind a solid wall).
Example:
- A Ranger hides behind a stone pillar (half cover) β arrows have a harder time hitting them. πΉ
π How Vision Works β
Line of sight and visibility matter in D&D. You must be able to see your target to:
Make a ranged or melee attack
Target with most spells
Identify creatures or traps
Key vision rules:
Light & Darkness: Bright light lets you see normally; dim light imposes disadvantage on perception checks.
Obscured Areas: Fog, smoke, or magical darkness can block vision.
Invisible Creatures: Cannot be seen without special abilities or spells.
Example:
A Wizard in dim candlelight tries to hit a goblin across the room.
Their attack is at disadvantage due to low visibility. π«οΈ
βοΈ Combining Cover & Vision Tactically β
Use cover to reduce incoming damage while maintaining line of sight for attacks.
Archers, casters, and ranged fighters benefit most from positioning behind obstacles.
Flanking and high-ground positions can give advantage on attacks while enemies struggle to hit you.
Example:
Fighter stands behind a low wall (half cover) but peeks out to strike a foe.
The enemy attacks at -2 to hit (thanks to cover), but the Fighter can still attack normally.
π‘ Tips for Smart Use β
Move smartly: Always keep some form of cover between you and enemies.
Check sightlines: Ensure you can still see your target before committing.
Use allies as cover: Positioning can make the party harder to hit.
Beware obstacles: Total cover can block your attacks too β balance protection with offense.