Secret Lesson 22

Melee Attacks, Unarmed Strikes, Grappling, and Opportunity Attacks

Ranged combat is about controlling distance.

Melee combat is about controlling:

REACH

POSITION

and:

MOVEMENT

A melee attacker usually fights close enough to strike with:

  • a handheld weapon

  • an Unarmed Strike

  • claws

  • teeth

  • another body part

  • certain spells

The SRD defines a melee attack as an attack against a target within your reach.

This lesson also introduces two extremely important forms of physical control:

GRAPPLING

and:

SHOVING

as well as one of the most important Reactions in combat:

THE OPPORTUNITY ATTACK


MELEE ATTACKS

A:

MELEE ATTACK

allows you to attack a target within your:

REACH

Typical melee attacks include:

  • sword attacks

  • axe attacks

  • club attacks

  • Unarmed Strikes

  • monster claw attacks

  • monster bite attacks

Some spells can also involve melee attacks.


NORMAL REACH

Unless another rule says otherwise:

YOUR REACH IS 5 FEET

 

That normally means a creature can make a melee attack against a target within:

5 FEET


EXAMPLE

You are standing:

5 feet from an enemy

Your reach:

5 feet

The enemy is:

WITHIN REACH

You can make an appropriate melee attack against it.


TARGET 10 FEET AWAY

Your reach:

5 feet

Target:

10 feet away

The target is:

OUTSIDE YOUR REACH

You can't hit it with that ordinary 5-foot melee attack.

You might need to:

  • move closer

  • use a weapon or feature with greater reach

  • choose another attack


SOME ATTACKS HAVE GREATER REACH

Certain creatures and attacks specify a reach greater than 5 feet.

For example, an attack might say:

Reach 10 ft.

In that case:

USE THE SPECIFIC 10-FOOT REACH

rather than the normal 5-foot rule.


REACH BELONGS TO THE PARTICULAR RULE

This distinction matters.

Your general reach may be:

5 feet

but a particular:

  • weapon

  • monster attack

  • feature

may provide a different reach.

Always read the attack being used.


UNARMED STRIKES

You do not need a weapon to make a melee attack.

Instead, you can use:

AN UNARMED STRIKE

The SRD describes examples such as:

  • punching

  • kicking

  • headbutting

  • similar forceful blows

An Unarmed Strike uses your body against a target within:

5 FEET

 


AN UNARMED STRIKE HAS THREE POSSIBLE EFFECTS

Whenever you use an Unarmed Strike, choose one of three options:

DAMAGE

GRAPPLE

or:

SHOVE

 

This is a major rule.

An Unarmed Strike is not simply:

“punch for damage.”

It can also be used to physically control an enemy.


OPTION 1 — DAMAGE

If you choose:

DAMAGE

make an:

ATTACK ROLL

Your Attack Roll bonus equals:

STRENGTH MODIFIER + PROFICIENCY BONUS

 


UNARMED DAMAGE

On a hit, the target takes:

1 + YOUR STRENGTH MODIFIER

in:

BLUDGEONING DAMAGE

 


EXAMPLE — UNARMED DAMAGE

Strength:

16

Strength Modifier:

+3

Proficiency Bonus:

+2

Attack bonus:

+5

You roll:

13

Attack total:

18

If that hits:

Damage:

1 + 3

=

4 BLUDGEONING DAMAGE


UNARMED STRIKES ARE PROFICIENT ATTACKS

Notice that the SRD directly gives the Attack Roll bonus as:

STRENGTH MODIFIER + PROFICIENCY BONUS

 

So the standard damaging Unarmed Strike includes your Proficiency Bonus.


OPTION 2 — GRAPPLE

Instead of dealing damage, you can use an Unarmed Strike to attempt to:

GRAPPLE

the target.

This is resolved differently.

You do:

NOT MAKE AN ATTACK ROLL

for this Grapple option.

Instead:

THE TARGET MAKES A SAVING THROW

 


GRAPPLE SAVING THROW

The target chooses between:

STRENGTH SAVING THROW

or:

DEXTERITY SAVING THROW

 

The defender chooses which of those two abilities to use.


GRAPPLE DC

The DC is:

8

+ YOUR STRENGTH MODIFIER

+ YOUR PROFICIENCY BONUS

 


EXAMPLE — GRAPPLE DC

Strength Modifier:

+4

Proficiency Bonus:

+3

Calculation:

8 + 4 + 3

=

DC 15

The target chooses either:

Strength Save

or:

Dexterity Save

and must reach:

15


SUCCESSFUL SAVE

If the target succeeds:

IT IS NOT GRAPPLED


FAILED SAVE

If the target fails:

IT GAINS THE GRAPPLED CONDITION

 


GRAPPLE SIZE LIMIT

You can use this Grapple option only if the target is:

NO MORE THAN ONE SIZE LARGER THAN YOU

 


MEDIUM CREATURE EXAMPLE

You are:

MEDIUM

You can potentially Grapple:

  • Tiny

  • Small

  • Medium

  • Large

But not normally:

  • Huge

  • Gargantuan

with this standard Unarmed Strike Grapple.


SMALL CREATURE EXAMPLE

You are:

SMALL

A Medium target is:

one Size larger

So it can be grappled.

A Large target is:

two Sizes larger

Therefore:

TOO LARGE

for the standard Grapple option.


YOU NEED A FREE HAND

The normal Unarmed Strike Grapple also requires:

A FREE HAND

to grab the target.


GRAPPLING AND HANDS

The broader Grappling rules reinforce this.

A creature normally needs:

ONE FREE HAND

to Grapple another creature.

But some monsters and special effects can Grapple using other body parts, such as:

  • a tentacle

  • a maw

  • another specified body part

 


ONE GRAPPLE PER GRAPPLING BODY PART

Whatever body part is being used to Grapple can normally hold:

ONE CREATURE AT A TIME

That same part cannot target another creature while maintaining the Grapple unless the Grapple ends.


EXAMPLE

You use your right hand to Grapple Enemy A.

That hand is now being used for that Grapple.

You cannot use the same hand to simultaneously Grapple Enemy B while continuing to hold Enemy A.


THE GRAPPLED CONDITION

A successfully grappled creature gains:

THE GRAPPLED CONDITION

This has three major effects:

SPEED 0

ATTACKS AFFECTED

MOVABLE

 


GRAPPLED — SPEED 0

A Grappled creature's Speed becomes:

0

and:

CAN'T INCREASE

 


EXAMPLE

Normal Speed:

30 feet

You become Grappled.

Speed:

0 FEET

A feature that would normally increase your Speed to 40 doesn't help while the condition says the Speed:

CAN'T INCREASE


GRAPPLED DOES NOT AUTOMATICALLY MEAN INCAPACITATED

The Grappled condition does not itself say:

  • you can't attack

  • you can't cast spells

  • you can't take Actions

  • you can't take Bonus Actions

Its major movement restriction is:

SPEED 0

Always use the actual condition rather than assuming “grappled” means completely helpless.


GRAPPLED — ATTACKS AFFECTED

While Grappled, you have:

DISADVANTAGE ON ATTACK ROLLS

against any target:

OTHER THAN THE GRAPPLER

 


EXAMPLE

Enemy A is Grappling you.

You attack:

Enemy A, the grappler

The Grappled condition does not impose this particular Disadvantage.

But you attack:

Enemy B

The Grappled condition imposes:

DISADVANTAGE

because Enemy B isn't your grappler.


THE GRAPPLER CAN MOVE YOU

A Grappled creature is:

MOVABLE

The grappler can:

  • drag

  • carry

the Grappled creature while moving.


MOVING A GRAPPLED TARGET COSTS EXTRA

Normally, while dragging or carrying the Grappled creature:

EVERY FOOT OF MOVEMENT COSTS 1 EXTRA FOOT

 

So physically moving:

5 feet

normally costs the grappler:

10 FEET OF MOVEMENT


EXCEPTION FOR SMALL TARGETS

The extra movement cost doesn't apply if the Grappled creature is:

TINY

or:

TWO OR MORE SIZES SMALLER THAN THE GRAPPLER

 


EXAMPLE — MEDIUM GRAPPLER AND MEDIUM TARGET

You are Medium.

Target is Medium.

You drag the target:

10 feet

Each foot costs one extra foot.

Movement spent:

20 FEET


EXAMPLE — HUGE GRAPPLER AND SMALL TARGET

Huge grappler.

Small target.

The target is at least two Sizes smaller.

The special extra movement cost does not apply under the Grappled condition's rule.


ESCAPING A GRAPPLE

A Grappled creature can attempt to end the condition.

It uses:

ITS ACTION

to make either:

STRENGTH (ATHLETICS)

or:

DEXTERITY (ACROBATICS)

against the Grapple's:

ESCAPE DC

 


ESCAPE DC

For a normal Unarmed Strike Grapple, the escape DC is the same formula used for the initial Grapple save:

8

+ GRAPPLER'S STRENGTH MODIFIER

+ GRAPPLER'S PROFICIENCY BONUS

 


IMPORTANT DIFFERENCE: INITIAL GRAPPLE VS. ESCAPE

When the Grapple is first attempted:

TARGET MAKES A STRENGTH OR DEXTERITY SAVING THROW

When trying to escape later:

TARGET MAKES STRENGTH (ATHLETICS) OR DEXTERITY (ACROBATICS)

These are:

NOT THE SAME TYPE OF D20 TEST

The first is a:

SAVING THROW

The escape attempt is an:

ABILITY CHECK

 


ESCAPE EXAMPLE

Grapple Escape DC:

15

The target chooses:

Dexterity (Acrobatics)

Roll:

12

Acrobatics modifier:

+4

Total:

16

Because:

16 ≥ 15

the Grappled condition ends.


OTHER WAYS A GRAPPLE ENDS

The condition also ends if:

THE GRAPPLER BECOMES INCAPACITATED

or:

THE DISTANCE BETWEEN THE GRAPPLER AND TARGET EXCEEDS THE GRAPPLE'S RANGE

 


THE GRAPPLER CAN RELEASE THE TARGET

The grappler can also simply release the target:

AT ANY TIME

and this requires:

NO ACTION

 


OPTION 3 — SHOVE

The third Unarmed Strike option is:

SHOVE

Again, this isn't resolved with an Attack Roll.

The target makes either:

STRENGTH SAVING THROW

or:

DEXTERITY SAVING THROW

The target chooses which one.


SHOVE DC

The DC is:

8

+ YOUR STRENGTH MODIFIER

+ YOUR PROFICIENCY BONUS

 

This is the same standard DC formula as Grapple.


FAILED SHOVE SAVE

If the target fails its save, you choose one of two effects:

PUSH THE TARGET 5 FEET AWAY

or:

GIVE THE TARGET THE PRONE CONDITION

 


SHOVE EXAMPLE — PUSH

Your Shove DC:

14

Enemy's Save total:

11

Enemy fails.

You choose:

PUSH 5 FEET AWAY


SHOVE EXAMPLE — PRONE

Same failed save.

Instead, you choose:

PRONE

The enemy remains in its space but gains the Prone condition.


SHOVE SIZE LIMIT

As with Grapple, the target must be:

NO MORE THAN ONE SIZE LARGER THAN YOU

 


SHOVE DOES NOT REQUIRE A FREE HAND

Notice an important difference in the SRD wording.

The Grapple option specifically requires:

A FREE HAND

The Shove option does not include that requirement.

An Unarmed Strike can represent:

  • a kick

  • shoulder check

  • headbutt

  • other physical force

so Shove does not necessarily require grabbing the target.


GRAPPLE VS. SHOVE

Option Resolution Result
Grapple Str or Dex Save Grappled condition
Shove Str or Dex Save Push 5 ft. or Prone
Damage Attack Roll 1 + Str mod Bludgeoning

All three are possible effects of an:

UNARMED STRIKE

 


IMPORTANT: GRAPPLE AND SHOVE DON'T USE ATTACK ROLLS

This means rules that specifically modify:

ATTACK ROLLS

do not automatically modify the target's saving throw against Grapple or Shove.

The system is:

DAMAGE

Attack Roll.

GRAPPLE

Saving Throw.

SHOVE

Saving Throw.

This distinction is essential.


PRONE AND MELEE COMBAT

A successful Shove can make a target Prone.

The Prone condition says:

THE PRONE CREATURE HAS DISADVANTAGE ON ITS ATTACK ROLLS

An Attack Roll against the Prone creature has:

ADVANTAGE IF THE ATTACKER IS WITHIN 5 FEET

Otherwise, the Attack Roll against the Prone creature has:

DISADVANTAGE

 


MELEE COMBO EXAMPLE

You Shove an enemy and make it:

PRONE

An ally standing within 5 feet attacks it.

That ally's Attack Roll has:

ADVANTAGE

because of the Prone condition.


GRAPPLE + PRONE

Grapple and Shove can also work together.

For example:

  1. Target becomes Grappled.

  2. Its Speed becomes 0.

  3. A successful Shove makes it Prone.

The Prone condition normally allows a creature to stand by spending half its Speed, but a Grappled creature has:

SPEED 0

and a Prone creature with Speed 0:

CAN'T RIGHT ITSELF

 

This makes Grapple plus Prone a powerful control combination.


OPPORTUNITY ATTACKS

Melee positioning also creates danger when enemies try to move away.

The game represents this with:

OPPORTUNITY ATTACKS

Combatants are assumed to be watching for enemies to expose themselves while moving past or away from them.


WHEN DOES AN OPPORTUNITY ATTACK TRIGGER?

You can make an Opportunity Attack when:

A CREATURE YOU CAN SEE LEAVES YOUR REACH

using:

  • its action

  • its Bonus Action

  • its Reaction

  • one of its speeds

 


YOU MUST SEE THE CREATURE

The triggering creature must be:

A CREATURE YOU CAN SEE

 

If you cannot see it, this standard Opportunity Attack trigger isn't satisfied.


THE TRIGGER IS LEAVING YOUR REACH

Suppose your normal reach is:

5 FEET

An enemy is currently 5 feet from you.

It moves to:

10 feet away

It is leaving your reach.

That can trigger an Opportunity Attack if the other requirements are satisfied.


MOVING WITHIN YOUR REACH DOESN'T TRIGGER IT

Suppose an enemy remains inside your 5-foot reach while repositioning.

It hasn't:

LEFT YOUR REACH

Therefore, ordinary movement within that reach doesn't trigger the standard Opportunity Attack merely because the creature moved.


GREATER REACH CHANGES THE BOUNDARY

If a particular relevant reach is greater than 5 feet, the creature must leave that reach before this trigger occurs.

For example:

Reach 10 feet

A target moves from:

5 feet → 10 feet

It is still within 10 feet.

No leaving-reach trigger yet.

If it then moves beyond that reach:

the trigger can occur.


AN OPPORTUNITY ATTACK USES YOUR REACTION

To make an Opportunity Attack:

SPEND YOUR REACTION

 

Remember:

once you use a Reaction, you normally cannot use another until:

THE START OF YOUR NEXT TURN

 


EXAMPLE

Enemy A leaves your reach.

You use:

YOUR REACTION

to make an Opportunity Attack.

Later in the same round, Enemy B also leaves your reach.

If your Reaction hasn't refreshed:

YOU CANNOT MAKE ANOTHER OPPORTUNITY ATTACK

unless a specific rule gives you another Reaction.


WHAT ATTACK CAN YOU MAKE?

An Opportunity Attack is:

ONE MELEE ATTACK

using:

A WEAPON

or:

AN UNARMED STRIKE

against the provoking creature.


WHEN DOES THE ATTACK HAPPEN?

The Opportunity Attack occurs:

IMMEDIATELY BEFORE THE CREATURE LEAVES YOUR REACH

 

This timing is very important.

The enemy hasn't left yet when the attack is resolved.


EXAMPLE

Enemy is:

5 feet away

It begins moving away.

Before it moves outside your reach:

OPPORTUNITY ATTACK

Then, if it is still able to continue moving after the attack:

its movement proceeds.


UNARMED STRIKE AS AN OPPORTUNITY ATTACK

The SRD explicitly allows an Opportunity Attack to use an:

UNARMED STRIKE

 

Since Unarmed Strike has the Damage, Grapple, and Shove options, its normal rules determine how that Unarmed Strike is resolved.

For example, a successful Grapple imposed before the target leaves can reduce its Speed to 0, potentially preventing movement that depends on its Speed.


HOW TO AVOID OPPORTUNITY ATTACKS

The most common method is:

DISENGAGE

If you take the Disengage action:

YOUR MOVEMENT DOESN'T PROVOKE OPPORTUNITY ATTACKS FOR THE REST OF THE CURRENT TURN

 


EXAMPLE

You are next to an enemy.

You want to retreat safely.

Take:

DISENGAGE

Then move away.

Your movement does not provoke Opportunity Attacks for the remainder of that turn under the Disengage rule.


TELEPORTATION DOES NOT PROVOKE

The combat rules explicitly state:

TELEPORTATION DOES NOT PROVOKE AN OPPORTUNITY ATTACK

 

The Teleportation glossary also confirms that teleportation never provokes Opportunity Attacks.


WHY?

Teleportation doesn't involve moving through the intervening space.

You:

DISAPPEAR

and:

REAPPEAR ELSEWHERE

instantly.


FORCED MOVEMENT DOESN'T NORMALLY PROVOKE

You also don't provoke an Opportunity Attack when you are moved without using:

  • your movement

  • your Action

  • your Bonus Action

  • your Reaction

 


EXAMPLE — EXPLOSION

An explosion throws you:

10 feet away

You didn't leave the enemy's reach using:

  • your Speed

  • your Action

  • your Bonus Action

  • your Reaction

Therefore:

NO OPPORTUNITY ATTACK

from that forced movement under the general rule.


EXAMPLE — FALLING

You fall past an enemy.

The SRD specifically gives this as an example of movement that doesn't provoke the standard Opportunity Attack.


BEING PUSHED

Suppose another effect:

PUSHES YOU

out of an enemy's reach.

If the movement doesn't use your:

  • movement

  • Action

  • Bonus Action

  • Reaction

then that forced movement does not provoke the standard Opportunity Attack.


BUT VOLUNTARY MOVEMENT CAN PROVOKE

Suppose you walk away using:

YOUR SPEED

You leave a visible enemy's reach.

That is exactly the kind of movement that can trigger:

AN OPPORTUNITY ATTACK

 


ACTION-BASED MOVEMENT CAN ALSO PROVOKE

The Rules Glossary is explicit that leaving reach can trigger an Opportunity Attack when the creature does so using:

  • its Action

  • Bonus Action

  • Reaction

  • one of its speeds

 

So movement granted by a special Action, Bonus Action, or Reaction isn't automatically safe merely because it isn't the creature's ordinary movement.


OPPORTUNITY ATTACK FLOW

When a creature moves away, ask:

1. CAN I SEE IT?

If no:

no standard Opportunity Attack.


2. IS IT LEAVING MY REACH?

If no:

no trigger.


3. HOW IS IT LEAVING?

Using:

  • Action?

  • Bonus Action?

  • Reaction?

  • one of its speeds?

If yes:

the trigger can apply.

If it is merely being forced away without using those things:

normally no trigger.


4. DO I HAVE MY REACTION?

If no:

you can't make the Opportunity Attack.


5. DO I WANT TO USE THE REACTION?

Opportunity Attacks aren't mandatory.

You decide whether to spend your Reaction.


6. MAKE ONE MELEE ATTACK

Use:

  • a weapon

  • or an Unarmed Strike

The attack resolves:

BEFORE THE CREATURE LEAVES YOUR REACH

 


COMPLETE MELEE EXAMPLE

Fighter:

Strength +3

Proficiency Bonus:

+2

Enemy:

5 feet away

The Fighter makes an Unarmed Strike and chooses:

DAMAGE

Attack bonus:

+5

Roll:

14

Total:

19

The attack hits.

Damage:

1 + 3 = 4 BLUDGEONING DAMAGE

 


COMPLETE GRAPPLE EXAMPLE

Fighter:

Strength +3

PB:

+2

Grapple DC:

8 + 3 + 2

=

DC 13

The enemy chooses:

DEXTERITY SAVE

Enemy total:

10

Failure.

Result:

GRAPPLED

Its Speed becomes:

0

 


ESCAPE EXAMPLE

On the enemy's turn, it uses:

ITS ACTION

and chooses:

Strength (Athletics)

against:

DC 13

Roll total:

15

Success.

The Grappled condition:

ENDS

 


COMPLETE SHOVE EXAMPLE

Your Shove DC:

13

Enemy chooses:

Strength Save

Result:

9

Failure.

You choose:

PRONE

Now Attack Rolls against it from attackers within 5 feet have:

ADVANTAGE

under the Prone condition.


COMPLETE OPPORTUNITY ATTACK EXAMPLE

Enemy begins:

5 feet away

It moves away using its Speed.

You:

  • can see it

  • have your Reaction

  • have 5-foot reach

As it attempts to leave:

OPPORTUNITY ATTACK TRIGGERS

You spend your Reaction.

You make:

ONE MELEE ATTACK

The attack occurs:

BEFORE IT LEAVES YOUR REACH

 


DISENGAGE EXAMPLE

Same situation.

But before moving, the enemy takes:

DISENGAGE

Then leaves your reach.

Its movement:

DOESN'T PROVOKE OPPORTUNITY ATTACKS FOR THAT TURN

 


FORCED MOVEMENT EXAMPLE

Enemy stands beside you.

Another creature pushes it:

10 feet away

The enemy isn't leaving using its own Speed, Action, Bonus Action, or Reaction.

Result:

NO STANDARD OPPORTUNITY ATTACK

 


COMMON BEGINNER MISTAKES

MISTAKE 1 — THINKING EVERY MELEE ATTACK HAS 5-FOOT REACH

5 feet is the default.

Specific attacks can have longer reach.


MISTAKE 2 — THINKING AN UNARMED STRIKE ONLY DEALS DAMAGE

It has three options:

DAMAGE

GRAPPLE

SHOVE

 


MISTAKE 3 — MAKING AN ATTACK ROLL TO GRAPPLE

The Unarmed Strike Grapple option forces:

A STRENGTH OR DEXTERITY SAVING THROW

It isn't resolved with a normal Attack Roll.


MISTAKE 4 — USING ATHLETICS TO RESIST THE INITIAL GRAPPLE

The initial Unarmed Strike Grapple uses:

A SAVING THROW

The target chooses:

Strength Save

or:

Dexterity Save

Athletics or Acrobatics are used for an escape attempt after the creature is already Grappled.


MISTAKE 5 — FORGETTING THE SIZE LIMIT

Grapple and Shove normally work only against a target no more than:

ONE SIZE LARGER

than you.


MISTAKE 6 — FORGETTING THE FREE-HAND REQUIREMENT FOR GRAPPLE

A standard Grapple requires:

A FREE HAND

unless a specific rule provides another grappling body part or method.


MISTAKE 7 — THINKING GRAPPLED MEANS YOU CAN'T ATTACK

Grappled mainly sets your Speed to 0 and gives Disadvantage on attacks against targets other than the grappler.

It doesn't itself remove your Action.


MISTAKE 8 — FORGETTING THAT ESCAPING COSTS AN ACTION

A Grappled creature normally uses:

ITS ACTION

to attempt the Athletics or Acrobatics escape check.


MISTAKE 9 — THINKING EVERY MOVEMENT TRIGGERS AN OPPORTUNITY ATTACK

The creature must:

LEAVE YOUR REACH

under the conditions specified by the rule.


MISTAKE 10 — MAKING AN OPPORTUNITY ATTACK AGAINST A CREATURE YOU CAN'T SEE

The standard trigger requires:

A CREATURE YOU CAN SEE

 


MISTAKE 11 — FORGETTING THAT AN OPPORTUNITY ATTACK COSTS YOUR REACTION

Once you spend the Reaction:

you normally don't have another until the start of your next turn.


MISTAKE 12 — THINKING DISENGAGE PREVENTS YOU FROM MOVING

Disengage doesn't stop movement.

It makes your movement stop provoking Opportunity Attacks for the rest of the turn.


MISTAKE 13 — MAKING OPPORTUNITY ATTACKS AGAINST TELEPORTATION

Teleportation:

NEVER PROVOKES OPPORTUNITY ATTACKS

 


MISTAKE 14 — MAKING OPPORTUNITY ATTACKS AGAINST ORDINARY FORCED MOVEMENT

Being hurled, pushed, or otherwise moved without using your movement, Action, Bonus Action, or Reaction doesn't trigger the standard Opportunity Attack.


LESSON 22 — KEY TAKEAWAYS

MELEE ATTACK

Attacks a target within:

YOUR REACH

Default reach:

5 FEET

 


UNARMED STRIKE

Can represent:

  • punch

  • kick

  • headbutt

  • similar forceful blow

and can be used to:

DAMAGE

GRAPPLE

SHOVE

 


UNARMED DAMAGE

Attack Roll:

STRENGTH MODIFIER + PROFICIENCY BONUS

Damage:

1 + STRENGTH MODIFIER BLUDGEONING


GRAPPLE

Target chooses:

STRENGTH SAVE

or:

DEXTERITY SAVE

against:

DC = 8 + STR MOD + PB

Failure:

GRAPPLED

Requires a free hand and normally works only if the target is no more than one Size larger.


GRAPPLED CONDITION

SPEED 0

Disadvantage on Attack Rolls against targets other than the grappler.

The grappler can drag or carry the target, normally at increased movement cost.


ESCAPING

Use an Action to make:

STRENGTH (ATHLETICS)

or:

DEXTERITY (ACROBATICS)

against the Escape DC.


SHOVE

Target chooses:

STRENGTH SAVE

or:

DEXTERITY SAVE

against:

8 + STR MOD + PB

Failure:

PUSH 5 FEET

or:

PRONE

 


OPPORTUNITY ATTACK

Triggered when a creature you can see leaves your reach using the methods specified by the rule.

Spend:

YOUR REACTION

to make:

ONE MELEE ATTACK

with a weapon or Unarmed Strike.

It occurs:

BEFORE THE CREATURE LEAVES YOUR REACH

 


DISENGAGE

Your movement doesn't provoke Opportunity Attacks for the rest of that turn.


TELEPORTATION

NEVER PROVOKES OPPORTUNITY ATTACKS

 


FORCED MOVEMENT

Normally doesn't provoke when you are moved without using your movement, Action, Bonus Action, or Reaction.


NEXT LESSON

LESSON 23 — MOUNTED COMBAT AND UNDERWATER COMBAT

Next, we take the combat rules into two unusual environments:

FIGHTING FROM A MOUNT

and:

FIGHTING UNDERWATER

In Lesson 23, we will study:

  • what creatures can serve as mounts

  • mount Size requirements

  • mounting and dismounting

  • movement cost to mount or dismount

  • controlled mounts

  • independent mounts

  • how a controlled mount's Initiative changes

  • the actions available to a controlled mount

  • falling from a mount

  • Dexterity Saving Throws to remain mounted

  • underwater melee attacks

  • which weapons avoid underwater melee Disadvantage

  • underwater ranged weapon attacks

  • normal and long range underwater

  • automatic misses underwater

  • Fire Resistance underwater


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.