Grappling and Shoving in D&D 5e (Explained): Contests, Prone Combos, and Tactics
1 April 2026
Grappling and shoving are the “fighter’s spellbook.” They’re low-magic control tools that can lock enemies down, protect allies, and set up advantage for the party.
Related condition pages:
Grappling (quick rules)
A grapple is usually resolved as a contest:
- Your Strength (Athletics)
- vs the target’s Strength (Athletics) or Dexterity (Acrobatics)
If you succeed, the target becomes grappled (speed 0).
Shoving (quick rules)
A shove is usually the same style of contest.
On success you choose:
- Push the target 5 feet away, or
- Knock the target prone
The classic combo: grapple + prone
This is why these maneuvers matter:
- Grapple the enemy (speed 0).
- Shove them prone.
Now they’re prone and can’t stand up (standing costs movement; movement is 0). Your melee allies get advantage while ranged attackers should reposition.
When to use it
Use grapples/shoves when:
- You want to protect a squishy ally
- You want to stop a runner
- You want advantage for the party
Avoid it when:
- The enemy is huge/strong and your odds are poor
- Your team needs ranged accuracy more than melee advantage
Recommended gear
Helpful table basics. Some links may be affiliate links (we may earn a commission at no extra cost to you). See our Affiliate Disclosure.
- Dice set (7-piece polyhedral) — Fast rolling, less sharing, fewer pauses.
- DM screen — Quick rules reference and cleaner pacing.
- Battle mat / grid map — Movement and AoE become instantly clear.