How Does Range Work in 5e? A Comprehensive Guide
Fast answer first. Then use the tabs or video for more detail.
- Watch the video explanation below for a faster overview.
- Game mechanics may change with updates or patches.
- Use this block to get the short answer without scrolling the whole page.
- Read the FAQ section if the article has one.
- Use the table of contents to jump straight to the detailed section you need.
- Watch the video first, then skim the article for specifics.
In Dungeons & Dragons 5th Edition (5e), range is a crucial factor in combat and exploration, dictating whether a character can successfully target an opponent or interact with an object from a distance. The range mechanic largely governs ranged attacks, but also impacts spells and certain special abilities. Essentially, it defines the distance at which an action can be taken, and it often comes with penalties beyond a specified threshold. Understanding how range works is vital for any player who wants to be effective in combat.
The concept is generally straightforward: most weapons and spells have a defined normal range and, in some cases, a long range. The normal range is the distance at which an attack or effect can be used without penalty. However, attempting to reach a target beyond this distance but within the long range often results in a disadvantage on the attack roll. Exceeding the long range typically means the attack or effect is impossible.
Here’s a breakdown:
- Normal Range: This is the ideal operating range for a weapon or spell. Attacks made within the normal range do not incur any distance-related penalties.
- Long Range: This is an extended range beyond the normal range. When targeting something within this range, the attacker usually has disadvantage on the attack roll.
- Beyond Long Range: Attacks aimed at targets outside the long range will almost always automatically fail.
Let’s look at a few practical examples:
- A shortbow might have a range listed as 80/320. This means you can shoot accurately (with no penalty) at targets within 80 feet. If you try to hit a target between 81 and 320 feet, you’d have disadvantage. Anything further than 320 feet is simply out of reach.
- A spell might have a range of 60 feet. This indicates it can only target something within that distance; there is no long range. Anything beyond 60 feet cannot be targeted by this spell.
The game utilizes the idea of squares on a grid where applicable, each normally representing 5 feet. Therefore, a range of 30 feet would translate to 6 squares on the grid.
Types of Ranges
Weapon Ranges
Weapons are the most common source of range mechanics. Most ranged weapons will be defined by two numbers: the normal range and the long range. For example, as previously noted, a shortbow has 80/320 range. Melee weapons typically do not have range, although some have the thrown property, which gives them a specific range. Melee weapons without the thrown property can be used as improvised weapons when thrown, typically with a range of 20/60 feet.
Spell Ranges
Spells can have a single, fixed range like 30 feet or 60 feet, or they may have more complex ranges involving multiple targets or areas of effect. Unlike weapons, most spells do not have both a normal and long range. The listed range of the spell is the maximum range at which it can be cast. There are, however, spells that create areas that might be beyond your direct casting range, or summon creatures that can move and attack beyond your range.
Other Factors Affecting Range
Several other factors can affect range in 5e:
- Cover: Being behind cover can impact your ability to be targeted or your ability to target others. Partial cover provides a bonus to AC, while total cover may render a target completely untargetable.
- Disadvantage at Close Range: Attempting a ranged attack while you are within 5 feet of a hostile creature that can see you and isn’t incapacitated imposes disadvantage on the attack roll.
- Line of Sight: You must have a clear line of sight to your target to make an attack. Walls, dense foliage, and other obstacles can all block your line of sight.
- Abilities and Feats: Some class abilities and feats can modify range or provide ways to ignore penalties at long range. For example, the Eldritch Spear invocation for Warlocks extends the range of Eldritch Blast, while the Spell Sniper feat doubles the range of spells.
- Terrain: Difficult terrain and other environmental factors can affect your movement, thus impacting range indirectly.
Frequently Asked Questions About Range in 5e
To further clarify the intricacies of range in 5e, let’s address some common questions:
What does range 20/60 mean?
A range of 20/60 means that you can attack normally at a target within 20 feet. If you target something between 21 and 60 feet away, you suffer disadvantage on the attack roll. You cannot target anything beyond 60 feet. This range is often associated with improvised weapons or thrown melee weapons.
What does 150/600 range mean?
A range of 150/600 indicates that your attacks are normal up to 150 feet. For targets between 151 and 600 feet, you have disadvantage. Attacks made beyond 600 feet are impossible. The longbow is a primary example of this type of range.
What happens if I attack beyond a weapon’s long range?
If you try to attack a target beyond the long range of your weapon, the attack automatically fails, regardless of your modifiers or dice rolls.
What is range disadvantage in 5e?
Range disadvantage refers to the penalty you receive when targeting something beyond the normal range, but within the long range, of a weapon or spell. It imposes disadvantage on your attack roll, meaning you roll the attack twice and take the lower result.
What is the 5 foot rule with range disadvantage?
When making a ranged attack, you have disadvantage if you are within 5 feet of an enemy that is not incapacitated and can see you. It doesn’t matter if the target you are attacking is beyond this 5-foot radius – it’s about the proximity to an enemy.
What are examples of spells with a single range?
Many spells have a single range, and do not use a normal range and long range mechanic. Examples include: Fire Bolt (120 feet), Cure Wounds (Touch), and Magic Missile (120 feet).
How does cover affect range?
Cover can block or reduce the effectiveness of ranged attacks. Half cover grants a +2 bonus to AC, three-quarters cover provides a +5 bonus, while full cover blocks line of sight and makes the target untargetable.
What is the longest range achievable in 5e?
The longest effective range possible is 1,200 feet. This can be achieved by a Warlock using the Eldritch Blast cantrip with the Eldritch Spear invocation (300 feet), combined with the Spell Sniper feat, which doubles spell range (to 600 feet). This range only applies when using Eldritch Blast
Can you use a melee weapon at range?
Melee weapons generally cannot be used at range, unless they have the thrown property. If you try to throw a melee weapon that does not have the thrown property, you use it as an improvised weapon with a 20/60 ft range and deal 1d4 damage.
How are range calculations done on a grid map?
On a battle map grid, each square is generally considered to be 5 feet. To calculate range, you simply count the number of squares between you and the target and multiply by 5.
Does difficult terrain affect range?
Difficult terrain does not directly affect range. It does, however, halve your movement speed, meaning you can move a shorter distance on your turn, which can indirectly impact range.
Does light affect range?
Light does not impact range itself, but can impact your ability to accurately see a target. A target in dim light or darkness might be harder to hit, depending on your species’ vision and other factors.
What is the range of a torch or candle?
A candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. A torch sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Light impacts vision, not range, however.
Do special abilities impact range?
Yes, many class abilities and feats can alter range. As mentioned, Eldritch Spear and Spell Sniper are two examples, but there are many others.
Can I go past level 20 to expand my range abilities?
While the game does not officially support going beyond level 20, DMs may implement their own rules for this. A list of Epic Boons can be found in the Dungeon Master’s Guide, which includes features like additional range for spells and attacks.
By thoroughly understanding the mechanics of range, players can strategically position their characters, choose appropriate actions, and maximize their effectiveness in combat encounters. It’s a simple yet fundamental aspect of 5e gameplay.