Alternate Disarms in D&D5
The Melee Academy series from Thursday got me thinking of alternate mechanics for disarms in D&D. The existing one is straightforward and usable. Roll a melee attack, opposed by your foe’s Strength (Athletics) or Dexterity (Acrobatics).
But neither of those two really speak well to a disarm. If anything, a Saving Throw is almost more appropriate, but this seems like the sort of thing that should have its basis in combat skills.
In any case: the existing rule is not horribly broken, but I thought of another way to attack it.
To Disarm using a weapon:
Make a melee attack on your foe’s weapon. The hit number is 10 + DEX bonus (you get full DEX bonus even if wearing heavy armor here) + Weapon Proficiency. If you succeed, you have either struck your foe’s weapon sharply, or used your technique to bind and strip your opponent’s weapon from his grasp.
If you hit, you and your opponent both roll damage for your respective weapons (including STR or DEX, if appropriate – DEX requires a Finesse weapon). If the attacker’s damage exceeds the defender’s damage, a disarm occurs. Ties go to the defender.
If you have multiple attacks, you may certainly attempt multiple disarms against one or more weapons.
Special considerations
- Treat a shortbow as 1d4, and a longbow as 1d6 for the purposes of resisting armed disarming attempts. You may not use a bow to attempt a disarm without an appropriate Feat.
- Versatile weapons can use two hands to make or resist a disarm (so a longsword can roll 1d10) if a free hand is available.
- Extra hands beyond two add +1 to the disarming “damage” roll to either resist or disarm if they can be placed on the weapon
- If you miss on the attack roll when making an unarmed disarm against a weapon, your foe may make an Attack of Opporunity against your full AC including the effects of armor. In essence, he’s defending against your attack by striking your limb.
- Treat a shortbow as 1d4, and a longbow as 1d6 for the purposes of resisting armed disarming attempts. You may not use a bow to attempt a disarm without an appropriate Feat.
- Versatile weapons can use two hands to make or resist a disarm (so a longsword can roll 1d10) if a free hand is available.
- Extra hands beyond two add +1 to the disarming “damage” roll to either resist or disarm if they can be placed on the weapon
- Double damage on a successful hit
- Expanded critical hit range (that might be weak sauce unless it’s very expanded)
- Allows -5 to hit, but +10 damage for the purposes of a disarm if you attack with Strength Athletics)
Doesn't that create a situation where Disarm becomes more and more effective between same level opponents as levels rise? What I mean is that high level characters have better chances of disarming each other than low level characters. It also seems overly effective for low level characters vs high level characters. A variation I've seen is to require a saving throw to avoid being disarmed. So for your system, it would go attack roll followed by saving throw, possibly modified by circumstances (weapon size, relative Strength.)
Do they? The attack is 1d20 + STR/DEX + Proficiency. The target is 10+STR/DEX+Proficiency. Equal level and equal stat bonus foes will basically be rolling 1d20 vs 10 to hit, and then a contest of damage in order to actually do it. That means a disarm, all things being equal and independent of level, is a 1 in 4 proposition. The contest of damage is effectively the saving throw.