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:

  1. you are within 5 feet of an enemy

  2. that enemy can see you

  3. 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:

  1. Roll 2d20.

  2. Use the lower.

  3. Add your attack modifier.

  4. 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.