Range & Reach

Core Rules v2 p. 10

Certain abilities, weapons, and spells have a specified Range or Reach, which determines who can be affected by it.

  • Reach. Reach 1 (within 1 space) is the assumed default for all abilities unless otherwise specified.
  • Range. If any enemy is adjacent to you, your Ranged attacks are made with disadvantage (Reach attacks are not so affected). You can roll with disadvantage to gain +2 Range on any Ranged attack (max +6 additional range; disadvantage 3).

Official Variants

1

Abstracted Distances

Variant

Core Rules v2 p. 54

Ignore the grid (occasionally, or all the time if you prefer) using 3 range bands instead (as always, the GM will judge unclear situations and which creatures are affected by abilities with an area of effect):

  • Close. Creatures are effectively considered adjacent or close enough to be affected by melee attacks or abilities up to Reach/Range 3 without moving;
  • Midrange. Creatures can be affected by thrown weapons and shorter range abilities (Reach/Range 4–6). Or you can move Close by moving once.
  • Far. Creatures can be affected by longer range spells, bows, etc. You can move Close by moving twice.

Related Rules

5
Measuring SpacesAdventuring / Movement, Range & Space
MovementAdventuring / Movement, Range & Space
Range and ReachMagic / Targets, Areas & Saves
Secret SpellsMagic / Casting Spells
SizeAdventuring / Movement, Range & Space