This would not work because the Haste spell when dropped leaves you temporarily exhausted until the end of your next round.
Now if you did the reverse:
Round one: TS -> GFB + DS
Round two: Haste, regular hit hasted action then Quickened Spell GFB
That would work.
You might annoy your players
I am not (in this answer at least) concerned about balance implications, but having to spend an action looking for something that isn't hidden would drive me from your table.
By the rules your character knows the exact location of an invisible creature trying to be stealthy but failing to roll a high enough stealth check, in a ...
Is it RAW to require the Search Action for finding and picking up an item that has been Disarmed? The Answer depends on if you are using the variant rule Disarm.
Further, what ramifications are there for including this requirement?
More realistic and difficult encounters for all parties.
If you mean the Disarming Attack option of the Fighter
When you ...
Don't forget that the bag of holding does not state that you automatically greb the item you are looking for (opposed to what a Heward's haversack does). So if you have a large pile of junk in your bag of holding, grabbing your shield is likely an action, but trying to fetch the single potion of healing amongst the 3000 coins, items and junk in it is as ...
Using a component pouch
A component pouch is not something you pull out and hold in your hand; it's attached to your belt:
A component pouch is a small, watertight leather belt pouch [...]
When you want to cast a spell, you flip it open and grab the component, all one-handed, but the pouch stays put on your belt. If you're wearing the pouch on your belt,...
A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components.
So if the weapon is one-handed and the other hand is free, no problem. However, the question you link is off-base: the asker’s problem is that they try to sheathe the weapon. If you don’t do that—if you just let go ...
"When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. " - Tavern Brawler
If you were to use this feat, you would grapple as a bonus action after making an attack action and then you could use your main action to pin.
Otherwise, not possible as stated above.
Yes, you can Action Surge before taking your first action.
In the PHB, Action Surge doesn't mention a condition of using your Action Surge aside from being on your turn. If it had said, "after using your action" this wouldn't work, but because it has no such specifier, you can use your Action Surge before your original action.
This doesn't work
The attack action is only able to perform the grapple:
...you can use the Attack action to make a special melee attack, a grapple. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The pin ability granted by the Grappler feat is a different action altogether:
You can use your action to ...
The section on Shields (CRB 277) specifically mentions this:
When you have a tower shield raised, you can use the Take Cover action
(page 471) to increase the circumstance bonus to AC to +4. This lasts
until the shield is no longer raised. If you would normally provide
lesser cover against an attack, having your tower shield raised
I think it's telling that the Revised UA Ranger was updated to more closely match the wording for familiars:
The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own.
RAW, I would say yes.
At my table, I would probably be less strict and allow a Beastmaster to train their companion to do more tasks in combat, with some limitations.
The basic principles of 5e rule interpretation should apply here, namely that things do what they say they do and not more. There is a list of things a Beastmaster can command their animal ...
Haste grants an additional action (but limits the use of it)
Haste says says (emphasis added):
Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, ...