Description
Try to push your target away. Your chances depend on your Athletics, and are higher if you're hidden or invisible.The shove distance depends on your Strength and the target's weight.
Properties
- Cost
Bonus Action
- Details
Range: 1.5 m / 5 ft
Pushes:
Overview[edit | edit source]
Shove is a basic, common action available to almost every humanoid. Because of falling damage and chasms, shoving can be an extremely potent action both when used by the party or against it. Shove has a dedicated keybind (V) with the keyboard and mouse interface. It can also be used from the ability bar like any other ability.
Using Shove shows a percentage chance preview and the trajectory and landing position of the object or character if the push is successful. Whether or not the shove is successful and the distance of the shove depend on a number of factors described below:
For a shove to be valid, the target creature must land in a position where it could normally stand, or in a dedicated chasm. Chasms can be identified by the "Chasm" tooltip which appears when hovering your cursor over them. Pushing a creature into a chasm instantly kills it, but the body and any loot it carries is (usually) lost forever.
Attempting to push a creature into an invalid location (for example, into a wall) shows a red shove preview. While the game does not prevent the player character from making an invalid shove, doing so will not move the target - even if the roll is successful.
Roll[edit | edit source]
When attempting to shove a non-allied creature, both the target and the shover make skill checks in a contested roll.
The shover makes a normal Athletics check against a DC determined by the target's passive skill using either Athletics or Acrobatics, whichever is higher.[1]
This passive skill is equal to 10 + skill bonus with Advantage on the relevant skill checks adding 5 and
Disadvantage subtracting 5.
For example, a barbarian at level 1, with 17 Strength, proficiency in Athletics, and currently has a passive Athletics skill of:
10 + 3 (STR modifier) + 2 (Proficiency) + 5 (Advantage on STR checks) = 20
If the shover's roll meets or exceeds the target's passive skill, the shove is successful. Shove attempts cannot critically fail, provided rolling a natural 1 would still beat the target's passive Acrobatics or Athletics skill. Both Advantage on shove's Athletics skill check.
Information on the contested skill check is not readily visible in-game since, in the combat log, the DC of a shove skill check is always erroneously shown as 0. The percentage chance preview before making a shove is accurate, however.
Shoving is one of the few cases where skill checks are made in combat. As a result, this is one of the few uses for the component of Disadvantage on skill checks of a specified ability. Hexing Strength greatly reduces the chance of an enemy successfully shoving you and makes it easier to shove high Strength enemies. Hexing Dexterity makes it significantly easier to shove high Dexterity enemies. Note that it is not possible to see an enemy's skill bonuses in the inspect window. Therefore, in absence of such information, it may be advisable to hex the higher of these two abilities.
When targeting an ally, Shove does not require a skill check and always succeeds, provided all other prerequisites for a successful shove are met. This behaviour was added in Patch 6; prior to this, shoving allies required passing a skill check.
Max weight[edit | edit source]
The weight of a target object and a creature's Strength score determine whether a shove attempt can be made in the first place. The requirement is:
.
Note that this is the full Strength score, not the Strength ability modifier that is usually used. The multiplier is 12 unmodified, but is increased to 28.2 for [2]
creatures, and decreased to 5.1 for creatures.Smaller characters like gnomes do not receive penalties to their maximum shove weights. The multiplier is adjusted specifically by the Enlarged/Reduced conditions and has nothing to do with creature size. Even functionally identical effects like or do not affect the maximum shove weight.
If the weight condition is not met, attempting to shove an object or creature displays a message "Too heavy to Shove."
Distance[edit | edit source]
The distance an object or creature is shoved depends on the Strength of the shover and weight of the shoved object. This distance is restricted to a minimum of 1 m / 3 ft and a maximum of 6 m / 20 ft.[3] Note, however, that the maximum shove distance assumes level terrain. When shoving an object off a ledge, it can go further than 6 m / 20 ft since it continues its parabolic trajectory as it falls.
Tactics[edit | edit source]
Shove is an excellent tool to exploit terrain and environmental hazards. When pushing enemies off ledges, they take damage according to the falling damage rules if falling at least 4 m / 13 ft. Additionally, if falling least 8 m / 27 ft, they are knocked with no saving throw. Pushing enemies into chasms is even more potent, but results in the loss of any loot they may carry.
Aside from the obvious use of pushing enemies to their deaths, Shove has a wide range of creative uses.
- Shoving can be used to avoid by pushing a threatening enemy out of range before retreating, and opponents of the party may use this tactic.
- It can be used to rouse a creature from or help them shake off the effects of certain spells like .
- Shoving (or even just attempting a shove) counts as an attack for the purposes of maintaining .
- Allies can be shoved out of range of dangerous effects. For example, a player character can shove an ally Meazel to break the effect. by a
Related features[edit | edit source]
- - A special shove-like action that additionally deals damage to the target.
Action and a
Bonus Action, it is not actually any stronger or more effective at shoving than the basic shove.
- Grants a special shove ability, . While this ability costs a full - falling damage through a shove, this feature adds bonus damage. - When inflicting
Related items[edit | edit source]
Bracing Band - Gain +1 AC for a turn after shoving an enemy. Also works when pushing an enemy any other way.
Corpsegrinder - The special weapon action uses normal shoving distance to determine the pushback.
Reaper's Embrace,
The Mighty Cloth,
Boots of Striding, and
Helldusk Boots can prevent you from being forcibly moved by Shove.