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Attack Options

In addition to the normal roll to hit, and deal damage weapon attacks you can make when you take the attack action, there are other "attack options" that you can spend Your attack(s if you have multi attack) on.

Combo

Combo attacks are spectacular moments of synchronised combat virtuosity performed by player characters in combat, and each participant can alter or enhance it in a unique way.
Instigating a Combo Attack. A combo attack can be initiated whenever a player character makes an attack roll on their turn and does not have disadvantage on the attack roll. It must be announced before the die is rolled but after the attack is declared. The character who makes that attack is referred to as the instigator. If an instigator attempts to initiate a combo attack and nobody collaborates, a combo attack does not occur.

Collaborating on a Combo Attack. Other player characters who can see the instigator can each use their reaction to enhance the attack by performing a Combo action. A character who assists in this way is referred to as a collaborator. In the case of a combo attack with more than one collaborator, the collaborators take their reactions in initiative order. Once any collaborators have taken their reactions, the instigator makes their attack roll to finish the combo attack.

Combos and Advantage. Some Combo action choices (e.g., Unison Onslaught) allow the instigator to roll an extra d20 on its attack and choose the highest result. These stack with advantage. For example, a character that has advan- tage on an attack roll and has one collaborator use Unison Onslaught rolls 3d20 for their attack roll and uses the highest result.

See the Combo Attacks article for rules on contributing, options and limitations of combo attacks.

Disarming

To perform a disarm attack, A creature can use a weapon attack to knock a weapon or another item from a target's grasp. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check. If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender drops the item.

You cannot attempt a disarm attack against a weapon more that one size category larger than your own. The attacker gains disadvantage on their ability check if the target is wielding the weapon in two hands. If the weapons are different sizes, the creature with the larger weapon gains advantage for each size category larger than the opposing creature.

Disrupting

To perform a Disrupting attack, A creature can use a weapon attack to disrupt a target creature using a special movement such as Climbing, Flying, Gliding, or Riding a Mount. The attacker makes an attack roll contested by the target's Strength (Athletics) check or Dexterity (Acrobatics) check.

If the attacker wins the contest, the attack causes no damage or other ill effect, but the defender stops performing the special movement. If the creature was airborne, or the special movement was preventing them from falling, (such as using a climbing speed on a vertical cliff face) they begin falling. A Mounted creature that loses the d20 test is dismounted, and its mount continues for up to 20ft of its remaining movement in the direction it was traveling.

You cannot perform a Disrupting attack with a ranged or thrown weapon that is more than one size category smaller than the creature. If your are using a melee weapon, it must be at least the same size category as the target. If the creature is larger than the weapon, it gains advantage on its check. If the weapon is larger than the target, the attack roll gains advantage for each size category it is larger than the target. When using a ranged or thrown attack, it cannot be made against a target that is within your "long range" distance.

The DM decides if a disrupting attack will affect a creature, due to factors such as magical saddles, or special movement from a magical source.

Grapple

To perform a grapple attack, you must have an empty hand (or a weapon with the grappling property). You target a creature within your melee reach, and roll a Strength (Athletics) check against the target's opposed Strength (Athletics) or Dexterity (Acrobatics) check (their choice).

On success, the target gains the grappled condition, reducing the creatures speed to 0ft. If you move while grappling a creature, your speed is reduced to half. While you are grappling a creature this way, if you use the hand for another action, the grapple ends.

Escaping a Grapple. A grappled target can use its Action to attempt to break free of the grapple by making an opposed Strength (Athletics) check or Dexterity (Acrobatics) check (their choice) against the Grappler's Strength (Athletics) Check.

Moving a Grappled Creature. When you move, you can drag or carry the grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.

Dexterity Grapples. If you are hidden from the target, you can choose to replace your Strength (Athletics) check with a Dexterity (Acrobatics) check. In order to do so you must have proficiency in the Acrobatics skill.

You cannot attempt to grapple a creature more than one size category larger than yourself. If a creature is a size category larger than the other in the grapple, they gain advantage on their roll.

Incapacitate

To perform an Incapacitate Attack, a creature can attempt to subdue a grappled creature nonlethally. The target creature must have anatomy that you can understand(mostly humanoid, with some exceptions), must have the grappled condition, and cannot have more hit die than you pb. The attacker makes an opposed melee attack roll (Strength or Dexterity) vs the targets constitution saving throw. Once the target has failed a number of these imposed saves equal to their hd number, they are knocked unconscious and wake up in 1d4 hours. If the attacker exceeds the defenders save by 5 or higher, it counts as 2 failed saves.

Escaped grapples. If at any point the creature is no longer "grappled", their failed saves are "reset" and do not count against the next incapacite attacks.

This option is good for stealth missions, and low level npc's that you thematically shouldn't outright kill. It serves as a way to supplement nonlethal damage, as well as fulfilling the guard takedown fantasy.

Shoving

As a special melee attack, you can perform a Shove attack. The target of your shove must be no more than one size larger than you, and it must be within your reach. You make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.

Wind Strike

When you are wielding a weapon that is two or more size categories above your own, you can only attack by making a special melee attack known as a "Titanic Strike". To do so, you must replace one of your attack actions provided by the attack action (like you would any other special melee attack option) to "Wind a Strike". Doing so ends your turn.

See Titanic rules, for releasing the strike, maintaining concentration, and other related rules such as damage or modifications.

Contests in Combat
Battle often involves pitting your prowess against that of your foe.
Such a challenge is represented by a contest. This section includes
the most common contests that require an action in combat:
grappling and shoving a creature. The GM can use these contests
as models for improvising others.


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