## Does the War Caster feat grant ranged spell attacks in melee range without disadvantage?

An opportunity attack is described this way (PHB, p. 195):

You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature.

The last benefit of the War Caster feat says (PHB, p. 170):

• When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Without the Crossbow Expert feat, all ranged attacks (including ranged spell attacks) made when an enemy is adjacent suffer this penalty (PHB, p. 195):

You have disadvantage on a ranged attack roll if you are within 5 feet of a hostile creature that can see you and that isn’t incapacitated.

As an opportunity attack normally grants a melee attack, does it seem reasonable to assume that the target remains at melee range for the spell attack granted by War Caster? If so, does this require ranged spell attack rolls to be made with disadvantage?

The trigger for an OA is a creature moving “out of your reach”. This suggests to me that the creature is out of the 5′ disadvantage zone, but it seems like that would preclude making a melee spell attack.

Do characters with the War Caster feat get the best of both worlds: being allowed to make either a melee spell attack or a non-disadvantaged ranged spell attack?

## I use a SendMessage function for my melee attack, but it doesn’t work

I have a melee attack script that work like a charm for the other enemy. But for this one enemy, it doesn’t work. This is the script for the melee attack which utilises the SendMessage function. You can see that there is a Debug.Log statement whenever my player hits something. For the enemy that doesn’t work, when in game, the message is sent, but the effect doesn’t happen.Weirdly enough, the particles instantiate, but the enemy health doesn’t work. This is the melee attack script (only the SendMessage function)

``    private void CheckAttackHitBox()     {         Collider2D[] detectedObjects = Physics2D.OverlapCircleAll(attackHitBoxPos.position, attack1Radius, whatIsDamageable);          attackDetails[0] = attack1Damage;         attackDetails[1] = transform.position.x;          foreach (Collider2D collider in detectedObjects)         {             collider.transform.parent.SendMessage("Damage", attackDetails);             Debug.Log("MessageSent");         }     } ``

This is my enemy script that receives the message:

``private void Damage(float[] attackDetails)     {         currentHealth -= attackDetails[0];          Instantiate(hitParticle, transform.position, Quaternion.Euler(0.0f, 0.0f, Random.Range(0.0f, 360.0f)));          //the x position of the player is greater than the x position of the enemy         if (attackDetails[1] > transform.position.x)         {             damageDirection = -1;         }         else         {             damageDirection = 1;         }          if (currentHealth <= 0.0f)         {             Die();         }     } $$```$$ ``

## For a 1st level human warpriest, what is the point of using a melee weapon if I can cast Divine Lance cantrip spell?

I am trying to familiarize myself with Pathfinder 2e, which is also my first role-playing game in which I will be actively participating in live sessions. I am interested in creating a 1st level human Warpriest of Sarenrae, but I am having trouble figuring out the advantages and disadvantages of melee combat, since a cleric can provide assistance either through his weapon or through his divine magic.

Specifically, my deity’s favored weapon is the scimitar, which for my character deals a damage of 1d6+2 (my strength’s ability modifier). I have a +5 in a d20 roll for that weapon (my strength’s ability modifier plus “trained”).

On the other hand, I have also chosen Divine Lance as one of my cantrip spells, which is explained on page 331. Also, my Spell (Divine) DC is 17 (Wis +4, Prof +3):

Cast [two-actions] somatic, verbal

Range 30 feet Targets 1 creature

You unleash a beam of divine energy. Choose an alignment your deity has (chaotic, evil, good, or lawful). You can’t cast this spell if you don’t have a deity or if your deity is true neutral. Make a ranged spell attack roll against the target’s AC. On a hit, the target takes damage of the chosen alignment type equal to 1d4 + your spellcasting ability modifier (double damage on a critical hit). The spell gains the trait of the alignment you chose.

Heightened (+1) The damage increases by 1d4.

My question is, since I can cast that spell as many times as I want during a fight, why bothering using my scimitar? I imagine that being a Warpriest, using melee in combat would provide some advantage at least under certain circumstances, otherwise I see no point in selecting this particlar Doctrine instead of Cloistered. I would love to play a cleric of the kinds of Kyra but I am struggling to find a decent build suited for that role.

Perhaps it’s due to my total lack of any experience with RPGs that I am overthinking it too much. However, If someone could point me in the right direction I would highly appreciate it.

## Does Armor of Agathys work for melee spell attacks?

Armor of Agathys (PHB 215) states:

If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

Since it doesn’t specify that it has to be a weapon attack, does it also work for melee spell attacks?

Specifically, would it work against Spiritual Weapon (PHB 278)?

## Can a ranged weapons ever count as melee weapons?

In Pathfinder, is it possible to use a ranged weapon with feats and abilities like Diva Strike which normally require a melee weapon, if the weapon is fired at melee range? It’s fairly easy (albeit feat intensive) to make a ranged weapon threaten (Snap Shot) and not provoke attacks of opportunity for firing (Point Blank Master) or reloading (Deft Shootist, or use a bow), but qualifying for other abilities seems more difficult. I’m not talking about thrown weapons here, but projectile ranged weapons (preferably firearms).

Solutions from reputable third party sources and 3.5 are also acceptable.

## How do melee spell attacks interact with the Mobile feat? [duplicate]

The Mobile feat states that:

When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Does that include melee spell attacks like green-flame blade or even steel wind strike?

So let’s say you are surrounded by enemies and you cast steel wind strike and attack everyone around you. can you then safely walk out without provoking opportunity attacks?

## Do Steel Wind Strike’s melee spell attacks have advantage if the caster is under the effect of the Invisibility spell?

The Invisibility spell (PHB, p. 254) says:

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.

And the spell Steel Wind Strike (XGE, p. 166) says:

You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage.

If a spellcaster under the effect of an Invisibility spell casts Steel Wind Strike, would they have advantage on all five melee spell attacks, or only on the first one?

## Is a full melee combatant party for Rise of the Runelords viable?

So I’m a DM with a bit of previous experience who discovered the wonderful world of Pathfinder Adventure Guides, and decided to try my first campaign of those with the classic Rise of the Runelords to see how fun they can be.

I’ve gathered three players who made the following characters: A Magus of the Mindblade archetype, a Paladin, and a Valkyrie player (from a third party publishing, essentially a tier-3 full BAB combatant). They are all level 1, and about to start the Burnt Offerings adventure.

I want to give them the freedom of choice to play whatever characters they want to play, and I could allow them to recruit NPC from the or even add in a support NPC to make up a fourth party member and therefore give them whatever support they need, but reading some feedback from people who played the module got me worried.

Is the module forgiving enough for they to be able to clear it with this party make-up? Am I going to have to create a supporting NPC? If so, what sort of support would be best to be focused on to allow them to deal with the campaign on the long term?

## GURPS – How does melee combat work between fighters with different weapon ranges?

Let’s say in a classic fantasy medieval world there are two warriors fighting, one with a spear and the other with a sword or one with a halberd and the other using martial arts with bare hands.

I usually use simple rules for melee combats, ignoring the range of the weapons, but in some cases the difference between the range of the weapons is too big or the player wants to do some special move and asks to take that into account.

I’ve read the advanced combat system, but couldn’t understand exactly what is the rule for this. How can the warrior with the halberd attack the martial artist if he is in close range? And how can the warrior with the sword pass by the spear to get close to his enemy?

## Can you use darts as improvised “light melee weapons” to trigger Two-Weapon Fighting?

Can you take the Attack action and use darts as improvised “light melee weapons” to trigger Two-Weapon Fighting for the purpose of making two thrown attacks?

My financially challenged first level wizard chooses the attack action. He declares the darts to be improvised daggers so they are “treated as such”.

This declaration requires a ruling that a dart “is akin” to a dagger. This declaration; using the “as if it were that weapon” clause; changes them to “simple melee weapons” with 1d4 piercing damage, adds the “finesse”, “light” and “thrown” properties, and gives a range of 20/60.

Improvised Weapons PHB p.147. “In many cases, an improvised weapon is similar to an actual weapon and can be treated as such. For example, a table leg is akin to a club. At the DM’s option, a character proficient with a weapon can use a similar object as if it were that weapon and use his or her proficiency bonus.”

He holds them in each hand, this triggers a bonus action per Two-Weapon fighting. The thrown property permits me to thrown them in place of a melee attack. Negating the need for a melee attack.

Two-Weapon Fighting PHB p. 195 “When you take the Attack action and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

If either weapon has the thrown property, you can throw the weapon, instead of making a melee attack with it.

This resolves the thematic head scratching of why I can uses daggers to make two attacks, but not darts due to its placement on a weapon table. It also saves a poor 1st level wizard a few coins.

Is this interpretation correct RAW?