Conflicts - Hand-to-Hand Combat

## Introduction to Hand-to-Hand Combat

Hand-to-Hand Combat is a staple part of Story telling, representing the most intimate and direct form of combat Characters can engage with.

Below we expand upon the rules presented in the *Combat Conflicts* ruleset to show how Characters may use hand-to-hand combat to *Grapple, Shove,* *Disarm* or *Silence* *Characters*. See the *Combat Conflicts* section for the full rules of *Combat*.

## Unarmed Strikes

All *Characters* are able to make an *Unarmed Strike* as an *Attack* and are considered *Proficient* in those *Attacks*.

The D*amage die* of an *Unarmed Strike* is a d4, the *Ability Modifier* for the *Attack* and *Damage rolls* is the *Character's Strength Modifier*, and it's *Reach* for most *Characters* is 5ft. *Unarmed Strikes* count as *Weapon Attacks* and *Melee Weapon Attacks* for the purposes of rules which affect those *Attacks*, despite there being no "weapon" as such involved in the *Attack*.

An *Unarmed Strike* can be made with a fist, limb, head knee etc, consequently it can be used even when a *Character* is holding objects in both hands.

Whenever a Character may use an Unarmed Strike, they may instead choose to attempt to *Grapple,* *Shove* or Disarm a *Character.* For the full rules on on *Grappling*, *Shoving* and *Disarming*, see *Hand-to-Hand Combat*.

## Grappling

Whenever a *Character* may use an *Unarmed Strike*, they may instead choose to attempt to *Grapple* a *Character* within the *Reach* of that *Unarmed Strike* (usually 5ft). They must have a hand free with which to initiate the *Grapple*. If a *Character* is holding a *Two-Handed Weapon*, they may hold this in one hand while they initiate the *Grapple* with the other hand.

When using a *Grapple*, the *Target* of the *Grapple* must make a *Strength or Dexterity Saving Throw* against a *DC* determined by the Grappler's *Strength Modifier:*

Grapple Saving Throw DC = 8 + Strength Ability Modifier of the Grappler + Proficiency Bonus of the *Grappler*

A *Target* which is two *Size Categories* larger than the *Grappler* automatically succeeds on this *Saving Throw (see Size Categories).*

If the *Target* Fails the *Strength Saving Throw*, they are considered *Grappled* and *Taunted* by the Grappler (see the Grappled and Taunted Conditions). Additionally they are pulled to a position within 5ft of the *Grappler*.

Among other benefits, a *Grappled* *Target* cannot use it's *Movement Speed* until the *Grappled Condition* ends.

Additionally, the *Taunted Condition* will cause the *Grappled Target* to have *Disadvantage* on *Attack Rolls against* *Characters* other than the *Grappler*, unless those *Characters* are also *Taunting* them (For example, they are also *Grappling* the *Target*).

### Moving a Grappled Target

A *Grappler* may move while *Grappling* a *Target*.

The *Grappler's* movement costs one additional foot of movement for each foot of movement they spend moving themselves and a Grappled Target, unless the *Target* being *Grappled* is two size categories or more smaller than the *Grappler.* In such cases the *Grappler* may move both themselves and the *Target* with no additional cost to their movement.

A *Grappler* may also spend their movement to rotate the *Grappled* *Target* to another position within 5ft of them (i.e the *Target* moves on the battlemap, but the *Grappler* does not). This rotation costs two feet of the *Grappler's* movement for each foot the *Target* is moved. If the Grappler is two or more *Size Categories* larger than the target, it costs them one foot of movement for each foot of movement the *Grappled Target* is moved.

A *Grappler* does not expend additional movement if they are only moving themselves, and not the *Grappled* *Target*.

### Ending the Grappled Condition

The *Grapple* ends if the *Grappled* *Target* uses an Action or expends a use of an Unarmed Strike to make a *Strength* or *Dexterity*(Athletics) Check, or a *Strength* or *Dexterity Saving Throw* (their choice) against the *Grappler's* Strength Saving Throw DC. If the *Grappled Target* succeeds on the *Check*, they are no longer Grappled.

Alternatively, **another** Character may use an Action or expends a use of an Unarmed Strike to break the Grapple by making a *Strength(Athletics) Check* against the Grappler's Strength Saving Throw DC. If this Check succeeds, the *Target* is no longer *Grappled* by the first *Target* and is instead *Grappled* by the new *Grappler*.

The *Grapple* also ends automatically if an effect would move a *Character* out of the *Reach* of the *Unarmed Strike* of the *Grappler*.

Using this fact, a *Grappled Character* may also attempt to a *Shove* a *Grappler* to forcibly break the *Grapple.* If a Character succeeds in Shoving the Grappler, the Grapple ends. (see Shoving).

Alternatively, another *Character* may attempt to *Shove* either the *Grappler* or the Grappled Target to likewise break the *Grapple.* In such cases it is always the *Grappler* who must make a Saving Throw against the Shove, and not the *Grappled* *Target,* even if the *Grappled Target* is the *Character* being *Shoved*.

Finally, a *Character* can choose to end a *Grapple* at any time. This does not take a *Reaction*.

### Allowing Allies to Grapple Each Other

A *Character* may choose to fail a *Saving Throw* against a *Grapple.* For example, if a Character wished to *Grapple* an ally to move them out of harms way during their Turn, the ally may choose to allow the *Grapple* to succeed. Note that *Forced Movement* does not provoke an Attack of Opportunity (see Forced Movement and Opportunity Attacks). *Grapples* or *Shoves* from friendly *Characters* cost either an *Action* or an use of an *Unarmed Strike.*

### Multiple Grapplers and Restraining a Target

If multiple *Characters* *Grapple* a single *Target*, it is possible for them to *Restrain* it.

If two *Characters* *Grapple* a *Target* which is either the same size category as them, or one size category Smaller, then the *Target* suffers from the *Restrained* Condition while both of the *Grapples* are in effect.

A *Character* may end this *Restrained* effect by ending the *Grapple* of one of the *Characters* Grappling them.

One of the *Grapplers* may move all the the *Characters* involved in the *Grapple*, provided the other *Grapplers* are willing. This movement costs 1 additional foot of movement for each *Character* involved in the *Grapple*. For Example, if two *Characters* have *Restrained* a third *Character*, then one of the *Grapplers* could expend 30ft of movement to move all *three* Characters by 10ft.

A *Grappler* cannot rotate two other *Characters* involved in the *Grapple*, but they may expend movement as normal to change their position with respect to the other *Characters* (i.e. they can use their movement freely to rotate around the *Grappled* *Target*)

### Huge Sized Grapplers

If a *Target* is grappled by a *Character* which is two size categories larger than them or more, they are *Restrained* while the Grapple is in effect.

### Grappling Multiple Targets

A Single Character may attempt to Grapple as many Characters as they have hands free with which to do so (usually no more than two).

When moving multiple Grappled Characters, multiply the additional movement spent to move them by the number of Character's grappled (e.g. moving two grappled Character's will cost an additional two feet for each foot of movement, or if rotating two targets around their position, the grappler would spend 4ft for each foot they are both moved.).

A Grappler may Grapple up to two Characters which are of their size category. (e.g. a Medium sized Character can grapple up to two Medium Size Category Character)

A Grappler may Grapple no more than one Character which is a Size Category larger than them. (e.g. a Medium Sized Character can only Grapple one Large Size Category Character)

For each Size Category smaller than a Character the Target is, they can Grapple an additional Character of that size provided they have the hands with which to do so (e.g. a Medium Sized Character can grapple up to three Small Sized Characters, or up to four Tiny Sized Characters).

### Grappling for Silence

Author's Notes: Please note that descriptions of Silencing Characters through force can be distressing for some Players. We present the below rules in neutral terms to avoid causing potential distress. Ensure Players are comfortable with such descriptions if you choose to narrate the actions conveyed by these mechanics. In some cases, it may be necessary to omit these rules from the game to ensure all Players feel welcome at the table.

Often the goal of a Grapple is to *Silence* a Character in order to prevent them from alerting other Characters or to prevent them using the Verbal Components of a Spell. (see *Silenced* condition)

A Character may attempt to Silence a Character by attempting a "Grapple for Silence" against a Character which is either Restrained or Grappled and is within the Reach of their Unarmed Strikes.

The Target of the Grapple for Silence makes a Strength or Dexterity Saving Throw against the Grapplers Saving Throw DC.

If the Grappled or Restrained Character fails their Saving Throw to prevent the "Grapple for Silence", they are Silenced as opposed to Grappled.

While Silenced they are unable to speak with Characters more than 5ft away from them. (see *Silenced*)

A *Spellcaster* who is silenced in this way is unable to form the verbal components of a Spell.

The "Grapple for silence" ends automatically when the Character is no longer under the original Restrained or Grappled Condition. A Character may attempt to end the "Grapple for Silence" by using their Action or expending a use of an Unarmed Strike to make a Dexterity or Strength Saving Throw against the Grappling Saving Throw DC of the Character causing the "Grapple for Silence".

A Grappler may attempt to Silence a Character who they are themselves Grappling provided they have one Free Hand to maintain the Grapple and another to attempt to *Silence* the *Character*.

### Grappling to Disarm

Often the goal of a *Grapple* is to *Disarm* a *Character* in order to prevent them using a Weapon, Object or Spellcasting Focus they are using.

A Character may attempt to "Grapple to Disarm" by attempting to Grapple an Object being held by a Character within the Reach of the Grappler's Unarmed Strikes.

The *Character* holding the *Object* must make a *Strength* or *Dexterity Saving Throw* against the *Grappler's* *Grappling Saving Throw DC*.

The holder of the Object has Advantage on this Saving Throw if any of the following conditions are met:

* The *Character* holding the *Object* has a Free Hand
* The *Character* is holding the *Object* in two-Hands

A Character wearing an Object, such as a Shield, or an item of clothing or jewellery does not have Advantage on this Saving Throw, even if they have hands free with which to hold it. (i.e. the wearer has a much more limited ability to manoeuvre these items.)

If the *Target of this Grapple* Fails this *Saving* *Throw*, the *Grappler* succeeds in *Grappling* the *Object*. While this *Grapple* is in effect, the Target themselves is not *Grappled* however they cannot move beyond the *Reach* of the Character's *Unarmed Strikes* while they choose to continue holding the *Object* (i.e. they may move around the *Grappler*, but not away from them).

At this stage, both the Grappler and the Target of this Grapple to Disarm are regarded as *Grappling* the *Object*.

A Character wearing an Object, such as a Shield or an Item of Clothing, may use the Use an Object Action to remove an Object they are wearing to release the Grappled Object.

#### Using a Grappled Weapons

If the *Object* is a *Weapon*, both Grapplers may attempt to use that Weapon. They both have Disadvantage on Attack Rolls using that Weapon while another Character is Grappling the Weapon.

A Weapon with the Ammunition Property cannot be "reloaded" while Grappled, but it may be used if it is reasonable for there to be ammunition currently loaded into it (such *Weapons* are considered reloaded at the End of the original wielders Turn). If the Weapon has the Two-Handed Property, it cannot be used while *Grappled*.

#### Using a Grappled Shield

If a Shield is Grappled, the holder can no longer benefit from the bonus to Armor Class the Shield offers, typically lowering their Armor Class by 2.

If the Shield is also a Spellcasting Focus, the wielder cannot use the hand holding the Shield to perform the Somatic Components of a Spell, however they may still use it to satisfy the Material Components of Spells.

#### Using a Grappled Spellcasting Focus

If the Object is a Spellcasting Focus, it and the hand holding it cannot be used to perform the *Somatic* Components of a Spell while it is being Grappled.

A *Spellcaster* holding the Focus may however still use it to provide the Material Components of a Spell (provided they can normally use such a Spellcasting Focus) and may use a Free Hand for the Somatic Components.

#### Wresting a Grappled Object free

One of the two Grapplers may attempt to wrest the Object away from the other by either using an Action or expending a use of an Unarmed Strike to succeed on a *Strength* or *Dexterity*(Athletics) Check, or a *Strength* or *Dexterity Saving Throw* (their choice) against the *Grappler's* Strength Saving Throw DC..

If the Grappler is trying to wrest an Object being Worn by the other Character, such as a Shield or a Spellcasting Focus they are wearing, the minimum DC of this Check is a 15, irrespective of the Grappler's Save DC.

Alternatively, a Character can break the another Grappler's hold on the Object by succeeding in a Shove against them. (see Shoving).

When the *Grappler* succeeds in wresting the Object away from the other, the Grapple on the object ends and they are left holding the Object.

A *Grappler* capable of *Teleporting* may choose to take a *Grappled Object* with them.

### Grappling a Limb

In some cases a Grappler may wish to prevent a Character from using a hand or limb, for instance they may be holding a Weapon or they may be using a hand to perform the Somatic Components of a Spell.

Grappling a Limb follows many of the same rules for Grappling a Worn object.

* The Grappler announces they wish to Grapple a Limb
* A Character must succeed on a Strength or Dexterity Saving throw against the Grapple to prevent the Grapple from Succeeding.
* If the Grapple succeeds, the Target is not Grappled, however they may not move away from the target while their limb is Grappled, and neither can the Grappler move away from the Grappled Target unless they release the limb (i.e. they may only move around each other).
* To end this effect, the Grappled Character may expend an Unarmed Strike or use an Action to make a *Strength* or *Dexterity*(Athletics) Check, or a *Strength* or *Dexterity Saving Throw* (their choice) against the *Grappler's* Strength Saving Throw DC. If they Succeed, their limb is no longer Grappled.
* Alternatively the Grappled Target can make a Shove against the Grappler. If the Shove succeeds, the Grapple Ends.

While a Limb is grappled, the Target of this Grapple may not Attack with a Weapon held in that hand, and they may not use that hand to wield a Two-Handed Weapon or load a weapon requiring ammunition. However they may transfer a weapon held in that hand to a Free Hand on their turn. They also may not use that limb to Grapple another Character or to Use an Object.

They also cannot use that hand to perform the Somatic Components of a Spell.

## Shoving

Whenever a *Character* may use an *Unarmed Strike*, they may instead choose to attempt to *Shove* a *Character* within the *Reach* of that *Unarmed* *Strike* (usually 5ft).

When using a *Shove*, the *Target* of the *Shove* must make a *Strength or Dexterity Saving Throw* against a DC determined by their *Strength Modifier*:

Shove Saving Throw DC = 8 + Strength Ability Modifier of the Shover + Proficiency Bonus of the Shover

A *Target* who is two *Size* *Categories* or larger than the *Shover* automatically succeeds on this *Saving Throw*.

If the *Target* fails their *Saving* *throw*, they are either

* Knocked Prone, or
* They are pushed a distance determined by the Character's size category (see *Super Sized Shoves*)

A *Character* may choose to fail this *Saving* *Throw*, for example if a *Character* wished to *Shove* an Ally to move them out of harms way during their Turn, the Ally may choose to allow the *Shove* to succeed. Note that *Forced* *Movement* does not provoke an *Attack* *of* *Opportunity* (see *Reactions in Combat Conflicts*).

### Super Sized Shoves

*Characters* who are *Medium* *Sized* or smaller succeed in pushing a *Character* 5ft away from them.

A *Large Sized* *Character*, which occupies a 10 foot by 10 foot area, will push another *Character* 10ft away from them.

A *Huge Sized* *Character*, which occupies a 15 foot by 15 foot area, will push another *Character* 15ft away.

This distance a *Character* is *Shoved* continues to follow this pattern for larger *Size* *Categories*.

### Shoving to Disarm

A *Character* may *Target* an *Object* being held by a *Character*.

The *Character* holding the *Object* must make a *Strength* or *Dexterity Saving Throw* against the Shove DC of the Shover.

The holder of the Object has Advantage on this Saving Throw if any of the following conditions are met:

* The *Character* holding the *Object* has a Free Hand
* The *Character* is holding the *Object* in two-Hands

If the Shove against the Object succeeds, the Object lands in a position up to three times the Shover's pushing distance away from them. A Character may expend an additional Unarmed Strike as part of this Shove to catch the Object if they have a hand free with which to do so.

A Worn Object cannot be Shoved to be Disarmed.

## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode