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Obscurity
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A creature is considered to be Obscured while located in a Lightly Obscured or Heavily Obscured area. Obscured creatures gain the conditions or .
A wide variety of Equipment can bestow specific benefits on the player when they are in an Obscured state. Unless specified otherwise, a creature does not need to be to gain these bonuses, as long as the area they are standing in is Lightly or Heavily Obscured. If an item states that the user or target must be obscured without specifying Lightly Obscured or Heavily Obscured, both types of obscurement will fulfill this requirement.
Items which grant special benefits when obscured
Weapons
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Shadow Blade: You have ![]() ![]() |
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Darkveil Precision: While obscured in shadow, the wielder has an +1d4 bonus to their ranged weapon attacks. |
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Shadow Blade: You have ![]() ![]() |
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: You gain ![]() ![]() ![]() |
Clothes and Armour
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Shar's Umbrae: While Obscured, the wearer has ![]() |
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Shar's Umbrae: While Obscured, the wearer has ![]() |
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Nightsinger's Reply: While Obscured by shadow, the wearer deals 1d4![]() |
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Stealthier: While Obscured, the wearer gains +3 bonus to Stealth Checks |
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Shadeclinger: While Obscured, the wearer has ![]() ![]() |
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Shar's Umbrae: While obscured, the wearer has ![]() |
Headwear
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Covert Critical: While obscured, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. |
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Swathed in Shadow: While Obscured by shadow, the wearer gains +1 to ![]() |
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Covert Critical: While obscured, the number you need to roll a Critical Hit while attacking is reduced by 1. This effect can stack. |
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Shadespell: While the wearer is obscured in shadow, their spells gain a +1 bonus to Spell Save DC, making them more likely to succeed. |
Footwear
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: Teleport to an unoccupied, obscured spot. |
Rings
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Treader by Twilight: You gain a +1 bonus to ![]() |
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Shadowthief: The wearer's weapon and unarmed attacks deal an additional ![]() |
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Can cast once per Short Rest. Which in turn makes ![]() ![]() |