The Story of Chigos
Taken from The Gospel of Stealth
The Gospel of Stealth
- You are not Harry Potter or a Predator. You do not “enter stealth mode,” you hide. Hiding must be logically feasible in the current environment. Vanishing via abilities or spells is an exception to this rule, in which case the text of that ability temporarily becomes gospel.
- “Hiding” is not synonymous with “standing behind that thing.” Unless you’re playing hide and seek with yourself in an empty room, hiding will always require an action and a roll.
To hide, roll 1d20+Dex plus any applicable bonuses. Roll once no matter how many people you’re hiding from. If in combat, this counts as your standard action.
- On a successful attempt, the total of your roll becomes the DC for finding you. This number remains in effect until you reveal yourself, are discovered, or anger the DM.
- To hide when there is absolutely zero chance of being seen by anyone (enemy or not), roll against a DM-defined DC that reflects the difficulty of hiding in the current environment. You may make this check with advantage. If you’re not threatened or distracted you can automatically succeed, but a roll still needs to be recorded for future checks.
- In pretty much any other situation, your Hide check must either beat a Wisdom check (if they’re unaware of your presence) or an Intelligence check (if they’re looking for you) by all parties from whom you wish to hide.
- To find you, the searcher must beat your original total with an Intelligence roll. In combat, this counts as a move action.
- Ending your turn within plain sight of someone will break stealth. Other things may or may not at the DM’s discretion – yelling on a battlefield is less conspicuous than yelling in a library.
- Passing through a threatened square triggers a Wisdom check from the threatening creature. If the check succeeds at detecting you, the creature may use its reaction to perform an opportunity attack. A successful attack will immediately break stealth.
- Attacking from stealth grants advantage and any other applicable bonuses.
- Sniping: If you’re more than ten feet away from all enemies and fire from stealth, you can try to re-enter stealth as a move action at a -20 penalty. Good luck with that.
- While you cannot be targeted in combat while stealthed, you can still be hit by area of effect abilities or other non-targeted damage. Martial attacks must be made at a disadvantage, while magical attacks must still be saved against. If the attack is successful and/or the save is failed, you are revealed.
- Finally, find some way to represent stealth. It can be a marker on your mini, a hat you only wear when hiding, or you can go train with Ra’s Al Ghul, become one with the shadows, and actually disappear from the table. Whatever you do, it needs to be clear to everyone at the table when you’re in hiding.