There are multiple ways of disarming enemies, but as far as I can tell RAW there's really not much benefit unless you immediately steal the dropped weapon.
Some of the ways I Thought of are: You provoke an attack of opportunity if you pick up a dropped weapon, you have to spend a bonus action to pick up a dropped weapon, you have to spend 5 feet of movement to pick up a dropped weapon. I would probably use some or all of those but I'm not sure how that would go.
What are your thoughts on the options that I said and what are other options that you can think of?
disarm with action free action: interact with object...as in kick the weapon into the lake/lava/ravine or whatever
The only problem with that is if you're in a building, or cave, it field, there won't necessarily be somewhere you can kick it too, and if you're sending in a decent distance than it might stop counting as a free action.
This is where you need an rogue arcane trickster to use Mage Hand with a bonus action to grab the weapon and move it away.
In a one-on-one duel, using an attack to disarm then getting an opportunity attack is a balanced trade. If the disarmed creature is surrounded, 8 opportunity attacks would make disarm overpowered.
kicking a weapon for 5ft is pointless if he can still just pick it up. might as well just step on the weapon and force the opponent to make a strength contested check to see if he could pick it up.
disarm with action free action: interact with object...as in kick the weapon into the lake/lava/ravine or whatever
The only problem with that is if you're in a building, or cave, it field, there won't necessarily be somewhere you can kick it too, and if you're sending in a decent distance than it might stop counting as a free action.
In a building you could kick it under a sofa or closet space or a bed. In a cave I'm sure there could be a ledge that is 10-15ft down here or there. Or some rock formations that are difficult to get between to grab the sword you kicked into it. If you kick it to far and make it count then it is even more of a tactical impact and deserves to be treated as such by turning it into a proper Action instead of Free Action.
So it all boils down to telling the DM what you intend to do. Then the DM can create those environments to aid the idea of the players. Its not like the DM describes every inch of every map. Players often ask what is around them, or come up with ideas, before the DM fills in those details of the environment.
if you only kick it 5ft away the opponent doesn't have to leave your range to pick it up again though. so you won't trigger AoO to begin with.
Damn grid shenanigans. If my opponent is only a few feet from me, and I kick a weapon that dropped at his feet 5 feet away in the opposite direction of me, there is no stretch of the imagination where he turned around, walked 5 feet, and bent over, and picked up his weapon without triggering an AoO.
I say you have to be in the same grid space to pick up an item until I see a rule that says otherwise (and maybe even after that as a house rule). If squares ar 5 feet across, and we can pick up objects in squares next to us, that makes our reach up to 9 feet long.
I think all three you mentioned are good, but I would change it to 10ft of movement, AoO only from the enemy that was disarmed but that enemy gets advantage, and keep it as a bonus action. Essentially, you are allowing the disarmer to enter the disarmee's square which is normally not possible in 5e. (Unless there is a 2 size difference) It should have a hefty cost not only because of that, but because it is potentially leaving the disarmed enemy at a big disadvantage for the rest of the fight. (If they have a backup dagger or sword though, that AoO is going to hurt a lot more than a 1hp punch.)
Alternative is still keep the movement and bonus cost, and instead of the AoO make it an opposing skill check, similar to grapple. DeX vs dex, or something like that. They are still attempting to enter and take the weapon, but they have to do it quickly and with skill/luck. Same for if they are trying to kick it away.
And as far as benefits to disarm, I've used it plenty of times as a way to reduce damage from AoO's with a battlemaster using disarming strike. Make them drop the weapon, and when they try to hit with an AoO they do it with a reduced to hit, and reduced damage if they connect.
Disarm with first attack, kick as a with free action (or bonus if the DM's a stickler) then second attack to grapple the enemy so they can't chase after their weapon.
There are multiple ways of disarming enemies, but as far as I can tell RAW there's really not much benefit unless you immediately steal the dropped weapon.
Some of the ways I Thought of are: You provoke an attack of opportunity if you pick up a dropped weapon, you have to spend a bonus action to pick up a dropped weapon, you have to spend 5 feet of movement to pick up a dropped weapon. I would probably use some or all of those but I'm not sure how that would go.
What are your thoughts on the options that I said and what are other options that you can think of?
disarm with action
free action: interact with object...as in kick the weapon into the lake/lava/ravine or whatever
The only problem with that is if you're in a building, or cave, it field, there won't necessarily be somewhere you can kick it too, and if you're sending in a decent distance than it might stop counting as a free action.
This is where you need an rogue arcane trickster to use Mage Hand with a bonus action to grab the weapon and move it away.
In a one-on-one duel, using an attack to disarm then getting an opportunity attack is a balanced trade. If the disarmed creature is surrounded, 8 opportunity attacks would make disarm overpowered.
Just kick the weapon 5 feet away from you causing the enemy to have to move away from you to pick it up.
kicking a weapon for 5ft is pointless if he can still just pick it up. might as well just step on the weapon and force the opponent to make a strength contested check to see if he could pick it up.
The point is to create an attack of opportunity, or more than one if there are allies around.
if you only kick it 5ft away the opponent doesn't have to leave your range to pick it up again though. so you won't trigger AoO to begin with.
In a building you could kick it under a sofa or closet space or a bed. In a cave I'm sure there could be a ledge that is 10-15ft down here or there. Or some rock formations that are difficult to get between to grab the sword you kicked into it. If you kick it to far and make it count then it is even more of a tactical impact and deserves to be treated as such by turning it into a proper Action instead of Free Action.
So it all boils down to telling the DM what you intend to do. Then the DM can create those environments to aid the idea of the players. Its not like the DM describes every inch of every map. Players often ask what is around them, or come up with ideas, before the DM fills in those details of the environment.
Damn grid shenanigans. If my opponent is only a few feet from me, and I kick a weapon that dropped at his feet 5 feet away in the opposite direction of me, there is no stretch of the imagination where he turned around, walked 5 feet, and bent over, and picked up his weapon without triggering an AoO.
I say you have to be in the same grid space to pick up an item until I see a rule that says otherwise (and maybe even after that as a house rule). If squares ar 5 feet across, and we can pick up objects in squares next to us, that makes our reach up to 9 feet long.
I think all three you mentioned are good, but I would change it to 10ft of movement, AoO only from the enemy that was disarmed but that enemy gets advantage, and keep it as a bonus action. Essentially, you are allowing the disarmer to enter the disarmee's square which is normally not possible in 5e. (Unless there is a 2 size difference) It should have a hefty cost not only because of that, but because it is potentially leaving the disarmed enemy at a big disadvantage for the rest of the fight. (If they have a backup dagger or sword though, that AoO is going to hurt a lot more than a 1hp punch.)
Alternative is still keep the movement and bonus cost, and instead of the AoO make it an opposing skill check, similar to grapple. DeX vs dex, or something like that. They are still attempting to enter and take the weapon, but they have to do it quickly and with skill/luck. Same for if they are trying to kick it away.
And as far as benefits to disarm, I've used it plenty of times as a way to reduce damage from AoO's with a battlemaster using disarming strike. Make them drop the weapon, and when they try to hit with an AoO they do it with a reduced to hit, and reduced damage if they connect.
Disarm with first attack, kick as a with free action (or bonus if the DM's a stickler) then second attack to grapple the enemy so they can't chase after their weapon.
if you have a magic user with "catapult," they could send it far away. make a good readied action.