Disarm

4th Edition does not have a rule for Disarm, so here is a house rule based on one I found online.

Disarming an enemy unwilling to part with their weapon in combat is a dicey proposition and very difficult to accomplish.

When you attempt to disarm, you grant combat advantage to all enemies until the end of your next turn. This is because you must be very focused on the weapon and your attempt to dislodge it.

For the same reason, attempting to do so provokes an attack of opportunity from the person you are trying to disarm.

If the target is:
  • Prone
  • Granting Combat Advantage to you (dazed, flanked, blinded, etc)
  • Bloodied
  • Grabbed by you

Then the attempt is Str/Dex – 5 versus Fort/Reflex whichever is higher in both cases.

Otherwise, the attempt is made at -10.

If you succeed, the weapon lands in a square adjacent to the target or occupied by the target—the target’s choice.

If you succeed by more than 5, you choose the square (must still be adjacent to the target).

If you succeed by more than 10, you can flip the weapon up to Str/Dex modifier squares away.

If the weapon lands in your square, Athletics or Acrobatics check to catch the weapon.

You can automatically disarm a helpless/unconscious/dying creature with a standard action if you are adjacent or occupy the same square as the creature.

TODO:
  • Add a Feat called Improved Disarm to give you a +5 to disarm attempts
  • Somehow work Acrobatics/Athletics in more. Perhaps the person being disarmed can make an acrobatics check to reclaim their weapon.
  • Consider only granting CA and AOPs if you fail

Disarm

Gray Vale chubinator