Secret Lesson 21
Ranged Attacks, Range, Long Range, and Cover
Not every battle happens at sword's reach.
Characters and monsters can attack from a distance using:
-
bows
-
thrown weapons
-
projectiles
-
ranged spell attacks
-
other ranged effects
The SRD groups these under:
RANGED ATTACKS
A ranged attack is an attack that sends something toward a target at a distance.
The SRD gives examples such as:
-
firing a bow
-
hurling an axe
-
using certain spells
THE FIRST QUESTION: IS THE TARGET IN RANGE?
Before making a ranged attack, you must determine whether the target is within the attack's permitted:
RANGE
Different attacks have different ranges.
Some have:
ONE RANGE
Others have:
TWO RANGE VALUES
The distinction determines whether an attack is:
-
normal
-
made with Disadvantage
-
impossible
ATTACKS WITH A SINGLE RANGE
Some ranged attacks have only:
ONE RANGE VALUE
The SRD specifically mentions some spell attacks as an example.
If the target is within that range:
YOU CAN ATTACK IT
If the target is beyond that range:
YOU CANNOT MAKE THAT ATTACK AGAINST IT
EXAMPLE — SINGLE RANGE
Imagine an attack has:
RANGE 60 FEET
Target A:
40 feet away
Result:
WITHIN RANGE
Target B:
60 feet away
Result:
WITHIN RANGE
Target C:
65 feet away
Result:
OUT OF RANGE
You cannot attack Target C with that attack under its normal rules.
RANGE IS A HARD LIMIT WHEN ONLY ONE NUMBER IS GIVEN
A common beginner mistake is thinking that being slightly beyond the listed range simply causes Disadvantage.
That is not the general rule for attacks with only one listed range.
If the attack has a single range:
BEYOND THAT RANGE = YOU CAN'T MAKE THE ATTACK
ATTACKS WITH TWO RANGES
Some ranged attacks, such as those made with a:
LONGBOW
have two numbers.
The SRD defines them as:
NORMAL RANGE
and:
LONG RANGE
NORMAL RANGE
The smaller number is:
NORMAL RANGE
Within normal range:
MAKE THE ATTACK NORMALLY
assuming no other source of Advantage or Disadvantage applies.
LONG RANGE
The larger number is:
LONG RANGE
If the target is beyond normal range but still within long range:
THE ATTACK ROLL HAS DISADVANTAGE
BEYOND LONG RANGE
If the target is farther away than the attack's long-range number:
YOU CANNOT ATTACK THAT TARGET
with that attack.
TWO-RANGE STRUCTURE
Think of a ranged weapon with hypothetical ranges:
80 / 320
The meaning is:
0–80 feet
NORMAL RANGE
Attack normally.
More than 80 feet up to 320 feet
LONG RANGE
Attack with:
DISADVANTAGE
More than 320 feet
OUT OF RANGE
The attack cannot be made.
EXAMPLE — NORMAL RANGE
Weapon:
80 / 320
Target:
50 feet away
Because:
50 ≤ 80
the target is within:
NORMAL RANGE
No Disadvantage is imposed merely because of distance.
EXAMPLE — LONG RANGE
Same weapon:
80 / 320
Target:
150 feet away
150 is:
-
farther than 80
-
no farther than 320
Therefore:
LONG RANGE
Attack Roll:
DISADVANTAGE
EXAMPLE — BEYOND LONG RANGE
Same weapon:
80 / 320
Target:
350 feet away
Because:
350 > 320
the target is:
BEYOND LONG RANGE
You cannot make that ranged attack against it.
RANGE DOES NOT CHANGE THE TARGET'S AC
Long range doesn't normally increase Armor Class.
Instead:
YOUR ATTACK ROLL HAS DISADVANTAGE
That is an important distinction.
The target's AC can remain exactly the same.
What changes is the Attack Roll.
RANGED ATTACKS IN CLOSE COMBAT
Ranged attacks become more difficult when an enemy is immediately threatening you.
The SRD provides a specific rule for this.
When you make a:
RANGED ATTACK ROLL
with:
-
a weapon
-
a spell
-
another means
you have:
DISADVANTAGE
if all three of the following are true:
-
you are within 5 feet of an enemy
-
that enemy can see you
-
that enemy doesn't have the Incapacitated condition
ALL THREE CONDITIONS MATTER
This is not simply:
“Enemy within 5 feet = Disadvantage.”
The complete rule requires:
WITHIN 5 FEET
CAN SEE YOU
NOT INCAPACITATED
EXAMPLE — NORMAL CLOSE-COMBAT PENALTY
You are holding a bow.
A hostile creature stands:
5 feet away
It can see you.
It is not Incapacitated.
You fire at an enemy.
Your ranged Attack Roll has:
DISADVANTAGE
IT DOESN'T HAVE TO BE THE CREATURE YOU ARE ATTACKING
Notice the wording.
The rule says you have Disadvantage if you are within 5 feet of:
AN ENEMY
who meets the conditions.
It doesn't say that the nearby enemy must be:
YOUR TARGET
So this situation matters:
Enemy A is beside you.
Enemy B is 50 feet away.
You shoot at Enemy B.
Enemy A is:
-
within 5 feet
-
able to see you
-
not Incapacitated
Result:
DISADVANTAGE
The nearby threat makes aiming more difficult even though you are attacking someone else.
IF THE NEARBY ENEMY CANNOT SEE YOU
Suppose an enemy is within 5 feet but:
CANNOT SEE YOU
Then this specific close-combat ranged-attack rule does not impose Disadvantage.
The rule explicitly requires the enemy to be able to see you.
Other rules may still affect the attack.
IF THE NEARBY ENEMY IS INCAPACITATED
Suppose an enemy is within 5 feet and can see you, but has:
THE INCAPACITATED CONDITION
Then the close-combat ranged-attack rule does not impose Disadvantage.
RANGED ATTACKS IN CLOSE COMBAT APPLY TO SPELLS TOO
This is very important.
The rule isn't limited to bows or crossbows.
It applies when making a ranged Attack Roll with:
-
a weapon
-
a spell
-
some other means
So a ranged spell attack can also suffer this Disadvantage.
LONG RANGE + CLOSE COMBAT
Suppose your attack is already at long range.
That gives:
DISADVANTAGE
You are also standing within 5 feet of an enemy who can see you and isn't Incapacitated.
That also gives:
DISADVANTAGE
Do you roll three d20s?
NO
You learned in Lesson 8:
multiple sources of Disadvantage do not stack.
You still:
ROLL 2D20 AND USE THE LOWER
ADVANTAGE CAN CANCEL THESE DISADVANTAGES
Suppose you have:
-
Disadvantage for long range
-
Disadvantage because an enemy is beside you
-
one source of Advantage
The result is:
NEITHER ADVANTAGE NOR DISADVANTAGE
because Advantage and Disadvantage cancel regardless of how many sources of either exist.
COVER
Distance isn't the only thing that can protect a target.
Physical obstacles can also make attacks harder.
The SRD calls this:
COVER
Examples include:
-
walls
-
trees
-
creatures
-
other obstacles
COVER ONLY HELPS FROM THE APPROPRIATE DIRECTION
A target benefits from Cover only when the attack or effect originates:
ON THE OPPOSITE SIDE OF THE COVER
This means Cover is positional.
An object doesn't simply grant Cover against every attack from every direction.
EXAMPLE
A character is standing behind a stone pillar.
An archer attacks from the opposite side of the pillar.
The pillar can provide Cover.
But another enemy standing beside the character on the same side of the pillar may not have that obstruction between itself and the target.
Therefore:
COVER DEPENDS ON THE ATTACK'S ORIGIN
THREE DEGREES OF COVER
The SRD defines three levels:
HALF COVER
THREE-QUARTERS COVER
TOTAL COVER
Each provides a different level of protection.
HALF COVER
A target with:
HALF COVER
receives:
+2 TO ARMOR CLASS
and:
+2 TO DEXTERITY SAVING THROWS
WHAT CAN PROVIDE HALF COVER?
The SRD gives:
-
another creature
-
an object covering at least half the target
CREATURES CAN PROVIDE COVER
This is an important rule.
Suppose one creature stands between:
ATTACKER
and:
TARGET
That intervening creature can potentially provide:
HALF COVER
to the target.
HALF COVER EXAMPLE
Target AC:
15
Target has Half Cover.
New effective AC against that attack:
17
because:
15 + 2 = 17
HALF COVER AND DEXTERITY SAVES
Cover does more than protect against Attack Rolls.
Half Cover also gives:
+2 TO DEXTERITY SAVING THROWS
when the Cover applies to the effect.
THREE-QUARTERS COVER
A target with:
THREE-QUARTERS COVER
receives:
+5 TO AC
and:
+5 TO DEXTERITY SAVING THROWS
WHAT PROVIDES THREE-QUARTERS COVER?
The SRD describes this as an object covering at least:
THREE-QUARTERS OF THE TARGET
EXAMPLE
Target AC:
16
Three-Quarters Cover:
+5
Effective AC:
21
against the relevant attack.
THREE-QUARTERS COVER AND DEXTERITY SAVES
A Dexterity Saving Throw with:
+3
while benefiting from Three-Quarters Cover becomes:
+8
for that applicable save.
TOTAL COVER
A target with:
TOTAL COVER
cannot be:
TARGETED DIRECTLY
by an attack or other effect from the blocked side.
WHAT PROVIDES TOTAL COVER?
An object that:
COVERS THE ENTIRE TARGET
TOTAL COVER DOES NOT GIVE +10 AC
This is a common mistake.
The progression is not:
Half Cover +2
Three-Quarters +5
Total Cover +10
Instead:
TOTAL COVER = CAN'T BE TARGETED DIRECTLY
EXAMPLE — STONE WALL
A creature is completely behind a solid stone wall.
An archer on the opposite side can't directly target that creature with an ordinary ranged attack through the wall.
The creature has:
TOTAL COVER
COVER TABLE
| Cover | Benefit |
|---|---|
| Half Cover | +2 AC and +2 Dexterity Saving Throws |
| Three-Quarters Cover | +5 AC and +5 Dexterity Saving Throws |
| Total Cover | Can't be targeted directly |
COVER DOESN'T STACK
A target can be protected by more than one obstacle.
But you do not add multiple Cover bonuses together.
The SRD says:
ONLY THE MOST PROTECTIVE DEGREE APPLIES
EXAMPLE FROM THE SRD
A target is behind:
-
another creature providing Half Cover
-
a tree trunk providing Three-Quarters Cover
You do not calculate:
+2 +5 = +7 AC
Instead:
use the stronger protection:
THREE-QUARTERS COVER
Therefore:
+5 AC
MULTIPLE HALF-COVER SOURCES
Suppose two creatures stand between you and a target.
Each could individually provide Half Cover.
You don't add:
+2 +2 = +4
You apply only the most protective degree:
HALF COVER
unless the actual positioning produces a higher degree of Cover under the GM's determination.
COVER IS DIFFERENT FROM DISADVANTAGE
This distinction is essential.
COVER
usually changes:
-
the target's AC
-
Dexterity Saving Throw bonus
DISADVANTAGE
changes:
-
how you roll the d20
These are different mechanics.
They can therefore operate at the same time.
EXAMPLE — COVER + DISADVANTAGE
Target normal AC:
15
Target has Half Cover:
+2
Effective AC:
17
You are also attacking from long range:
DISADVANTAGE
So:
-
Roll 2d20.
-
Use the lower.
-
Add your attack modifier.
-
Compare against AC 17.
Both mechanics apply.
COVER + ADVANTAGE
Likewise:
Target has Three-Quarters Cover:
+5 AC
You have Advantage.
You still:
ROLL 2D20 AND USE THE HIGHER
but you compare the result against the target's increased AC.
Cover does not automatically cancel Advantage.
COVER AND DEXTERITY SAVING THROWS
The cover table specifically gives bonuses to:
DEXTERITY SAVING THROWS
It does not give a general bonus to:
-
Strength saves
-
Constitution saves
-
Intelligence saves
-
Wisdom saves
-
Charisma saves
unless another rule says otherwise.
EXAMPLE
A target behind Half Cover makes:
Dexterity Save
Gets:
+2
from Cover.
But if the target instead makes:
Wisdom Save
the Half Cover rule doesn't provide that +2 merely because Cover exists.
TOTAL COVER AND EFFECTS
Total Cover says the target:
CAN'T BE TARGETED DIRECTLY
The exact behavior of area effects, spell areas, and effects that don't directly target a creature will be studied later when we reach spell areas and targeting.
For now, don't assume that Total Cover simply means:
“immune to every possible phenomenon.”
Use the specific rules of the attack or effect.
RANGED ATTACK COMPLETE EXAMPLE
Archer:
Attack Bonus +6
Weapon range:
80 / 320
Target:
60 feet away
Target AC:
15
No Cover.
No other modifier.
Because 60 feet is within normal range:
NO RANGE DISADVANTAGE
Roll:
11
Add:
+6
Total:
17
Because:
17 ≥ 15
HIT
LONG-RANGE EXAMPLE
Same attacker.
Target:
200 feet away
Range:
80 / 320
The target is beyond 80 but within 320.
Therefore:
DISADVANTAGE
Roll:
17 and 8
Use:
8
Add:
+6
Total:
14
Against AC 15:
MISS
COVER EXAMPLE
Same attacker.
Target:
60 feet away
Normal AC:
15
But the target is behind an obstacle granting:
HALF COVER
Effective AC:
17
Archer rolls:
10 + 6 = 16
Normally that would hit AC 15.
But because of Cover:
MISS
THREE-QUARTERS COVER EXAMPLE
Target AC:
14
Three-Quarters Cover:
+5
Effective AC:
19
Attack total:
18
Result:
MISS
TOTAL COVER EXAMPLE
The enemy is completely behind a wall.
Instead of increasing the enemy's AC:
YOU CANNOT TARGET IT DIRECTLY
with the blocked attack.
No Attack Roll is made against the completely covered target.
CLOSE COMBAT EXAMPLE
You are using a ranged spell attack.
Target:
40 feet away
But another enemy stands:
5 feet from you
That nearby enemy:
-
can see you
-
is not Incapacitated
Therefore:
DISADVANTAGE
even though the enemy you are attacking is 40 feet away.
CLOSE COMBAT + COVER EXAMPLE
Your ranged attack has Disadvantage because an enemy is standing next to you.
Your actual target also has:
HALF COVER
So:
Attack Roll
DISADVANTAGE
Target AC
+2
Both penalties matter because they affect different parts of the resolution.
CLOSE COMBAT + LONG RANGE + ADVANTAGE
Suppose:
-
target is at long range → Disadvantage
-
enemy within 5 feet → Disadvantage
-
special feature grants Advantage
Result:
NORMAL ROLL
because Advantage and Disadvantage cancel.
The two sources of Disadvantage don't “outvote” the one source of Advantage.
A PRACTICAL RANGED-ATTACK CHECKLIST
Whenever you make a ranged attack, ask:
1. WHAT IS THE ATTACK'S RANGE?
Single number?
Or normal / long range?
2. HOW FAR AWAY IS THE TARGET?
Within normal range?
Within long range?
Beyond maximum range?
3. IS AN ENEMY WITHIN 5 FEET OF ME?
If yes, does that enemy:
-
see me?
-
remain capable of acting, meaning it isn't Incapacitated?
If all apply:
DISADVANTAGE
4. DOES THE TARGET HAVE COVER?
Half?
Three-Quarters?
Total?
5. DO I HAVE OTHER ADVANTAGE OR DISADVANTAGE?
Combine them using the normal rules.
6. MAKE THE ATTACK ROLL
Then compare the result with the target's modified AC, if the target can be directly targeted.
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING EVERY RANGED ATTACK HAS LONG RANGE
Some attacks have only one range.
If the target is beyond it:
YOU CAN'T ATTACK THAT TARGET
MISTAKE 2 — THINKING LONG RANGE MEANS “IMPOSSIBLE”
Long range is still attackable.
The Attack Roll simply has:
DISADVANTAGE
MISTAKE 3 — ATTACKING BEYOND LONG RANGE
Beyond the larger range number:
YOU CAN'T MAKE THE ATTACK
MISTAKE 4 — THINKING CLOSE-COMBAT DISADVANTAGE APPLIES ONLY WHEN SHOOTING THE NEARBY ENEMY
The nearby enemy doesn't need to be your target.
If an enemy within 5 feet can see you and isn't Incapacitated:
YOUR RANGED ATTACK ROLL HAS DISADVANTAGE
MISTAKE 5 — APPLYING THE CLOSE-COMBAT RULE WHEN THE ENEMY CAN'T SEE YOU
The enemy must:
BE ABLE TO SEE YOU
for this specific rule to apply.
MISTAKE 6 — APPLYING IT WHEN THE NEARBY ENEMY IS INCAPACITATED
An Incapacitated enemy doesn't impose this Disadvantage.
MISTAKE 7 — THINKING CREATURES CAN'T PROVIDE COVER
Another creature can provide:
HALF COVER
when the positioning meets the rule.
MISTAKE 8 — STACKING COVER
Half Cover plus Three-Quarters Cover does not equal +7.
Use only:
THE MOST PROTECTIVE DEGREE
MISTAKE 9 — TREATING COVER AS DISADVANTAGE
Cover modifies AC and Dexterity Saving Throws.
Disadvantage modifies the d20 roll.
They are separate mechanics.
MISTAKE 10 — GIVING TOTAL COVER AN AC BONUS
Total Cover does not provide a numerical AC bonus.
Instead:
THE TARGET CAN'T BE TARGETED DIRECTLY
LESSON 21 — KEY TAKEAWAYS
RANGED ATTACKS
Include things such as:
-
firing bows
-
throwing weapons
-
ranged spell attacks
SINGLE RANGE
Beyond the listed range:
CAN'T ATTACK
NORMAL RANGE
Attack normally unless another modifier applies.
LONG RANGE
DISADVANTAGE
BEYOND LONG RANGE
CAN'T ATTACK
RANGED ATTACKS IN CLOSE COMBAT
Disadvantage if you are within 5 feet of an enemy who:
CAN SEE YOU
and:
ISN'T INCAPACITATED
HALF COVER
+2 AC
+2 DEXTERITY SAVING THROWS
THREE-QUARTERS COVER
+5 AC
+5 DEXTERITY SAVING THROWS
TOTAL COVER
CAN'T BE TARGETED DIRECTLY
COVER DOESN'T STACK
Use:
ONLY THE MOST PROTECTIVE DEGREE
NEXT LESSON
LESSON 22 — MELEE ATTACKS, UNARMED STRIKES, GRAPPLING, AND OPPORTUNITY ATTACKS
Now that you understand fighting at range, we move into:
CLOSE COMBAT
In Lesson 22, we will study:
-
melee attacks
-
reach
-
the normal 5-foot reach
-
weapons and monster natural attacks
-
Unarmed Strikes
-
damaging with an Unarmed Strike
-
Grappling
-
Grapple Saving Throw DCs
-
Shoving
-
pushing a creature
-
knocking a creature Prone
-
Size restrictions for Grapple and Shove
-
escaping a Grapple
-
Opportunity Attacks
-
what triggers them
-
when they occur
-
using your Reaction
-
Disengage
-
Teleportation and forced movement
-
why falling or being thrown past an enemy doesn't normally provoke one
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.