Cover in D&D 5e (Explained): Half Cover, Three-Quarters, and Total Cover
1 April 2026
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:
- If about half the body is blocked → half cover
- If most of the body is blocked → three-quarters cover
- If you can’t reasonably hit/see them → total cover
Consistency matters more than perfection.
Cover and concentration
Cover helps casters maintain key spells because fewer hits land.
See:
Recommended gear
Helpful table basics. Some links may be affiliate links (we may earn a commission at no extra cost to you). See our Affiliate Disclosure.
- Dice set (7-piece polyhedral) — Fast rolling, less sharing, fewer pauses.
- DM screen — Quick rules reference and cleaner pacing.
- Battle mat / grid map — Movement and AoE become instantly clear.