I found and like the Action Options listed in the DMG pg 271. Mundane classes, without any spell casting abilities, gain a combat option at levels 1,5, 11, and 17. As I have yet to see most of these in action please talk to me if you would like to add any of these to your character.
[ +- ] Climb onto a Bigger Creature
If one creature wants to jump onto another creature, it can do so by grappling. A small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.
As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it.
The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.
If one creature wants to jump onto another creature, it can do so by grappling. A small or Medium creature has little chance of making a successful grapple against a Huge or Gargantuan creature, however, unless magic has granted the grappler supernatural might.
As an alternative, a suitably large opponent can be treated as terrain for the purpose of jumping onto its back or clinging to a limb. After making any ability checks necessary to get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target's Dexterity (Acrobatics) check. If it wins the contest, the smaller creature successfully moves into the target creature's space, the smaller creature moves with the target and has advantage on attack rolls against it.
The smaller creature can move around within the larger creature's space, treating the space as difficult terrain. The larger creature's ability to attack the smaller creature depends on the smaller creature's location, and is left to your discretion. The larger creature can dislodge the smaller creature as an action—knocking it off, scraping it against a wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature's Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which ability to use.
[ +- ] Disarm
A creature can use a weapon attack to knock a weapon or another item from a target's grasp. This attack if successful causes no damage or other effect other than to remove the weapon from the targets hands. The attacker makes an attack roll.
If this is successful then the attacker rolls an opposed Athletics(Strength) or Sleight of Hand(Dexterity), attackers choice, check against the opponent. If the attacker wins the weapon is lost to the targets grip and lands in a random nearby area.
Random location Table
05 | -- | 06 | -- | 07
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-- | 08 | 09 | 10 | --
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01 | 12 | 1-4 | 13 | 14
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-- | 15 | 16 | 17 | --
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18 | -- | 19 | -- | 20 |
Shields are designed against such an action and thus immune to this action
Picking up an item in a grid adjacent to an enemy provokes an attack of opportunity
The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
A creature can use a weapon attack to knock a weapon or another item from a target's grasp. This attack if successful causes no damage or other effect other than to remove the weapon from the targets hands. The attacker makes an attack roll. [i][u]If this is successful then the attacker rolls an opposed [/u][/i] Athletics(Strength) or Sleight of Hand(Dexterity), attackers choice, check against the opponent. If the attacker wins the weapon is lost to the targets grip and lands in a random nearby area.
[2column] [col]
[f=color:yellow background-color:blue]Random location Table[/f]
[table=compact]05|--|06|--| 07
--|08|09|10|--
01|12|1-4|13|14
--|15|16|17|--
18|--|19|--|20
[/table]
[/col] [col]
[i][u]Shields are designed against such an action and thus immune to this action[/u][/i]
[color="red"]Picking up an item in a grid adjacent to an enemy provokes an attack of opportunity[/color]
[/col] [/2column]
The attacker has disadvantage on its attack roll if the target is holding the item with two or more hands. The target has advantage on its ability check if it is larger than the attacking creature, or disadvantage if it is smaller.
[ +- ] Mark
This option makes it easier for melee combatants to harry each other with opportunity attacks.
When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.
This option makes it easier for melee combatants to harry each other with opportunity attacks.
When a creature makes a melee attack, it can also mark its target. Until the end of the attacker's next turn, any opportunity attack it makes against the marked target has advantage. The opportunity attack doesn't expend the attacker's reaction, but the attacker can't make the attack if anything, such as the incapacitated condition or the shocking grasp spell, is preventing it from taking reactions. The attacker is limited to one opportunity attack per turn.
[ +- ] Overrun
When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.
When a creature tries to move through a hostile creature's space, the mover can try to force its way through by overrunning the hostile creature. As an action or a bonus action, the mover makes a Strength (Athletics) check contested by the hostile creature's Strength (Athletics) check. The creature attempting the overrun has advantage on this check if it is larger than the hostile creature, or disadvantage if it is smaller. If the mover wins the contest, it can move through the hostile creature's space once this turn.
[ +- ] Shove Aside
With this option, a creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.
With this option, a creature uses the special shove attack from the Player's Handbook to force a target to the side, rather than away. The attacker has disadvantage on its Strength (Athletics) check when it does so. If that check is successful, the attacker moves the target 5 feet to a different space within its reach.
[ +- ] Tumble
A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.
A creature can try to tumble through a hostile creature's space, ducking and weaving past the opponent. As an action or a bonus action, the tumbler makes a Dexterity (Acrobatics) check contested by the hostile creature's Dexterity (Acrobatics) check. If the tumbler wins the contest, it can move through the hostile creature's space once this turn.
Unofficail Combat ActionsI also found these and may consider them. Talk to me if you are interested
[ +- ] BIND WEAPON
When you take the Bind Weapon action, if you hit a target you can then choose to bind their weapon, manufactured or natural.
Then you make a melee weapon attack contested by the target’s Strength (Athletics) or Dexterity (Acrobatics). On success, you bind your target’s weapon. While bound, you and your opponent may not use the bound weapons or move. On their turn, your opponent may use an action to attempt to free their weapon with a opposed Strength (Athletics) check or Dexterity (Acrobatics) check, or they can drop the weapon. If the creature does not free or drop their weapon, the creature can not move. While binding your opponent, you suffer the same limitations, except that you may end the bind at any time.
When you take the Bind Weapon action, [i]if you hit a target you can then choose to bind their weapon, manufactured or natural.
Then[/i] you make a melee weapon attack contested by the target’s Strength (Athletics) or Dexterity (Acrobatics). On success, you bind your target’s weapon. While bound, you and your opponent may not use the bound weapons or move. On their turn, your opponent may use an action to attempt to free their weapon with a opposed Strength (Athletics) check or Dexterity (Acrobatics) check, or they can drop the weapon. If the creature does not free or drop their weapon, the creature can not move. While binding your opponent, you suffer the same limitations, except that you may end the bind at any time.
[ +- ] TACKLE
When you take the Tackle action on your turn, you can attempt to tackle a creature after moving at least half of your standard movement in a straight line towards your target. To tackle, you roll an unarmed attack roll. On a hit, the target takes the unarmed attack damage and both you and the target are knocked prone. If the creature is larger than you, you have disadvantage on your attack roll. You cannot tackle a creature that is two size classes bigger or smaller than you.
When you take the Tackle action on your turn, you can attempt to tackle a creature after moving at least half of your standard movement in a straight line towards your target. To tackle, you roll an unarmed attack roll. On a hit, the target takes the unarmed attack damage and both you and the target are knocked prone. If the creature is larger than you, you have disadvantage on your attack roll. You cannot tackle a creature that is two size classes bigger or smaller than you.
[ +- ] THROW SAND
When you take the Throw Sand action on your turn, you can hurl sharp or stinging particles at a creature you can see within 5 feet of you. This cloud of particles could be from your inventory, such as a bag filled with glass shards, or from the environment, such as kicking up sand or embers. As an action, you must make a ranged attack to throw particles at a creature and being within 5 feet of a creature does not impose disadvantage on the ranged attack. If hit, the creature has disadvantage on attack rolls until the start of your next turn. The target must also succeed on a Constitution saving throw (DC 8), or is blinded until the start of your next turn. Once blinded, a creature may spend an action to clear its eyes of the particles and end the condition.
When you take the Throw Sand action on your turn, you can hurl sharp or stinging particles at a creature you can see within 5 feet of you. This cloud of particles could be from your inventory, such as a bag filled with glass shards, or from the environment, such as kicking up sand or embers. As an action, you must make a ranged attack to throw particles at a creature and being within 5 feet of a creature does not impose disadvantage on the ranged attack. If hit, the creature has disadvantage on attack rolls until the start of your next turn. The target must also succeed on a Constitution saving throw (DC 8), or is blinded until the start of your next turn. Once blinded, a creature may spend an action to clear its eyes of the particles and end the condition.
[ +- ] THROW
When you take the Throw action on your turn, you can attempt to throw a creature you have already grappled. To attempt to throw a creature, you must make a Strength (Athletics) or Dexterity (Acrobatics) check contested by your target’s Strength (Athletics) or Dexterity (Acrobatics). If you succeed, you throw the creature 5 feet in a direction of your choosing and the creature is prone. You cannot throw a creature of a larger size class. When throwing a smaller creature you throw the creature an additional 5 feet.
When you take the Throw action on your turn, you can attempt to throw a creature you have already grappled. To attempt to throw a creature, you must make a Strength (Athletics) or Dexterity (Acrobatics) check contested by your target’s Strength (Athletics) or Dexterity (Acrobatics). If you succeed, you throw the creature 5 feet in a direction of your choosing and the creature is prone. You cannot throw a creature of a larger size class. When throwing a smaller creature you throw the creature an additional 5 feet.