Cover is one of D&D 5e's most tactical yet underutilized mechanics. Understanding how cover works can dramatically improve your survivability, positioning strategy, and overall combat effectiveness whether you're a player or dungeon master.
What is Cover in D&D 5e?
Cover represents obstacles between you and an attacker that provide protection from ranged attacks and spells. Cover comes in three types: half cover, three-quarters cover, and total cover, each offering different levels of protection based on how much of your body is obscured.
How Cover Works: The Core Rules
Cover is determined by drawing imaginary lines from any corner of the attacker's square to any corner of the target's square. If one or more lines are blocked by an obstacle that provides cover, the target benefits from that cover type.
Cover Types:
- Half Cover (+2 AC and Dex saves): At least half your body is obscured
- Three-Quarters Cover (+5 AC and Dex saves): Three-quarters or more of your body is obscured
- Total Cover: You're completely concealed and cannot be targeted directly
The bonuses apply to AC against ranged attacks and Dexterity saving throws against area effects originating from the other side of the cover.
Types of Cover and Examples
Half Cover
Low walls, furniture, creatures, and thick tree trunks typically provide half cover. A creature one size larger than you can provide half cover if it's between you and the attacker. Partial concealment behind doorways or around corners also grants half cover.
Three-Quarters Cover
Arrow slits in castle walls, thick tree trunks relative to Medium creatures, and substantial architectural features like pillars provide three-quarters cover. Most defensive positions specifically designed for protection offer this level.
Total Cover
Solid walls, being around a corner with no line of sight, or complete concealment behind large objects provides total cover. Spells and attacks cannot target you directly when you have total cover, though area effects might still reach you.
Advanced Cover Mechanics
Creatures as Cover
Creatures can provide cover, but they must be at least one size larger than you and between you and the attacker. Multiple smaller creatures in a line don't stack to provide better cover. Hostile creatures provide cover just like allies or neutral creatures.
Partial Cover from Multiple Sources
Different cover sources don't stack their bonuses. You get the best available cover bonus, not a combination. However, positioning behind multiple cover sources can protect against attacks from different angles.
Spell Targeting and Cover
Many spells require you to see your target, making total cover particularly effective against spellcasters. Area effect spells like Fireball target a point in space rather than a creature, so total cover from the spell's origin point can provide protection.
Combat Positioning with Cover
Movement and Cover
Use your movement to gain cover before ending your turn. The Dash action becomes extremely valuable when moving between cover positions. Remember that cover is directional—what protects you from one enemy might expose you to another.
Ranged Combat Strategy
Archers and spellcasters should prioritize positions offering three-quarters cover when possible. Pop out to attack, then return to cover using movement. The Mobile feat enhances this hit-and-run strategy significantly.
Melee Positioning
Even melee fighters benefit from cover against ranged attackers. Use pillars, walls, and terrain to force enemies into disadvantageous positions where they can't effectively use ranged attacks against you.
Class-Specific Cover Tactics
Rogues and Cover
Rogues excel at using cover for Stealth checks and positioning for Sneak Attack. Three-quarters or total cover enables hiding mid-combat, setting up devastating surprise attacks.
Spellcasters and Cover
Casters should maintain cover between spell castings. Total cover prevents enemy counterspells entirely. Consider spells like Misty Step for emergency repositioning to better cover.
Fighters and Rangers
Archery Fighting Style's +2 attack bonus helps overcome cover penalties. Sharpshooter feat ignores half and three-quarters cover entirely, making it invaluable against defensive enemies.
Environmental Cover Sources
Natural Terrain
Forests provide numerous trees for cover. Rocky terrain offers boulders and outcroppings. Rivers and streams create elevation changes and banks that can provide cover.
Urban Environments
Buildings, market stalls, fountains, and statues all provide cover opportunities. Alleyways and doorways create natural chokepoints with built-in cover positions.
Dungeon Features
Pillars, furniture, alcoves, and architectural details provide tactical positioning options. Stairs and elevation changes can create cover opportunities through height advantages.
Breaking and Using Cover Against Enemies
Forcing Enemies from Cover
Area effect spells like Fireball can damage enemies behind cover. Readied actions can catch enemies when they leave cover to attack. Flanking maneuvers force enemies to choose between cover and advantageous positioning.
Dealing with Heavily Covered Enemies
The Spell Sniper feat doubles spell range and ignores half and three-quarters cover. Moving to different angles can reduce or eliminate cover benefits. Magic Missile automatically hits regardless of cover.
Comprehensive FAQ: Cover in D&D 5e
Q: How do you determine cover in D&D 5e? A: Draw lines from any corner of the attacker's square to any corner of the target's square. If obstacles block one or more lines, the target has cover.
Q: What bonuses does cover provide? A: Half cover gives +2 AC and Dex saves, three-quarters cover gives +5 AC and Dex saves. Total cover prevents direct targeting entirely.
Q: Can creatures provide cover? A: Yes, creatures at least one size larger than you can provide cover if positioned between you and the attacker.
Q: Does cover work against spells? A: Yes, cover bonuses apply to spell attacks. Many spells require sight, making total cover particularly effective against spellcasters.
Q: Do cover bonuses stack? A: No, you use the best available cover bonus. Multiple sources don't combine their bonuses.
Q: Can you attack through cover? A: You can attack targets with half or three-quarters cover, but they get AC bonuses. Total cover prevents direct targeting entirely.
Q: Does the Sharpshooter feat ignore all cover? A: Sharpshooter ignores half and three-quarters cover but not total cover, since you still need line of sight to the target.
Q: How does cover affect area spells like Fireball? A: Cover from the spell's point of origin can provide Dex save bonuses. Total cover from the origin point might prevent effects entirely.
Q: Can you gain cover mid-combat? A: Yes, use your movement to position behind cover. This often requires planning your movement path carefully.
Q: What about shooting around corners? A: You need line of sight to attack. Being around a corner typically provides total cover unless you expose yourself.
Q: Does prone provide cover? A: No, prone doesn't provide cover, but it does impose disadvantage on ranged attack rolls beyond 5 feet.
Q: Can you hide behind cover? A: Total cover or heavily obscured areas enable hiding attempts. Three-quarters cover might allow hiding at DM discretion.
Q: How does cover work with opportunity attacks? A: Cover doesn't affect opportunity attacks since they occur when you leave reach, regardless of obstacles.
Q: What happens when cover is destroyed? A: If your cover is destroyed (like a wall being broken), you lose the cover benefits immediately.
Q: Can flying creatures use cover? A: Yes, flying creatures can position behind aerial obstacles or terrain features for cover benefits.
Q: Does cover help against Magic Missile? A: No, Magic Missile automatically hits and doesn't roll attack rolls, so cover bonuses don't apply.
Q: How does cover work on a grid? A: Use corners of squares to determine line of sight and cover. Most battle maps and VTTs have built-in cover calculation tools.
Building Cover-Aware Characters
Feat Considerations
Sharpshooter eliminates cover bonuses for ranged attacks. Mobile enhances hit-and-run tactics between cover positions. Alert prevents surprise, maintaining your positioning advantages.
Equipment and Items
Shields provide AC bonuses that stack with cover. Ranged weapons with longer ranges allow attacking from better covered positions. Light armor maintains mobility for cover positioning.
Cover in Different Campaign Types
Dungeon Exploration
Narrow corridors and rooms full of furniture provide numerous cover opportunities. Plan movement routes that maximize cover between encounters.
Wilderness Adventures
Natural terrain requires creative positioning. Elevation changes and natural obstacles become crucial tactical elements.
Urban Campaigns
Buildings and city features provide extensive cover options. Rooftops and multi-level environments add vertical positioning elements.
DM Tips for Using Cover
Create encounters with meaningful cover choices. Too much cover slows combat, while too little makes ranged combat overpowering. Describe cover clearly so players can make informed tactical decisions.
Use cover to create dynamic encounters where positioning matters. Enemies should also use cover intelligently, forcing players to think tactically rather than standing in open ground trading attacks.
Cover transforms D&D combat from simple attack exchanges into tactical positioning games. Master these mechanics, and every encounter becomes a strategic puzzle where smart positioning can overcome superior numbers or stronger opponents.
Understanding cover means understanding that where you stand matters as much as what you do. Every piece of terrain becomes a potential tactical advantage waiting to be exploited.