Is it just me, or is the “Pass without Trace” spell widely overpowered?

I mean, D&D 5E is generally constructed in a way that even small bonuses to rolls make a huge difference. Proficiency bonuses start with +2 and rise to a maximum of +6, while magical weapons give a maximum of +3.

So what in Avernus possessed the designers to allow a second-level spell to give a whooping +10 to Dexterity (Stealth) checks? For a group, no less (as long as they stick close to each other)? This is going to be extremely hard for guards and lookouts to match.

  • sirblastalot@ttrpg.network
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    1 day ago

    Also worth noting, when doing group stealth, you’re effectively limited by the least-stealthy party member, since it usually only takes one person getting caught to give the game away.

    • eerongal@ttrpg.networkM
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      1 day ago

      I mean, realistically, you should be using group checks instead of individual checks for stealth like this IMO