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Using Skills

Stealth

The DM decides when circumstances are appropriate for hiding. Having concealment, cover, or being obscured is generally required to use stealth. The conditions below affect using and detecting stealth:

Condition Effect
Total cover or concealment, invisible, heavily obscured* Perception -10 (sight)
Lightly obscured* Disadvantage on Perception (sight)
Barrier (door, etc.) Disadvantage on Perception (hearing)
Heavy armor Disadvantage on Stealth
Unshielded light in darkness Automatically detected
Making noise (talking, combat, etc.) Automatically detected

*A creature with keen hearing or keen smell ignores sight penalties.

Careful Hiding. A creature that spends 10 minutes concealing itself, unobserved, may use passive Stealth (10 + its Stealth modifier) instead of rolling a Dexterity (Stealth) roll. This ends if the creature moves at least 5 feet.

Survival

Concealment Preparation. In the wilderness, and optionally as part of Careful Hiding, a creature proficient in Survival may spend 10 minutes to make personal concealment. A DC 15 Wisdom (Survival) check allows preparing enough concealment to hide if there is none; DC 25 allows total concealment. This concealment does not grant any bonus to AC and ends if the creature moves at least 5 feet.