a d&D mini using cover in the new 2024 ruleset.

Cover, Line of Sight and Ranged Attacks in D&D 5e (2024 Rules)

The updated 2024 Player’s Handbook clarifies how cover, line of sight, and ranged attacks work in Fifth Edition. Understanding these mechanics helps both players and Dungeon Masters resolve combat quickly and fairly. This guide summarizes the essentials: the three degrees of cover, what counts as a clear path, and how ranges and disadvantages affect attacks.

Understanding Cover

Cover represents any obstacle between an attacker and their target. The 2024 rules recognize three degrees of cover. Only the highest level applies if multiple sources overlap, and both characters and monsters benefit from it:

Half Cover

If an object conceals at least half of a creature, it grants a +2 bonus to Armor Class and Dexterity saving throws. Examples include low walls, furniture, narrow tree trunks, or an ally standing between the attacker and the target. A creature with half cover is still visible enough to be targeted.

Three-Quarters Cover

When roughly three quarters of a creature is hidden, the bonus increases to +5 to AC and Dexterity saves. Thick pillars, arrow slits, or large boulders often provide this level of protection. You may need to lean or move to shoot past such obstacles.

Total Cover

If a creature cannot be seen at all and has no open line to the attacker, it cannot be targeted by attacks or spells. Solid walls, closed doors, or being completely behind a larger creature offer total cover. Note that certain area spells can still affect a creature behind total cover because they do not target directly.

The Dungeon Master should interpret cover based on the size and position of objects relative to the combatants. Even other creatures can provide cover; if an ally stands between you and your foe, that foe may have half cover. Some abilities and feats, such as Sharpshooter and Spell Sniper, allow attackers to ignore cover entirely.

Line of Sight and Line of Effect

To target a creature with an attack or spell, you generally need a clear line of sight. A wall or other obstruction that blocks view grants total cover and prevents targeting. Once a spell is cast, however, the effect is not limited by the caster’s range or line of sight unless the spell states otherwise. If a spell has movable effects, those effects are also not restricted by the initial range unless specified. You only need to be within line of sight when casting; you do not need it to maintain concentration.

When determining line of sight on a grid, many Dungeon Masters draw imaginary lines from the corners of the attacker’s square to the corners of the target’s square. If at least one line is unobstructed, the attacker can see a part of the target. If all lines are blocked by an obstacle, the target is behind total cover. Cover and line of sight are closely related: an object that grants half cover may block some lines, while one that grants total cover blocks them all.

Rules for Ranged Attacks

Ranged attacks include attacks with ranged weapons (bows, crossbows, thrown weapons) and ranged spell attacks. Each weapon lists two distances: its normal range and its long range. When a target is within the normal range, you make the attack roll normally. If the target is beyond the normal range but within the long range, you make the roll at disadvantage. You cannot target creatures beyond the long range.

Ranged attacks also have a drawback in close quarters. If you are adjacent to a hostile creature who can see you, making a ranged attack (even against another target) imposes disadvantage. This rule represents the difficulty of aiming when someone is threatening you at melee distance. The disadvantage is based on being within 5 feet of a foe, not on the foe’s reach.

In practice, the 2024 rules may have shifted the balance between melee and ranged combat. With the changes to feats like Sharpshooter and the introduction of Vex and Nick weapons, melee players often see stronger and more reliable damage than their ranged counterparts, especially in the early levels and ranger builds.

Cover affects ranged attacks because it modifies the target’s AC and Dexterity saves. When shooting at a target behind half or three-quarters cover, remember to add the appropriate bonus to the target’s AC when resolving the attack roll. Total cover prevents targeting altogether.

Putting It Together

The interplay between cover, line of sight, and range creates tactical depth. Here are some practical tips:

  • Use the environment: Position yourself and your allies behind objects that grant half or three-quarters cover to improve survival. Likewise, deny cover to enemies by changing positions or using spells that ignore cover.
  • Remember line of sight when targeting: If your line of sight to a target is blocked by a wall or another creature, you may need to reposition. Once you cast a spell, you can maintain concentration without staying within sight.
  • Mind your ranges: Keep within your weapon’s normal range to avoid disadvantage. If you must shoot at long range, prepare for the penalty or use a feature that mitigates it.
  • Beware close combat: Making ranged attacks while an enemy is next to you imposes disadvantage. Consider disengaging or switching to a melee weapon in tight situations.

Mastering cover, line of sight, and ranged combat isn’t just about rules... it’s about clarity at the table. When everyone understands how these mechanics work, encounters move faster and feel more tactical. If you want to bring these concepts to life, try running your battles on Dice Dungeons BattleCloth Maps. Their built-in grids and detailed terrain make it easy to judge angles, obstacles, and line of sight at a glance.

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