Grappling and Shoving in D&D 5e (Explained): Contests, Prone Combos, and Tactics

Not every problem is a fireball problem. Some problems are “this jerk tries to run to the archers every round.” Grappling and shoving are the Attack action’s special melee maneuvers that trade a hit’s damage for a contest that can delete an enemy’s plans, or set your party up for advantage like you planned it.

Condition references if you need the exact words: grappled and prone.


The setup: these cost an attack, not “a free bonus”

When you take the Attack action, one attack in that action can be a special melee attack to grapple or shove instead of a normal weapon strike (unless features change this pattern).

Grapple requirements (baseline):

Shove uses the same size constraint.


Grappling (the contest)

You attempt to grab; resolve with a contest:

You win → the target has the grappled condition (speed becomes 0).

Escape later uses similar contests or breaking the grapple per rules if you’re moved away.


Shoving (the contest + the payoff)

Same contest structure. If you win, choose one:

Shove does not automatically grapple, that’s a separate special attack.


The classic duo: grapple + prone (meat grinder etiquette)

The “meme combo” is legal because of movement math:

  1. Grapple (speed → 0).
  2. Shove prone (still in reach, still contesting safely if your DM enforces repeatability).

Prone usually means melee attacks have advantage against them; ranged attacks from nearby often suffer disadvantage, signal your archer to back up or accept the trade.

Standing from prone costs half speed. With speed 0 from grappled, they can’t pay that movement to stand, so they’re stuck prone until something breaks the grapple or speed lock.


When not to pick a fight with physics


Opportunity attacks punish runners. You already have that lever: opportunity attacks. Help makes the advantage spikes reliable: Help.

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