Disarm
- 1 Minor Action
- Attack, Maneuver
You attempt to interfere with your target’s control over a weapon or other item they are holding, ideally ripping it out of their grasp. Choose a creature within your melee Reach and an item they are holding or wielding as your targets.
Make a Melee Weapon Attack against your target’s Reflex DC.
If you are Unarmed or wielding a Cestus, you can use an Athletics Attack instead of a Weapon Attack.
You take a -4 Penalty to your attack roll for every size category your target’s size exceeds yours, and gain a +4 Bonus to your attack roll for every size category your size exceeds your target’s.
- Critical Hit: The target drops the item you targeted on the ground in their space. This cannot happen if the item is tied, strapped, or otherwise sturdily affixed to the target’s hand or arm, such as is the case with many Heavy Shields and Tower Shields.
- Hit: All saving throws made against attacks with the weapon or Implement you targeted with this ability gain a +2 Bonus and they cannot use it to Parry until the start of your next turn. If you targeted a Shield, all attacks against the target gain a +2 Bonus until the start of your next turn. All attempts to Disarm the item you targeted gain a +2 Bonus until the start of your next turn; this Bonus stacks if multiple Disarm attempts are made against the same target & item. The target can end this effect prematurely by using 1 Minor Action on their turn to strengthen their grip on the item.
- Critical Miss: If you made the Disarm check with a melee weapon, you take a -2 Penalty to all attack rolls and checks with the weapon you attempted to perform the Disarm attack with as well as to saving throws against Disarm attempts targeted at it, and cannot use it to Parry until the end of your next turn. You can end this effect prematurely by using 1 Minor Action to strengthen your grip on the weapon. If you made the Disarm check with an Unarmed Strike, your target can use their Reaction to make a melee weapon Strike against you, and you take a -2 Penalty to your saving throw against the next melee weapon Strike the target makes against you before the start of your next turn.