J-H
2021-09-28, 03:25 PM
This topic was inspired by some of the other threads. Using only base class features and feats, no spells, what options does a Fighter, Rogue, Barbarian, etc. have that impact or crowd control enemies other than attacking?
Shove - costs 1 attack from Attack action
Opposed Athletics check vs defender's Acrobatics/Athletics (defender's choice) to render enemy prone, or push them 5' into environmental hazards. Enemy must be within 1 size category.
Alternate path: Can Shove as a BA with Shield Master feat.
Disarm - costs 1 attack from Attack action, DMG 271
Optional rule
Opposed Athletics check vs defender's Acrobatics/Athletics (defender's choice). If successful, enemy drops the item. Attacker has disadvantage to disarm a 2-handed grip. Defender has advantage if bigger, or disadvantage if smaller.
Note: Free object interaction can be used to kick weapon away, or possibly pick it up.
Grapple - costs 1 attack from Attack action. Must have one hand empty.
Opposed Athletics check vs defender's Acrobatics/Athletics (defender's choice). If successful, target is grappled. Enemy must be no more than 1 size larger.
Grappler can move Grapplee.
Target's speed is 0. If it's a flier, it probably falls.
It costs the enemy's entire action to escape. It costs them 1 attack to try to counter-grapple.
There are no advantages/disadvantages to attacking a grappled target or having them attack you, unless specified in creature entry (ie constrictor snake).
Grappler feat means you have advantage on attack rolls against a target you are grappling.
Climb onto Bigger Creature
Optional rule
Size difference of 2 or greater (typically). Athletics or Acrobatics check to climb on, opposed by target's Acrobatics check. The climber is now clinging to the target's body (probably takes 1 hand like a grapple). It has advantage on attack rolls vs. target, and moves with the target. To dislodge the creature (knock off, grab & throw, scrape against a wall) with an Athletics check opposed by the rider's Athletics or Acrobatics check.
Mark
Optional rule
Free action. Until the end of the attacker's next turn, OAs against marked targets have advantage, and doesn't expend the attacker's reaction. Still only one OA per turn.
Shove Aside
Optional rule
As Shove, but the attacker has disadvantage on the Athletics check, and can shove the target to the side instead of directly away.
Feats:
Charger: If you dash, you get to make one attack, potentially with +5 to damage or a 10' shove.
Crusher: 5' push, no save, if target is no more than 1 size larger, on hit. Crits give advantage on attacks against the enemy.
Grappler: You can restrain a grappled enemy, but you are also restrained. Meh.
Mobile: Enemies you attack can't make OAs on you.
Poisoner: Apply poison as a bonus action. Can create a DC 14 poison that does 2d8 damage and inflicts poisoned status for 1 round.
PAM: Enemies entering range provoke OAs.
Sentinel: Reaction attack against enemies in range attacking someone else. Enemies leaving your threatened area cause OAs. OAs reduce target speed to 0.
Shield Master: Shove as a bonus action.
Skill Expert: Gain Expertise in a skill (relevant for Athletics)
Slasher: Once/turn, reduce a target's speed by 10'. On crit, target has disadvantage on attack rolls for a round.
Tavern Brawler: Enter grapple as a BA with unarmed strike.
Telekinetic: Bonus action shove at range.
Shove - costs 1 attack from Attack action
Opposed Athletics check vs defender's Acrobatics/Athletics (defender's choice) to render enemy prone, or push them 5' into environmental hazards. Enemy must be within 1 size category.
Alternate path: Can Shove as a BA with Shield Master feat.
Disarm - costs 1 attack from Attack action, DMG 271
Optional rule
Opposed Athletics check vs defender's Acrobatics/Athletics (defender's choice). If successful, enemy drops the item. Attacker has disadvantage to disarm a 2-handed grip. Defender has advantage if bigger, or disadvantage if smaller.
Note: Free object interaction can be used to kick weapon away, or possibly pick it up.
Grapple - costs 1 attack from Attack action. Must have one hand empty.
Opposed Athletics check vs defender's Acrobatics/Athletics (defender's choice). If successful, target is grappled. Enemy must be no more than 1 size larger.
Grappler can move Grapplee.
Target's speed is 0. If it's a flier, it probably falls.
It costs the enemy's entire action to escape. It costs them 1 attack to try to counter-grapple.
There are no advantages/disadvantages to attacking a grappled target or having them attack you, unless specified in creature entry (ie constrictor snake).
Grappler feat means you have advantage on attack rolls against a target you are grappling.
Climb onto Bigger Creature
Optional rule
Size difference of 2 or greater (typically). Athletics or Acrobatics check to climb on, opposed by target's Acrobatics check. The climber is now clinging to the target's body (probably takes 1 hand like a grapple). It has advantage on attack rolls vs. target, and moves with the target. To dislodge the creature (knock off, grab & throw, scrape against a wall) with an Athletics check opposed by the rider's Athletics or Acrobatics check.
Mark
Optional rule
Free action. Until the end of the attacker's next turn, OAs against marked targets have advantage, and doesn't expend the attacker's reaction. Still only one OA per turn.
Shove Aside
Optional rule
As Shove, but the attacker has disadvantage on the Athletics check, and can shove the target to the side instead of directly away.
Feats:
Charger: If you dash, you get to make one attack, potentially with +5 to damage or a 10' shove.
Crusher: 5' push, no save, if target is no more than 1 size larger, on hit. Crits give advantage on attacks against the enemy.
Grappler: You can restrain a grappled enemy, but you are also restrained. Meh.
Mobile: Enemies you attack can't make OAs on you.
Poisoner: Apply poison as a bonus action. Can create a DC 14 poison that does 2d8 damage and inflicts poisoned status for 1 round.
PAM: Enemies entering range provoke OAs.
Sentinel: Reaction attack against enemies in range attacking someone else. Enemies leaving your threatened area cause OAs. OAs reduce target speed to 0.
Shield Master: Shove as a bonus action.
Skill Expert: Gain Expertise in a skill (relevant for Athletics)
Slasher: Once/turn, reduce a target's speed by 10'. On crit, target has disadvantage on attack rolls for a round.
Tavern Brawler: Enter grapple as a BA with unarmed strike.
Telekinetic: Bonus action shove at range.