Showing0entries
Sorted A-Z
Combat

Attack Action

Make one or more weapon attacks ([[compendium:feat:Extra Attack]] at level 5+). Roll d20 + ability mod + proficiency vs. AC. Can grapple or shove in place of an attack.

Attack Action (Combat Action Detail)

The Attack action is the most common action in combat, allowing you to make weapon attacks against enemies.

Basic attack: Make one melee or ranged weapon attack. Roll d20 + ability modifier + proficiency bonus (if proficient with the weapon). Compare to the target's AC. If the total meets or exceeds the AC, the attack hits.

Damage: On a hit, roll the weapon's damage die + ability modifier. Melee weapons typically use Strength; ranged weapons use Dexterity. Finesse weapons allow you to choose.

Extra Attack: At level 5, many martial classes (Fighter, Paladin, Ranger, Barbarian, Monk) gain Extra Attack, allowing two attacks per Attack action. Fighters gain additional attacks at levels 11 (three) and 20 (four).

Splitting attacks: When you have Extra Attack, you can move between attacks and target different creatures. You don't have to commit all attacks to the same target.

Special attacks that replace an attack:

  • Grapple and Shove — replace one attack to attempt a grapple or shove
  • These use a contested check, not an attack roll

Ranged attacks in melee: Making a ranged attack while a hostile creature is within 5 feet imposes disadvantage. See Cover for line-of-sight modifiers.

Two-weapon fighting: After attacking with a light weapon, you can use your bonus action to attack with a second light weapon — see Two-Weapon Fighting for the full rules.

Unarmed strikes: A punch, kick, or headbutt deals 1 + Strength modifier bludgeoning damage. Monks use their Martial Arts die instead.

Critical hits: A natural 20 always hits and rolls extra damage dice — see Critical Hits.

Reactions outside your turn: Moving out of an enemy's reach can trigger an Opportunity Attacks from them.