Disarm and Equip. 5ft. Bonus Action & Cantrip
Choose 1 targeted Armament on another creature. Attempt to disarm this target of something they have equipped.
Roll up to 4 checks(your choice): Apply 1 choice after rolling at least once. (You may roll up to 5 times, choosing the best 4.)
- Roll 4 of 4 successful: Dexterity or Strength checks to disarm the creature, they then drop their targeted armament, you equip their item for a temporary attack using the attack of the item. (This is a reaction).
- Roll 3 of 4 successful: Dexterity or Strength checks to disarm the creature, they then drop their targeted armament.
- Roll 2 of 4 successful: Dexterity or Strength or Wisdom checks to disarm the creature, they can roll a single reciprocal check to not drop their targeted armament.
- Roll 1 of 4 successful: Constitution or Intellect or Wisdom or Charisma check, the creature misses their next attack.
DM Counter : Disarm and Equip.
(DM may apply one of these based on the player's check rolls )
- Rolled 4 of 4 unsuccessful: Dexterity or Strength checks now disarm the player, they then drop a targeted armament, the enemy makes an attack against you.
- Rolled 3 of 4 unsuccessful: Dexterity or Strength checks now disarm the player, they then drop a targeted armament.
- Rolled 2 of 4 unsuccessful: Dexterity or Strength or Wisdom checks now disarm the player, they can roll a single reciprocal check to not drop a targeted armament.
- Rolled 1 of 4 unsuccessful: Constitution or Intellect or Wisdom or Charisma check, the player misses their next attack.
Any unsuccessful rolls are considered unsuccessful, any successful rolls are considered successful towards these counters.
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