dnd 5e – The Armorer artificer’s Infiltrator Armor Model negates disadvantage on Stealth from armor; can you still gain advantage on the check by other means?

Dampening Field grants you advantage, it does not remove disadvantage

The feature states:

You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

This is explicitly addressed when the feature says “If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal” but I will explain it further:

If you would be making a regular roll, you now make one with advantage instead, and if you would be a roll with disadvantage, you now make a regular one instead.

Dampening Field grants you advantage and does not actually remove disadvantage like a few other features do, for example, the Drunken Master Monk’s Drunkard’s Luck feature, which states:

When you make an ability check, attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

This feature is worded such that it actually cancels disadvantage whereas Dampening Field is worded such that it adds advantage.


Note that having advantage from multiple sources will not change this because the rules on “Advantage and Disadvantage” state:

If circumstances cause a roll to have both advantage and disadvantage, you are considered to have neither of them, and you roll one d20. This is true even if multiple circumstances impose disadvantage and only one grants advantage or vice versa. In such a situation, you have neither advantage nor disadvantage.

dnd 5e – In a PvP arena, how can other characters deal with a Rogue with Expertise in Stealth?

Hiding is when a character tries to be stealthy. They take an action or bonus action to take the Hide action. To do this you need a valid hiding spot where they cannot be clearly visible. Usually this means being behind a solid object, in a shadowy area, or behind mist or fog.

Varying situations have varying effectiveness for hiding. For example heavy fog makes you effectively blinded, making it hard to detect a hiding enemy. Light fog gives you disadvantage when trying to see a hiding enemy. If the rogue has total cover, then it is not possible to see them either. The best you can hope for in this situation is to be able to hear them.

Once they have a hiding place, they make a Stealth check and cannot be seen unless you beat that Stealth check with either Passive Perception or a Perception check.

If they make noise while hiding, then you can infer their location from the noise. If they attack, then you can infer their location from observing the attack.

While hiding they gain advantage on attacks, and attacks made against them first have to guess their current location, and even if they do the attack is made with disadvantage.

Hiding isn’t a condition. You can’t “remove hiding”. You have to detect them with Perception. Even if your ally detects a hiding rogue, the best they can do is tell you their location. Even when everyone has detected the rogue, they continue hiding. Whether or not someone can see the hiding rogue is up to them.

Prevent them from hiding

The simplest way to counter a hiding enemy is to prevent them from hiding. If they hide behind a box, destroy it. If they are hiding in the shadows, light a torch. If they are hiding in fog, I hope you have a way to remove fog!

Making hiding harder

If you can’t destroy the box, walk around it to reduce their cover from total to 3/4, or from 3/4 to half, or half to none. If your torch doesn’t illuminate them move closer so they are at least in dim light. If you can’t get rid of the fog, there’s not a lot you can do to make things harder.

Applying practically any condition will make it difficult if not impossible for a rogue to hide.

Get better at seeing things

5e has 4 kinds of sight:

  • Normal sight: just like a normal human
  • Blindsight: see in a radius, cannot be obstructed by anything
  • Darkvision: see in the dark
  • Truesight: like darkvision, but it works on magical darkness, you can see through illusions, invisiblity, shapechanging, and transmuted forms.

If you acquire one of these then your definition of “clearly visible” changes. If you have Darkvision then someone can’t hide in the shadows. If you have Blindsight then someone can’t hide behind a box.

You can also just increase your perception score. You can do this by increasing your Wisdom score, taking a class that lets you apply your proficiency bonus to perception, taking a feat to grant you bonuses to wisdom/perception.

There are also items that grant you senses, increase your skill checks, increase your wisdom, or your proficiency bonus.

You can also acquire a familiar or ally who is talented at perception.

You can take the Search action to look for them. They won’t know if you have spotted them or not, this may force them to hide again, wasting a (bonus) action, or be in a risky situation. By taking Rogue 3 the player can select the Inquisitive archetype, allowing them to Search as a bonus action.

You can also walk close to them, walk around the box they are hiding behind.

If you have a summon or familiar, then they may be able to communicate the hiding enemy’s location to you if they can see them. This won’t help you see the enemy, but if you know their location then you won’t have to guess.

Herd them into a corner. There probably isn’t infinite hiding places, the rogue will want to stay where they have advantageous terrain. Don’t let them.

Place traps. A string and a bell can tell you exactly where they are. If you can restrict the rogue to an area (rig the door of a building to jam shut) then they have a huge problem.

Ready an action to counter them. When they attack or make noise their location becomes known, you can now easily fire off a spell or move towards them without concern. You can also ready an action when they try to hide. One simple counter method is to ready an action to search for the rogue if they try to hide. Sometimes it will fail, but sometimes you will immediately counter them and you can spend your whole next turn doing whatever you want.

Walk just around the corner, then ready an action to attack as soon as the rogue is in range. The curious rogue will be forced to come in to range only to be slugged in the face. You could grapple, or use a control spell instead.

Remove their advantages

A hiding rogue gains advantage. This can be removed easily by giving them disadvantage. If you drop prone attacks against you from more than 5ft away have disadvantage. You can also move in to cover, into fog, into shadows, etc, just the way the rogue does.

You can also gain total cover yourself, preventing any attack. Just stand behind a box or a tree yourself.

Don’t fight them in a dense forest. Disengage, run, escape. Fight them in an open plain where they can’t hide.

Ignore their advantages

You can still attack them and target them with spells, you just have to guess their location and you have disadvantage. There is plenty you can do against a hidden target without ever doing anything to counter their ability to hide.

Fire AoE attacks, accept that sometimes you will miss and fire targeted attacks. The most frustrating thing for a rogue is to see all their handwork gone to waste because the enemy simply doesn’t care.

Dictate the fight

A rogue is at its best when they can fight in an environment with tons of hiding places, a situation where they have advantage to hiding and you have disadvantage to perception.

However, other classes can have their strengths too. A twisting maze of sharp corners is a rogue’s nightmare, but a barbarian will excel at chasing down and pummeling the rogue. An open field will give a ranger the clear line of sight and distance they need to eliminate a rogue before they can do anything.

Think about the class you are playing, and what your ideal engagement looks like. Only fight the rogue if the conditions are right. Otherwise, disengage, escape, run. Fight another day.

You can also put the rogue on the back foot, even in their ideal terrain. Be the aggressor and force them to react to you. Once a fighter has a grapple on the rogue, or a wizard lands a control spell, the rogue will be scrambling to react. Keep on the offensive and force the rogue to spend their actions reacting to you instead of playing cat and mouse like they would love.

Every class has counters, and even someone without a class can use ready, search, and has the autonomy to move around. Remember that the rogue has to plan a lot, engineer the situation a lot, and do a lot, to remain effective. The rogue is probably using their move, bonus action, and action. They are doing everything they can to function. They can be easily countered by dozens of strategies.

Don’t let the rogue win by fighting smart, when you are fighting dumb.

suspend – Error when suspending MSI 65 Stealth, Ubuntu 21.04

When I suspend my laptop and turn it back on it looses wireless connectivity and its unable to recognized my external monitor,

When I reboot the computer the wireless connection goes back on but to get the monitor working I have to go the bios and enable and disable the secure boot for it to start working,

any ideas why this problem might be showing up?

Computer MSI Stealth 65
Dual Boot = Main Windows 10, secondary Ubuntu 21.04

network scanners – is the UDP or TCP protocol best suited for a so called stealth counter scan for open or closed ports

network scanners – is the UDP or TCP protocol best suited for a so called stealth counter scan for open or closed ports – Information Security Stack Exchange

stealth – What happens when Kitsune Impersonators swap their disguise?

Kitsune Impersonators1 choose a clan and family they depict as in character generation. This solves the main problem of making them, but…

The sidebar there also claims they could choose at any moment to depict as a different person, based on the red sidebar right at their school:

(…) As a kitsune, you must
forfeit 1 honor to
appear as a samurai
of higher status (in
addition to any honor
you must forfeit for any
dishonorable actions,
such as lying, that you
take under that guise,
as usual).

Now, let’s paint a situation that might lead to a fox wanting to have a different guise:

The little fox Ball (Tama) is interested in talking to a Kaiu engineer they saw gazing down at their home from the wall across the river. So they follow the only human daring to enter the area they live in, a Hiruma Scout, and accordingly choose to present as a Hiruma Scout in their character generation. That started their long game of impersonation down at the Carpenter wall, following that particular engineer in between gigs that are meant to keep up the charade.

Months later, they end up in Otosan Uchi and managed to get close to the palace, where said Engineer is tasked with constructing a new pagoda. They can’t get into the palace as a scout, so raise their stakes and want to play off as a member of the court and call themselves Eyes-of-Seaweed-color (Tamamo-no-Mae), a Courtier of an imperial family…

What happens to their stats and knowledge if they construct a different false identity, as those come as packages with the clan and family? Do they just pay the price of honor in sneaking in and need to survive with the knowledge, skills, and rings they actually have? Or do they gain a different set of traits for the other identity?


  1. Emerald Empire (5th Edition, 2020) p. 239

pathfinder 1e – Melee cover vs Cover – Can you always use Stealth?

I am using this image from another post, which is why it has lines drawn on it that are useful for only a small aspect of this question:

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According to the stealth rules, you need cover in order to make a stealth attempt. According to the Combat rules, PFSRD – Combat (see the cover example #2 in the link), both A and B have melee cover with respect to each other, but not ranged cover (assuming neither is using a weapon with the reach property that can also attack an adjacent square, such as a spiked chain). So, ranged attacks do not grant cover bonuses, but melee attacks do? Could the melee cover be considered cover for the purposes of allowing a stealth roll? I was thinking of it like, A presses his back against the wall, turns the corner and shoots an arrow directly into B’s face, granting sneak attack damage if the stealth roll is successful.

Initially, I thought this made sense. However, the fact that A’s cover depends entirely on B’s weapon choice seems peculiar. If B is holding a spiked chain, A no longer has cover with respect to B. If that were true, it is almost like B’s spiked chain increases B’s perceptive abilities. Alternatively, maybe stealth was never possible in this scenario at all.

Edit: Another possibility that just occurred to me is that the spiked chain does not negate the melee cover they each have against each other, so stealth is still possible. The fact that B does not happen to be holding a weapon that is affected by the cover does not negate the cover itself.

How to Stealth Port 0 on a router

My Sagemcom F@st 3868 cable gateway (modem-router combo) has four devices on its LAN ports: a PC, a Hardware Firewall, a Cable TV Switch and a VoIP Adapter. The GRC Shields UP! test showed several ports Closed but not Stealthed. I have forwarded all the Closed ports found by Shields UP! to the Hardware Firewall, which has Stealthed them. However, Port 0 is still not Stealthed and there is no way to forward it to the Hardware Firewall. The gateway also has a built-in firewall but even setting it to High does not resolve the issue, probably because the RTP and SIP ports are forwarded to the VoIP Adapter, which requires them to work. Any suggestions for how to Stealth Port 0 will be appreciated. Thanks.

dnd 5e – When stealing something, do you need to roll both Stealth and Sleight of Hand checks?

No, you don’t need to roll

Your DM could rule that, because of your creativity and roleplay, there doesn’t need to be an ability check. From the Dungeon Master’s Guide page 236:

One approach is to use dice as rarely as possible. Some DMs use them only during combat, and determine success or failure as they like in other situations.
With this approach, the DM decides whether an action or a plan succeeds or fails based on how well the player: make their case, how thorough or creative they are, or other factors. For example, the players might describe how they search for a secret door, detailing how they tap on a wall or twist a torch sconce to find its trigger. That could be enough to convince the DM that they find the secret door without having to make an ability check to do so.

Theoretically, assuming your DM allowed for it, your character wouldn’t need to roll any dice because your roleplay is good enough and makes sense in the world.

However, it seems that your DM wants some kind of roll

Not all DM’s allow roleplay to replace ability checks in every situation. Either they might not like the concept if it, they may not be convinced enough to warrant it or they might not feel its appropriate for the current situation. Whatever the case, they want you to make a roll.

I find that reducing the number of dice rolls makes the game more fluid. Additionally, the more you are made to roll, the higher the chance of failure is because you would have to pass both checks, which is statistically less likely than you only passing one or passing neither of them. If you are having to pass multiple checks, you are being set up to fail. This isn’t always a bad thing, sometimes a DM wants something to be a challenge, warranting multiple checks to succeed.

The way I would rule it is that you don’t have to roll a stealth check, you aren’t trying to hide or be unseen – you’re wearing a disguise, you’re in plain sight. Now, people likely aren’t going to notice you (unless their passive perception is exceptionally high or your disguise is exceptionally poor) or pay attention to you as your disguise means you blend in, you don’t need to roll a stealth check. Additionally, because your target is distracted, they likely aren’t going to notice someone sneaking up behind them anyway, further reducing the need for a stealth check.

However, I would make you roll a “sleight of hand” check (likely using Dexterity but I could see Charisma or Intelligence being possible alternatives) to see if you can successful pickpocket the target. I would grant advantage if your friend was distracting them based on the Working Together rule (though for it to apply, your friend’s player would need to describe how they are distracting your target, not just say “I distract him”).

As a side note, there is also the idea of “passive stealth” which might apply. I don’t know too much about it so I can’t give many details. Essentially though, its the counterpart to passive perception, where you aren’t actively trying to be stealthy, you just naturally walk quietly and go unnoticed. Your DM might try using that for future checks to reduce the number of dice rolls, it also may mean you don’t know when you’ve failed a check until its too late, which could be interesting.

dnd 5e – How close can you get to enemies before having to roll stealth?

There isn’t a hard rule, so it’s up to the DM and table

Without explicit information about detection range, this becomes a table dependent judgement that will rely on environment, creatures, etc. In general, I do the horrible thing and try to think of real world scenarios to help guide me.

Does being 20′ back make sense for the scenario? Are there places to be out of sight and sound?

Or is this a situation where the enemies can pick out problems from farther away for reason X?

Being reasonable, assessing the specific situation, and communicating with your players what you think is reasonable and getting them to buy in is how you should proceed with this.

You can use ability checks to help guide you, or use certain triggers that make sense for that environment for an ability check.

As long as your are reasonable, consistent, and communicate your plans, then these issues work themselves out at the table.

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