What’s the best weapon for disarming?

Just like the title says. I’m working on a funny build based on disarming (typically suboptimal, yes, but this one’ll be hilarious). What’s the best weapon for this character?

I assume it’ll be a two-handed one, for the +4 bonus. Looking at the SRD, the heavy flail and the ranseur both give an extra +2 bonus, but the heavy flail has just slightly better damage and criticals, so that’s what I’m going with for now.

Is there anything better out there?

What ability check is the most appropriate for disarming a weapon from a creature grappled by another party member?

It’s my first post here. I am a DM running a 5e campaign for my friends.

During our last session, the characters were surprised by a creature polymorphed to look like a friendly NPC. The creature took their friend’s weapon (a one handed mace) and was using it to attack them. One of the party members had jumped off a cart and put themselves and the creature into grappled and prone condition states on the ground.

A different party member approached and said “I want to grab the weapon from [the enemy] and toss it away.” In response, I asked for a Dexterity (Sleight of Hand) check to see if they could remove the weapon. Was this the best-fit ability check for this scenario?

My reasoning for the check was:

  1. The Grappled nor Prone conditions state anything about the enemy being disarmed or losing control of their weapon (Players Handbook, Grappled – pg. 290, Prone – pg. 292), so I saw the active fighting and resistance displayed by the antagonist as creating a situation where it wasn’t an easy feat to simply grab the weapon.
  2. I think the action would require precise, dexterous movement of the hand to grab it while the enemy flails and combats their assailant. PHB states Dexterity ability checks “measure agility” (PHB, pg. 173).
  3. Sleight of Hand use on pg. 177 of the PHB doesn’t state anything about removing a weapon, just subtly removing a coinpurse without the person knowing. However, I also interpret it as the ability to manipulate an object on another’s body in a tricky situation.

After thinking on it, I feel as though a Strength (Sleight of Hand) check may have been more appropriate because the PC wresting the weapon away was a dwarf not prone to stealthy actions, but I would love some feedback on more specific rulings I’m missing.

Thank you for any help you may provide.

Can someone immediately pick up their weapon after being disarmed by the Battle Master fighter’s Disarming Attack maneuver?

The Battle Master fighter’s Disarming Attack maneuver can make someone drop a weapon at their feet. The only advantage is if others want to dash away or you need to remove a reaction parry from the opponent before they get their own turn.

When the bad guy’s turn comes around, they pick it up (free interaction with an object) and go about their business.

Do I have that right?

To my understanding, you wouldn’t be able to use your own free object interaction to pick up and/or throw away their weapon (unless you have movement left over, and you’re either two sizes smaller than your opponent or you’re a halfling) because the weapon is in the enemy’s space – not yours.

can conjure barrage stack with martial adept- disarming or tripping attack?

i’m new to dnd 5e, i was thinking that a martial adept superiority die could be used to make a thrown weapon disarm targets if used in conjunction with the conjure barrage spell.

from the book…

Martial adept: You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

trip attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.

disarming attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

conjure barrage

Spell Details You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

can these two work as one together? and if not why?