Cover in D&D 5e (Explained): Half Cover, Three-Quarters, and Total Cover

Cover is one of the simplest ways to make combat feel tactical without extra rules. It rewards smart positioning and makes ranged fights feel less like “stand still and trade hits.”

Related:


The three cover categories (rules)

Half cover

Half cover usually gives a creature a +2 bonus to AC and Dexterity saving throws.

Examples: a low wall, a table, a creature providing partial obstruction.

Three-quarters cover

Three-quarters cover usually gives a +5 bonus to AC and Dexterity saving throws.

Examples: an arrow slit, a thick tree, the corner of a stone doorway.

Total cover

With total cover, a creature can’t be targeted directly by an attack or a spell that requires a visible target.

Examples: fully behind a wall, fully inside a room with a closed door.


Quick DM rule of thumb (fast play)

If it’s not obvious, pick quickly:

Consistency matters more than perfection.


Cover and concentration

Cover helps casters maintain key spells because fewer hits land.

See:

Recommended gear

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