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:
-
Target becomes Grappled.
-
Its Speed becomes 0.
-
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.