Flanking

OPTIONAL RULE: FLANKING (Page 251 DMG)
If you regularly use miniatures, flanking gives
combatants a simple way to gain advantage on attack
rolls against a common enemy.
A creature can’t flank an enemy that it can’t see. A
creature also can’t flank while it is incapacitated. A
Large or larger creature is flanking as long as at least
one Square or hex of its space qualifies for flanking.
Flanking on Squares. When a creature and at
least one of its allies are adjacent to an enemy and on
opposite sides or corners of the enemy’s space, they
flank that enemy, and each of them has advantage on
melee attack rolls against that enemy.
When in doubt about whether two creatures flank
an enemy on a grid, trace an imaginary line between
the centers of the creatures’ spaces. If the line passes
through opposite sides or corners of the enemy’s space,
the enemy is flanked.
Flanking on Hexes. When a creature and at least one
of its allies are adjacent to an enemy and on opposite
sides of the enemy’s space, they flank that enemy, and
each of them has advantage on attack rolls against
that enemy. On hexes, count around the enemy from
one creature to its ally. Against a Medium or smaller
creature, the allies flank if there are 2 hexes between
them. Against a Large creature, the allies flank if there
are 4 hexes between them. Against a Huge creature,
they must have 5 hexes between them. Against a
Gargantuan creature, they must have at least 6 hexes
between them.

Flanking

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