D&D: Best Items And Spells To Boost Stealth

If there is one skill check in Dungeons & Dragons that can strike fear into even the most seasoned players, it’s a Stealth check. Just as campaigns are filled with combat and funny solutions to problems, there will almost always be times when the party needs to be a little sneaky. Luckily there are quite a few ways to help even the clumsiest characters pass those dreaded Stealth checks.

While some Dungeons & Dragons classes are naturally more stealthy, others can struggle. Often classes such as paladin, fighters, and clerics will be wearing heavy armor that imposes a disadvantage on Stealth checks which can cause problems for the party. While DnD does need another rogue-style, stealth-based class, here are some items, spells, and feats that can help in the meantime.

D&D’s Magical Items To Help With Stealth

There are some great magical items in Dungeons & Dragons that can boost a player’s chance of passing a Stealth check. The Boots of Elvenkind are the perfect place to start, as these uncommon boots don’t require attunement. While wearing the boots, a character’s steps will make no sound, and they will have advantage on any Stealth checks that rely on moving silently.

The Cloak of Elvenkind works similarly to the boots that share the same name. This uncommon DnD item does require attunement and requires a player to use an action to pull the hood up to activate the cloak’s benefits. While the hood is up, though, the character will have advantage on any Stealth checks they make to hide, and Perception checks made against them are at disadvantage.

Another great option for minor DnD magic items is the rare Cloak of the Bat. This cloak gives the player character advantage of Stealth checks but has some great added features too. In dim light and darkness, the Cloak of the Bat lets the character fly by gripping the edges of the cloak with both hands and using it like wings. Also, while in dim light or darkness, the player can use an action to cast polymorph on themselves to take the form of a bat.

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Finally, there is the legendary item of the Cloak of Invisibility. As the name suggests, this cloak lets the player use an action to pull the hood up and become invisible, just like Sheila the thief, in the classic Dungeons & Dragons 80s cartoon. While the rules as written don’t say the invisible creatures have advantage on Stealth checks, they are impossible to see without the aid of magic, so many DMs would give a player advantage or an enemy disadvantage in Perception in these circumstances.

D&D Has Lots Of Spells To Help Players With Stealth

Artwork from D&D's Tasha's Cauldron of Everything, showing a spellcaster holding a glowing spell book.

There are more spells in Dungeons & Dragons to help with those pesky Stealth checks than most players are aware of. From cantrips right through to level eight, there are spells that can aid the less dexterous party members or those in heavy armor and keep the group off the radar of any enemies. Starting with the lowest level spell, the cantrip guidance is a touch spell available for clerics, druids, and artificers that lets the target add a d4 to one ability check of their choice for the next minute.

Also at second level is a Transmutation spell in DnD called enhance ability, which can be cast by bards, clerics, druids, sorcerers, artificers, and Oath of Glory paladins. This spell targets one creature or more if cast at higher levels, and the caster can choose from six different ability enhancements. Cat’s Grace is the best choice as it gives the target advantage on all Dexterity checks, including Stealth, and best of all: it lasts for one hour.

Found in the Explorer’s Guide to Wildemount, fortune’s favor is a second-level spell available for wizards in DnD. Lasting for an hour, the caster grants the target a mote of luck which allows the target to choose to roll an additional d20 when making an attack roll, saving throw, or ability check. The target can then choose which d20 roll to use, making it perfect for those ambling in heavy armor.

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Pass without trace is perhaps the best-known and powerful spell in Dungeons & Dragons to specifically focus on Stealth. This second-level spell is available for druids, rangers, and Trickery domain clerics. Pass without trace lasts for one hour and creates a 30-foot zone around the caster which grants +10 to Stealth checks to chosen creatures within the area of effect. Creatures affected by this spell can’t be tracked unless by magical means, as they leave no trail.

Jumping up to fifth level, skill empowerment from Xanathar’s Guide to Everything is a spell available for bards, wizards, artificers, and sorcerers. With this spell, the caster touches one willing target and gives them expertise in one skill of the caster’s choice. For the next hour, that target will have their Dungeons & Dragons skill proficiency bonus doubled for ability checks made using that skill. This is a really great way to give other party members a boost to their Stealth, although they must already be proficient for skill empowerment to work.

Finally, at eighth level is the DnD spell animal shapes only available for druids. This lets the caster transform their party into beasts for 24 hours, taking on the physical stats of those animals for Strength, Dexterity, and Constitution. While the party might not be able to do much fighting in animal form, this is a great spell for stealth missions, particularly in rural areas where a group of animals wouldn’t look out of place.

Feats & Tattoos In D&D To Aid With Stealth Checks

An orc giving another DnD character a magic tattoo.

If magical items and spells aren’t available or in keeping with the DnD character a player has created, then there are one or two other options to assist with Stealth. There are several feats that can help, along with one of the magical tattoos introduced in Tasha’s Cauldron of Everything. The Shadowfell Brand tattoo gives the character the feature Shadow Essence, granting them darkvision for 60 feet and advantage on Stealth checks.

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Lucky is a great feat for DnD players who struggle with Stealth checks to choose. Lucky gives the player three luck points which they can spend to give themselves advantage on any attack roll, ability check, or saving throw. Players must choose to spend their luck before the outcome is determined to roll the additional d20.

Racial feats are rarely used by DnD players, but Prodigy is one available for half-elves, half-orcs, and humans, found in Xanathar’s Guide to Everything. This feat lets the player gain proficiency in a skill of their choice along with expertise in a skill in which they already have proficiency. Tasha’s Cauldron of Everything added a similar feat available for all called Skill Expert. This feat also allows the player to gain proficiency in one skill and expertise in another.

Finally, Skilled from the Player’s Handbook is a slightly weaker version of Prodigy or Skill Expert. Skilled allows the player to gain proficiency in any three skills or tools of their choice. By using a mixture of items, spells and feats, players should feel confident when tackling those dreaded Stealth checks in their Dungeons & Dragons game.

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