5e Dmg Optional Disarm Rule

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It has been quite a while since I touched on non-crafting rules, but now that my artisan’s tools series is in the books I think it is time to switch things up a bit.

One problem I keep running into in my campaign is keeping melee players engaged. Spellcasters have a whole pleathora of ways to kill the pacing of the sessionenemies in front of them, but for the most part your rogues, warriors, and rangers are limited to stab and shoot. I tried to remedy this in my campaign by introducing equipment that focuses on special effects instead of simply dealing more damage, but players don’t always keep these items handy.

Recognizing the need for a more universal solution I decided to do what I do best, quickly introduce a large batch of new homebrew rules to the campaign and hope for the best.

Variety Is The Spice Of (Snuffing Out) Life

The mechanics I propose below aren’t meant to be especially powerful. Many of them involve a series of checks and trade-offs that will often result in standard attacks being the most effective course of action. However, my hope is that these options will occasionally give players a new way to handle tricky situations that lead to exciting and memorable moments.

Lastly these options are generally meant to be used by martially focused characters such fighters, rogues, monks, and rangers; however all character classes are able to attempt these techniques.

Power Strike

Action Type: Weapon attack
Range:
Melee or Ranged

You put more power into your attack. Before you make an attack with a melee or ranged weapon, you can choose to take a -5 penalty to your attack roll. If the attack hits, you add +5 to the attack’s damage.

Characters with the Great Weapon Master or Sharpshooter feat have their attack roll penalty reduced to -3 when using weapons impacted by their respective feats.

Behind The Screen: Power Strike

My main concern with including this technique was stepping on the toes of the Great Weapon Master and Sharpshooter feats. I was less worried about Sharpshooter since the ability to shoot through up to 3/4 cover alone makes that feat worth the price of admission, but Great Weapon Master really leans on the ability to deal crushing blows.

The way I worked around this was to simply introduce a clause for those two feats stating that selecting those feats reduces the power strike penalty. Furthermore, I tweaked the hit penalty so the feat enhanced power strike would have a 1.66 damage/penalty ratio, which is less than the standard damage/penalty ratio of 2.00. This way both options remain viable depending on the situation.

Staggering Strike

Action Type: Weapon attack
Range:
Melee or Ranged

You try to disrupt the movement of your target while attacking. Before you make an attack with a melee or ranged weapon, you can choose to take a -3 penalty to your attack roll. If the attack hits the target must roll a DC 12 strength savings throw, on failure they are staggered and their movement speed is reduced by 10 until the end of their next turn. If your target’s maximum movement speed is reduced to 0 as the result of a staggering strike then they are knocked prone. Once a creature is knocked prone their movement is restored.

Enemies who cannot be knocked prone are unaffected by staggering strikes.

Behind The Screen: Staggering Strike

The technique actually went through a couple of iterations. It went from knocking the target prone, to halving movement on hit, until finally the combo platter of a flat movement decrease combined with a potential knockdown. I felt that the first two iteration were a bit too powerful, especially the knockdown variant which really stepped on the shoes of the Battle Master Fighter’s trip attack. In the end I think this is a fairly compelling combat option in the right situation, but I might end up tweaking the penalty up a bit if it is used too often.

Tackle

Action Type: Action
Range:
Melee Only

You can attempt to knock over and grapple your opponent in one powerful motion. After moving at least half of your standard maximum movement in a straight line towards your target you can attempt to tackle your target by rolling an unarmed attack roll.

If the attack hits you then try to knock the target over with your body by making a tackle check, a Strength(Athletics) check contested by the target’s Strength(Athletics) or Dexterity(Acrobatics) check(the target chooses the ability to use). If the target is the same size as you, they have disadvantage when rolling a strength or dexterity check. Creatures one size larger have a standard Strength check, and creatures one size smaller have a standard Dexterity check. You cannot tackle a creature that is two size classes bigger or smaller than you. If you succeed your tackle check then both you and your target are knocked prone, and your target is subjected to the grappled condition.

When you attempt to tackle, your target is able to use their reaction to perform an attack of opportunity on you. The attack of opportunity is assessed before the tackle attack hits.

Characters with the Grappler feat roll their tackle checks with advantage.

Characters with the Tavern Brawler feat are able to tackle as a bonus action.

Behind The Screen: Tackling

This is actually the first new attack variant I wrote. I was always really frustrated by the fact that there was no clean way to use what is probably the most commonly used take down technique in the real world. You COULD do a shove/grapple, but that never made sense to me because in reality even an unskilled person can throw their weight at something and successfully tackle it fairly reliably.

My main concern with codifying this was to make sure it wasn’t too powerful. I addressed this by requiring a hit check, an ability check, and subjecting the tackler to an Attack of Opportunity. Even with these in place I still believe tackling is an attractive choice in many situations, but it comes with the trade-off of a reasonable chance to fail, and a good chance to feel some pain as a result of it.

Throw

Action Type: Action
Range:
Melee Only

You can attempt to throw a target. If the target creature is one or more size classes smaller you can throw the creature after grappling them with one hand. Creatures of the same size require you to grapple a target with both hands before a throw can be attempted. A throw requires you to make a Strength(Athletics) check contested by your target’s Strength(Athletics) or Dexterity(Acrobatics) check. If you succeed you throw the creature in a direction of your choosing. You cannot throw a creature of a larger size class.

You can throw a same-sized create up to ([Strength Modifier x 5] – 10) feet. This means that you need a minimum strength score of 16 to toss a same-sized creature 5 feet. When throwing a smaller creature your Strength Modifier is multiplied by two for every step down in size class.

Example 1: An Orc with 19 strength is throwing a half-ling. He can throw the half-ling up to ([2(Size Difference)x4(STR Mod)x5] – 10) = 30 feet.

Example 2: An Ogre with 19 strength is throwing a half-ling. He can throw the half-ling up to ([3(Size Difference)x4(STR Mod)x5] – 10) = 60 feet.

The thrown creature is treated as an improvised weapon that deals 1d6 per 10 feet thrown(rounded down) bludgeoning damage, to a maximum of 20d6, to both the thrown creature and the creature that is hit. Creatures hit by a thrown creature at least one size class smaller have resistance to the attack.

Characters with the Grappler feat have advantage on their throw check.

Behind The Screen: Throw

I actually had a pretty hard time with this one. The act of throwing a creature is already a fairly complicated affair, and is made even more complicated if the creature is unwilling. The relationship between the size and strength of the thrower and the throwee nearly resulted in me creating a throw table, but I ended up backing away from that approach.

Instead I opted for a formula that takes the Strength and Difference in Size into account. Using this video of the Guinness World Records furthest throw of a person as a rough benchmark for a person with 20 strength(the person was thrown 5.4 meters or 17.71 feet) I created the formula to throw a same sized creature.

Once the formula was established I was actually pretty happy to see that most other examples seemed to pass the eye test. From there I added the addendum that a creature only needed to use one hand to throw a creature of a smaller size class, and the rules were complete!

I especially like these rules because the double grapple requirement makes this an attractive choice for unarmed fighters, and introduces a solid set of tradeoffs for weapon specialists.

Lastly if a character is subjected to a condition that would allow a smaller creature to throw a larger one(maybe magically augmented strength), then simply set the throwing creatures “effective throwing size” to an appropriately larger size class while the creature is affected by the condition.

Subdue

Action Type: Action
Range:
Melee Only

You attempt to choke out a creature. If you are able to grapple a target with both hands, meaning you succeed two consecutive grapple checks without the opponent breaking your grapple, you are in a hold and able to attempt to Subdue your target. Subduing your target requires you to make a subdue check, a Strength(Atheletics) or Dexterity(Sleight of Hand) check(you choose the ability to use) contested by your target’s Strength(Athletics) or Dexterity(Acrobatics) check(your target chooses the ability to use). If you succeed the target is knocked unconscious for 1d4 turns. A subdued target immediately becomes conscious if they take any damage or receive any healing.

A subdued target suffers one unit of exhaustion, up to a maximum of one level of exhaustion.

Characters with the Grappler feat have advantage on their subdue check.

Behind The Screen: Subdue

I always thought that it was kind of weird that there was no way to “sleeper hold” somebody in D&D. Given that knocking someone out with a sleeper hold usually only takes about 5-10 seconds, balancing this skill was a little tricky.

I originally thought about messing around with a “temporary damage” system, but ended up going with an approach that turned this into a sleep spell of sorts. I had concerns that being able to knock out a target could be a bit overpowered, but putting the ability behind 3 consecutive contests turns it into a fairly niche ability.

Overkill and Flourish

Action Type: Action
Range:
Melee Only

5e Dmg Optional Disarm Rule

You can attempt to brutally strike down your opponent out of hopes of weakening the resolve of nearby enemies. When you attempt to overkill a target you impose a -5 penalty to your attack roll, but if you land a killing blow on your target all enemies nearby take notice of your brutal attack. After your target is killed you attempt to unnerve nearby enemies by making a flourish check, a Charisma(Intimidate) check contested by the target’s Wisdom(Insight) check. If you succeed, the subject becomes frightened of you until the end of your next turn.

Overkill is an action with a single weapon attack. Any characters with the “Extra Attack” ability that want to use Overkill forfeit their extra attacks for that turn.

When you attempt to overkill, your target is able to use their reaction to perform an attack of opportunity on you. The attack of opportunity is assessed before your attack hits.

Behind The Screen: Overkill and Flourish

Older DMs often encourage newer DMs to have their player “describe how they kill the creature” when a killing blow is landed. I agree that this is a great way to get a player involved in the game, but one of my concerns is that the descriptions start to lose their effect as they are repeated over time.

My solution was to create an attack type that made these stylized kills more difficult, but mechanically relevant. I think the hit penalty and attack of opportunity mechanic creates a great balance between risk and reward. This new balance makes flourishes more rare, but much more impactful in-game and out.

Final Thoughts

I believe that including these additional rules in your game will not only help get the martial characters at your table more involved, but will also help the DM spice up creature combat. For example an encounter with a Giant Ape goes from a tank and spank encounter to one where the ape is tossing around party members like rag-dolls, scattering them around the field.

As always the DM has final say regarding what the final rule set is, but I think you would be doing everyone a favor if you you pushed for a more robust set of martial actions.

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Ever been exploring a dungeon only to be stopped by a locked door? Spot a tripwire along the floor of a dungeon only to be stumped about how to disarm it? Stuck in a jail cell for crimes you may have committed? In 5e, thieves’ tools are what you’re after—but how do you use them, and what else can they be used for?

Thieves’ tools are a small set of tools that any character in D&D can acquire and become proficient in (requiring 2000 hours or 250 days of training from a teacher, 1gp per day). They are primarily used for picking locks, arming/disarming/making traps, and each tool can be used creatively.

Want to know just how to get the most out of them? Let’s dive in.

What are Thieves’ Tools?

5e Dmg Optional Disarm Rule

In the Player’s Handbook (PHB) (pg 154), they cost 25gp, weigh 1lb, and include the following:

  • A small file
  • A set of lock picks
  • A small mirror mounted on a metal handle
  • A set of narrow-bladed scissors
  • A pair of pliers

Proficiency in thieves’ tools lets you add your proficiency bonus to any ability checks to disarm traps or open doors.

This appears to be straight-forward enough. Any character can buy and use thieves’ tools, and anyone proficient in them can add that bonus to the check, right? Well, maybe.

Earlier in the same chapter in the PHB (pg 152), there is a list of adventuring gear, including locks and manacles. In these items’ descriptions, it is specified that a creature proficient with thieves’ tools can pick the locks with a successful Dexterity check—the implication is you only need the proficiency, not the tools themselves.

Furthermore, the Dungeon Master’s Guide (DMG) (pg 103) dictates that you must have thieves’ tools and proficiency in their use to pick a locked door.

What Can You Do If You Lack Proficiency?

Can you still attempt to use them if you’re unskilled? And if so, what benefit would that give?

I have never picked a lock before. However, I have attempted to emulate the action heroes I’ve seen in movies by sticking some metal in a lock and moving it around some. Surprise: I didn’t get far.

5e Dmg Optional Disarm Rule

As it turns out, picking a lock is not just sticking a piece of wire into a lock and fiddling around with it—you have to know what you’re doing, which is what proficiency represents in D&D.

Therefore, I would suggest ruling that one must be proficient in thieves’ tools to pick a lock.

I would not, however, suggest ruling the same for disarming traps. Most traps that are detailed in the DMG, the PHB, and Xanathar’s Guide to Everything(XGE) are simple setups that, if discovered, are obvious in how they work.

If the trap is complicated, a successful Intelligence (Investigation) check might be necessary, but you could get creative by using proficiency in a Tinker’s Tools or a relevant background to give advantage.

5e Dmg Optional Disarm Rule

Therefore, if a character successfully discovers the trap, they should be able to disarm it using thieves’ tools without needing proficiency in them. If the creature does not have thieves’ tools, they can make the check with disadvantage using any edged weapon or tool.

Ultimately, this is a decision for your Dungeon Master (DM) to make. Ask them how they would decide these situations so that you know what to expect.

Proficiency with Thieves’ Tools

Proficiency with thieves’ tools can be gained in several ways. Keep in mind that thieves’ tools do not count as a type of artisan’s tools, as is the requirement for some class proficiencies. These classes, backgrounds, and other modes can get you proficiency:

  • Artificer class
  • Rogue class (Expertise gives double proficiency bonus)
  • Criminal background
  • Urchin background
  • Urban Bounty Hunter background (Sword Coast Adventurer’s Guide)
  • Skilled feat
  • Training (PHB 187)

Using the customizable origin rules found in Tasha’s Cauldron of Everything (TCE)(pg 7-8), you can swap out certain proficiencies if they are a result of your race or subrace.

Thieves’ tools can be gained by swapping out proficiency with armor, a martial weapon, or a different tool. Tools, in this case, include anything in the table found on page 154 of the PHB.

To gain proficiency through training, you must have a willing teacher and spend 250 days, 8 hours a day (2000 hours in total) to train under them, and the standard rate is 1gp per day. Your DM may decide to tweak that up or down, depending on circumstances.

I allow teammates to teach each other their tool proficiencies during downtime, but every DM is different.

Expanded Usefulness

Rules

XGE gives additional benefits to being proficient in thieves’ tools. They are:

  • History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
  • Investigation and Perception: You gain additional insight when looking for traps because you have learned a variety of common signs that betray their presence.
  • Set a trap: Just as you can disable traps, you can set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else’s attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.

The first two abilities don’t specify how that extra insight benefits you. Your DM might rule that it means you have advantage on your checks to search for traps. As for setting and creating traps, the ruling is somewhat vague. Your DM can decide which ability score is relevant, though Dexterity seems the most relevant.

What Else Can I Use Thieves’ Tools For?

While thieves’ tools are primarily used for picking locks and disarming traps, there are other potential uses for them.

The File

The file included is small, so it might not be able to take down large objects, but consider using it to file through ropes, cut a piece of chain jewelry off someone, give someone a manicure, or mess up fine machinery. Sometimes it’s a matter of small force applied to a weak spot.

It could be used to weaken objects so that they are liable to break under pressure, such as a shoe’s heel, a chair’s leg, a chain – though these would all require time and might be better served if you had a saw. Still, it might be harder to detect these interventions.

The Mirror

The mirror could be used to fight a medusa, reflect light into someone’s eyes or at a vampire, signal at a distance (maybe with Morse code), and perform a bit of dentistry.

I recommend using it to help with stealth by examining under doors, through cracks, over walls, or around corners. Just think of all the uses if you have spells that allow you to target a spot “you can see within range.” One of my favorites is Create Bonfire to trigger a scene of pure confusion.

The Scissors

The scissors could be used to cut pieces of cloth, escape from being garroted, trim cuticles and nose hairs, or stab someone’s eye. Given their size, these are much more likely to be secreted on your person than daggers or other weapons should you run into trouble.

The Pliers

The pliers could be used for many means of unsavory things to a captured enemy, removing a gemstone from its place, bending wire, and even cracking nuts. If you specify at the start that they’re needle-nose pliers with wire-cutting function, then I’m sure you could find even more uses for them.

5e Dmg Optional Disarm Rules

Extra uses of these tools are only limited by your creativity, but it’s only possible when you remember the specific tools included in the toolset.

Summary

Thieves’ tools are one of the most used tools in the game, and while they can be bought and sold by anyone, your DM might rule that you need to be proficient with them in order to use them.

  • Proficiency with thieves’ tools is needed for lockpicking but not for disarming traps (but this is just my opinion, not Rules-as-Written (RAW)).
  • Proficiency with thieves’ tools can be acquired through multiple classes, backgrounds, a feat, and the customizable origin in Tasha’s Cauldron of Everything (pg 7-8).
  • Proficiency can also be gained by finding a willing teacher and spending 8 hours a day for 250 days (or 2000 hours broken up) for 1gp per day. I recommend letting teammates tutor each other, but bear in mind that they cannot share training for the same hours in parallel.
  • You gain additional insight in looking for traps and knowing about them, as well as creating them with materials on-hand during a short rest. You can set them the same as you would do anything else outside of combat. In-combat, I suppose you could arm/set one as an action.
  • Since thieves’ tools are a set of specific tools, you can use the individual tools to accomplish other tasks. They are particularly good for hiding on your person if your weapons are taken away from you, looking/casting spells around corners, and making mischief.
Optional

Overall, the main takeaway is that you can use the components of the kit as independent items, that you can gain some insight into things related to locks and traps, but also that you can make and set up traps yourself.

Now get out there and make some mischief!

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