Ranged attacks are attacks made from a distance using weapons or objects that travel through the air. To make a ranged attack roll, you roll a d20 and add your Dexterity modifier (unless stated otherwise) plus your proficiency bonus if you are proficient with the weapon. If the total equals or exceeds the target’s Armour Class (AC), the attack hits. This system mirrors melee attacks, but positioning and distance play a much larger role.
Ranged weapons such as bows, crossbows, and firearms have two ranges: normal range and long range. Attacks made within normal range are rolled normally. Attacks made beyond that, up to the long range, are made with disadvantage. Attacks beyond long range automatically miss. Cover also matters heavily for ranged attacks; half cover, three-quarters cover, or full cover can increase a target’s effective AC or make them impossible to hit.
Throwing objects works similarly but depends on the item. Weapons with the thrown property (like javelins or daggers) use Strength or Dexterity depending on the weapon. Improvised thrown objects are up to the DM but usually have very limited range and lower damage. Throwing is flexible but less reliable than proper ranged weapons.
Ranged attacks are attacks made from a distance using weapons or objects that travel through the air. To make a ranged attack roll, you roll a d20 and add your Dexterity modifier (unless stated otherwise) plus your proficiency bonus if you are proficient with the weapon. If the total equals or exceeds the target’s Armour Class (AC), the attack hits. This system mirrors melee attacks, but positioning and distance play a much larger role.
Ranged weapons such as bows, crossbows, and firearms have two ranges: normal range and long range. Attacks made within normal range are rolled normally. Attacks made beyond that, up to the long range, are made with disadvantage. Attacks beyond long range automatically miss. Cover also matters heavily for ranged attacks; half cover, three-quarters cover, or full cover can increase a target’s effective AC or make them impossible to hit.
Throwing objects works similarly but depends on the item. Weapons with the thrown property (like javelins or daggers) use Strength or Dexterity depending on the weapon. Improvised thrown objects are up to the DM but usually have very limited range and lower damage. Throwing is flexible but less reliable than proper ranged weapons.