Prone Condition 5e
A prone creature's only movement option is to crawl. Melee attacks against it have advantage, but ranged attacks have disadvantage.
Effect
- A prone creature's only movement option is to crawl (1 ft costs 2 ft of movement).
- The creature has disadvantage on attack rolls.
- An attack roll against the creature has advantage if the attacker is within 5 feet. Otherwise, the attack roll has disadvantage.
Standing Up
Standing up costs movement equal to half your speed. You can't stand up if you don't have enough movement left. You can also drop prone for free on your turn (no movement cost).
Key Interactions
- Grapple + Prone is the classic combo: the creature can't stand because standing requires speed, and grappled sets speed to 0.
- Prone is a disadvantage for ranged attackers — dropping prone against archers is a valid tactic.
- Flying creatures that are knocked prone fall (unless they can hover).
- The Shove action can knock a creature prone (Athletics vs. Athletics/Acrobatics).
Common Mistakes
Common Mistake
Giving melee advantage at all ranges — only within 5 feet. Ranged attacks have disadvantage against prone
Common Mistake
Forgetting that standing up costs half your speed, not half your movement remaining
Common Mistake
Not knocking flying creatures out of the sky when they're knocked prone
DM Tips
DM Tip
Prone is a great tactical condition — reward players who use the terrain and shove action
DM Tip
Flying enemies are especially vulnerable to effects that knock them prone