Stealth
Full rules text, use cases, and edge-case handling for this skill.
Description
Stealth covers moving silently, hiding from observers, and avoiding detection. It is the primary skill for ambushes, infiltration, and escaping pursuit. A successful Stealth check means you have concealed yourself effectively — others are not aware of your location or presence.
Check
Stealth checks are contested by observers' Wisdom (Perception) — or compared against their Passive Perception if they are not actively looking.
| Difficulty | DC |
|---|---|
| Easy | 10 |
| Medium | 15 |
| Hard | 20 |
| Very Hard | 25 |
| Nearly Impossible | 30 |
When to Roll
You make a Stealth check when you attempt to hide — typically when you have cover or concealment (heavy obscurement, darkness, behind an obstacle). You cannot hide in plain sight without a special ability. Your Stealth result is then compared against any observer's Passive Perception, or their active Perception check if they are searching.
Losing and Maintaining Stealth
You give away your position when you attack, cast a spell with a visible effect, or move out of cover into a visible area. Moving silently through a noisy environment may require a new check. The GM decides when circumstances require you to roll again.
Surprise: Before combat, the GM compares each hiding attacker's Stealth check against each potential target's Passive Perception. Any target whose Passive Perception is lower than the Stealth result is surprised on the first round and cannot act.
Passive Score
There is no standard "Passive Stealth" mechanic, but some GMs use it for creatures that are always hiding (ambush predators, lurking monsters) to avoid repeated rolls. More commonly, creatures in ambush make one Stealth check that sets the DC for observers' Perception.
Proficiency
Stealth proficiency is standard for Rogues and Rangers, and available to many other classes. It is one of the most impactful skills for individual combat tactics, as a successful hide before combat can guarantee surprise and Sneak Attack on the first turn.
Special
- Rogue (Cunning Action): Hide as a bonus action, allowing the Rogue to hide mid-combat and set up Sneak Attack each round.
- Rogue (Expertise): Doubling Stealth proficiency is the gold standard for infiltration characters. Combined with high Dexterity, it produces results that most Passive Perceptions cannot match.
- Ranger (Natural Explorer): The party can move stealthily at a normal pace in favored terrain (normally moving stealthily halves speed).
- Pass Without Trace (spell): Grants +10 to Stealth checks for all affected creatures for up to 1 hour — the single most powerful Stealth buff available, enabling whole-party stealth even in armor.
- Skulker (feat): You can hide when only lightly obscured; missing an attack while hidden doesn't reveal your position; dim light doesn't impose Perception disadvantage against you.
- Armor: Heavy armor imposes disadvantage on Stealth checks. Medium armor may also depending on the specific type (check the PHB equipment table).