Slightly Better Disarming (5e Variant Rule)

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Slightly Better Disarming[edit]

When you want to forcefully take an item from a creature that is not a full set of clothes or armor, you can use the Attack action to make a special melee attack, a disarm. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.

You may attempt to disarm a creature that is no more than one size larger than you within your reach. Make an improvised weapon attack using your Strength. If you are disarming the target of a weapon, the attack roll must be higher than 10 + any bonuses the attack roll would have. If you are disarming the target of an item that is not a weapon, the attack roll must be higher than the target's AC. On a success, you may choose to put the disarmed item in one of your open hands, if any, or throw it a number of feet up to five times your Strength modifier.

If the target is larger than you, or if the target is wielding the targeted item in at least one hand or the targeted weapon in at least two hands, you have disadvantage on the check. If the item is magical and the target is attuned to it, the target may add their proficiency bonus to the DC an additional time.

If you are using a weapon with the Finesse and Disarming properties, you may replace your Strength modifier with your Dexterity modifier for the disarm check in addition to the Disarming property's normal effects.

Why Should I Use This[edit]

While 5e does have an optional rule for disarming (DMG pg. 271), it leaves a lot to be desired. Contests are something that 5e typically doesn't do and can make the BBEG simply lose the Sword of Macguffin from an unlucky roll, instead of players feeling like they did something impressive. Attacking as normal makes other potentially interesting variant rules (such as the disarming property) somewhat lackluster. Even something innocuous like allowing both Athletics and Acrobatics simply steals something that could make a pure Strength build worthwhile.

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