Opportunity Attacks in D&D 5e (Explained): When They Trigger and How to Avoid Them

Opportunity attacks are the etiquette of melee range written into rules: if you turn your shoulder and leave without disengaging, the monster gets a swing on your way out, one melee attack, usually, powered by the defender’s reaction. New players take lethal hits they didn’t “earn” because movement looked harmless on a grid.

Read this once, then teach it to your table, reactions are explained more broadly in how reactions work, and the whole combat loop in how combat works.


What provokes (the rule you’ll cite)

You can make an opportunity attack when a hostile creature you can see moves out of your reach, using movement, an action, or a reaction that actually moves them.

You use your reaction for the attack. The attack is one melee weapon attack, not a whole Attack action unless a feature says otherwise.


What usually doesn’t provoke

These are the exits players forget are safe by default:

If your build relies on repositioning allies, read the spell/feature, good team tools often move creatures without making them spend movement to leave reach.


How you leave without paying the tab

Tactical pair-read: Dodge, Dash, Disengage.


Reach, size, and grid psychology

Opportunity attacks care about reach, not vibes. A polearm threatens farther; some monsters reach 10. Mentally trace the hex/square edge where “out of reach” happens before you move.


Conditions that change whether you can leave

If your speed is 0 (grappled usually), you may not move out at all until you fix the condition, different problem than an opportunity attack.

Useful reads:


One-paragraph version

Leaving reach with visible hostile movement provokes Disengage, teleport, or forced movement rules say otherwise. It costs the reaction of the defender. Learn that sentence and you’ll stop feeding free damage to monsters.

Team tool: Help sets up a kill; Disengage saves the wizard, different jobs, same fight.

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