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The Grappler's Manual (2.0) - Grappling in 5th Edition
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<blockquote data-quote="ktkenshinx" data-source="post: 6702601" data-attributes="member: 6785159"><p><strong><span style="font-size: 18px"><u>4. Class Overview (continued)</u></span></strong></p><p></p><p><strong><span style="font-size: 15px">[anchor="monk"]-[/anchor]</span></strong><span style="font-size: 15px"><strong><span style="color: #0000CC">Monk</span></strong></span></p><p>It always surprises me that Monk, the martial arts class, don't make the best grapplers in 5th Edition. Monks have some of the better damage output among grapplers, as well as a lot of tactical flexibility. Unfortunately, Monk has no in-class feature to grant advantage on ability checks, or abilities that directly relate to grappling at all. As an added issue, many of your better abilities don't work in armor. This makes Monk a worthwhile multiclass option, but not necessarily a core grappling advancement. That said, grappling builds focusing on damage, versatility, and/or mobility will enjoy the unarmed attack options in a Monk's arsenal. Its spell-like abilities in Way of Shadow and Way of the Four Elements also give you unique options other classes can't access. </p><p></p><p>[sblock="Monk Ability Review"]</p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #660066">HD - D8</span></strong>: The D8 HD is more painful for Monk than for other classes - you don't have the armor to make up for lower HP. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Unarmored Defense</span></strong>: Armor is just better, but because the majority of your abilities don't work in armor, you need to rely on this to stay alive. Unfortunately, this unarmored variant depends on a we would rather ignore. If you are playing a Monk grappler, get a Barbarian's Unarmored Defense first: they won't stack and you only keep the first one you level into. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Martial Arts</span></strong>: It's too bad that when Wizards thinks of martial arts, they only think of Bruce Lee/Bill Wallace and not Kano Jigoro/Royce Gracie. The feature is still strong, even if not suited for a lot of grappling situations. The first ability is one you can completely ignore as a Strength-based grappler. The second ability is much better, scaling as you level and pumping up your damage output. As for the third ability, think of it like a more consistent Frenzy from Barbarian (it doesn't bestow exhaustion). Use your bonus action attack with Fighter maneuvers for maximum battlefield control. </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Ki - Flurry of Blows</span></strong>: If you follow the Way of the Open Hand archetype, you can use both Flurry attacks to deliver not one but TWO Dex-based trip attacks. Think of it like a better Tripping Attack from Fighter. You can also use Flurry to get four unarmed strikes as early as level five. Great for damage and for your grappling/shoving combat sequence. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Ki - Patient Defense</span></strong>: When most people think of Dodge, they think of the disadvantage to attack rolls (which you get from shoving anyway). They often forget the advantage on Dexterity saves piece, which is very useful if you are going for the "I hold, you cast spells" approach. Dodge is also one of the best ways to compensate for your low AC, keeping you alive while you lockdown 1-2 targets. </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Ki - Step of the Wind</span></strong>: On the one hand, this is basically Cunning Action (plus bonus jump distance)! On the other, Step ends up being worse than Cunning Action because it functions off Ki , and because it competes with so many other bonus actions Monk needs to take. Excellent for mobile grappling builds or for those that want to jump into the air/climb cliffs/fly with their grappled targets. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Unarmored Movement</span></strong>: Dragging opponents across the battlefield costs a lot of movement, and Monk is one of the best ways to pick up additional squares. Unlike a Barbarian's Fast Movement, however, you can't wear armor while using it. </li> <li data-xf-list-type="ul"><strong>Deflect Missiles</strong>: Grapplers tend to make range attack magnets, and Deflect Missiles can keep you alive for a few extra rounds if the enemy decides to turn you into a crossbow-pin-cushion. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Slow Fall</span></strong>: In most Monk builds, Slow Fall is a noncombat ability you use when you fail an Athletics check to jump a chasm. In grappler builds, it's a way to mitigate damage to yourself after you jump off ledges with your hapless targets. At level 5 alone, you would prevent 25 damage from the fall, which is the average damage of a 7d6-8d6 fall from 70-80 ft. </li> <li data-xf-list-type="ul"><strong><span style="color: #CC9900">Extra Attack</span></strong>: Yet another place to pick up the best all-round ability for grappling. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Stunning Strike</span></strong>: Don't think of this as yet another save-or-condition ability in the Monk's already extensive arsenal. Think of this as a no-action setup for other abilities in your class, because Stunned means automatic failure (automatic, 100%, guaranteed failure) on all Str/Dex saves. Open Hand Technique prone save? Fail. Way of the Four Elements spell-like abilities? Fails. And don't forget any abilities/spells you pick up from other classes along the way. This does require Ki, but it also doesn't require an action, and you can get as many as four attempts at this per turn (with Extra Attack). </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Ki-Empowered Strikes</span></strong>: If you are playing an unarmed grappler, especially one who is grabbing two enemies, this is mandatory for keeping your damage output at pace with better monsters. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Evasion</span></strong>: If you or your allies are casting any Dex-based damage spells, Evasion keeps you alive to hold the enemy down for another round. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Stillness of the Mind</span></strong>: Being charmed is bad. Being frightened is worse. Stillness is a decent cleanse that ends either condition, although investing an action to do it is hardly optimal. </li> <li data-xf-list-type="ul"><strong>Purity of the Body</strong>: Won't come into play often, but when it does you will be very grateful. Any disease that gives strength disadvantage is a big problem, and this guarantees that never happens. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Diamond Soul</span></strong>: Given your small HP pool, and your presence on the dangerous front lines, this is invaluable in a lot of situations. Particularly strong if your teammates are casting AOE spells at you and your grappled foes (or you are casting them yourself). </li> <li data-xf-list-type="ul"><strong>Timeless Body</strong>: Just in case your parents/spouse thought that martial arts was bad for you, just point them to Monk 15. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Empty Body</span></strong>: At first glance, this looks like Invisibility that you need to wait 18 levels to cast. Then you realize that you don't have to concentrate on it, it lasts for 10 rounds, and at imparts resistance to ALL DAMAGE (but force damage...who uses force damage anyway). This gets really crazy with Silence, a spell given to you through the Way of the Shadow tradition; concentrate on Silence, keep invisiblity up, and just go to town on a pair of spellcasters. </li> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Perfect Self</span></strong>: Terrible level 20 ability. Even in the most harrowing boss battles or gauntlet-style encounters, it would be a real challenge to burn through 20 ki points without a short rest before your next fight. </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Way of the Open Hand</span></strong>: You get the best Monk unarmed striking options in level 3 of Way of the Open Hand. Unfortunately, the archetype quickly falls off after level 6. If you plan on progressing deep into Monk for better unarmed damage, fast movement, and Ki abilities, this archetype is too shallow to justify. If you just want a 3-5 level dip, however, then Way of the Open Hand is an excellent pickup.<ul> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Open Hand Technique</span></strong>: It's a better Fighter Tripping Attack, especially with Monk's Flurry of Blows. For one extra Ki per round and your bonus action, you get two extra prone attempts on one or two targets. Action economy doesn't get much better than that. The 15 foot push is also a valuable grappling ability, effectively increasing your move speed by 30 feet if you are dragging an opponent to an edge. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Wholeness of Body: </span></strong> If you go 3 levels into Monk, you might as well go to 5 to get Extra Attack. And if you go to 5, it can't hurt to go up to 6 to get +5 extra move speed, another Ki point, Ki-Empowered Strikes, and this underwhelming self-heal. Not the most efficient use of an action, but sometimes you need the HP. </li> <li data-xf-list-type="ul"><strong><span style="color: #ff0000">Tranquility</span><span style="color: #660066">: </span></strong>Even grapple will break it (it's a special attack) so the ability is useful only as an inconsistent gap-closerat the start of a fight. . </li> <li data-xf-list-type="ul"><strong>Quivering Palm</strong>: It's a true save or die that you can easily add into your grappling routine: even a successful save leads to massive necrotic damage. Not particularly action-efficient in battle, but not a bad addition to your damage output. </li> </ul> </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Way of Shadows</span></strong>: If you want to play an anti-spellcaster grappler, Way of Shadows is by far one of the best options. You get Silence at level 3, an at-will gap closer at level 6, and a no-concentration Invisibility at level 18 from the Monk base progression. You even get another at-will ability, an Invisibility, starting at 11. Way of Shadows Monks are some of the slipperiest fighters in 5th Edition and, as a grappler, you are an absolute nightmare for mages.Classes like Bard also get Silence and high grapple checks, but they lack the damage output of Monks to finish the fight: most spellcasters have terrible Athletics/Acrobatics checks anyway.<ul> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Shadow Arts</span></strong>: Darkvision is a no-concentration way to gain the spell's namesake ability, but the real gain here is Silence. Spellcasters can't cast any spells with verbal components while in a Silence-affected area. That's normally not an issue if they have unrestricted movement, but becomes a huge problem if your Monk grapples them and holds them in the area of effect. Your high damage ensures you finish the job before they get out or get help. </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Shadow Step</span></strong>: One of the best gap-closers I've seen in 5th Edition. At will (repeat: AT WILL) you can teleport 60 feet as a bonus action as long as both your starting and ending locations are in "dim light or darkness". You can take a move action even after the teleport, not to mention all your different grapple checks. Insane combinations abound with a Warlock's "Edlritch Sight" and the Darkness spell you already get at level 3, and you only need a 2 level Warlock dip to do them! </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Cloak of Shadows</span></strong>: More at-will gap-closers! Even the least creative PCs can figure out a way to turn off the lights (or just fight at night), which means you can initiate every fight from invisibility. Your first attack after the grapple will even have advantage (combine with Fighter maneuvers for the best results). </li> <li data-xf-list-type="ul"><strong>Opportunist</strong>: As long as you have someone attacking your grappled spellcaster, you can now deal damage using a reaction too. Small damage boost but it all adds up. </li> </ul> </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Way of the Four Elements - Tradition</span></strong>: The big problem with Four Elements is that most of the spells are seriously overvalued from a progression standpoint. Fly at level 11? Cone of Cold at level 17? Even with the combo potential there (Fly up to drop enemies, Cone of Cold while restraining your target), it just isn't worth it because of how much investment you have to make. This is true of most abilities in the subclass, with only a a few exceptions. <strong><span style="color: #0000CC">Water Whip</span></strong> is very interesting with the Grappler feat because the opponent's save will be made at disadvantage, and you can pull the target <em>UP TO</em> 25 feet closer. If they are next to you, just don't pull them at all and they stay grappled. If they are far away, pull them into you as a bonus action and then grab them on your attack. <strong><span style="color: #32CD32">Fangs of the Fire Snake</span></strong> also has potential, depending on how you and your DM interpret the rules on dragging an opponent from reach into your square when the reach expires. But overall, all these options are weaker than both the other archetypes and comparable abilities in other classes. </li> </ul><p>[/sblock]</p><p></p><p><strong><span style="font-size: 15px">[anchor="paladin"]-[/anchor]</span></strong><span style="font-size: 15px"><strong>Paladin</strong></span></p><p>All things considered, there are some redeeming qualities of Paladin grapplers. For one, they can deal a ton of damage to their grappled target with all those radiant bonuses. Vow of Emnity is also significantly better than something like Reckless Attack. None of the Paladin's spells are particularly crazy with grappling, but many of them aren't bad either. Paladin's are also pretty tanky, which is another quality in their favor. So why rate it so low? The reason this class gets a substandard, purple rank instead of an average one is that this damage is mostly worse than Monk without any sizeable benefits in exchange. Clerics will do most things Paladins do, but with better spell selection. Overall, Paladins CAN grapple, but most classes can just do it a bit better.</p><p></p><p>[sblock="Paladin Ability Review"]</p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">HD-D10</span></strong>: Not a Barbarian's D12, but we'll be happy with second-best. </li> <li data-xf-list-type="ul"><strong>Lay on Hands</strong>: Free healing is nice, but using an action to do it is not. One nice perk of this feature is that it doesn't appear to require a free <em>hand </em>if you are using it on yourself (the RAW is admittedly ambiguous there), which means you might be able to do it while grappling two opponents at once. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Fighting Style</span></strong>: Of the different Fighter fighting styles, Paladin gets the only two that are good for grapplers. Seems easy enough; Defense for tanking, Dueling for a bit more damage. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Divine Smite</span></strong>: This no-action-required damage boost is nice for a low damage playstyle. Not particularly synergistic with grappling, but always nice to have the added stopping power. </li> <li data-xf-list-type="ul"><strong>Divine Health</strong>: Strength-based diseases are scary, and Divine Health keeps them away. </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Extra Attack</span></strong>: Extra Attack is not always created equally between classes. The only reason this is slightly lower rated than other Extra Attacks is that you will rarely be dipping 2-3 levels into Paladin in the first place. Barbarian, Bard, Fighter, and Monk are all much better progressions to picking up a second attack. </li> <li data-xf-list-type="ul"><strong>Aura of Protection</strong>: Everyone, you included, gets a little save bonus. We'll take it, but we aren't rushing level 6 to get it. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Aura of Courage</span></strong>: Other classes get fear immunity or ways to remove the condition, but only Paladin gets flat out immunity to it. Doesn't make up for the other mediocre class features, but it's a welcome addition. </li> <li data-xf-list-type="ul"><strong>Improved Divine Smite</strong>: More damage, but Monks are probably a better option for damage-dealing grapplers. Rogue Paladins make strong damage-dealers, at least those with the auto-critting Assassinate feature, but there are better ways to build your grappler. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Cleansing Touch</span></strong>: Strong ability that can really get you back in a fight if you fail on a key save. </li> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Oath of Devotion</span></strong>: I'm a big fan of Freedom of Movement on grapplers, so it's nice to see <strong>Oath Spells</strong> add it to the Paladin's spell list: Freedom helps you get out of stcky situations if you grapple more than you can hold. Sadly, that's where my fandom of Oath of Devotion ends. <strong>Sacred Weapon</strong> is fine but not worth enough damage to justify the investment, and <span style="color: #ff0000"><strong>Turn the Unholy</strong></span> is just another bad take on the already bad Turn Undead Cleric ability. The rest of the abilities are each worse than the one that comes before. <strong>Aura of Devotion</strong> is a worse Aura of Courage that you already get. All the benefits of <span style="color: #ff0000"><strong>Purity of Spirit</strong></span> are already accomplished through your Auras and your grappling. Then there's <span style="color: #ff0000"><strong>Holy Nimbus</strong></span>, which turns you into a human floorlamp and is easily the worst of the capstone Paladin archetype features. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Oath of the Ancients</span></strong>: Significantly better than Oath of Devotion, with stronger <span style="color: #0000ff"><strong>Oath Spells</strong></span> (Misty Step, Stoneskin) and a big tanking boost in damage resistance from <span style="color: #0000ff"><strong>Aura of Warding</strong></span>. Neither <span style="color: #ff0000"><strong>Nature's Wrath</strong></span> nor <span style="color: #ff0000"><strong>Turn the Faithless</strong></span> are much better than the Cleric turning abilities, but that's made up for again in the added durability from <strong>Undying Sentinel</strong>. On the other hand, <span style="color: #33CCFF"><strong>Elder Champion</strong></span> is a monster capstone ability, turning you into a save-or-die machine that can cast Dispel Magic as a bonus action and imparts disadvantage on all the saves against your Smite spells. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Oath of Vengeance</span></strong>: If you absolutely must play a Paladin grappler, play an Oath of Vengeance one. Although the <span style="color: #800080"><strong>Oath Spells</strong></span> aren't that interesting beyond Misty Step (Haste is fine but you really want to concentrate on Enlarge Person/Enhance Ability from another class), the two Channel Divinity options are much better than those of other archetypes. <span style="color: #0000ff"><strong>Abjure Enemy</strong></span> imposes a frightened condition that lasts until damage is dealt (which you never need to crack because grappling doesn't have to deal damage) and <span style="color: #0000ff"><strong>Vow of Emnity</strong></span> grants advantage on your attack rolls if you are dealing damage. Both options make for strong control and damage options if you are a grappler. You won't get much use from Relentless Avenger, but at least Soul of Vengeance gives you more damage output in a scrap. Your capstone ability, <span style="color: #0000ff"><strong>Avenging Angel</strong></span>, gives you a fly speed and an AOE frightened effect that synergizes nicely with grapple: just scary opponents, grab them, and then fly into the air for a giant drop. </li> </ul><p>[/sblock]</p><p></p><p><strong><span style="font-size: 15px">[anchor="ranger"]-[/anchor]</span></strong><span style="font-size: 15px"><strong><span style="color: #660066">Ranger</span></strong></span></p><p>There is only one build that grapples as a ranger. The Tag Team Wrestler. This optimization uses a beast companion and a familiar (courtesy of the Magic Initiate feat) to repeatedly take the "Help" action to bestow advantage on your skill checks. But unlike the Raging Barbarian or the spellcasting Bard, Rangers can actually cast and even concentrate on spells while gaining that advantage. This is a very niche style of grappling that is totally dependent on your companion, but it does open the door to other concentration spells you otherwise couldn't access. Unfortunately, this takes a 7 level investment and still only bestows two instances of advantage per turn. Cool? Absolutely. Efficient leveling? Not quite. </p><p></p><p>[sblock="Ranger Ability Review"]</p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">HD-D10</span></strong>: At least you get the second-best HD to start. </li> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Favored Enemy</span></strong>: I had to read through the ability a few times before I realized this doesn't actually help you in combat. Useless for grapplers and one of the reasons Rangers are overall a weak class. </li> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Natural Explorer</span></strong>: Between this and Favored Enemy, we aren't off to a good start for grappling skills. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Fighting Style</span></strong>: Hey, it's our old friends Dueling and Defense! At least this is a step up from the last two class features. </li> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Primeval Awareness</span></strong>: One step forward with Fighting Style, two steps back with Primeval Awareness. I will never understand why the Rangers have so many non-combat abilities within the first three levels. </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Extra Attack</span></strong>: Extra Attack is still Extra Attack, but as with Paladin, there are better entry points for this feature. </li> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Land's Stride</span></strong> / <strong><span style="color: #FF0000">Hide in Plain Sight</span></strong> / <strong><span style="color: #FF0000">Vanish</span></strong>: I give up. I'm just combining all the useless Ranger features into one block of red. We could probably make a Hide-based grappler if we really tried, but there are so many better optimizations out there that we shouldn't even bother. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Feral Senses</span></strong>: Great synergy with Darkness, and seeing invisibility is very strong against some monsters and spellcasters. Doesn't actually affect your Athletics check directly, but you still need to see an enemy to wrestle it. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Foe Slayer</span></strong>: It baffles me that a level 20 ability is somehow worse than a level 1 ability (Rage) in almost all situations. Then again, it is a Ranger ability, so maybe I shouldn't be too surprised. </li> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Hunter</span></strong>: More quality abilities from Ranger! Hunter is whole sublcass full of subpar grappling abilities. Like with Foe Slayer, I can't wrap my head around how Ranger gets Evasion at level 15 and Rogue/Monk get it at level 7. Rogues also get Uncanny Dodge at level 5 (not 15), and that's <em>on top</em> of the Evasion they are getting a few levels later. Flavorwise, Hunter has a lot of potential. Game stats wise, this is one of the more embarassing designs in the book. </li> <li data-xf-list-type="ul"><strong><span style="color: #32CD32">Beast Master</span></strong>: The "Tag Team Wrestler" grappling style involves beast companions, familiars, summoned animals, and really anything that can take the Help action and give you advantage on skill checks. It's simultaneously one of the more flavorful grappling builds, because you are getting help from a bunch of snakes, cats, and frogs, and one of the cheesiest, because Help seems unfair as worded. You'll want to get Magic Initiate or Ritual Caster feat for the Find Familiar spell, and perhaps Mage Slayer for some anti-caster action (you can concentrate on Silence while commanding your animals). Overall, this isn't the most optimal grappling build, but it's fun and flavorful enough to be worth a try. Here are some general tips on playing this optimization:<ul> <li data-xf-list-type="ul">Get an <strong><span style="color: #32CD32">Animal Companion</span></strong> that can use some of its move to leave your backpack and the rest of its move to slither/fly/jump/crawl back in. We don't actually want our companion in harm's way, even if we will be giving the enemy disadvantage on his attack rolls. Poisonous Snake is a decent option here, and it deals a decent amount of damage for a tiny creature. </li> <li data-xf-list-type="ul">At level 7 you'll pick up <strong><span style="color: #32CD32">Exceptional Training</span></strong>, which lets you command the beast to Help you using only your bonus action. That gives you the rest of your turn to do whatever you want, and what you want to do is intiate a grapple with advantage on the roll. Note that you can't get advantage on BOTH the check to grapple and to shove. You need to pick one. </li> <li data-xf-list-type="ul">Add in another creature via Find Familiar for another instance of advantage every turn. </li> <li data-xf-list-type="ul">You're now getting advantage on checks and haven't concentrated on anything. So cast some spells! Worried that the Ranger spell list sucks? Just multiclass to something else; you get all you need out of Ranger by level 7 (or level 8 if you want that bonus feat/ability score increase). Heck: some of those Ranger spells (Longstrider, Silence, Conjure Animals) are actually quite strong, especially Conjure Animals. </li> <li data-xf-list-type="ul">Be aware that this is the sort of RAW optimization many DMs will balk at, so be prepared to justify your build to your skeptical playgroup. It's not necessarily the best use of the animal companion/Find Familar Help playstyle (because remember; <em>anyone </em>can get Find Familiar), but it's a really cool and hilariously flavorful build that is sure to please and delight at least a few PCs. </li> </ul> </li> </ul><p>[/sblock]</p><p></p><p><strong><span style="font-size: 15px">[anchor="rogue"]-[/anchor]</span></strong><span style="font-size: 15px"><strong><span style="color: #0000CC">Rogue</span></strong></span></p><p>Like Fighters, Rogues are by far one of the best 2 level dip that a grappler can take. Unlike Fighter, there isn't much reason to stay in Rogue after that, which is why the class is overall rated a bit lower. A single level gives you both the respectable Sneak Attack (used in tandem with shove to deal additional damage per turn) and the almighty Expertise. One more level gives you Cunning Action, which lets you dash as a bonus action (real grapplers don't disengage or hide). Know what happens when you Dash as a bonus action while grappling? More move speed to cover distance while dragging your target! The vast majority of decent grappling builds, except those using Bards which already gets Expertise, are going to take at least a 1 level dip into Rogue if not 2. Of course, there are also some scary Sneak Attack-oriented builds you can put together, which you can consider as an alternate damage-dealing option to the Monk's unarmed playstyle. </p><p></p><p>[sblock="Rogue Ability Review"]</p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #660066">HD-D8</span></strong>: Not great, but not as bad as the Bard D8 HD because many builds will just take 2 levels in Rogue. </li> <li data-xf-list-type="ul"><strong><span style="color: #CC9900">Expertise</span></strong>: The only place to get this for a mere 1 level investment. The vast majority of builds will get at least a 1 level toe-in-the-water to get this core ability. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Sneak Attack</span></strong>: For most builds, this will just be a small but welcome damage boost you can get on prone opponens. For the dedicated grappling Rogue, this damage can get completely out of hand as you gain levels and focus on grabbing opponents and slitting their throats. Just be aware that you need to use a finesse weapon to benefit from the damage, and RAW you can't use an unarmed strike to accomplish that. Grab your opponent in one hand, take a dagger in the other, and finish the job from there. </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Cunning Action</span></strong>: Like Expertise, this is another ability that makes you feel a bit like you are cheating. Dashing as a bonus action will give you significantly more speed to spring around the battlefield with dragged enemies, or just to close the distance on a target. Just remember that your move speed is halved by virtue of the grapple, so Dash is effectively going to "double" your <em>halved </em>move speed, not your <em>full </em>one. Even so, being able to move the full 30+ feet in a turn makes a big difference for battlefield control. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Uncanny Dodge</span></strong>: More action economy with those awesome reactions! Helps compensate for the low HD. The fact that you can use it every turn makes Rogues surprisingly tanky in frontline scenarios. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Evasion</span></strong>: I hold. You cast Fireball. Everybody (but the badguys) wins! Just pin two enemies using the Grappler feat and give them both disadvantage on their Dex saves. Then just sit there while dire/ice/Lightning rains down on your heads. At worst, you take half damage. At best, you won't take any at all. </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Reliable Talent</span></strong>: It's like the Barbarians Indomitable Might, but you get it 7 levels earlier and despite getting it earlier, it's often <em>better </em>depending on your stats. Barbarians get an automatic 20 on Indomitable Might at level 18, assuming a 20 Strength score. Rogues get to treat the roll as a 10 and then add bonuses. That would be at absolute minimum +8 from proficiency (doubled from Expertise), and probably +4 from Strength (you should definitely have 18 strength by level 11). That's a 22 MINIMUM on any Athletics check you make. Oh, and did I mention it applies to all your skills, not just those combat ones? Features like these make the straight Rogue grappler look way more viable than it does at first glance. The only reason this isn't gold is because you get it a bit late so the other class features (low HP, no Extra Attack, no advantage on checks) make it a little worse. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Blindsense</span></strong>: Nice perk for handling invisible foes. Even though grappling and shoving ignore the disadvantage from invisibility, you still need to find your enemies to wrestle them. </li> <li data-xf-list-type="ul"><strong>Slippery Mind</strong>: More saves can only help, although it's a bit late to be replicating a feat (Resilient) you can just get at level 1. . </li> <li data-xf-list-type="ul"><strong>Elusive</strong>: If you proceed with the Grappler build, this negates one of the many disadvantages of that terribly-designed feat. Not a bad ability, but just not very strong for an 18 level investment. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Stroke of Luck</span></strong>: Once per encounter, you will win one grapple/shove check no matter what. I wouldn't invest 20 levels in Rogue just to get that perk (for all intents and purposes, your grappling should already be "automatically" succeeding), but if you were playing in a campaign that didn't allow multiclassing, there are worse capstones you can get. </li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Thief</strong></span>: The power of this archetype hinges on what magical (and nonmagical) items you can use as part of the Use An Object action, but even those options are generally weaker than what you can pick up in other classes. It's also hard to obtain magical items in D&D 5th Edition, so I wouldn't rely too heavily on features that require them.<ul> <li data-xf-list-type="ul"><strong>Fast Hands: </strong>There are some nifty Sleight of Hand and Use an Object actions you can do to a grappled opponent, but "nifty" isn't exactly where you want to be with this combat style. Almost anything you can do with Fast Hands you can also do after you've beaten your opponent into the ground. The main exception to this is disarming an opponent and then using a bonus action to pick up their dropped weapon, but you can do that just as easily by dragging them away. </li> <li data-xf-list-type="ul"><strong><span style="color: #800080">Second-Story Work</span>: </strong>I can think of a few grappling builds that rely on climb speeds or jumps, but even there, you'll find better ways to get more athleticism. The Athlete feat alone accomplishes most of this feature's benefits! </li> <li data-xf-list-type="ul"><strong>Supreme Sneak: </strong>Grapplers normally don't sneak, but if you have a Sneak Attack damage build, it makes sense to close the distance on an enemy in the shadows before jumping out to strike. Monks do a better job at this, however, so it's not worth a big investment. </li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Use Magic Device</strong></span>: Wands alone give you a lot of combat options to play around with, effectively allowing you to "cast spells" as a bonus action. Sorcerers get to do that with their Quicken Spell metamagic, but we get to do it without spending resources and we can effectively cast outside of our level by ignoring level requirments. This even plays nicely with grappling, particularly if you are casting attack roll-based spells or Dexterity save-based spells on restrained targets. There are cool optimization ideas here, but I don't particularly want to spend 13 levels to get them. There's some RAW ambiguity on whether or not this works in tandem with Rage: the feature gets a lot better if it does, because then Barbarian 5/Rogue 13/Fighter 2 becomes a viable magic item build with access to both Rage and Extra Attack/Action Surge. </li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Thief's Reflexes</strong></span>: There are few reasons to invest 17 levels into Rogue to get this ability when you can just get Action Surge and Extra Attack from Fighter at levels 2 and 5 respectively. You can't even overlap this with Extra Attack because the 17-level investment is too steep to allow you to get Extra Attack elsewhere. </li> </ul> </li> <li data-xf-list-type="ul"><strong>Assassin</strong>: Nothing about this feature really relates to grappling, but everytime you see an ability that give automatic critical hits or that double damage, you should pay attention.<ul> <li data-xf-list-type="ul"> <strong>Assassinate</strong>: In the right build, this can lead to some very nasty surprise rounds, even if it's not really a grappling-specific ability. You can still grapple and deal damage after you've pinned the enemy: not grappling specific but still dangerous. </li> <li data-xf-list-type="ul"> <span style="color: #800080"><strong>Death Strike</strong></span>: This worse-Assassinate can also play into a damage-based grappling approach, but the save-based ability is generally going to be pretty bad at level 17 when enemies all have Legendary Resistance and similar stats. It also only works in that first round of combat. </li> </ul> </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Arcane Trickster Archetype</span></strong>: Don't evaluate Arcane Trickster as a subpar Rogue archetype with slow spell progression. Think of it as a series of magical perks on the way to your best class feature at level 11 (Reliable Talent). You can even pick up Enlarge Person!<ul> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Spellcasting</span></strong>: Enchantment and illusion spells aren't very exciting, but a spell of your choice at level 8 is. Grab Enlarge Person and go to work. I recommend snagging Longstrider as your level 3 non-Enchantment/Illusion spell. You'll still get mileage out of your non-Enlarge Person options, but you're mostly getting this to pick up grappling advantage without breaking your level progression. Once you get both it and Reliable Talent, you can easily multiclass back to a fighting class to get Extra Attack. </li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Mage Hand Legerdemain</strong></span>: There are some cute things you can do with the Hand while grappling opponents, including picking up dropped weapons, but you shouldn't be doing "cute" to begin with. </li> <li data-xf-list-type="ul"><strong>Magical Ambush</strong>: Imposing some adverse conditions on an opponent is good, but most require concentration. You can still use this to popen with a damage burst, but it's probably worse than just grappling: save you actions. </li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Versatile Trickster</strong></span>: Useless when we are already knocking our opponents prone. </li> <li data-xf-list-type="ul"><span style="color: #800080"><strong>Spell Thief</strong></span>: Slick ability that doubles as improved survivability against spellcasters. Unfortunately, if you're grappling spellcasters, it's probably in a zone of Silence where they aren't casting spells anyway. You also can't concentrate on anything beyond Enlarge Person. Not at all worth a 17 level Rogue progression, but there are some campaigns where multiclassing is discouraged or disallowed. </li> </ul> </li> </ul><p>[/sblock]</p><p></p><p><strong><span style="font-size: 15px">[anchor="sorcerer"]-[/anchor]</span></strong><span style="font-size: 15px"><strong><span style="color: #660066">Sorcerer</span></strong></span></p><p>If you treat Sorcerer as a 3-4 level dip to pick up a few Metamagic abilities, Enlarge Person, Constitution-save proficiency, and some random spells, then this class isn't that terrible. There are better ways to get all those abilities, but in the right build a 3-4 Sorcerer sample can really shine. Unfortunately, the class loses a lot of power beyond level 5. It suffers from mediocre spells relative to a Wizard (not even Shapechange or True Polymorph!) and bad class features relative to a Bard. I can envision some builds taking advantage of excess sorcery points to cast spells while grappling (via either Subtle or Quicken Spell). I also think those builds are probably worse than other options, which is why this class gets a purple overall rating instead of maybe a black or blue. </p><p></p><p>[sblock="Sorcerer Ability Review"]</p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">HD-D6</span></strong>: It doesn't get any worse. Polymorph minimizes the HD, but unlike a Wizard, you don't even get to take Shapechange at the end of the progression. </li> <li data-xf-list-type="ul"><strong>Flexible Casting: </strong>Mostly a bad use for valuable sorcery points, but there are times where you'll want to keep casting a spell like Shield throughout a fight. If you're only investing in Sorcerer for a few spells, this becomes a bit better as it converts "worse" spells into points for metamagic. </li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Metamagic</strong></span>: I'm giving these an overall blue rating because at least a few of them are highly synergistic with grappling (although not necessarily "good"). I may think Sorcerers overall make bad grapplers, but no other class lets you cast spells so easily while you are grappling one or even two opponents. Better yet: Metamagic applies to <em>any </em>spells, not just Sorcerer ones. This makes the class a much better dip than it first appears.<ul> <li data-xf-list-type="ul"><strong><span style="color: #660066">Careful Spell</span></strong>: If this protected you, it would be a lot better for the wrestling mage. Without the self-protection, you're just wasting sorcery points: simply drag the creatures away from allies before detonating AOE spells instead. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Distant Spell</span></strong>: You want to have <em>less </em>distance between you and your enemies, not <em>more. </em>Can be helpful if you need to throw down a heal or another spell while you are too far away, but that's generally a bad use of your valuable actions. </li> <li data-xf-list-type="ul"><strong>Empowered Spell</strong>: One of the better features in the metamagic list for no other reason than that it can be applied on top of other metamagic. At just 1 point, it's a great way to get a little more damage out of your spells. It's decent with grappling because it pumps your damage output with very little investment. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Extended Spell</span></strong>: Not a bad feature, but not one that is very helpful for most of your longer duration spells. It's not like Enlarge Person is wearing off in mid-combat, and you can't extend it to last through multiple combats. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Heightened Spell</span></strong>l: It isn't cheap in terms of expended Sorcery Points, but unconditional save disadvantage is huge on many spells. Redundant if you are just using restrained anyway (at least, with dex-based saves), but very strong if you want to impose other, non-damaging conditions on opponents. Fear, for example, imposes one of the worst conditions you can have while grappled, and one of the few condition-imposing spells that doesn't get rerolls every turn. They fail once, they are stuck as frightened for the rest of the battle, and they will drop all their held items immediately. Heightened Spell helps you set up that combo. </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Quickened Spell</span></strong>: Great for action economy. Let's you grapple with all your attacks and then cast a spell to finish up the round. Also a great way to start the fight if you are surprised: just Enlarge Person as a bonus action to get things going. </li> <li data-xf-list-type="ul"><strong><span style="color: #CC9900">Subtle Spell</span></strong>: Somatic component spells require a free hand. Grappling two targets occupy all your free hands. Subtle Spell solves that problem and many more, making it by far the best metamagic option with grappling. You can also use Subtle Spell to cast while in a zone of Silence, which is the perfect finisher after you've grappled an enemy caster in there. The build-around possibilities are endless and I encourage you to experiment with all the grappling/metamagic combinations out there. </li> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Twinned Spell</span></strong>: There are generally better things you can do than casting single-target spells as a grappler. Besides, if you are holding two enemies, you won't have the free hands to cast most spells anyway. </li> </ul> </li> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Sorcerous Restoration</span></strong>: Wizards must have a lot of playtests/experiences where high level characters go for hours on end without a rest. If you are participating in those marathon encounter sequences, features like this become decent. For most of us, we just take rests after every fight, making this one of the least useful capstone features in 5th Edition. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Draconic Bloodline</span></strong>: The flavor may be strong with this feature, but the mechanics mostly fall flat with regard to grappling. Most of the archetype's abilities are very weak or not at all synergistic with grappling. The only good features don't come online until too late.<ul> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Dragon Ancestor</strong></span>: Useless on its own, even if it is an entry-requirement for other features. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Draconic Resilience</span></strong>: I'm not going to sneeze at a little extra HP, but the bonus AC isn't worth it. The Barbarian and even Monk Unarmed Defense options are significantly better for grapplers. </li> <li data-xf-list-type="ul"><strong>Elemental Affinity</strong>: Unless you are playing a damage-based build trying to squeeze every single point of damage out of spells, the first part of this ability isn't worth it. Resistance is a nicer, especially given the minimal investment you'll need every encounter cycle. </li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Dragon Wings</strong></span>: Getting a permanent fly speed is excellent as a grappler. Getting it for a 14 level investment in Sorcerer is less excellent. Just play an Aarakocra. The only reason this is blue is because Aarakocra's have armor limitations with their flight. Dragon Wings works with any armor, as long as it's custom designed to accommodate those wings. </li> <li data-xf-list-type="ul"><strong>Draconic Presence</strong>: In terms of level investment, this ability is solidly purple: not enough benefit for a steep progression. On its own merits, however, it's a blue feature and one of the only fear auras that imposes "frightened" without concentration <em>and </em>without cracking on damage. If you have to stick in Sorcerer for 18 levels, you can do worse than Draconic Presence. </li> </ul> </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Wild Magic</span></strong>: It's crazy, it's fun, and it's pretty darn good with grappling. You'll need a combination of luck and DM help to really make Wild Mage work for you, but if you can get it going, this can be a powerful grappling feature for either a straight Sorcerer or a multiclassed one.<ul> <li data-xf-list-type="ul"><strong><strong><span style="color: #32CD32">Wild Magic Surge</span></strong></strong>: I don't know if many of these options are "good" for grappling, but they sure are hilarious. If you get really lucky (and get a little RAI love from your DM) you might even be able to roll into a permanent size increase. You can also Polymorph yourself before you would ordinarily get the spell. </li> <li data-xf-list-type="ul"><strong>Tides of Chaos</strong>: Random advantage on checks is good, but it's a bit redundant with Enlarge Person. Saving Throw and Attack Roll advantage is a bit better. If your DM allows you to regain the feature every time you cast a spell, however, then this becomes quite a bit better. </li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Bend Luck</strong></span>: It's a mini Cutting Words! The penalty isn't as severe and the base class isn't as strong, but you do get more Bend Luck uses than you would from Bard's limited Cutting Words pool. It's weaker at level 6 than it was at level 3, but still a respectable way to pump up your grappling. </li> <li data-xf-list-type="ul"><strong><strong><span style="color: #32CD32">Controlled Chaos</span></strong></strong>: Even more ways to get taller or ensure a favorable Wild Magic outcome! Again, I'm not sure if this is really good with grappling. I just find the abilities fun and interesting with the upside of random grappling application. </li> <li data-xf-list-type="ul"><strong><strong><span style="color: #660066">Spell Bombardment</span></strong>: </strong>We won't say no to a damage boost, but we also shouldn't be too excited to dump 18 levels into this class just to get better damage. This would be a lot better if Sorcerers picked up Shapechange, but without the capstone transformation spell, Bombardment doesn't cut it alone. </li> </ul> </li> </ul><p>[/sblock]</p><p></p><p><strong><span style="font-size: 15px">[anchor="warlock"]-[/anchor]</span></strong><span style="font-size: 15px"><strong><span style="color: #FF0000">Warlock</span></strong></span></p><p>Warlock is not red because it's a bad class overall. It's red because it makes the worst grappler. Almost anything you do as a Warlock another class does better. Warlock gets Find Familiar at level 3, but other classes get it at level 1 or via a feat. Warlocks get True Polymorph but not Shapeschange. Warlock casts the powerful Hex spell, but doesn't get Enlarge Person/Enhance Ability: other classes can even get Hex with a feat! Although there are some unique, even worthwhile, abilities scattered around the class, you are generally better making your level investments elsewhere unless you are trying out some niche build. </p><p></p><p>[sblock="Warlock Ability Review"]</p><ul> <li data-xf-list-type="ul"><strong><span style="color: #660066">HD - D8</span></strong>: Hardy for a spellcaster (and with Light Armor proficiency!) but not hardy enough to make up for the other deficiencies with the class. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Mystic Arcanum</span></strong>: We're starting with a level 11 feature because all the other Warlock abilities are lists (Invocations) or archetypes. Arcanum adds to your spells-per-day, which is good, but doesn't change the fact that you have low spells-per-day in the first place. Also doesn't address the lack of Enlarge Person or Enhance Ability. </li> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Eldritch Master</span></strong>: Another capstone ability that only helps if you run marathon, gauntlet-style encounter sequences. Doesn't address the in-encounter lack of spells, and still doesn't get us Enlarge Person, Enhance Ability, or Shapechange. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000ff">Eldritch Invocations:</span></strong> Evaluated as a whole, the Invocations are probably purple or even red. Evaluated for their best options, however, the Invocations become a lot more useful to grapplers. At least a handful of these features help out grappling in some way, and some are so unique and powerful you can't get them anywhere else. As a quick dip, Warlock is a decent option on the strengths of some Invocations alone. Just avoid the bad ones. In the interest of space and saving time, I'm not bothering to review all of them. If one isn't listed, it's clearly unrelated to grappling and clearly a to-be-avoided red option.<ul> <li data-xf-list-type="ul"><strong><span style="color: #660066">Agonizing Blast</span></strong>: Improves our damage output, which isn't necessarily bad, but doesn't directly synergize with grappling. Also improves damage output on a spell we can't cast while grapping two opponents. </li> <li data-xf-list-type="ul"><strong><span style="color: #ff0000">Armor of Shadows</span></strong>: There are few reasons to get this instead of just wearing your armor. Unarmored Defense options are also better. </li> <li data-xf-list-type="ul"><strong>Ascendant Step</strong>: Levitate is a cute spell with grappling, and at-will levitation is a neat substitute for a real fly speed. Just make sure you plus your targets don't weigh 500+ pounds collectively: they won't get a saving throw because you are levitating <em>yourself, </em>but you do need to carry them. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Bewitching Whispers</span></strong>: Compulsion opens up a few tricks, but nothing you want to concentrate on or waste a class feature for. </li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Book of Ancient Secrets</strong></span>: It's another way to pick up Find Familiar without using a "real" spell slot, but there are way better ways to pick up the spell, and way better options for your Incantation selection. </li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Chains of Carceri</strong></span>: Don't be a Warlock 15 to begin with. If you are, don't invest a class feature into a conditional Hold Monster that other classes get many levels earlier. Easily one of the weakest features in any class, let alone Warlock, and let alone again for grapplers. </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Devil's Sight</span></strong>: Now we're talking! There is no other feature in the game, at least not one readily accessible to players, that lets you see enemies in a zone of Darkness. As a grappler, you can cast Darkness on enemies and then keep them locked down in the zone. While stuck there, they won't be able to see outside of the area of effect and enemies won't be able to see in. You can even combine this with a Monk's Shadow Step ability for easy, on-command gap-closing! </li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Dreadful Word</strong></span>: Back to the Warlock abilities we know and loathe. Confusion itself isn't horrible with grapping, but you don't want to be the one concentrating on this spell. </li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Eldritch Spear</strong></span>: As with most range attack abilities, Spear works at cross-purposes with close-range grappling. </li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Fiendish Vigor</strong></span>: Here's a decent invocation. False Life doesn't require concentration and has a respectable 1 hour duration. This is effectively a 1d4+5 "permanent" boost to your HP. It's not huge but that can be the difference between life and death at lower levels especially. It's also a quasi-heal you can repeatedly cast. </li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Gaze of Two Minds</strong></span>: Now I remember why my original guide didn't review all these abilities... </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Lifedrinker</span></strong>: Pact Weapon grappling isn't really a thing, but if you want to make it a thing then Lifedrinker gives you a small damage boost to all your attacks. Although more relevant than garbage like Eldritch Spear, Lifedrinker still requires a ridiculous 12 level commitment and is rarely going to be worth it. </li> <li data-xf-list-type="ul"><span style="color: #ff0000"><strong>Master of Myriad Forms</strong></span>: You can do worse than an at-will Alter Self, even if Alter Self isn't great for grappling (requires concentration and doesn't give you grappling advantage). But you can't do much worse than a <em>level 15 </em>at-will Alter Self. Seriously: that's a level 2 spell you are investing a level 15 class feature to get. </li> <li data-xf-list-type="ul"><strong>Minions of Chaos: </strong>Summoner grapplers are a thing, but Conjure Elementals doesn't give you enough help actions to justify a 9th level feature . </li> <li data-xf-list-type="ul"><strong>Mire the Mind</strong>: There are way better spells to concentrate on out there, including the buff version of this spell (Haste). </li> <li data-xf-list-type="ul"><strong>One with Shadows: </strong>Not a great ability, but it has some interesting synergy with grappling. Just grab someone in a dark area and stop doing anything. As long as you don't move and don't make grapple checks, your opponent will stay locked down and you'll be invisible from other enemies. You can definitely do worse as a Warlock. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Otherworldly Leap</span></strong>: There are lots of grappling uses for Jump, especially if you are getting high in the air and then dropping opponents for damage. Unfortunately, you don't really want to expend a 9th level feature to get the 1st level spell, even if it is at-will. </li> <li data-xf-list-type="ul"><strong>Repelling Blast</strong>: Remember what we said about gap-closing and not gap-widening? It's at play in this useless feature too. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000ff">Sculptor of Flesh</span></strong>: Polymorph grappling isn't as good as Wild Shape grappling, but it's still feasible provided you have someone else buffing you to get advantage on the grapple checks. Warlocks won't get the spell otherwise, so if you want to be a transformational Warlock grappler, this is the feature you need. </li> <li data-xf-list-type="ul"><strong>Sign of Ill Omen: </strong>It's generally better to give your grapple checks advantage than to give opposing ones disadvantage, but this is a way to get a quasi-Enhance Ability on Warlock. There are better options out there but this is a feasible solution to the class's lack of other advantage-granting spells. </li> <li data-xf-list-type="ul"><strong>Thief of Five Fates</strong> Once you look up Bane and see it doesn't affect ability checks, you'll understand why this feature is useless. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Thirsting Blade</span></strong>: It's Extra Attack for Warlock, but doesn't seem to work, as per RAW, with grappling. Grappling requires you to replace attacks, but Thirsting Blade only lets you take them with your pact weapon (which can't itself grapple). This is significantly better if you can rules-lawyer your way into getting it to work with a grapple, but if not, skip it unless you want to deal more damage. </li> </ul> </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">The Archfey</span></strong>: Most of these features could have been better for grappling with a few wording tweaks. As they are, however, there are way better options within Warlock if you absolutely need to dip or progress in the class. The archetype imposes some relevant conditions (Frightened) and has decent abilities (teleport), but all with limitations that make them pretty bad for grappling.<ul> <li data-xf-list-type="ul"><strong><span style="color: #660066">Spell List</span></strong>: Greater Invisibility is a great spell, but that's as deep as this list goes. Amusingly, this spell list would be bad even if your job was to seduce the duchess or bluff your way into the king's court, so I don't even understand it in the context of the archetype's flavor. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066"><strong>Fey Presence</strong></span></strong>: Every time you see the "Frightened" condition, you should pay attention. But every time you see that the condition only lasts a turn and can't be used again until after a short rest, you should go elsewhere. This also costs an action, which makes it even worse than it already was. </li> <li data-xf-list-type="ul"><strong>Misty Step</strong>: If you can get creative with taking damage (damge yourself, take damage from a fall, have an ally damage you, etc.) then this feature isn't awful. It's a 60 foot teleport with invisibility tacked on, which is a great way to close a gap. This would be blue if it were easier to trigger and, more importantly, if you could do it more than once per rest. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Beguiling Defenses</span></strong>: Charm immunity isn't bad but it's not worth a level 10 feature. Barbarians get the same much earlier and as part of a better progression. </li> <li data-xf-list-type="ul"><strong>Dark Delirium</strong>: Better than Fey Presence because it lasts for multiple rounds. You can even keep it going while grappling, so long as you aren't also dealing damage. It's still better to concentrate on giving yourself advantage than giving an opponent disadvantage, but there are worse fear-based features out there. </li> </ul> </li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>The Fiend</strong></span>: A huge improvement over the Archfey, The Fiend patron isn't better than other grappling classes but it's the best Warlock option out there. Every single ability has some direct or indirect benefit to grappling and although there are better ways to pick them up, it's the best the Warlock has to offer. The capstone ability even borders on "good"!<ul> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Spell List</span></strong>: There are a fair number of decent spells here, even if Wizards also get most of them with better features along the way. Fireball, Flame Strike, and Wall of Fire all have great synergy with the restrained condition. Fire Shield is a passable frontline tanking spell, although there are better options out there. Solid B+ spell list; it only works with a certain style of grappling, but it's at least a viable style. </li> <li data-xf-list-type="ul"><strong>Dark One's Blessing</strong>: It's a bit of extra HP every time you kill an enemy, which can be useful in mob situations where grapplers might otherwise struggle. Remember that temporary HP doesn't stack, so you can't just farm little creatures to accumulate a massive temp HP pool. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Dark One's Own Luck</span></strong>: Huge boost to a single grapple check, but only usable once per rest. Would be better-rated if you could use it more (and honestly, the once-per-rest restriction could bump it lower), but it's rare to see a Warlock ability so explicitly tied to grappling. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Fiendish Resilience</span></strong>: True, it's no Rage or Bear Totem Rage, but as far as spellcasting tank abilities go, this one is quite strong. Fire is obviously a good choice if you plan on using your spell list to hold enemies in fire damage, but you can easily tailor this to fit an adventure's needs. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Hurl Through Hell</span></strong>: At first glance, this just looks like a no-save, high-damage burst ability. It also appears anti-synergistic with grappling, because it breaks the hold. So how do you use Hurl? Fly up in the air and <em>then H</em>url them Through Hell. When they reappear in mid air, they will instantly take 10d10 damage plus damage from the fall. Now THAT'S getting hurled through hell. It might not KO a monster in one shot, but it will be hard for them to heal up through that quick damage burst. You can land underneath the creature (move action) and then grapple the creature when it lands. RAW, it will be landing Prone anyway after the fall, so you just have to grab it there and start all over again. Hey, maybe Warlocks can grapple after all! </li> </ul> </li> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">The Great Old One</span></strong>: Warlocks make bad grapplers. Cthulhu worshipping grapplers make even worse grapplers, which is really too bad because that would be the coolest and most flavorful build in the PHB. The combination of completely irrelevant class features and a mediocre spell list dooms this as a viable grappling build. Bonus points for flavor and backstory, but none for mechanics. Well, maybe one bonus point for one mechanic, but it's a bit of a weird one and doesn't come into play until level 14.<ul> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Spell List</span></strong>: C'mon, Wizards. Where are the spells that frighten things? Aren't those Great Old Ones supposed to be scary? The ones worshipped by these Warlocks seem more like the ET-Phone-Home variety than the eat-your-mind-and-planet one, which sucks both for flavor and for grappling. The only interesting spell on the list is Telekinesis, a spell which opens up grappling ideas all on its own but is still better used by a Wizard than a Warlock. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Awakened Mind</span></strong>: A unique and undeniably powerful ability, Awakened Mind still doesn't do much for grappling. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Entropic Shield</span></strong>: Too narrow as a tanking ability, even if it has strong action economy in using reactions. It's better to impose disadvantage on attack rolls by knocking enemies prone. Don't spend a feature on it. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Thought Shield</span></strong>: Strong in a roleplaying context, but very weak in combat. Maybe better if you are a full-time Mind Flayer slayer. </li> <li data-xf-list-type="ul"><strong><span style="color: #32CD32">Create Thrall</span></strong>: Find Familiar and Animal Companion do the same thing (not to mention Conjure spells), and you don't need to invest 14 levels into those. Then again, those are animals and little Imps/Rats/Snakes. They're also not permanent. Create Thrall never goes away and works on ANY incapcitated creature. It also doesn't allow a saving throw. The big bad guy? Oh yeah, he's fair game. Some master assassin who can sneak attack your grappled bad guys? All yours - literally. The king of the whole dang kingdom? You're now his best buddy. With the right access to the right people, there are probably endless synergies you could work with this ability and grappling, but it would be something you would have to completely build the optimization around. </li> </ul> </li> </ul><p>[/sblock]</p><p></p><p><strong><span style="font-size: 15px">[anchor="wizard"]-[/anchor]</span></strong><span style="font-size: 15px"><strong>[COLOR=#000CC]Wizard[/COLOR]</strong></span></p><p></p><p>The skinny, bookish Wizard, despite some serious survivability issues, makes a very good grappler. To start, Wizards make some of the best mage slaying grapplers around. Antimagic Field plus grappling is virtually unbeatable for most magic-based opponents, especially if you use magic to close the gap. Second, Wizards are excellent at the restrain-target, cast-spell model of combat. They can sculpt spells around themselves to avoid making the save. Cook off a Delayed Blast Fireball for a few rounds and then drag the bad guy into it. It's just as fun as it sounds. Finally, Wizards make strong Shapechange grapplers, mostly because their spell list is the most extensive (no one else gets Shapechange but Druids), and because their class features have such strong synergy with those spells.</p><p></p><p>[sblock="Wizard Ability Review"]</p><p> </p><ul> <li data-xf-list-type="ul"><strong><span style="color: #660066">HD-D6</span></strong>: D6 HD sucks, but because Wizards get the almighty Shapechange, it's not as big a deal as with Sorcerers who are stuck on Polymorph. </li> <li data-xf-list-type="ul"><strong>Arcane Recovery</strong>: Useless in a battle, but quite useful over the course of a day. You get it so early anyway that it's not like you have made any investment for an otherwise average feature. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Spell Mastery</span></strong>: More spell slots are always nice, especially if you are always casting a few go-to buffs anyway. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Signature Spells</span></strong>: See above. Even while Shapechanged, there are a few spells you are still going to cast on yourself and your enemies no matter what. If you can cast those at-will, that's great in long engagements. </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">School of Abjuration</span></strong>: Enemy mages beware! Part of the School of Abjuration curriculum is about protecting others. The other part? Smashing the faces of opposing spellcasters. Every single ability in this archetype has some relevance to grapplers, with many of them directly applicable to either tanking or ruining enemy spellcasters' days. On top of that, every single ability also functions while Shapechanged. Easily one of the best schools you can pick.<ul> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Arcane Ward</span></strong>: The first time you cast this, probably off of Shield, you get a nice bonus HP pool that will probably negate at least one attack. Then every other time you proc this, probably with even more Shield, you get 2 more of that HP back. Ward requires no concentration and no investment beyond casting spells you are already casting anyway. </li> <li data-xf-list-type="ul"><strong>Projected Ward</strong>: You probably won't spread the Ward love to your allies, but it's nice to have that option. </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Improved Abjuration</span></strong>: A great ability that helps you win any Dispel Magc or Counterspell battle. Mage-slaying grappling is all about Dispel Magic and Counterspell anyway (what's up, Freedom of Movement?), and getting an added +3 or +4 to the check will almost guarantee you succeed on those contests. </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Spell Resistance</span></strong>: You can pick up magic saving throw advantage from other features, but spell-damage resistance is excellent. Works while Shapechanged, while restraining an enemy in an ongoing spell effect, and while just hunting down enemy mages. </li> </ul> </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC"><strong><span style="color: #660066"><strong><span style="color: #FF0000">School of Conjuration:</span></strong> </span></strong></span></strong>There are a few ways to be a summoner grappler, but this archetype isn't one of them. The only ability affecting your summoned creatures, Durable Summons, comes online far too late and with far too little impact to be worth it. Focused Conjuration is a nice way to keep your animal horde from falling apart, but between save proficiency and War Caster you shouldn't have trouble concentrating to begin with. As for Minor Conjuration and Benign Transposition, the first has no grappling application at all, and the second is a bad and action-inefficient Misty Step. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">School of Divination</span></strong>: Surprisingly useful as a grappler, although not quite as strong as the anti-spellcaster options under Abjuration. Divination School features are excellent on a more generic Wizard grappler that isn't focused too heavily on either Shapechanging or on mage-murdering.<ul> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Portent</strong></span>: If you roll high, you can use these to all but guarantee success on your own grapple/shove checks. If you roll low, you can seal your enemy's failure. Sure, you can only use the feature twice before a rest, but you will be surprised how much mileage you can get out of those two uses. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Expert Divination</span></strong>: This gets you a lot of extra spells per day, especially if you start with a level 5 spell and then keep casting until you have regained the level 1 slot off the level 2 cast. These spells won't be useful for grappling in most cases, but that doesn't mean grapplers are never out of combat and never trying to divine out of combat knowledge. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">The Third Eye</span></strong>: Invisibility can be a big problem for grapplers, and this is a no-concentration-required way to combat that. The other modes are just added perks. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000ff">Greater Portent</span></strong>: Portent is good at two uses. Portent is better at three uses. </li> </ul> </li> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">School of Enchantment</span></strong>: In case it was unclear over the course of this guide, charmed is not a condition grappler should care much about: most charms are broken on damage or hostile action. All of the abilities in this school either charm in exactly that kind of break-on-contact way, or provide another benefit that is entirely unrelated to our style of combat in the first place. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">School of Evocation</span></strong>: If you are taking this feature, you are mostly doing it for the level 14 ability which guarantees that your spells deal a LOT of serious damage when your opponents fail their saves. The other features are fine but not great, which is okay given how strong that level 14 ability is.<ul> <li data-xf-list-type="ul"><strong><span style="color: #660066">Sculpt Spells</span></strong>: It's too bad that this and the Sorcerer's Careful Spell don't allow you to sculpt around yourself. That said, this iis a little better than Careful Spell because it costs no sorcery points to use, and because it doesn't occupy the metamagic slot for a spell that you would rather quicken or heighten. </li> <li data-xf-list-type="ul"><strong>Potent Cantrip</strong>: More damage is always good, even if only on Cantrips. There will be times where you use this and it isn't bad, but there will more often be times where you just don't use it at all. </li> <li data-xf-list-type="ul"><strong>Empowered Evocation</strong>: A little more damage never hurt anyone. Except, of course, the bad guys grappled in the Wall of Fire. </li> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Overchannel</strong></span>:There are really two spells you want to use with this. The first is the nuke itself: Fireball. Cast that for 10d6 as a level 5 spell and just deal a flat 60 damage to everyone nearby. The second, and I actually like this one a lot better, is Wall of Fire. Get fire resistance somehow and then cast Wall as a 5th level spell for 6d8 maximized damage. That's 48 damage right away and another 48 damage every single turn that you hold the bad guys in that wall. Because you can just cast Wall and let it cook, you can do that before you even grapple the enemy, which lets you grapple two badguys instead of one and then restrain them both right in front of the oven. </li> </ul> </li> <li data-xf-list-type="ul"><strong><span style="color: #32CD32">School of Illusion</span></strong>: Every feature in this school is about as useful to grappling as those in the Enchantment school. Except the last one. Illusory Reality is one of those features like Warlock's Create Thrall. The only limitations are your imagination. I'm not saying you should play a School of Illusion grappler with all the other options available. But I'm also not saying it's not awesome and potentially very powerful to try. Brainstorm ways to rapidly gain altitude (illusory stairs), open up giant holes to throw people through (illusory doors in tower/castle walls), or create confined areas (illusory cage matches). You are only limited by your creativity and the parameters of the feature; the illusion can't move and can't be magical. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">School of Necromancy</span></strong>: Not quite as bad as School of Enchantment but still a subpar choice. True, you can use Animate Dead to make a shambling horde of grapple/shove helpers. Then again, you don't actually need School of Necromancy to do that. The walking dead will just be a tiny bit more durable; 20 HP at absolute most, which is maybe 1-2 more hits of damage. The Animate Dead route to gaining "Help" is perfectly operable without this feature, even if it's slightly less flavorful. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">School of Transmutation</span></strong>: I was expecting a lot more of the school that gives you the best grappling spell in your arsenal, Shapechange, but the options here are still strong. The final ability is particularly nutty, but only on the highest level Wizards.<ul> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Minor Alchemy</span></strong>: Focus on grappling, not duping poor salesmen at the market. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Transmuter's Stone</span></strong>: For grapplers, the move speed increase is the best of the different options, especially if you stack it on top of Longstrider and any other natural move speed increases and modes. </li> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Shapechange</span></strong>: The feature with the highest-potential name has, of course, the lowest-impact benefit. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Master Transmuter</span></strong>: Power Word Heal is a 9th level spell that heals a target of all HP and removes a bunch of conditions. Panacea is a 14th level class feature that, for all intents and purposes, does the same thing, but three levels before you would ordinarily get it. And remember: class-balance-wise, Wizards shouldn't even be able to have this ability. Because when you are a 250 HP Adult Red Dragon, it's not very fair that you can also heal yourself to full. This concept of class balance is what makes this feature so crazy. </li> </ul> </li> </ul><p>[/sblock]</p><p></p><p>Overall, there are a lot of classes that can get you into the grappling action, and I encourage you to try out different options. If you are still feeling overwhelmed and need some more general rules, here are the overarching guidelines you want to keep in mind when picking your class. </p><p></p><ul> <li data-xf-list-type="ul"><strong>Athletics advantage: </strong>The biggest grappler prerequisite is getting advantage on your checks. This typically means Barbarian Rage, Enlarge Person, or Enhance Ability, although there are other ways to do it and different levels you can get it. </li> <li data-xf-list-type="ul"><strong>Extra Attack: </strong>If Athletics-advantage is the first prerequisite, Extra Attack is the second. This is the only way to make two grapple/shove checks per round. Avoid the bonus action ripoffs, unless you are using them to deliver maneuvers. </li> <li data-xf-list-type="ul"><strong>Remember survivability: </strong>You can't grapple two enemies if you are dying by the third round. Enemies will often have friends that can help them, especially magical friends. Don't sacrifice HP, AC, or saving throw bonuses too much. Your DM and his/her monsters will happily exploit those holes. </li> </ul><p>Later in the guide, we'll go over some builds that bring all this action together. For now, this is a great starting point on your path to become All-Faerun Wrestling Champion.</p><p></p><p><strong><span style="font-size: 18px">[anchor="feats"]5. [/anchor]</span></strong><strong><span style="font-size: 18px"><u>Feats</u></span></strong></p><p>As a grappler, you might choose to play a raging mountain-man wrestler, a tactical lockdown artist, a murderous get-em-from-behind assassin, or a hungry crocodile who just "wants to play". No matter your path, feats are probably going to be an important consideration. In most cases, and unlike in previous editions, you don't actually need a lot of feats to grapple. Heck, you don't need any really; the basic combat rules let you do almost everything without any serious feat investment. That doesn't mean you shouldn't consider the PHB feats for your character, especially given you will be progressing well past 4th or even 8th level for a few classes. </p><p></p><p>This section will review all the feats in the PHB, rating them according to how useful they are for the aspiring grappler. If there's a feat that doesn't show up on the list, like Actor, it's just because it's irrelevant for in-combat grappling mechanics. </p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Alert</span></strong><br /> Most characters have an initiative bonus based on dexterity and nothing else, so +5 is massive. Grappling, moreso than other playstyles, really wants to go first in combat because the earlier you wrangle people to the ground, the earlier you can shut them out of the fight. Surprise immunity and extra anti-invisibility is gravy. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #32CD32">Athlete</span></strong><br /> The cornerstone of the powerbomb suplex grapple technique (see builds later). Athlete lets you jump really high with your grappled target(s), throw them to the ground, and then land, stand, and re-grapple. All in one turn. Without Athlete, your jumps will be shorter, your standing will be slower, and the combat style will be much less efficient. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Charger</span></strong><br /> The rare triple trap feature. First, it costs a bonus action, which should already make you leery if you've been paying attention to all the other stuff we can do with our valuable bonus action. Second, Charger makes a melee <em>weapon</em> attack, which can't be replaced with a grapple check. Third, and most problematically, the shove action doesn't actually knock the enemy prone. It just moves them. This feat is important if for no other reason than underscoring grappling rules and reminding you to read carefully. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #32CD32">Crossbow Expert</span></strong><br /> Some readers might be surprised to see this ranked so highly. Turn your attention to the second bullet point which, RAW-wise, does not actually require you to wield a crossbow to benefit from. If you are playing a spellcasting grappler, you will need this to cast your ranged attack roll-based spells without disadvantage. You can knock an opponent prone to negate that disadvantage, but then you lose the subsequent advantage from attacking within 5 feet of the prone enemy (the two instances cancel each other out). Crossbow Expert returns advantage to your court, so fire away with whatever spell or weapon you want. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #660066">Defensive Duelist</span></strong><br /> Not great, but it is usable by the grappler Rogue (or Fighter) who might wield a weapon in one hand while grappling with the other. Reactions make for great action economy, and extra survivability is always welcome. If you pursue a Sneak Attack-based grappler who is hurting for more AC or HP, Defensive Duelist isn't a bad option. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Dual Wielder</span></strong><br /> You derive basically zero benefit from any of Dual Wielder's bullet points while grappling even one enemy, let alone two (grappling occupies a hand). And no, grappled enemies don't count as improvised weapons unless they are also dead (only "objects", not "creatures", can be used in this way). </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Elemental Adept</strong><br /> If you plan on grappling/restraining enemies and blasting them with magic, Elemental Adept is a solid way to increase your damage. I strongly recommend "fire" as your element of choice, given the power of Fireball, Wall of Fire and Delayed Blast Fireball against restrained targets. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Grappler</span></strong> / <strong><span style="color: #32CD32">Grappler</span></strong><br /> The hands-down most disappointing entry in the PHB, Grappler is the ultimate trap ability. Its first ability is a worse version of the shove-to-prone combat option grapplers already have. Why invest in a feat for advantage when you can do it with basic combat actions? The second ability is what earns Grappler its green status. A restrained target suffers from disadvantage to all Dexterity saving throws, which works nicely with grapplers who use Dexterity-based spell damage. Or grapplers who have allies using that magic. This is a niche way to grapple but a fun one, so I leave it out there as an option for grapplers looking for new ways to enjoy the combat style. As for the last bullet point, it's a leftover of an earlier edition. As the <a href="http://media.wizards.com/2015/downloads/dnd/Errata_PH.pdf" target="_blank">PHB Errata</a> clarifies, " Ignore the third benefit; it refers to a nonexistent rule". All told, this is the feat that should have made us tick and instead it's one of the first you'll ignore. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #660066">Great Weapon Master</span></strong><br /> At first glance, it looks like you can't use these benefits while grappling because they appear to require two-handed weapons. On the plus side of the feat, you don't actually need a two-handed weapon to use GWM. You just need a "heavy" weapon, and only for the second benefit. On the negative side, neither of the benefits are particularly powerful, although the added damage is nice for a low-damage combat style. A prone/grappled enemy is easier to hit, so you can freely trade -5 on the hit to +10 on the damage as long as you have a heavy weapon in your non-grappling hand. This means you can't grapple a second enemy, but it gives you more damage against one target. GWM gets better if combined with a heavy weapon-wielding Mage Slayer, but that's such a niche build that I can't evaluate the feat on its merits alone. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Heavily Armored</span></strong><br /> Survivability is important for grapplers and, In many cases, multiclassing is the best way to get heavy armor. Just take the highest armor proficiency class at level 1 (like Fighter) and then multiclass out at later levels (to Bard/Rogue/Wizard/etc.). That said, there are some instances where a heavy armor class isn't part of your build. In those cases, this feat becomes a lot better. It even buffs your most important ability score as an added bonus! So if you are a College of Valor Bard going straight Bard with only a Rogue multiclass, pick this up right after you get medium armor proficiency. This is also a decent starting proficiency to work towards with the Human bonus feat. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #660066">Heavy Armor Master</span></strong><br /> You don't want to die in combat, but you don't want to invest too many features into staying alive. +1 Strength is nice, but the flat 3-point damage reduction is underwhelming at best. It doesn't even affect magical weapons or spells. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Lightly Armored</span></strong><br /> I can't think of a decent optimization that wouldn't get this from a level 1 dip into some class, whether Bard, Rogue, Fighter, Barbarian, etc. Probably the least useful combat feat in the PHB, let alone for grapplers. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Lucky</span></strong><br /> Remember the Wizard's Portent ability? Lucky is a worse version of Portent, but it's one that any class can get. You generally won't use it against opponents (it only affects attack rolls which we probably don't care about), but you will frequently use it on your own checks. Think of it like triple advantage on Athletics, usable three times per day in between long rests. As far as luxury feats go (stuff like Alert), this one is probably the highest on the list because it's incredibly versatile (it even helps your saving throws) and is relevant in almost all fights at almost every level. Fighters will often get this if they stay in their class for long, just because they get so many feats. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Mage Slayer</span></strong><br /> Back in 3.0 and 3.5, it was a nightmare to cast spells in threatened squares, especially against grapplers. 5th Edition took a lot of bite from that strategy, but Mage Slayer returns some of our former glory. Slayer doesn't prevent spellcasting, but it does put you in a strong enough position that it won't matter. Once grappled, enemy casters will <em>always</em> be within five feet of you, so you can smack them every time they try to cast a spell to get free. If they are concentrating on a spell, that's yet another attack they need to make to a save on. Oh yeah, and they make all their concentration checks at disadvantage, both against your normal attacks and the free reaction attack every single round. As if that weren't enough, you also get advantage on all saving throws against spells cast within five feet of you. Assuming you are holding down 1-2 mages, that's the only range spells will be inbound from. An overall excellent feat for campaigns with lots of spellcasting enemies. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Magic Initiate</strong></span><br /> In most cases, grapplers are better off just multiclassing into a class with the spell than taking this feat. There aren't a lot of good cantrips for grappling anyway (Guidance is the big one), and although there are a bunch of decent level 1 spells, casting the spell only once limits their usefulness. One solid combination is Guidance, Resistance, and Longstrider from the Druid list (Longstrider lasts an hour and doesn't require concentration). Another is Blade Ward, True Strike, and Hex from Warlock. Hex is a great dip into a spell list you ordinarily wouldn't touch, a bonus-action-casttime, no-save-allowed way to screw an opponent's checks. Although savvy opponents can just switch from Athletics to Acrobatics (or vice versa), this will still leave them making the worse of two checks, or just accepting disadvantage on the roll. Either way, that's a great investment for the grappler. You can also pick up Find Familiar with Magic Initiate, but it's more efficient to get your helpful familiar off Ritual Caster than it is to lock yourself out of the level 1 bonus spell. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #660066">Martial Adept</span></strong><br /> This feat is much better on paper than in a real game. Maneuvers are strong and it seems great to get a free one without a three level investment into Fighter. Unfortunately, getting that maneuver only once per long rest is terrible once you get into real fights. At least with spells, something like Hex or Longstrider from Magic Initiate, your once-per-long-rest magic lasts multiple rounds or through multiple enemies. The one-shot Martial Adept maneuver doesn't, which makes this a weak feat that is only good in white room style optimizations. It's a little better (black rating) if you are a Fighter who just wants more maneuvers. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Medium Armor Master</span></strong><br /> Stealth doesn't really help grappling, and the +1 AC isn't worth a feat. Just bite the bullet and upgrade to heavy armor. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Mobile</span></strong><br /> +10 to your speed is all you need to know about this feat. That's two extra squares with a dash. Or two extra vertical squares with flying. Remember that dragging creatures is one of the best parts of grappling, so any way you can buff that speed is a great way to enhance your combat utility. Difficult terrain is also a big problem for grapplers who drag enemies, and Mobile addresses that too. Just combine this with Monk or Rogue class features to get a bonus Dash and you'll be bounding around the battlefield in no time. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Moderately Armored</span></strong><br /> See Lightly Armored. It's so easy to pick up these proficiencies just by virtue of multiclassing or picking a different level 1 class. Don't waste a feat here. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Mounted Combat</strong><br /> Is mounted grappling a thing? RAW it is, and you can actually do some cool things by using your mount's move speed in place of your own. The horse's (or dragon's!) speed isn't halved when you as a rider are grappling, but a DM could reasonable impose penalties on that whole operation. If you convince your DM to allow mounted grappling (it really does work, RAW-wise), then this feat is a decent way to keep your valiant steed alive while you grab people around the battlefield. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Polearm Master</span></strong><br /> Both feat abilities require a two-handed weapon, and grappling prohibits you from using these effectively. You can only replace Attack actions with grapple/shove checks too, so you can't even abuse the free AOO when enemies enter your reach. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Resilient</strong><br /> This is one of the better saving throw bonuses in recent editions, especially if you are a spellcaster who needs to pick up Constitution save proficiency to maintain concentration. The ideal spellcasting grappler will have save-proficiency in Constitution (concentration), Wisdom (fear effects), and Dexterity (most common saving throw), and Resilient is a solid way to pick up that third proficiency. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Ritual Caster</strong></span><br /> If you want Find Familiar but don't want to a) waste your Magic Initiate feat or b) go into a spellcasting class, then Ritual Caster is the best way to get it. Familiars are a bit limited as grappling helpers (they'll just confer one instance of advantage per round), but they work independently of size, concentration, magic ability, etc. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #660066">Savage Attacker</span></strong><br /> More damage is nice, but more grappling is better. I suppose you could use this as part of a single-target grappling build, but the difference in damage output won't be big. Remember that Savage Attacker just rerolls the weapon damage di(c)e, not any bonuses (sorry, Sneak Attack). </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Sentinel</span></strong><br /> If you could grapple/shove as part of that provoked reaction, this would be an EASY sky blue rating, if not gold. Unfortunatly, those pesky RAW don't allow you to do that. You can only replace Attack actions with grapple/shove, and all the reaction-based AOOs in Sentinel don't qualify. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #660066">Sharpshooter</span></strong><br /> Only included here for the -5 to hit, +10 to damage, which synergizes nicely with a prone opponent within 5 feet of you. Dump em down and then shoot em point blank. There are better ways to attack a prone opponent, but I leave this as an option if you're a big hand crossbow fan. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #CC9900">Shield Master</span></strong><br /> One of two gold-rated feat in the PHB, although this one is admittedly limited to single-target grappler builds. But if you do pursue the single-target grappler build, Shield Master is easily one of the beats features in the book. Master gives you a free, bonus action-based shove attempt on your target, which frees up your valuable Extra Attack actions to deal more damage or keep an attacker locked down. Simply walk up to your target, grapple them, shove them prone, and then attack them for damage, all as early as level five. Or, even better, grapple them and then shove them prone as early as <em>level one</em>, provided you are a Human getting this feat at creation. The other benefits are just gravy, giving you a bunch of survivability against the most common saving throw effects in the game. You can theoretically drop a shield to use this against multiple opponents, but dropping takes a full action (PHB, 146), so your target might run away. Against a single enemy, however, there's really nothing better. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #0000CC">Tavern Brawler</span></strong><br /> After Grappler, this is the second grappler feat in the PHB. To start, a big thanks to Wizards for putting not just one but two of these feats in the book; that's a big investment for a combat style that isn't always in the spotlight. It's also significantly better than Grappler, even if it still isn't quite the awesome feat we are hoping for. The Strength/Con bonus is a nice bone, but the second point is largely irrelevant (RAW, everyone is proficient in unarmed strikes) unless you are using lots of improvised weapons. Things get better again with the third benefit, a big unarmed damage increase for grapplers who aren't going into Monk but still need to grapple multiple enemies and deal damage from round to round. Going up from a flat 1 damage to 1d4 damage is big over a long battle, and you'll welcome it if your hands are full. As for the fourth bullet point, it's an Improved Grab lite ala 3rd Edition, but it forces us to commit our opening attack to a melee hit, not a grapple check. It also consumes a valuable bonus action. This gets a lot better when you are fighting spellcasters and need to disrupt their concentration, but it's still often weaker than just walking up to them, grabbing them, and then smacking them after the grapple gets started. Overall, there are a number of builds which will pick up Brawler as a luxury feat, but few that will rely on it as a core feature. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong>Tough</strong><br /> There are some builds that want to invest a feat for +2 to +40 HP over time, but most builds don't need it. This gets a little better with Wild Shape or Shapechange, both of which give you new HP totals while also allowing you to retain the benefits of your class features. A DM might rule that the layering doesn't work to your favor, but I think there's a strong case to be made that it does. This synergy is the only reason Tough is listed at black rating, as it gives you compounding HP advantage for every form you shift into. Otherwise, there are much better survival-focused features to take. </li> </ul><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #CC9900">War Caster</span></strong><br /> If you are a spellcasting grappler, you need this feat. Enhance Ability? Enlarge Person? Shapechange? All of that grappling goodness is concentration-based, and War Caster is the best way to make sure you keep your buffs up in real combat. Grapplers take a lot of damage on the front lines, which means lots of concentration checks to avoid losing your spells. If these break mid-combat, you are going to be in a really bad situation, which makes War Caster indispensable for anyone serious about magic-based grappling. <br /> Modes 2 and 3 serve a different sort of grappler, the kind who restrains things with Grappler and then lets them bake in a Wall of Fire or Flame Strike. That second benefit doesn't let you use somatic spells with two enemies in your hands, so you won't be restraining two guys and then casting your spell. But if you are rocking the Shield Master build, that's another story entirely. As for that third benefit, you'll get some reactions out of this, but most enemies won't be moving enough to provoke the AOO. As usual with War Caster, it's the first ability that drives the feat, and you'll need to get this if you want to stay relevant throughout your progression. </li> </ul><p></p><p>When picking feats, just be careful that your build and grappling style fits the feats you are selecting. For example, Monks don't make good Tavern Brawlers because they have too many competing bonus actions <em>and</em> they don't benefit from the unarmed damage die increase. Also, be mindful of how you want your character to play at ALL levels, not just level 20. You might need that heavy armor at level 4. You might need that saving throw bonus at level 8 when it turns out that your entire campaign is against scary (read: bestowing Frightened condition) undead. </p><p></p><p>More importantly, know when you don't actually need to pick a feat as a grappler! Many builds don't need it and will get more mileage out of a +2 Strength or +1 Str/+1 Con bonus than they will from some cool looking feats. This is often one of the hardest decisions to make (we D&D players love to pack on the features and abilities), but sometimes simpler is better when you're a grappler. </p><p></p><p>Overall, be flexible and critical with your feat selection and you will be guaranteed to have a powerhouse wrestler on the battelfield.</p><p></p><p><strong><span style="font-size: 18px">[anchor="magic03"]6. [/anchor]</span></strong><strong><span style="font-size: 18px"><u>Magic and Spells: Cantrips - Level 3</u></span></strong></p><p></p><p>When I was first working on this guide, I had a distinction between magical and nonmagical grappling. I <em>still</em> have that distinction, to some extent. But having played grapplers before and written on them extensively, I now think that distinction is a bit artificial. Because of feats like Magic Initiate, the ease of multiclassing, and the relative availability of spells even in "nonmagical" classes, there isn't really a hard line between magical and nonmagical grapplers. Instead, it's better to think of grappling magic on a continuum. On one end, you have spells that only dedicated spellcasters can use; True Polymorph, Shapechange, Foresight, etc. In the middle, you have spells that require some commitment to spellcasting classes, but still give you a lot of flexibility in multiclassing: Wall of Fire, Polymorph, Conjure Animals, etc. And then at the other end of the spectrum, you have spells that require no more than a 3 level dip, or even just a Magic Initiate investmnt, stuff like Hex, Find Familiar, Enlarge/Reduce, Enhance Ability, and so on. Even Barbarians, who can't concentrate on spells while raging, can still benefit from something like Longstrider!</p><p> </p><p>Because multiclassing is so easy, because spell lists overlap so freely in 5.0, and because I don't want the spell section to be as long as the rest of the guide, I am only going to list a few spells per level and give a quick explanation of them. I'll highlight the best spells at each level and also some obvious (and less obvious) traps. If a spell isn't listed, it might not be bad with grappling, but it just didn't merit its own entry. </p><p> </p><p><span style="font-size: 15px"><strong>Cantrips</strong></span></p><p></p><p>[sblock="Cantrip review"]</p><ul> <li data-xf-list-type="ul"><span style="color: #0000ff"><strong>Chill Touch</strong></span>: If you have already grappled/shoved an opponent and just want to stop them from healing every turn, keep recasting Chill Touch and they'll slowly expire. Also strong against regenerating enemies. </li> <li data-xf-list-type="ul"><span style="color: #660066"><strong>Create Bonfire</strong></span>: The first spell you can hold enemies in while grappling them. If restrained, they'll take 1d8 damage per turn on top of any other damage you're outputting. Not a good spell, but I add it here because it's where the restraining fun begins. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000FF">Guidance</span></strong>: Free +1d4 to grapple at the beginning of the fight, as long as you pre-buff with it. Guidance has a one action cast time, so it's much worse in the fight itself, but the cantrip has so much non-combat utility that it's okay. </li> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">True Strike</span></strong>: More like canTRAP amirite??? Remember - grappling and shoving aren't attack rolls, so True Strike doesn't help them. </li> <li data-xf-list-type="ul"><span style="color: #660066"><strong>Vicious Mockery</strong></span>: This isn't a good spell for grappling, but it is a Verbal-only spell you can cast while grappling two enemies and otherwise locked out of somatic components. Keep an eye out for better spells like this at later levels. </li> </ul><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 1</strong></span></p><p></p><p>[sblock="Level 1 spell review"]</p><ul> <li data-xf-list-type="ul"><span style="color: #33CCFF"><strong>Absorb Elements</strong></span>: Along with Shield, this is the best defensive spell on the level 1 list. It gives you resistance to the most common damage types and only costs a reaction. Would be rated higher if it didn't require a pesky somatic component. </li> <li data-xf-list-type="ul"><strong><span style="color: #32CD32">Animal Friendship</span></strong> / <strong><span style="color: #32CD32">Speak with Animals</span></strong>: This pair of spells, depending on your DM, MIGHT let you command (for 10 minutes at a time) a small Help-action-squad of squirrels/rats/snakes. Friendship makes them friendly. Speak lets you ask them to do things for you. Low intelligence means that they are probably too dumb to disobey. Think of this combo as the level 1 equivalent of Dominate Animal, although with less RAW backing. </li> <li data-xf-list-type="ul"><span style="color: #FF0000"><strong>Bless</strong></span>: I'm putting this here to illustrate a common spell trap - spells that buff your attack rolls. Remember that these don't help grappling, which means you need to rethink which buffs are worth it and which you can leave at home. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Expeditious Retreat</span></strong>: A more limited, spell-based version of Cunning Action. There are better spells to concentrate on at this level. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000FF">Feather Fall</span></strong>: If your plan is to grab people and jump off tall structures, don't forget your level 1 spell parachute. </li> <li data-xf-list-type="ul"><strong>Find Familiar</strong>: Say hello to your little friend. This will get you a permanent helper to take the Help action every round and guarantee advantage on one check. No concentration required. Unfortunately, a single instance of advantage isn't that great, so it's not worth the investment unless you are getting a familiar as an incidental to your main progression. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000FF">Healing Word</span></strong>: Bonus action cast time means you can still grapple in the same round you heal. 60 foot range means you can heal yourself or a needy friend. Verbal component only means you can heal even if both hands are occupied. Accept no substitutes for action economy healing! </li> <li data-xf-list-type="ul"><strong><span style="color: #0000ff">Hex</span></strong>: Bonus action cast time? Check. Huge range? Check. No saving throw?! Check. Add bonus damage, transferability if the target dies, and "virtual" disadvantage on enemy grapple checks and you have the best offensive grappling spell on any level 1 list. Sure, monsters can just switch their grapple check from Athletics to Acrobatics (or vice versa), but most monsters suck at one to begin with, let alone the other. The only reason this isn't rated higher is that it requires concentration, so it's quicly surpassed by Enlarge Person or Enhance Ability. </li> <li data-xf-list-type="ul"><strong><span style="color: #CC9900">Longstrider</span></strong>: Best level 1 grappler buff in the PHB. Free 10 bonus feet to your movement, it lasts an hour, and it doesn't require concentration. Also affects all movement modes! </li> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Mage Armor</span></strong>: Just multiclass and use real armor. Or polymorph yourself into something with a higher AC. Or play a Monk/Barbarian. If you have to rely on this as a grappler, you're doing something wrong. </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Shield</span></strong>: +5 AC as a <em>reaction</em> is the nuts, especially for low AC grapplers. It's too bad this has somatic components required or it would be gold-rated. </li> </ul><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 2</strong></span></p><p></p><p>[sblock="Level 2 spell review"]</p><ul> <li data-xf-list-type="ul"><strong><span style="color: #FF0000">Alter Self</span></strong>: Plus side - if you are going to grapple two enemies and aren't a Monk, this will give you a better damage die than Tavern Brawler. Minus side - Enlarge also requires concentration, but then gives you a +1d4 to damage, a size increase, and advantage. Dont waste your time here. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Cloud of Daggers</span></strong>: Decent low-level AOE spells to hold people in while you grab them: 4d4 damage, no save. Unfortunately, this requires concentration and there are better things you can focus on. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000FF">Darkness</span></strong>: Cast Darkness on your armor (it targets objects!), grab people, and roll your little ball of blindness around the battlefield. Note that you need the Warlock's Devil Sight feature to do this, otherwise your DM could easily rule that you can't actually see anything to grapple in the first place. </li> <li data-xf-list-type="ul"><strong><span style="color: #CC9900">Enhance Ability</span></strong>: Second-best level 2 spell in the game. Flat advantage to Strength checks is mandatory for most grapplers, and this spell is only outclassed by the next entry on our list. It even doubles your carrying capacity for more dragging and lifting! If you don't have access to Enlarge/Reduce (Druids don't, for example), this is your go-to buff. </li> <li data-xf-list-type="ul"><strong><span style="color: #CC9900">Enlarge/Reduce</span></strong>: Hands down the single best low-level spell for grapplers. It gives advantage on your Strength checks (plus a random but welcome advantage to Strength saves!), and imparts a +1d4 damage bonus to all attacks made in the larger form. It doesn't double your carrying capacity, unlike Enhance Ability, but it does increase your size category, and that's what makes this spell so nuts (on top of advantage, of course). Medium characters can't grapple anything bigger than size large, but that restriction doesn't exist for Enlarged grapplers. If you can get this spell, get it and don't look back. If you can't, <em>try</em> to get it. If you can't do that, settle with Enhance Ability, but know that Enlarge is the better of the two. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Heat Metal</span></strong>: It might be surprising that a spell that threatens disadvantage to ability checks gets such a low rating. Unfortunately, the disadvantage is conditional on a failed save. Making matters worse, the save is Con-based, and most opponents wearing a lot of metal probably have decent Con-saves. Another problem is that this wastes your bonus action AND your concentration every round. That's terrible action economy on top of low base damage. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000FF">Mirror Image</span></strong>: This has always been one of the better level 2 buffs in D&D and 5th Edition continues the trend. It doesn't even require concentration! Great for magical grapplers because images hit by enemy attacks won't trigger a concentration check on your other buffs. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000FF">Misty Step</span></strong>: Strong low-level gap closer once the fight actually starts. Note that this teleportation does not count against your movement for the turn, and only costs a bonus action. You can also do this while grappling (it only requires verbal components), but forced movement will end the grapple. </li> <li data-xf-list-type="ul"><strong><span style="color: #CC9900">Silence</span></strong>: After Antimagic Field, this is <em>the</em> gold standard for ruining a spellcaster's day. The vast majority of spells, especially good combat spells, require verbal components. Grappling mages in a zone of Silence completely shuts down these options, forcing them to poke you with their dagger or try to beat your monstrous Athletics checks. You'll need to concentrate on Silence to keep it going, which means you'll need to persuade someone else in your party to give you Enhance Ability or Enlarge for the advantage. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000FF">Spike Growth</span></strong>: Drag people through the spikes to cause 2d4 damage per 5 feet of movement. More dragging? More damage! Just be careful that you avoid killing yourself as you do it; strong with builds that can stack movement speed to get ton of squares covered in a turn. </li> </ul><p>[/sblock]</p><p></p><p><span style="font-size: 15px"><strong>Level 3</strong></span></p><p></p><p>[sblock="Level 3 spell review"]</p><p></p><ul> <li data-xf-list-type="ul"><strong><span style="color: #32CD32">Animate Dead</span></strong>: THE ARMY OF THE DEAD GRAPPLER IS REAL! Get a squad of 8 or so Zombies (they are hardier than Skeletons, and all you really need is durability on these dudes). Then every round, have 4 of them Help you on grapples/shoves, and have the other 4 ready an action to Help you on opposed grapples/shoves from your victims. Just remember that commanding them to Help costs your bonus action. But it doesn't cost concentration, so it's a no-concentration, non-Rage way of getting advantage on all checks. Don't forget to re-cast Animate Dead every day to reassert control. </li> <li data-xf-list-type="ul"><strong><span style="color: #660066">Bestow Curse</span></strong> / <strong><span style="color: #33CCFF">Bestow Curse</span></strong>: If you have to cast this as a level 3 or 4 spell, just use Hex instead. Better to cast Hex as a bonus action with no save allowed than use Curse as an action, give them a chance to save it, and have to concentrate on the spell. But once you can cast this at level 5 and no longer need to concentrate on it, it becomes a LOT better. If they save, no big deal; action surge another attack. If they don't save, they are screwed for the fight and you can still concentrate on Enlarge or something similar! </li> <li data-xf-list-type="ul"><span style="color: #0000FF"><strong>Conjure Animals</strong></span>: All the Conjure spells are decent with grappling; use the monsters to Help you and to damage your grappled/proned target. </li> <li data-xf-list-type="ul"><strong><span style="color: #33CCFF">Counterspell</span></strong>: Freedom of Movement, Misty Step, Blink, and a variety of other spells are not your friends. If these are cast mid-fight, Counterspell is your out. </li> <li data-xf-list-type="ul"><span style="color: #CC9900"><strong>Dispel Magic</strong></span>: See above, but with an emphasis on spells that are already in effect at the beginning of the fight. Best in tandem with Action Surge, so you can dispel as one action and then grab in your next. I'm pumping this up to a gold rating because it's your only low-level answer to enemy casters who already have certain spells in place, notably Freedom of Movement. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000FF">Fear</span></strong>: Most saving throw spells aren't very good for grapplers because they allow re-saves every turn, or because they just aren't much more powerful than just grappling/shoving. Fear is different because it can be a complete fight ender for any monster that fails the save. First, they drop all their items, which you will capitalize on by grappling them and moving them away from those dangerous objects. Second, all affected creatures have flat disadvantage to ALL ability checks (Dexterity and Strength!) while you are in their line of sight. Given that you are grappling them, you aren't going anywhere anytime soon. Finally, they only get a re-save if you leave their sight. And you just want to hug them, so that's not happening either. </li> <li data-xf-list-type="ul"><strong>Fireball</strong>: Your level 3 spell of choice if you want to restrain targets and cast things on their head. </li> <li data-xf-list-type="ul"><strong><span style="color: #0000FF">Fly</span></strong>: What do you do with a Fly speed? You go straight into the air carrying as many people as you can. What do you do once you are up there? Drop them. They take damage, they land Prone, they don't get a save, and if they escape on the way up, all that happens anyway. </li> <li data-xf-list-type="ul"><strong>Haste</strong>: Depending on your build, this will compete with Enlarge for your concentration spell of choice. But many builds either won't advance that far into their spell list, or would prefer advantage over multiple checks. Extra actions are still strong, particularly if you use the Ready action and have Sneak Attack, but Enlarge and Enhance Ability will typically be better. </li> </ul><p>[/sblock]</p></blockquote><p></p>
[QUOTE="ktkenshinx, post: 6702601, member: 6785159"] [B][SIZE=5][U]4. Class Overview (continued)[/U][/SIZE][/B] [B][SIZE=4][anchor="monk"]-[/anchor][/SIZE][/B][SIZE=4][B][COLOR=#0000CC]Monk[/COLOR][/B][/SIZE] It always surprises me that Monk, the martial arts class, don't make the best grapplers in 5th Edition. Monks have some of the better damage output among grapplers, as well as a lot of tactical flexibility. Unfortunately, Monk has no in-class feature to grant advantage on ability checks, or abilities that directly relate to grappling at all. As an added issue, many of your better abilities don't work in armor. This makes Monk a worthwhile multiclass option, but not necessarily a core grappling advancement. That said, grappling builds focusing on damage, versatility, and/or mobility will enjoy the unarmed attack options in a Monk's arsenal. Its spell-like abilities in Way of Shadow and Way of the Four Elements also give you unique options other classes can't access. [sblock="Monk Ability Review"] [LIST] [*][B][COLOR=#660066]HD - D8[/COLOR][/B]: The D8 HD is more painful for Monk than for other classes - you don't have the armor to make up for lower HP. [*][B][COLOR=#660066]Unarmored Defense[/COLOR][/B]: Armor is just better, but because the majority of your abilities don't work in armor, you need to rely on this to stay alive. Unfortunately, this unarmored variant depends on a we would rather ignore. If you are playing a Monk grappler, get a Barbarian's Unarmored Defense first: they won't stack and you only keep the first one you level into. [*][B][COLOR=#0000CC]Martial Arts[/COLOR][/B]: It's too bad that when Wizards thinks of martial arts, they only think of Bruce Lee/Bill Wallace and not Kano Jigoro/Royce Gracie. The feature is still strong, even if not suited for a lot of grappling situations. The first ability is one you can completely ignore as a Strength-based grappler. The second ability is much better, scaling as you level and pumping up your damage output. As for the third ability, think of it like a more consistent Frenzy from Barbarian (it doesn't bestow exhaustion). Use your bonus action attack with Fighter maneuvers for maximum battlefield control. [*][B][COLOR=#33CCFF]Ki - Flurry of Blows[/COLOR][/B]: If you follow the Way of the Open Hand archetype, you can use both Flurry attacks to deliver not one but TWO Dex-based trip attacks. Think of it like a better Tripping Attack from Fighter. You can also use Flurry to get four unarmed strikes as early as level five. Great for damage and for your grappling/shoving combat sequence. [*][B][COLOR=#0000CC]Ki - Patient Defense[/COLOR][/B]: When most people think of Dodge, they think of the disadvantage to attack rolls (which you get from shoving anyway). They often forget the advantage on Dexterity saves piece, which is very useful if you are going for the "I hold, you cast spells" approach. Dodge is also one of the best ways to compensate for your low AC, keeping you alive while you lockdown 1-2 targets. [*][B][COLOR=#33CCFF]Ki - Step of the Wind[/COLOR][/B]: On the one hand, this is basically Cunning Action (plus bonus jump distance)! On the other, Step ends up being worse than Cunning Action because it functions off Ki , and because it competes with so many other bonus actions Monk needs to take. Excellent for mobile grappling builds or for those that want to jump into the air/climb cliffs/fly with their grappled targets. [*][B][COLOR=#0000CC]Unarmored Movement[/COLOR][/B]: Dragging opponents across the battlefield costs a lot of movement, and Monk is one of the best ways to pick up additional squares. Unlike a Barbarian's Fast Movement, however, you can't wear armor while using it. [*][B]Deflect Missiles[/B]: Grapplers tend to make range attack magnets, and Deflect Missiles can keep you alive for a few extra rounds if the enemy decides to turn you into a crossbow-pin-cushion. [*][B][COLOR=#0000CC]Slow Fall[/COLOR][/B]: In most Monk builds, Slow Fall is a noncombat ability you use when you fail an Athletics check to jump a chasm. In grappler builds, it's a way to mitigate damage to yourself after you jump off ledges with your hapless targets. At level 5 alone, you would prevent 25 damage from the fall, which is the average damage of a 7d6-8d6 fall from 70-80 ft. [*][B][COLOR=#CC9900]Extra Attack[/COLOR][/B]: Yet another place to pick up the best all-round ability for grappling. [*][B][COLOR=#0000CC]Stunning Strike[/COLOR][/B]: Don't think of this as yet another save-or-condition ability in the Monk's already extensive arsenal. Think of this as a no-action setup for other abilities in your class, because Stunned means automatic failure (automatic, 100%, guaranteed failure) on all Str/Dex saves. Open Hand Technique prone save? Fail. Way of the Four Elements spell-like abilities? Fails. And don't forget any abilities/spells you pick up from other classes along the way. This does require Ki, but it also doesn't require an action, and you can get as many as four attempts at this per turn (with Extra Attack). [*][B][COLOR=#0000CC]Ki-Empowered Strikes[/COLOR][/B]: If you are playing an unarmed grappler, especially one who is grabbing two enemies, this is mandatory for keeping your damage output at pace with better monsters. [*][B][COLOR=#0000CC]Evasion[/COLOR][/B]: If you or your allies are casting any Dex-based damage spells, Evasion keeps you alive to hold the enemy down for another round. [*][B][COLOR=#0000CC]Stillness of the Mind[/COLOR][/B]: Being charmed is bad. Being frightened is worse. Stillness is a decent cleanse that ends either condition, although investing an action to do it is hardly optimal. [*][B]Purity of the Body[/B]: Won't come into play often, but when it does you will be very grateful. Any disease that gives strength disadvantage is a big problem, and this guarantees that never happens. [*][B][COLOR=#0000CC]Diamond Soul[/COLOR][/B]: Given your small HP pool, and your presence on the dangerous front lines, this is invaluable in a lot of situations. Particularly strong if your teammates are casting AOE spells at you and your grappled foes (or you are casting them yourself). [*][B]Timeless Body[/B]: Just in case your parents/spouse thought that martial arts was bad for you, just point them to Monk 15. [*][B][COLOR=#0000CC]Empty Body[/COLOR][/B]: At first glance, this looks like Invisibility that you need to wait 18 levels to cast. Then you realize that you don't have to concentrate on it, it lasts for 10 rounds, and at imparts resistance to ALL DAMAGE (but force damage...who uses force damage anyway). This gets really crazy with Silence, a spell given to you through the Way of the Shadow tradition; concentrate on Silence, keep invisiblity up, and just go to town on a pair of spellcasters. [*][B][COLOR=#FF0000]Perfect Self[/COLOR][/B]: Terrible level 20 ability. Even in the most harrowing boss battles or gauntlet-style encounters, it would be a real challenge to burn through 20 ki points without a short rest before your next fight. [*][B][COLOR=#33CCFF]Way of the Open Hand[/COLOR][/B]: You get the best Monk unarmed striking options in level 3 of Way of the Open Hand. Unfortunately, the archetype quickly falls off after level 6. If you plan on progressing deep into Monk for better unarmed damage, fast movement, and Ki abilities, this archetype is too shallow to justify. If you just want a 3-5 level dip, however, then Way of the Open Hand is an excellent pickup. [LIST] [*][B][COLOR=#33CCFF]Open Hand Technique[/COLOR][/B]: It's a better Fighter Tripping Attack, especially with Monk's Flurry of Blows. For one extra Ki per round and your bonus action, you get two extra prone attempts on one or two targets. Action economy doesn't get much better than that. The 15 foot push is also a valuable grappling ability, effectively increasing your move speed by 30 feet if you are dragging an opponent to an edge. [*][B][COLOR=#660066]Wholeness of Body: [/COLOR][/B] If you go 3 levels into Monk, you might as well go to 5 to get Extra Attack. And if you go to 5, it can't hurt to go up to 6 to get +5 extra move speed, another Ki point, Ki-Empowered Strikes, and this underwhelming self-heal. Not the most efficient use of an action, but sometimes you need the HP. [*][B][COLOR=#ff0000]Tranquility[/COLOR][COLOR=#660066]: [/COLOR][/B]Even grapple will break it (it's a special attack) so the ability is useful only as an inconsistent gap-closerat the start of a fight. . [*][B]Quivering Palm[/B]: It's a true save or die that you can easily add into your grappling routine: even a successful save leads to massive necrotic damage. Not particularly action-efficient in battle, but not a bad addition to your damage output. [/LIST] [*][B][COLOR=#33CCFF]Way of Shadows[/COLOR][/B]: If you want to play an anti-spellcaster grappler, Way of Shadows is by far one of the best options. You get Silence at level 3, an at-will gap closer at level 6, and a no-concentration Invisibility at level 18 from the Monk base progression. You even get another at-will ability, an Invisibility, starting at 11. Way of Shadows Monks are some of the slipperiest fighters in 5th Edition and, as a grappler, you are an absolute nightmare for mages.Classes like Bard also get Silence and high grapple checks, but they lack the damage output of Monks to finish the fight: most spellcasters have terrible Athletics/Acrobatics checks anyway. [LIST] [*][B][COLOR=#33CCFF]Shadow Arts[/COLOR][/B]: Darkvision is a no-concentration way to gain the spell's namesake ability, but the real gain here is Silence. Spellcasters can't cast any spells with verbal components while in a Silence-affected area. That's normally not an issue if they have unrestricted movement, but becomes a huge problem if your Monk grapples them and holds them in the area of effect. Your high damage ensures you finish the job before they get out or get help. [*][B][COLOR=#33CCFF]Shadow Step[/COLOR][/B]: One of the best gap-closers I've seen in 5th Edition. At will (repeat: AT WILL) you can teleport 60 feet as a bonus action as long as both your starting and ending locations are in "dim light or darkness". You can take a move action even after the teleport, not to mention all your different grapple checks. Insane combinations abound with a Warlock's "Edlritch Sight" and the Darkness spell you already get at level 3, and you only need a 2 level Warlock dip to do them! [*][B][COLOR=#0000CC]Cloak of Shadows[/COLOR][/B]: More at-will gap-closers! Even the least creative PCs can figure out a way to turn off the lights (or just fight at night), which means you can initiate every fight from invisibility. Your first attack after the grapple will even have advantage (combine with Fighter maneuvers for the best results). [*][B]Opportunist[/B]: As long as you have someone attacking your grappled spellcaster, you can now deal damage using a reaction too. Small damage boost but it all adds up. [/LIST] [*][B][COLOR=#660066]Way of the Four Elements - Tradition[/COLOR][/B]: The big problem with Four Elements is that most of the spells are seriously overvalued from a progression standpoint. Fly at level 11? Cone of Cold at level 17? Even with the combo potential there (Fly up to drop enemies, Cone of Cold while restraining your target), it just isn't worth it because of how much investment you have to make. This is true of most abilities in the subclass, with only a a few exceptions. [B][COLOR=#0000CC]Water Whip[/COLOR][/B] is very interesting with the Grappler feat because the opponent's save will be made at disadvantage, and you can pull the target [I]UP TO[/I] 25 feet closer. If they are next to you, just don't pull them at all and they stay grappled. If they are far away, pull them into you as a bonus action and then grab them on your attack. [B][COLOR=#32CD32]Fangs of the Fire Snake[/COLOR][/B] also has potential, depending on how you and your DM interpret the rules on dragging an opponent from reach into your square when the reach expires. But overall, all these options are weaker than both the other archetypes and comparable abilities in other classes. [/LIST] [/sblock] [B][SIZE=4][anchor="paladin"]-[/anchor][/SIZE][/B][SIZE=4][B]Paladin[/B][/SIZE] All things considered, there are some redeeming qualities of Paladin grapplers. For one, they can deal a ton of damage to their grappled target with all those radiant bonuses. Vow of Emnity is also significantly better than something like Reckless Attack. None of the Paladin's spells are particularly crazy with grappling, but many of them aren't bad either. Paladin's are also pretty tanky, which is another quality in their favor. So why rate it so low? The reason this class gets a substandard, purple rank instead of an average one is that this damage is mostly worse than Monk without any sizeable benefits in exchange. Clerics will do most things Paladins do, but with better spell selection. Overall, Paladins CAN grapple, but most classes can just do it a bit better. [sblock="Paladin Ability Review"] [LIST] [*][B][COLOR=#33CCFF]HD-D10[/COLOR][/B]: Not a Barbarian's D12, but we'll be happy with second-best. [*][B]Lay on Hands[/B]: Free healing is nice, but using an action to do it is not. One nice perk of this feature is that it doesn't appear to require a free [I]hand [/I]if you are using it on yourself (the RAW is admittedly ambiguous there), which means you might be able to do it while grappling two opponents at once. [*][B][COLOR=#0000CC]Fighting Style[/COLOR][/B]: Of the different Fighter fighting styles, Paladin gets the only two that are good for grapplers. Seems easy enough; Defense for tanking, Dueling for a bit more damage. [*][B][COLOR=#0000CC]Divine Smite[/COLOR][/B]: This no-action-required damage boost is nice for a low damage playstyle. Not particularly synergistic with grappling, but always nice to have the added stopping power. [*][B]Divine Health[/B]: Strength-based diseases are scary, and Divine Health keeps them away. [*][B][COLOR=#33CCFF]Extra Attack[/COLOR][/B]: Extra Attack is not always created equally between classes. The only reason this is slightly lower rated than other Extra Attacks is that you will rarely be dipping 2-3 levels into Paladin in the first place. Barbarian, Bard, Fighter, and Monk are all much better progressions to picking up a second attack. [*][B]Aura of Protection[/B]: Everyone, you included, gets a little save bonus. We'll take it, but we aren't rushing level 6 to get it. [*][B][COLOR=#0000CC]Aura of Courage[/COLOR][/B]: Other classes get fear immunity or ways to remove the condition, but only Paladin gets flat out immunity to it. Doesn't make up for the other mediocre class features, but it's a welcome addition. [*][B]Improved Divine Smite[/B]: More damage, but Monks are probably a better option for damage-dealing grapplers. Rogue Paladins make strong damage-dealers, at least those with the auto-critting Assassinate feature, but there are better ways to build your grappler. [*][B][COLOR=#0000CC]Cleansing Touch[/COLOR][/B]: Strong ability that can really get you back in a fight if you fail on a key save. [*][B][COLOR=#FF0000]Oath of Devotion[/COLOR][/B]: I'm a big fan of Freedom of Movement on grapplers, so it's nice to see [B]Oath Spells[/B] add it to the Paladin's spell list: Freedom helps you get out of stcky situations if you grapple more than you can hold. Sadly, that's where my fandom of Oath of Devotion ends. [B]Sacred Weapon[/B] is fine but not worth enough damage to justify the investment, and [COLOR=#ff0000][B]Turn the Unholy[/B][/COLOR] is just another bad take on the already bad Turn Undead Cleric ability. The rest of the abilities are each worse than the one that comes before. [B]Aura of Devotion[/B] is a worse Aura of Courage that you already get. All the benefits of [COLOR=#ff0000][B]Purity of Spirit[/B][/COLOR] are already accomplished through your Auras and your grappling. Then there's [COLOR=#ff0000][B]Holy Nimbus[/B][/COLOR], which turns you into a human floorlamp and is easily the worst of the capstone Paladin archetype features. [*][B][COLOR=#0000CC]Oath of the Ancients[/COLOR][/B]: Significantly better than Oath of Devotion, with stronger [COLOR=#0000ff][B]Oath Spells[/B][/COLOR] (Misty Step, Stoneskin) and a big tanking boost in damage resistance from [COLOR=#0000ff][B]Aura of Warding[/B][/COLOR]. Neither [COLOR=#ff0000][B]Nature's Wrath[/B][/COLOR] nor [COLOR=#ff0000][B]Turn the Faithless[/B][/COLOR] are much better than the Cleric turning abilities, but that's made up for again in the added durability from [B]Undying Sentinel[/B]. On the other hand, [COLOR=#33CCFF][B]Elder Champion[/B][/COLOR] is a monster capstone ability, turning you into a save-or-die machine that can cast Dispel Magic as a bonus action and imparts disadvantage on all the saves against your Smite spells. [*][B][COLOR=#0000CC]Oath of Vengeance[/COLOR][/B]: If you absolutely must play a Paladin grappler, play an Oath of Vengeance one. Although the [COLOR=#800080][B]Oath Spells[/B][/COLOR] aren't that interesting beyond Misty Step (Haste is fine but you really want to concentrate on Enlarge Person/Enhance Ability from another class), the two Channel Divinity options are much better than those of other archetypes. [COLOR=#0000ff][B]Abjure Enemy[/B][/COLOR] imposes a frightened condition that lasts until damage is dealt (which you never need to crack because grappling doesn't have to deal damage) and [COLOR=#0000ff][B]Vow of Emnity[/B][/COLOR] grants advantage on your attack rolls if you are dealing damage. Both options make for strong control and damage options if you are a grappler. You won't get much use from Relentless Avenger, but at least Soul of Vengeance gives you more damage output in a scrap. Your capstone ability, [COLOR=#0000ff][B]Avenging Angel[/B][/COLOR], gives you a fly speed and an AOE frightened effect that synergizes nicely with grapple: just scary opponents, grab them, and then fly into the air for a giant drop. [/LIST] [/sblock] [B][SIZE=4][anchor="ranger"]-[/anchor][/SIZE][/B][SIZE=4][B][COLOR=#660066]Ranger[/COLOR][/B][/SIZE] There is only one build that grapples as a ranger. The Tag Team Wrestler. This optimization uses a beast companion and a familiar (courtesy of the Magic Initiate feat) to repeatedly take the "Help" action to bestow advantage on your skill checks. But unlike the Raging Barbarian or the spellcasting Bard, Rangers can actually cast and even concentrate on spells while gaining that advantage. This is a very niche style of grappling that is totally dependent on your companion, but it does open the door to other concentration spells you otherwise couldn't access. Unfortunately, this takes a 7 level investment and still only bestows two instances of advantage per turn. Cool? Absolutely. Efficient leveling? Not quite. [sblock="Ranger Ability Review"] [LIST] [*][B][COLOR=#33CCFF]HD-D10[/COLOR][/B]: At least you get the second-best HD to start. [*][B][COLOR=#FF0000]Favored Enemy[/COLOR][/B]: I had to read through the ability a few times before I realized this doesn't actually help you in combat. Useless for grapplers and one of the reasons Rangers are overall a weak class. [*][B][COLOR=#FF0000]Natural Explorer[/COLOR][/B]: Between this and Favored Enemy, we aren't off to a good start for grappling skills. [*][B][COLOR=#0000CC]Fighting Style[/COLOR][/B]: Hey, it's our old friends Dueling and Defense! At least this is a step up from the last two class features. [*][B][COLOR=#FF0000]Primeval Awareness[/COLOR][/B]: One step forward with Fighting Style, two steps back with Primeval Awareness. I will never understand why the Rangers have so many non-combat abilities within the first three levels. [*][B][COLOR=#33CCFF]Extra Attack[/COLOR][/B]: Extra Attack is still Extra Attack, but as with Paladin, there are better entry points for this feature. [*][B][COLOR=#FF0000]Land's Stride[/COLOR][/B] / [B][COLOR=#FF0000]Hide in Plain Sight[/COLOR][/B] / [B][COLOR=#FF0000]Vanish[/COLOR][/B]: I give up. I'm just combining all the useless Ranger features into one block of red. We could probably make a Hide-based grappler if we really tried, but there are so many better optimizations out there that we shouldn't even bother. [*][B][COLOR=#0000CC]Feral Senses[/COLOR][/B]: Great synergy with Darkness, and seeing invisibility is very strong against some monsters and spellcasters. Doesn't actually affect your Athletics check directly, but you still need to see an enemy to wrestle it. [*][B][COLOR=#660066]Foe Slayer[/COLOR][/B]: It baffles me that a level 20 ability is somehow worse than a level 1 ability (Rage) in almost all situations. Then again, it is a Ranger ability, so maybe I shouldn't be too surprised. [*][B][COLOR=#FF0000]Hunter[/COLOR][/B]: More quality abilities from Ranger! Hunter is whole sublcass full of subpar grappling abilities. Like with Foe Slayer, I can't wrap my head around how Ranger gets Evasion at level 15 and Rogue/Monk get it at level 7. Rogues also get Uncanny Dodge at level 5 (not 15), and that's [I]on top[/I] of the Evasion they are getting a few levels later. Flavorwise, Hunter has a lot of potential. Game stats wise, this is one of the more embarassing designs in the book. [*][B][COLOR=#32CD32]Beast Master[/COLOR][/B]: The "Tag Team Wrestler" grappling style involves beast companions, familiars, summoned animals, and really anything that can take the Help action and give you advantage on skill checks. It's simultaneously one of the more flavorful grappling builds, because you are getting help from a bunch of snakes, cats, and frogs, and one of the cheesiest, because Help seems unfair as worded. You'll want to get Magic Initiate or Ritual Caster feat for the Find Familiar spell, and perhaps Mage Slayer for some anti-caster action (you can concentrate on Silence while commanding your animals). Overall, this isn't the most optimal grappling build, but it's fun and flavorful enough to be worth a try. Here are some general tips on playing this optimization: [LIST] [*]Get an [B][COLOR=#32CD32]Animal Companion[/COLOR][/B] that can use some of its move to leave your backpack and the rest of its move to slither/fly/jump/crawl back in. We don't actually want our companion in harm's way, even if we will be giving the enemy disadvantage on his attack rolls. Poisonous Snake is a decent option here, and it deals a decent amount of damage for a tiny creature. [*]At level 7 you'll pick up [B][COLOR=#32CD32]Exceptional Training[/COLOR][/B], which lets you command the beast to Help you using only your bonus action. That gives you the rest of your turn to do whatever you want, and what you want to do is intiate a grapple with advantage on the roll. Note that you can't get advantage on BOTH the check to grapple and to shove. You need to pick one. [*]Add in another creature via Find Familiar for another instance of advantage every turn. [*]You're now getting advantage on checks and haven't concentrated on anything. So cast some spells! Worried that the Ranger spell list sucks? Just multiclass to something else; you get all you need out of Ranger by level 7 (or level 8 if you want that bonus feat/ability score increase). Heck: some of those Ranger spells (Longstrider, Silence, Conjure Animals) are actually quite strong, especially Conjure Animals. [*]Be aware that this is the sort of RAW optimization many DMs will balk at, so be prepared to justify your build to your skeptical playgroup. It's not necessarily the best use of the animal companion/Find Familar Help playstyle (because remember; [I]anyone [/I]can get Find Familiar), but it's a really cool and hilariously flavorful build that is sure to please and delight at least a few PCs. [/LIST] [/LIST] [/sblock] [B][SIZE=4][anchor="rogue"]-[/anchor][/SIZE][/B][SIZE=4][B][COLOR=#0000CC]Rogue[/COLOR][/B][/SIZE] Like Fighters, Rogues are by far one of the best 2 level dip that a grappler can take. Unlike Fighter, there isn't much reason to stay in Rogue after that, which is why the class is overall rated a bit lower. A single level gives you both the respectable Sneak Attack (used in tandem with shove to deal additional damage per turn) and the almighty Expertise. One more level gives you Cunning Action, which lets you dash as a bonus action (real grapplers don't disengage or hide). Know what happens when you Dash as a bonus action while grappling? More move speed to cover distance while dragging your target! The vast majority of decent grappling builds, except those using Bards which already gets Expertise, are going to take at least a 1 level dip into Rogue if not 2. Of course, there are also some scary Sneak Attack-oriented builds you can put together, which you can consider as an alternate damage-dealing option to the Monk's unarmed playstyle. [sblock="Rogue Ability Review"] [LIST] [*][B][COLOR=#660066]HD-D8[/COLOR][/B]: Not great, but not as bad as the Bard D8 HD because many builds will just take 2 levels in Rogue. [*][B][COLOR=#CC9900]Expertise[/COLOR][/B]: The only place to get this for a mere 1 level investment. The vast majority of builds will get at least a 1 level toe-in-the-water to get this core ability. [*][B][COLOR=#0000CC]Sneak Attack[/COLOR][/B]: For most builds, this will just be a small but welcome damage boost you can get on prone opponens. For the dedicated grappling Rogue, this damage can get completely out of hand as you gain levels and focus on grabbing opponents and slitting their throats. Just be aware that you need to use a finesse weapon to benefit from the damage, and RAW you can't use an unarmed strike to accomplish that. Grab your opponent in one hand, take a dagger in the other, and finish the job from there. [*][B][COLOR=#33CCFF]Cunning Action[/COLOR][/B]: Like Expertise, this is another ability that makes you feel a bit like you are cheating. Dashing as a bonus action will give you significantly more speed to spring around the battlefield with dragged enemies, or just to close the distance on a target. Just remember that your move speed is halved by virtue of the grapple, so Dash is effectively going to "double" your [I]halved [/I]move speed, not your [I]full [/I]one. Even so, being able to move the full 30+ feet in a turn makes a big difference for battlefield control. [*][B][COLOR=#0000CC]Uncanny Dodge[/COLOR][/B]: More action economy with those awesome reactions! Helps compensate for the low HD. The fact that you can use it every turn makes Rogues surprisingly tanky in frontline scenarios. [*][B][COLOR=#0000CC]Evasion[/COLOR][/B]: I hold. You cast Fireball. Everybody (but the badguys) wins! Just pin two enemies using the Grappler feat and give them both disadvantage on their Dex saves. Then just sit there while dire/ice/Lightning rains down on your heads. At worst, you take half damage. At best, you won't take any at all. [*][B][COLOR=#33CCFF]Reliable Talent[/COLOR][/B]: It's like the Barbarians Indomitable Might, but you get it 7 levels earlier and despite getting it earlier, it's often [I]better [/I]depending on your stats. Barbarians get an automatic 20 on Indomitable Might at level 18, assuming a 20 Strength score. Rogues get to treat the roll as a 10 and then add bonuses. That would be at absolute minimum +8 from proficiency (doubled from Expertise), and probably +4 from Strength (you should definitely have 18 strength by level 11). That's a 22 MINIMUM on any Athletics check you make. Oh, and did I mention it applies to all your skills, not just those combat ones? Features like these make the straight Rogue grappler look way more viable than it does at first glance. The only reason this isn't gold is because you get it a bit late so the other class features (low HP, no Extra Attack, no advantage on checks) make it a little worse. [*][B][COLOR=#0000CC]Blindsense[/COLOR][/B]: Nice perk for handling invisible foes. Even though grappling and shoving ignore the disadvantage from invisibility, you still need to find your enemies to wrestle them. [*][B]Slippery Mind[/B]: More saves can only help, although it's a bit late to be replicating a feat (Resilient) you can just get at level 1. . [*][B]Elusive[/B]: If you proceed with the Grappler build, this negates one of the many disadvantages of that terribly-designed feat. Not a bad ability, but just not very strong for an 18 level investment. [*][B][COLOR=#0000CC]Stroke of Luck[/COLOR][/B]: Once per encounter, you will win one grapple/shove check no matter what. I wouldn't invest 20 levels in Rogue just to get that perk (for all intents and purposes, your grappling should already be "automatically" succeeding), but if you were playing in a campaign that didn't allow multiclassing, there are worse capstones you can get. [*][COLOR=#800080][B]Thief[/B][/COLOR]: The power of this archetype hinges on what magical (and nonmagical) items you can use as part of the Use An Object action, but even those options are generally weaker than what you can pick up in other classes. It's also hard to obtain magical items in D&D 5th Edition, so I wouldn't rely too heavily on features that require them. [LIST] [*][B]Fast Hands: [/B]There are some nifty Sleight of Hand and Use an Object actions you can do to a grappled opponent, but "nifty" isn't exactly where you want to be with this combat style. Almost anything you can do with Fast Hands you can also do after you've beaten your opponent into the ground. The main exception to this is disarming an opponent and then using a bonus action to pick up their dropped weapon, but you can do that just as easily by dragging them away. [*][B][COLOR=#800080]Second-Story Work[/COLOR]: [/B]I can think of a few grappling builds that rely on climb speeds or jumps, but even there, you'll find better ways to get more athleticism. The Athlete feat alone accomplishes most of this feature's benefits! [*][B]Supreme Sneak: [/B]Grapplers normally don't sneak, but if you have a Sneak Attack damage build, it makes sense to close the distance on an enemy in the shadows before jumping out to strike. Monks do a better job at this, however, so it's not worth a big investment. [*][COLOR=#0000ff][B]Use Magic Device[/B][/COLOR]: Wands alone give you a lot of combat options to play around with, effectively allowing you to "cast spells" as a bonus action. Sorcerers get to do that with their Quicken Spell metamagic, but we get to do it without spending resources and we can effectively cast outside of our level by ignoring level requirments. This even plays nicely with grappling, particularly if you are casting attack roll-based spells or Dexterity save-based spells on restrained targets. There are cool optimization ideas here, but I don't particularly want to spend 13 levels to get them. There's some RAW ambiguity on whether or not this works in tandem with Rage: the feature gets a lot better if it does, because then Barbarian 5/Rogue 13/Fighter 2 becomes a viable magic item build with access to both Rage and Extra Attack/Action Surge. [*][COLOR=#800080][B]Thief's Reflexes[/B][/COLOR]: There are few reasons to invest 17 levels into Rogue to get this ability when you can just get Action Surge and Extra Attack from Fighter at levels 2 and 5 respectively. You can't even overlap this with Extra Attack because the 17-level investment is too steep to allow you to get Extra Attack elsewhere. [/LIST] [*][B]Assassin[/B]: Nothing about this feature really relates to grappling, but everytime you see an ability that give automatic critical hits or that double damage, you should pay attention. [LIST] [*] [B]Assassinate[/B]: In the right build, this can lead to some very nasty surprise rounds, even if it's not really a grappling-specific ability. You can still grapple and deal damage after you've pinned the enemy: not grappling specific but still dangerous. [*] [COLOR=#800080][B]Death Strike[/B][/COLOR]: This worse-Assassinate can also play into a damage-based grappling approach, but the save-based ability is generally going to be pretty bad at level 17 when enemies all have Legendary Resistance and similar stats. It also only works in that first round of combat. [/LIST] [*][B][COLOR=#33CCFF]Arcane Trickster Archetype[/COLOR][/B]: Don't evaluate Arcane Trickster as a subpar Rogue archetype with slow spell progression. Think of it as a series of magical perks on the way to your best class feature at level 11 (Reliable Talent). You can even pick up Enlarge Person! [LIST] [*][B][COLOR=#33CCFF]Spellcasting[/COLOR][/B]: Enchantment and illusion spells aren't very exciting, but a spell of your choice at level 8 is. Grab Enlarge Person and go to work. I recommend snagging Longstrider as your level 3 non-Enchantment/Illusion spell. You'll still get mileage out of your non-Enlarge Person options, but you're mostly getting this to pick up grappling advantage without breaking your level progression. Once you get both it and Reliable Talent, you can easily multiclass back to a fighting class to get Extra Attack. [*][COLOR=#800080][B]Mage Hand Legerdemain[/B][/COLOR]: There are some cute things you can do with the Hand while grappling opponents, including picking up dropped weapons, but you shouldn't be doing "cute" to begin with. [*][B]Magical Ambush[/B]: Imposing some adverse conditions on an opponent is good, but most require concentration. You can still use this to popen with a damage burst, but it's probably worse than just grappling: save you actions. [*][COLOR=#ff0000][B]Versatile Trickster[/B][/COLOR]: Useless when we are already knocking our opponents prone. [*][COLOR=#800080][B]Spell Thief[/B][/COLOR]: Slick ability that doubles as improved survivability against spellcasters. Unfortunately, if you're grappling spellcasters, it's probably in a zone of Silence where they aren't casting spells anyway. You also can't concentrate on anything beyond Enlarge Person. Not at all worth a 17 level Rogue progression, but there are some campaigns where multiclassing is discouraged or disallowed. [/LIST] [/LIST] [/sblock] [B][SIZE=4][anchor="sorcerer"]-[/anchor][/SIZE][/B][SIZE=4][B][COLOR=#660066]Sorcerer[/COLOR][/B][/SIZE] If you treat Sorcerer as a 3-4 level dip to pick up a few Metamagic abilities, Enlarge Person, Constitution-save proficiency, and some random spells, then this class isn't that terrible. There are better ways to get all those abilities, but in the right build a 3-4 Sorcerer sample can really shine. Unfortunately, the class loses a lot of power beyond level 5. It suffers from mediocre spells relative to a Wizard (not even Shapechange or True Polymorph!) and bad class features relative to a Bard. I can envision some builds taking advantage of excess sorcery points to cast spells while grappling (via either Subtle or Quicken Spell). I also think those builds are probably worse than other options, which is why this class gets a purple overall rating instead of maybe a black or blue. [sblock="Sorcerer Ability Review"] [LIST] [*][B][COLOR=#FF0000]HD-D6[/COLOR][/B]: It doesn't get any worse. Polymorph minimizes the HD, but unlike a Wizard, you don't even get to take Shapechange at the end of the progression. [*][B]Flexible Casting: [/B]Mostly a bad use for valuable sorcery points, but there are times where you'll want to keep casting a spell like Shield throughout a fight. If you're only investing in Sorcerer for a few spells, this becomes a bit better as it converts "worse" spells into points for metamagic. [*][COLOR=#0000ff][B]Metamagic[/B][/COLOR]: I'm giving these an overall blue rating because at least a few of them are highly synergistic with grappling (although not necessarily "good"). I may think Sorcerers overall make bad grapplers, but no other class lets you cast spells so easily while you are grappling one or even two opponents. Better yet: Metamagic applies to [I]any [/I]spells, not just Sorcerer ones. This makes the class a much better dip than it first appears. [LIST] [*][B][COLOR=#660066]Careful Spell[/COLOR][/B]: If this protected you, it would be a lot better for the wrestling mage. Without the self-protection, you're just wasting sorcery points: simply drag the creatures away from allies before detonating AOE spells instead. [*][B][COLOR=#660066]Distant Spell[/COLOR][/B]: You want to have [I]less [/I]distance between you and your enemies, not [I]more. [/I]Can be helpful if you need to throw down a heal or another spell while you are too far away, but that's generally a bad use of your valuable actions. [*][B]Empowered Spell[/B]: One of the better features in the metamagic list for no other reason than that it can be applied on top of other metamagic. At just 1 point, it's a great way to get a little more damage out of your spells. It's decent with grappling because it pumps your damage output with very little investment. [*][B][COLOR=#660066]Extended Spell[/COLOR][/B]: Not a bad feature, but not one that is very helpful for most of your longer duration spells. It's not like Enlarge Person is wearing off in mid-combat, and you can't extend it to last through multiple combats. [*][B][COLOR=#0000CC]Heightened Spell[/COLOR][/B]l: It isn't cheap in terms of expended Sorcery Points, but unconditional save disadvantage is huge on many spells. Redundant if you are just using restrained anyway (at least, with dex-based saves), but very strong if you want to impose other, non-damaging conditions on opponents. Fear, for example, imposes one of the worst conditions you can have while grappled, and one of the few condition-imposing spells that doesn't get rerolls every turn. They fail once, they are stuck as frightened for the rest of the battle, and they will drop all their held items immediately. Heightened Spell helps you set up that combo. [*][B][COLOR=#33CCFF]Quickened Spell[/COLOR][/B]: Great for action economy. Let's you grapple with all your attacks and then cast a spell to finish up the round. Also a great way to start the fight if you are surprised: just Enlarge Person as a bonus action to get things going. [*][B][COLOR=#CC9900]Subtle Spell[/COLOR][/B]: Somatic component spells require a free hand. Grappling two targets occupy all your free hands. Subtle Spell solves that problem and many more, making it by far the best metamagic option with grappling. You can also use Subtle Spell to cast while in a zone of Silence, which is the perfect finisher after you've grappled an enemy caster in there. The build-around possibilities are endless and I encourage you to experiment with all the grappling/metamagic combinations out there. [*][B][COLOR=#FF0000]Twinned Spell[/COLOR][/B]: There are generally better things you can do than casting single-target spells as a grappler. Besides, if you are holding two enemies, you won't have the free hands to cast most spells anyway. [/LIST] [*][B][COLOR=#FF0000]Sorcerous Restoration[/COLOR][/B]: Wizards must have a lot of playtests/experiences where high level characters go for hours on end without a rest. If you are participating in those marathon encounter sequences, features like this become decent. For most of us, we just take rests after every fight, making this one of the least useful capstone features in 5th Edition. [*][B][COLOR=#660066]Draconic Bloodline[/COLOR][/B]: The flavor may be strong with this feature, but the mechanics mostly fall flat with regard to grappling. Most of the archetype's abilities are very weak or not at all synergistic with grappling. The only good features don't come online until too late. [LIST] [*][COLOR=#ff0000][B]Dragon Ancestor[/B][/COLOR]: Useless on its own, even if it is an entry-requirement for other features. [*][B][COLOR=#660066]Draconic Resilience[/COLOR][/B]: I'm not going to sneeze at a little extra HP, but the bonus AC isn't worth it. The Barbarian and even Monk Unarmed Defense options are significantly better for grapplers. [*][B]Elemental Affinity[/B]: Unless you are playing a damage-based build trying to squeeze every single point of damage out of spells, the first part of this ability isn't worth it. Resistance is a nicer, especially given the minimal investment you'll need every encounter cycle. [*][COLOR=#0000ff][B]Dragon Wings[/B][/COLOR]: Getting a permanent fly speed is excellent as a grappler. Getting it for a 14 level investment in Sorcerer is less excellent. Just play an Aarakocra. The only reason this is blue is because Aarakocra's have armor limitations with their flight. Dragon Wings works with any armor, as long as it's custom designed to accommodate those wings. [*][B]Draconic Presence[/B]: In terms of level investment, this ability is solidly purple: not enough benefit for a steep progression. On its own merits, however, it's a blue feature and one of the only fear auras that imposes "frightened" without concentration [I]and [/I]without cracking on damage. If you have to stick in Sorcerer for 18 levels, you can do worse than Draconic Presence. [/LIST] [*][B][COLOR=#0000CC]Wild Magic[/COLOR][/B]: It's crazy, it's fun, and it's pretty darn good with grappling. You'll need a combination of luck and DM help to really make Wild Mage work for you, but if you can get it going, this can be a powerful grappling feature for either a straight Sorcerer or a multiclassed one. [LIST] [*][B][B][COLOR=#32CD32]Wild Magic Surge[/COLOR][/B][/B]: I don't know if many of these options are "good" for grappling, but they sure are hilarious. If you get really lucky (and get a little RAI love from your DM) you might even be able to roll into a permanent size increase. You can also Polymorph yourself before you would ordinarily get the spell. [*][B]Tides of Chaos[/B]: Random advantage on checks is good, but it's a bit redundant with Enlarge Person. Saving Throw and Attack Roll advantage is a bit better. If your DM allows you to regain the feature every time you cast a spell, however, then this becomes quite a bit better. [*][COLOR=#0000ff][B]Bend Luck[/B][/COLOR]: It's a mini Cutting Words! The penalty isn't as severe and the base class isn't as strong, but you do get more Bend Luck uses than you would from Bard's limited Cutting Words pool. It's weaker at level 6 than it was at level 3, but still a respectable way to pump up your grappling. [*][B][B][COLOR=#32CD32]Controlled Chaos[/COLOR][/B][/B]: Even more ways to get taller or ensure a favorable Wild Magic outcome! Again, I'm not sure if this is really good with grappling. I just find the abilities fun and interesting with the upside of random grappling application. [*][B][B][COLOR=#660066]Spell Bombardment[/COLOR][/B]: [/B]We won't say no to a damage boost, but we also shouldn't be too excited to dump 18 levels into this class just to get better damage. This would be a lot better if Sorcerers picked up Shapechange, but without the capstone transformation spell, Bombardment doesn't cut it alone. [/LIST] [/LIST] [/sblock] [B][SIZE=4][anchor="warlock"]-[/anchor][/SIZE][/B][SIZE=4][B][COLOR=#FF0000]Warlock[/COLOR][/B][/SIZE] Warlock is not red because it's a bad class overall. It's red because it makes the worst grappler. Almost anything you do as a Warlock another class does better. Warlock gets Find Familiar at level 3, but other classes get it at level 1 or via a feat. Warlocks get True Polymorph but not Shapeschange. Warlock casts the powerful Hex spell, but doesn't get Enlarge Person/Enhance Ability: other classes can even get Hex with a feat! Although there are some unique, even worthwhile, abilities scattered around the class, you are generally better making your level investments elsewhere unless you are trying out some niche build. [sblock="Warlock Ability Review"] [LIST] [*][B][COLOR=#660066]HD - D8[/COLOR][/B]: Hardy for a spellcaster (and with Light Armor proficiency!) but not hardy enough to make up for the other deficiencies with the class. [*][B][COLOR=#660066]Mystic Arcanum[/COLOR][/B]: We're starting with a level 11 feature because all the other Warlock abilities are lists (Invocations) or archetypes. Arcanum adds to your spells-per-day, which is good, but doesn't change the fact that you have low spells-per-day in the first place. Also doesn't address the lack of Enlarge Person or Enhance Ability. [*][B][COLOR=#FF0000]Eldritch Master[/COLOR][/B]: Another capstone ability that only helps if you run marathon, gauntlet-style encounter sequences. Doesn't address the in-encounter lack of spells, and still doesn't get us Enlarge Person, Enhance Ability, or Shapechange. [*][B][COLOR=#0000ff]Eldritch Invocations:[/COLOR][/B] Evaluated as a whole, the Invocations are probably purple or even red. Evaluated for their best options, however, the Invocations become a lot more useful to grapplers. At least a handful of these features help out grappling in some way, and some are so unique and powerful you can't get them anywhere else. As a quick dip, Warlock is a decent option on the strengths of some Invocations alone. Just avoid the bad ones. In the interest of space and saving time, I'm not bothering to review all of them. If one isn't listed, it's clearly unrelated to grappling and clearly a to-be-avoided red option. [LIST] [*][B][COLOR=#660066]Agonizing Blast[/COLOR][/B]: Improves our damage output, which isn't necessarily bad, but doesn't directly synergize with grappling. Also improves damage output on a spell we can't cast while grapping two opponents. [*][B][COLOR=#ff0000]Armor of Shadows[/COLOR][/B]: There are few reasons to get this instead of just wearing your armor. Unarmored Defense options are also better. [*][B]Ascendant Step[/B]: Levitate is a cute spell with grappling, and at-will levitation is a neat substitute for a real fly speed. Just make sure you plus your targets don't weigh 500+ pounds collectively: they won't get a saving throw because you are levitating [I]yourself, [/I]but you do need to carry them. [*][B][COLOR=#660066]Bewitching Whispers[/COLOR][/B]: Compulsion opens up a few tricks, but nothing you want to concentrate on or waste a class feature for. [*][COLOR=#ff0000][B]Book of Ancient Secrets[/B][/COLOR]: It's another way to pick up Find Familiar without using a "real" spell slot, but there are way better ways to pick up the spell, and way better options for your Incantation selection. [*][COLOR=#ff0000][B]Chains of Carceri[/B][/COLOR]: Don't be a Warlock 15 to begin with. If you are, don't invest a class feature into a conditional Hold Monster that other classes get many levels earlier. Easily one of the weakest features in any class, let alone Warlock, and let alone again for grapplers. [*][B][COLOR=#33CCFF]Devil's Sight[/COLOR][/B]: Now we're talking! There is no other feature in the game, at least not one readily accessible to players, that lets you see enemies in a zone of Darkness. As a grappler, you can cast Darkness on enemies and then keep them locked down in the zone. While stuck there, they won't be able to see outside of the area of effect and enemies won't be able to see in. You can even combine this with a Monk's Shadow Step ability for easy, on-command gap-closing! [*][COLOR=#ff0000][B]Dreadful Word[/B][/COLOR]: Back to the Warlock abilities we know and loathe. Confusion itself isn't horrible with grapping, but you don't want to be the one concentrating on this spell. [*][COLOR=#ff0000][B]Eldritch Spear[/B][/COLOR]: As with most range attack abilities, Spear works at cross-purposes with close-range grappling. [*][COLOR=#0000ff][B]Fiendish Vigor[/B][/COLOR]: Here's a decent invocation. False Life doesn't require concentration and has a respectable 1 hour duration. This is effectively a 1d4+5 "permanent" boost to your HP. It's not huge but that can be the difference between life and death at lower levels especially. It's also a quasi-heal you can repeatedly cast. [*][COLOR=#ff0000][B]Gaze of Two Minds[/B][/COLOR]: Now I remember why my original guide didn't review all these abilities... [*][B][COLOR=#660066]Lifedrinker[/COLOR][/B]: Pact Weapon grappling isn't really a thing, but if you want to make it a thing then Lifedrinker gives you a small damage boost to all your attacks. Although more relevant than garbage like Eldritch Spear, Lifedrinker still requires a ridiculous 12 level commitment and is rarely going to be worth it. [*][COLOR=#ff0000][B]Master of Myriad Forms[/B][/COLOR]: You can do worse than an at-will Alter Self, even if Alter Self isn't great for grappling (requires concentration and doesn't give you grappling advantage). But you can't do much worse than a [I]level 15 [/I]at-will Alter Self. Seriously: that's a level 2 spell you are investing a level 15 class feature to get. [*][B]Minions of Chaos: [/B]Summoner grapplers are a thing, but Conjure Elementals doesn't give you enough help actions to justify a 9th level feature . [*][B]Mire the Mind[/B]: There are way better spells to concentrate on out there, including the buff version of this spell (Haste). [*][B]One with Shadows: [/B]Not a great ability, but it has some interesting synergy with grappling. Just grab someone in a dark area and stop doing anything. As long as you don't move and don't make grapple checks, your opponent will stay locked down and you'll be invisible from other enemies. You can definitely do worse as a Warlock. [*][B][COLOR=#660066]Otherworldly Leap[/COLOR][/B]: There are lots of grappling uses for Jump, especially if you are getting high in the air and then dropping opponents for damage. Unfortunately, you don't really want to expend a 9th level feature to get the 1st level spell, even if it is at-will. [*][B]Repelling Blast[/B]: Remember what we said about gap-closing and not gap-widening? It's at play in this useless feature too. [*][B][COLOR=#0000ff]Sculptor of Flesh[/COLOR][/B]: Polymorph grappling isn't as good as Wild Shape grappling, but it's still feasible provided you have someone else buffing you to get advantage on the grapple checks. Warlocks won't get the spell otherwise, so if you want to be a transformational Warlock grappler, this is the feature you need. [*][B]Sign of Ill Omen: [/B]It's generally better to give your grapple checks advantage than to give opposing ones disadvantage, but this is a way to get a quasi-Enhance Ability on Warlock. There are better options out there but this is a feasible solution to the class's lack of other advantage-granting spells. [*][B]Thief of Five Fates[/B] Once you look up Bane and see it doesn't affect ability checks, you'll understand why this feature is useless. [*][B][COLOR=#660066]Thirsting Blade[/COLOR][/B]: It's Extra Attack for Warlock, but doesn't seem to work, as per RAW, with grappling. Grappling requires you to replace attacks, but Thirsting Blade only lets you take them with your pact weapon (which can't itself grapple). This is significantly better if you can rules-lawyer your way into getting it to work with a grapple, but if not, skip it unless you want to deal more damage. [/LIST] [*][B][COLOR=#660066]The Archfey[/COLOR][/B]: Most of these features could have been better for grappling with a few wording tweaks. As they are, however, there are way better options within Warlock if you absolutely need to dip or progress in the class. The archetype imposes some relevant conditions (Frightened) and has decent abilities (teleport), but all with limitations that make them pretty bad for grappling. [LIST] [*][B][COLOR=#660066]Spell List[/COLOR][/B]: Greater Invisibility is a great spell, but that's as deep as this list goes. Amusingly, this spell list would be bad even if your job was to seduce the duchess or bluff your way into the king's court, so I don't even understand it in the context of the archetype's flavor. [*][B][COLOR=#660066][B]Fey Presence[/B][/COLOR][/B]: Every time you see the "Frightened" condition, you should pay attention. But every time you see that the condition only lasts a turn and can't be used again until after a short rest, you should go elsewhere. This also costs an action, which makes it even worse than it already was. [*][B]Misty Step[/B]: If you can get creative with taking damage (damge yourself, take damage from a fall, have an ally damage you, etc.) then this feature isn't awful. It's a 60 foot teleport with invisibility tacked on, which is a great way to close a gap. This would be blue if it were easier to trigger and, more importantly, if you could do it more than once per rest. [*][B][COLOR=#660066]Beguiling Defenses[/COLOR][/B]: Charm immunity isn't bad but it's not worth a level 10 feature. Barbarians get the same much earlier and as part of a better progression. [*][B]Dark Delirium[/B]: Better than Fey Presence because it lasts for multiple rounds. You can even keep it going while grappling, so long as you aren't also dealing damage. It's still better to concentrate on giving yourself advantage than giving an opponent disadvantage, but there are worse fear-based features out there. [/LIST] [*][COLOR=#0000ff][B]The Fiend[/B][/COLOR]: A huge improvement over the Archfey, The Fiend patron isn't better than other grappling classes but it's the best Warlock option out there. Every single ability has some direct or indirect benefit to grappling and although there are better ways to pick them up, it's the best the Warlock has to offer. The capstone ability even borders on "good"! [LIST] [*][B][COLOR=#0000CC]Spell List[/COLOR][/B]: There are a fair number of decent spells here, even if Wizards also get most of them with better features along the way. Fireball, Flame Strike, and Wall of Fire all have great synergy with the restrained condition. Fire Shield is a passable frontline tanking spell, although there are better options out there. Solid B+ spell list; it only works with a certain style of grappling, but it's at least a viable style. [*][B]Dark One's Blessing[/B]: It's a bit of extra HP every time you kill an enemy, which can be useful in mob situations where grapplers might otherwise struggle. Remember that temporary HP doesn't stack, so you can't just farm little creatures to accumulate a massive temp HP pool. [*][B][COLOR=#0000CC]Dark One's Own Luck[/COLOR][/B]: Huge boost to a single grapple check, but only usable once per rest. Would be better-rated if you could use it more (and honestly, the once-per-rest restriction could bump it lower), but it's rare to see a Warlock ability so explicitly tied to grappling. [*][B][COLOR=#0000CC]Fiendish Resilience[/COLOR][/B]: True, it's no Rage or Bear Totem Rage, but as far as spellcasting tank abilities go, this one is quite strong. Fire is obviously a good choice if you plan on using your spell list to hold enemies in fire damage, but you can easily tailor this to fit an adventure's needs. [*][B][COLOR=#0000CC]Hurl Through Hell[/COLOR][/B]: At first glance, this just looks like a no-save, high-damage burst ability. It also appears anti-synergistic with grappling, because it breaks the hold. So how do you use Hurl? Fly up in the air and [I]then H[/I]url them Through Hell. When they reappear in mid air, they will instantly take 10d10 damage plus damage from the fall. Now THAT'S getting hurled through hell. It might not KO a monster in one shot, but it will be hard for them to heal up through that quick damage burst. You can land underneath the creature (move action) and then grapple the creature when it lands. RAW, it will be landing Prone anyway after the fall, so you just have to grab it there and start all over again. Hey, maybe Warlocks can grapple after all! [/LIST] [*][B][COLOR=#FF0000]The Great Old One[/COLOR][/B]: Warlocks make bad grapplers. Cthulhu worshipping grapplers make even worse grapplers, which is really too bad because that would be the coolest and most flavorful build in the PHB. The combination of completely irrelevant class features and a mediocre spell list dooms this as a viable grappling build. Bonus points for flavor and backstory, but none for mechanics. Well, maybe one bonus point for one mechanic, but it's a bit of a weird one and doesn't come into play until level 14. [LIST] [*][B][COLOR=#FF0000]Spell List[/COLOR][/B]: C'mon, Wizards. Where are the spells that frighten things? Aren't those Great Old Ones supposed to be scary? The ones worshipped by these Warlocks seem more like the ET-Phone-Home variety than the eat-your-mind-and-planet one, which sucks both for flavor and for grappling. The only interesting spell on the list is Telekinesis, a spell which opens up grappling ideas all on its own but is still better used by a Wizard than a Warlock. [*][B][COLOR=#660066]Awakened Mind[/COLOR][/B]: A unique and undeniably powerful ability, Awakened Mind still doesn't do much for grappling. [*][B][COLOR=#660066]Entropic Shield[/COLOR][/B]: Too narrow as a tanking ability, even if it has strong action economy in using reactions. It's better to impose disadvantage on attack rolls by knocking enemies prone. Don't spend a feature on it. [*][B][COLOR=#660066]Thought Shield[/COLOR][/B]: Strong in a roleplaying context, but very weak in combat. Maybe better if you are a full-time Mind Flayer slayer. [*][B][COLOR=#32CD32]Create Thrall[/COLOR][/B]: Find Familiar and Animal Companion do the same thing (not to mention Conjure spells), and you don't need to invest 14 levels into those. Then again, those are animals and little Imps/Rats/Snakes. They're also not permanent. Create Thrall never goes away and works on ANY incapcitated creature. It also doesn't allow a saving throw. The big bad guy? Oh yeah, he's fair game. Some master assassin who can sneak attack your grappled bad guys? All yours - literally. The king of the whole dang kingdom? You're now his best buddy. With the right access to the right people, there are probably endless synergies you could work with this ability and grappling, but it would be something you would have to completely build the optimization around. [/LIST] [/LIST] [/sblock] [B][SIZE=4][anchor="wizard"]-[/anchor][/SIZE][/B][SIZE=4][B][COLOR=#000CC]Wizard[/COLOR][/B][/SIZE] The skinny, bookish Wizard, despite some serious survivability issues, makes a very good grappler. To start, Wizards make some of the best mage slaying grapplers around. Antimagic Field plus grappling is virtually unbeatable for most magic-based opponents, especially if you use magic to close the gap. Second, Wizards are excellent at the restrain-target, cast-spell model of combat. They can sculpt spells around themselves to avoid making the save. Cook off a Delayed Blast Fireball for a few rounds and then drag the bad guy into it. It's just as fun as it sounds. Finally, Wizards make strong Shapechange grapplers, mostly because their spell list is the most extensive (no one else gets Shapechange but Druids), and because their class features have such strong synergy with those spells. [sblock="Wizard Ability Review"] [LIST] [*][B][COLOR=#660066]HD-D6[/COLOR][/B]: D6 HD sucks, but because Wizards get the almighty Shapechange, it's not as big a deal as with Sorcerers who are stuck on Polymorph. [*][B]Arcane Recovery[/B]: Useless in a battle, but quite useful over the course of a day. You get it so early anyway that it's not like you have made any investment for an otherwise average feature. [*][B][COLOR=#0000CC]Spell Mastery[/COLOR][/B]: More spell slots are always nice, especially if you are always casting a few go-to buffs anyway. [*][B][COLOR=#0000CC]Signature Spells[/COLOR][/B]: See above. Even while Shapechanged, there are a few spells you are still going to cast on yourself and your enemies no matter what. If you can cast those at-will, that's great in long engagements. [*][B][COLOR=#33CCFF]School of Abjuration[/COLOR][/B]: Enemy mages beware! Part of the School of Abjuration curriculum is about protecting others. The other part? Smashing the faces of opposing spellcasters. Every single ability in this archetype has some relevance to grapplers, with many of them directly applicable to either tanking or ruining enemy spellcasters' days. On top of that, every single ability also functions while Shapechanged. Easily one of the best schools you can pick. [LIST] [*][B][COLOR=#0000CC]Arcane Ward[/COLOR][/B]: The first time you cast this, probably off of Shield, you get a nice bonus HP pool that will probably negate at least one attack. Then every other time you proc this, probably with even more Shield, you get 2 more of that HP back. Ward requires no concentration and no investment beyond casting spells you are already casting anyway. [*][B]Projected Ward[/B]: You probably won't spread the Ward love to your allies, but it's nice to have that option. [*][B][COLOR=#33CCFF]Improved Abjuration[/COLOR][/B]: A great ability that helps you win any Dispel Magc or Counterspell battle. Mage-slaying grappling is all about Dispel Magic and Counterspell anyway (what's up, Freedom of Movement?), and getting an added +3 or +4 to the check will almost guarantee you succeed on those contests. [*][B][COLOR=#33CCFF]Spell Resistance[/COLOR][/B]: You can pick up magic saving throw advantage from other features, but spell-damage resistance is excellent. Works while Shapechanged, while restraining an enemy in an ongoing spell effect, and while just hunting down enemy mages. [/LIST] [*][B][COLOR=#0000CC][B][COLOR=#660066][B][COLOR=#FF0000]School of Conjuration:[/COLOR][/B] [/COLOR][/B][/COLOR][/B]There are a few ways to be a summoner grappler, but this archetype isn't one of them. The only ability affecting your summoned creatures, Durable Summons, comes online far too late and with far too little impact to be worth it. Focused Conjuration is a nice way to keep your animal horde from falling apart, but between save proficiency and War Caster you shouldn't have trouble concentrating to begin with. As for Minor Conjuration and Benign Transposition, the first has no grappling application at all, and the second is a bad and action-inefficient Misty Step. [*][B][COLOR=#0000CC]School of Divination[/COLOR][/B]: Surprisingly useful as a grappler, although not quite as strong as the anti-spellcaster options under Abjuration. Divination School features are excellent on a more generic Wizard grappler that isn't focused too heavily on either Shapechanging or on mage-murdering. [LIST] [*][COLOR=#0000ff][B]Portent[/B][/COLOR]: If you roll high, you can use these to all but guarantee success on your own grapple/shove checks. If you roll low, you can seal your enemy's failure. Sure, you can only use the feature twice before a rest, but you will be surprised how much mileage you can get out of those two uses. [*][B][COLOR=#660066]Expert Divination[/COLOR][/B]: This gets you a lot of extra spells per day, especially if you start with a level 5 spell and then keep casting until you have regained the level 1 slot off the level 2 cast. These spells won't be useful for grappling in most cases, but that doesn't mean grapplers are never out of combat and never trying to divine out of combat knowledge. [*][B][COLOR=#0000CC]The Third Eye[/COLOR][/B]: Invisibility can be a big problem for grapplers, and this is a no-concentration-required way to combat that. The other modes are just added perks. [*][B][COLOR=#0000ff]Greater Portent[/COLOR][/B]: Portent is good at two uses. Portent is better at three uses. [/LIST] [*][B][COLOR=#FF0000]School of Enchantment[/COLOR][/B]: In case it was unclear over the course of this guide, charmed is not a condition grappler should care much about: most charms are broken on damage or hostile action. All of the abilities in this school either charm in exactly that kind of break-on-contact way, or provide another benefit that is entirely unrelated to our style of combat in the first place. [*][B][COLOR=#0000CC]School of Evocation[/COLOR][/B]: If you are taking this feature, you are mostly doing it for the level 14 ability which guarantees that your spells deal a LOT of serious damage when your opponents fail their saves. The other features are fine but not great, which is okay given how strong that level 14 ability is. [LIST] [*][B][COLOR=#660066]Sculpt Spells[/COLOR][/B]: It's too bad that this and the Sorcerer's Careful Spell don't allow you to sculpt around yourself. That said, this iis a little better than Careful Spell because it costs no sorcery points to use, and because it doesn't occupy the metamagic slot for a spell that you would rather quicken or heighten. [*][B]Potent Cantrip[/B]: More damage is always good, even if only on Cantrips. There will be times where you use this and it isn't bad, but there will more often be times where you just don't use it at all. [*][B]Empowered Evocation[/B]: A little more damage never hurt anyone. Except, of course, the bad guys grappled in the Wall of Fire. [*][COLOR=#0000ff][B]Overchannel[/B][/COLOR]:There are really two spells you want to use with this. The first is the nuke itself: Fireball. Cast that for 10d6 as a level 5 spell and just deal a flat 60 damage to everyone nearby. The second, and I actually like this one a lot better, is Wall of Fire. Get fire resistance somehow and then cast Wall as a 5th level spell for 6d8 maximized damage. That's 48 damage right away and another 48 damage every single turn that you hold the bad guys in that wall. Because you can just cast Wall and let it cook, you can do that before you even grapple the enemy, which lets you grapple two badguys instead of one and then restrain them both right in front of the oven. [/LIST] [*][B][COLOR=#32CD32]School of Illusion[/COLOR][/B]: Every feature in this school is about as useful to grappling as those in the Enchantment school. Except the last one. Illusory Reality is one of those features like Warlock's Create Thrall. The only limitations are your imagination. I'm not saying you should play a School of Illusion grappler with all the other options available. But I'm also not saying it's not awesome and potentially very powerful to try. Brainstorm ways to rapidly gain altitude (illusory stairs), open up giant holes to throw people through (illusory doors in tower/castle walls), or create confined areas (illusory cage matches). You are only limited by your creativity and the parameters of the feature; the illusion can't move and can't be magical. [*][B][COLOR=#660066]School of Necromancy[/COLOR][/B]: Not quite as bad as School of Enchantment but still a subpar choice. True, you can use Animate Dead to make a shambling horde of grapple/shove helpers. Then again, you don't actually need School of Necromancy to do that. The walking dead will just be a tiny bit more durable; 20 HP at absolute most, which is maybe 1-2 more hits of damage. The Animate Dead route to gaining "Help" is perfectly operable without this feature, even if it's slightly less flavorful. [*][B][COLOR=#0000CC]School of Transmutation[/COLOR][/B]: I was expecting a lot more of the school that gives you the best grappling spell in your arsenal, Shapechange, but the options here are still strong. The final ability is particularly nutty, but only on the highest level Wizards. [LIST] [*][B][COLOR=#FF0000]Minor Alchemy[/COLOR][/B]: Focus on grappling, not duping poor salesmen at the market. [*][B][COLOR=#0000CC]Transmuter's Stone[/COLOR][/B]: For grapplers, the move speed increase is the best of the different options, especially if you stack it on top of Longstrider and any other natural move speed increases and modes. [*][B][COLOR=#FF0000]Shapechange[/COLOR][/B]: The feature with the highest-potential name has, of course, the lowest-impact benefit. [*][B][COLOR=#0000CC]Master Transmuter[/COLOR][/B]: Power Word Heal is a 9th level spell that heals a target of all HP and removes a bunch of conditions. Panacea is a 14th level class feature that, for all intents and purposes, does the same thing, but three levels before you would ordinarily get it. And remember: class-balance-wise, Wizards shouldn't even be able to have this ability. Because when you are a 250 HP Adult Red Dragon, it's not very fair that you can also heal yourself to full. This concept of class balance is what makes this feature so crazy. [/LIST] [/LIST] [/sblock] Overall, there are a lot of classes that can get you into the grappling action, and I encourage you to try out different options. If you are still feeling overwhelmed and need some more general rules, here are the overarching guidelines you want to keep in mind when picking your class. [LIST] [*][B]Athletics advantage: [/B]The biggest grappler prerequisite is getting advantage on your checks. This typically means Barbarian Rage, Enlarge Person, or Enhance Ability, although there are other ways to do it and different levels you can get it. [*][B]Extra Attack: [/B]If Athletics-advantage is the first prerequisite, Extra Attack is the second. This is the only way to make two grapple/shove checks per round. Avoid the bonus action ripoffs, unless you are using them to deliver maneuvers. [*][B]Remember survivability: [/B]You can't grapple two enemies if you are dying by the third round. Enemies will often have friends that can help them, especially magical friends. Don't sacrifice HP, AC, or saving throw bonuses too much. Your DM and his/her monsters will happily exploit those holes. [/LIST] Later in the guide, we'll go over some builds that bring all this action together. For now, this is a great starting point on your path to become All-Faerun Wrestling Champion. [B][SIZE=5][anchor="feats"]5. [/anchor][/SIZE][/B][B][SIZE=5][U]Feats[/U][/SIZE][/B] As a grappler, you might choose to play a raging mountain-man wrestler, a tactical lockdown artist, a murderous get-em-from-behind assassin, or a hungry crocodile who just "wants to play". No matter your path, feats are probably going to be an important consideration. In most cases, and unlike in previous editions, you don't actually need a lot of feats to grapple. Heck, you don't need any really; the basic combat rules let you do almost everything without any serious feat investment. That doesn't mean you shouldn't consider the PHB feats for your character, especially given you will be progressing well past 4th or even 8th level for a few classes. This section will review all the feats in the PHB, rating them according to how useful they are for the aspiring grappler. If there's a feat that doesn't show up on the list, like Actor, it's just because it's irrelevant for in-combat grappling mechanics. [LIST] [*][B][COLOR=#0000CC]Alert[/COLOR][/B] Most characters have an initiative bonus based on dexterity and nothing else, so +5 is massive. Grappling, moreso than other playstyles, really wants to go first in combat because the earlier you wrangle people to the ground, the earlier you can shut them out of the fight. Surprise immunity and extra anti-invisibility is gravy. [/LIST] [LIST] [*][B][COLOR=#32CD32]Athlete[/COLOR][/B] The cornerstone of the powerbomb suplex grapple technique (see builds later). Athlete lets you jump really high with your grappled target(s), throw them to the ground, and then land, stand, and re-grapple. All in one turn. Without Athlete, your jumps will be shorter, your standing will be slower, and the combat style will be much less efficient. [/LIST] [LIST] [*][B][COLOR=#FF0000]Charger[/COLOR][/B] The rare triple trap feature. First, it costs a bonus action, which should already make you leery if you've been paying attention to all the other stuff we can do with our valuable bonus action. Second, Charger makes a melee [I]weapon[/I] attack, which can't be replaced with a grapple check. Third, and most problematically, the shove action doesn't actually knock the enemy prone. It just moves them. This feat is important if for no other reason than underscoring grappling rules and reminding you to read carefully. [/LIST] [LIST] [*][B][COLOR=#32CD32]Crossbow Expert[/COLOR][/B] Some readers might be surprised to see this ranked so highly. Turn your attention to the second bullet point which, RAW-wise, does not actually require you to wield a crossbow to benefit from. If you are playing a spellcasting grappler, you will need this to cast your ranged attack roll-based spells without disadvantage. You can knock an opponent prone to negate that disadvantage, but then you lose the subsequent advantage from attacking within 5 feet of the prone enemy (the two instances cancel each other out). Crossbow Expert returns advantage to your court, so fire away with whatever spell or weapon you want. [/LIST] [LIST] [*][B][COLOR=#660066]Defensive Duelist[/COLOR][/B] Not great, but it is usable by the grappler Rogue (or Fighter) who might wield a weapon in one hand while grappling with the other. Reactions make for great action economy, and extra survivability is always welcome. If you pursue a Sneak Attack-based grappler who is hurting for more AC or HP, Defensive Duelist isn't a bad option. [/LIST] [LIST] [*][B][COLOR=#FF0000]Dual Wielder[/COLOR][/B] You derive basically zero benefit from any of Dual Wielder's bullet points while grappling even one enemy, let alone two (grappling occupies a hand). And no, grappled enemies don't count as improvised weapons unless they are also dead (only "objects", not "creatures", can be used in this way). [/LIST] [LIST] [*][B]Elemental Adept[/B] If you plan on grappling/restraining enemies and blasting them with magic, Elemental Adept is a solid way to increase your damage. I strongly recommend "fire" as your element of choice, given the power of Fireball, Wall of Fire and Delayed Blast Fireball against restrained targets. [/LIST] [LIST] [*][B][COLOR=#FF0000]Grappler[/COLOR][/B] / [B][COLOR=#32CD32]Grappler[/COLOR][/B] The hands-down most disappointing entry in the PHB, Grappler is the ultimate trap ability. Its first ability is a worse version of the shove-to-prone combat option grapplers already have. Why invest in a feat for advantage when you can do it with basic combat actions? The second ability is what earns Grappler its green status. A restrained target suffers from disadvantage to all Dexterity saving throws, which works nicely with grapplers who use Dexterity-based spell damage. Or grapplers who have allies using that magic. This is a niche way to grapple but a fun one, so I leave it out there as an option for grapplers looking for new ways to enjoy the combat style. As for the last bullet point, it's a leftover of an earlier edition. As the [URL="http://media.wizards.com/2015/downloads/dnd/Errata_PH.pdf"]PHB Errata[/URL] clarifies, " Ignore the third benefit; it refers to a nonexistent rule". All told, this is the feat that should have made us tick and instead it's one of the first you'll ignore. [/LIST] [LIST] [*][B][COLOR=#660066]Great Weapon Master[/COLOR][/B] At first glance, it looks like you can't use these benefits while grappling because they appear to require two-handed weapons. On the plus side of the feat, you don't actually need a two-handed weapon to use GWM. You just need a "heavy" weapon, and only for the second benefit. On the negative side, neither of the benefits are particularly powerful, although the added damage is nice for a low-damage combat style. A prone/grappled enemy is easier to hit, so you can freely trade -5 on the hit to +10 on the damage as long as you have a heavy weapon in your non-grappling hand. This means you can't grapple a second enemy, but it gives you more damage against one target. GWM gets better if combined with a heavy weapon-wielding Mage Slayer, but that's such a niche build that I can't evaluate the feat on its merits alone. [/LIST] [LIST] [*][B][COLOR=#0000CC]Heavily Armored[/COLOR][/B] Survivability is important for grapplers and, In many cases, multiclassing is the best way to get heavy armor. Just take the highest armor proficiency class at level 1 (like Fighter) and then multiclass out at later levels (to Bard/Rogue/Wizard/etc.). That said, there are some instances where a heavy armor class isn't part of your build. In those cases, this feat becomes a lot better. It even buffs your most important ability score as an added bonus! So if you are a College of Valor Bard going straight Bard with only a Rogue multiclass, pick this up right after you get medium armor proficiency. This is also a decent starting proficiency to work towards with the Human bonus feat. [/LIST] [LIST] [*][B][COLOR=#660066]Heavy Armor Master[/COLOR][/B] You don't want to die in combat, but you don't want to invest too many features into staying alive. +1 Strength is nice, but the flat 3-point damage reduction is underwhelming at best. It doesn't even affect magical weapons or spells. [/LIST] [LIST] [*][B][COLOR=#FF0000]Lightly Armored[/COLOR][/B] I can't think of a decent optimization that wouldn't get this from a level 1 dip into some class, whether Bard, Rogue, Fighter, Barbarian, etc. Probably the least useful combat feat in the PHB, let alone for grapplers. [/LIST] [LIST] [*][B][COLOR=#0000CC]Lucky[/COLOR][/B] Remember the Wizard's Portent ability? Lucky is a worse version of Portent, but it's one that any class can get. You generally won't use it against opponents (it only affects attack rolls which we probably don't care about), but you will frequently use it on your own checks. Think of it like triple advantage on Athletics, usable three times per day in between long rests. As far as luxury feats go (stuff like Alert), this one is probably the highest on the list because it's incredibly versatile (it even helps your saving throws) and is relevant in almost all fights at almost every level. Fighters will often get this if they stay in their class for long, just because they get so many feats. [/LIST] [LIST] [*][B][COLOR=#33CCFF]Mage Slayer[/COLOR][/B] Back in 3.0 and 3.5, it was a nightmare to cast spells in threatened squares, especially against grapplers. 5th Edition took a lot of bite from that strategy, but Mage Slayer returns some of our former glory. Slayer doesn't prevent spellcasting, but it does put you in a strong enough position that it won't matter. Once grappled, enemy casters will [I]always[/I] be within five feet of you, so you can smack them every time they try to cast a spell to get free. If they are concentrating on a spell, that's yet another attack they need to make to a save on. Oh yeah, and they make all their concentration checks at disadvantage, both against your normal attacks and the free reaction attack every single round. As if that weren't enough, you also get advantage on all saving throws against spells cast within five feet of you. Assuming you are holding down 1-2 mages, that's the only range spells will be inbound from. An overall excellent feat for campaigns with lots of spellcasting enemies. [/LIST] [LIST] [*][COLOR=#0000ff][B]Magic Initiate[/B][/COLOR] In most cases, grapplers are better off just multiclassing into a class with the spell than taking this feat. There aren't a lot of good cantrips for grappling anyway (Guidance is the big one), and although there are a bunch of decent level 1 spells, casting the spell only once limits their usefulness. One solid combination is Guidance, Resistance, and Longstrider from the Druid list (Longstrider lasts an hour and doesn't require concentration). Another is Blade Ward, True Strike, and Hex from Warlock. Hex is a great dip into a spell list you ordinarily wouldn't touch, a bonus-action-casttime, no-save-allowed way to screw an opponent's checks. Although savvy opponents can just switch from Athletics to Acrobatics (or vice versa), this will still leave them making the worse of two checks, or just accepting disadvantage on the roll. Either way, that's a great investment for the grappler. You can also pick up Find Familiar with Magic Initiate, but it's more efficient to get your helpful familiar off Ritual Caster than it is to lock yourself out of the level 1 bonus spell. [/LIST] [LIST] [*][B][COLOR=#660066]Martial Adept[/COLOR][/B] This feat is much better on paper than in a real game. Maneuvers are strong and it seems great to get a free one without a three level investment into Fighter. Unfortunately, getting that maneuver only once per long rest is terrible once you get into real fights. At least with spells, something like Hex or Longstrider from Magic Initiate, your once-per-long-rest magic lasts multiple rounds or through multiple enemies. The one-shot Martial Adept maneuver doesn't, which makes this a weak feat that is only good in white room style optimizations. It's a little better (black rating) if you are a Fighter who just wants more maneuvers. [/LIST] [LIST] [*][B][COLOR=#FF0000]Medium Armor Master[/COLOR][/B] Stealth doesn't really help grappling, and the +1 AC isn't worth a feat. Just bite the bullet and upgrade to heavy armor. [/LIST] [LIST] [*][B][COLOR=#0000CC]Mobile[/COLOR][/B] +10 to your speed is all you need to know about this feat. That's two extra squares with a dash. Or two extra vertical squares with flying. Remember that dragging creatures is one of the best parts of grappling, so any way you can buff that speed is a great way to enhance your combat utility. Difficult terrain is also a big problem for grapplers who drag enemies, and Mobile addresses that too. Just combine this with Monk or Rogue class features to get a bonus Dash and you'll be bounding around the battlefield in no time. [/LIST] [LIST] [*][B][COLOR=#FF0000]Moderately Armored[/COLOR][/B] See Lightly Armored. It's so easy to pick up these proficiencies just by virtue of multiclassing or picking a different level 1 class. Don't waste a feat here. [/LIST] [LIST] [*][B]Mounted Combat[/B] Is mounted grappling a thing? RAW it is, and you can actually do some cool things by using your mount's move speed in place of your own. The horse's (or dragon's!) speed isn't halved when you as a rider are grappling, but a DM could reasonable impose penalties on that whole operation. If you convince your DM to allow mounted grappling (it really does work, RAW-wise), then this feat is a decent way to keep your valiant steed alive while you grab people around the battlefield. [/LIST] [LIST] [*][B][COLOR=#FF0000]Polearm Master[/COLOR][/B] Both feat abilities require a two-handed weapon, and grappling prohibits you from using these effectively. You can only replace Attack actions with grapple/shove checks too, so you can't even abuse the free AOO when enemies enter your reach. [/LIST] [LIST] [*][B]Resilient[/B] This is one of the better saving throw bonuses in recent editions, especially if you are a spellcaster who needs to pick up Constitution save proficiency to maintain concentration. The ideal spellcasting grappler will have save-proficiency in Constitution (concentration), Wisdom (fear effects), and Dexterity (most common saving throw), and Resilient is a solid way to pick up that third proficiency. [/LIST] [LIST] [*][COLOR=#0000ff][B]Ritual Caster[/B][/COLOR] If you want Find Familiar but don't want to a) waste your Magic Initiate feat or b) go into a spellcasting class, then Ritual Caster is the best way to get it. Familiars are a bit limited as grappling helpers (they'll just confer one instance of advantage per round), but they work independently of size, concentration, magic ability, etc. [/LIST] [LIST] [*][B][COLOR=#660066]Savage Attacker[/COLOR][/B] More damage is nice, but more grappling is better. I suppose you could use this as part of a single-target grappling build, but the difference in damage output won't be big. Remember that Savage Attacker just rerolls the weapon damage di(c)e, not any bonuses (sorry, Sneak Attack). [/LIST] [LIST] [*][B][COLOR=#FF0000]Sentinel[/COLOR][/B] If you could grapple/shove as part of that provoked reaction, this would be an EASY sky blue rating, if not gold. Unfortunatly, those pesky RAW don't allow you to do that. You can only replace Attack actions with grapple/shove, and all the reaction-based AOOs in Sentinel don't qualify. [/LIST] [LIST] [*][B][COLOR=#660066]Sharpshooter[/COLOR][/B] Only included here for the -5 to hit, +10 to damage, which synergizes nicely with a prone opponent within 5 feet of you. Dump em down and then shoot em point blank. There are better ways to attack a prone opponent, but I leave this as an option if you're a big hand crossbow fan. [/LIST] [LIST] [*][B][COLOR=#CC9900]Shield Master[/COLOR][/B] One of two gold-rated feat in the PHB, although this one is admittedly limited to single-target grappler builds. But if you do pursue the single-target grappler build, Shield Master is easily one of the beats features in the book. Master gives you a free, bonus action-based shove attempt on your target, which frees up your valuable Extra Attack actions to deal more damage or keep an attacker locked down. Simply walk up to your target, grapple them, shove them prone, and then attack them for damage, all as early as level five. Or, even better, grapple them and then shove them prone as early as [I]level one[/I], provided you are a Human getting this feat at creation. The other benefits are just gravy, giving you a bunch of survivability against the most common saving throw effects in the game. You can theoretically drop a shield to use this against multiple opponents, but dropping takes a full action (PHB, 146), so your target might run away. Against a single enemy, however, there's really nothing better. [/LIST] [LIST] [*][B][COLOR=#0000CC]Tavern Brawler[/COLOR][/B] After Grappler, this is the second grappler feat in the PHB. To start, a big thanks to Wizards for putting not just one but two of these feats in the book; that's a big investment for a combat style that isn't always in the spotlight. It's also significantly better than Grappler, even if it still isn't quite the awesome feat we are hoping for. The Strength/Con bonus is a nice bone, but the second point is largely irrelevant (RAW, everyone is proficient in unarmed strikes) unless you are using lots of improvised weapons. Things get better again with the third benefit, a big unarmed damage increase for grapplers who aren't going into Monk but still need to grapple multiple enemies and deal damage from round to round. Going up from a flat 1 damage to 1d4 damage is big over a long battle, and you'll welcome it if your hands are full. As for the fourth bullet point, it's an Improved Grab lite ala 3rd Edition, but it forces us to commit our opening attack to a melee hit, not a grapple check. It also consumes a valuable bonus action. This gets a lot better when you are fighting spellcasters and need to disrupt their concentration, but it's still often weaker than just walking up to them, grabbing them, and then smacking them after the grapple gets started. Overall, there are a number of builds which will pick up Brawler as a luxury feat, but few that will rely on it as a core feature. [/LIST] [LIST] [*][B]Tough[/B] There are some builds that want to invest a feat for +2 to +40 HP over time, but most builds don't need it. This gets a little better with Wild Shape or Shapechange, both of which give you new HP totals while also allowing you to retain the benefits of your class features. A DM might rule that the layering doesn't work to your favor, but I think there's a strong case to be made that it does. This synergy is the only reason Tough is listed at black rating, as it gives you compounding HP advantage for every form you shift into. Otherwise, there are much better survival-focused features to take. [/LIST] [LIST] [*][B][COLOR=#CC9900]War Caster[/COLOR][/B] If you are a spellcasting grappler, you need this feat. Enhance Ability? Enlarge Person? Shapechange? All of that grappling goodness is concentration-based, and War Caster is the best way to make sure you keep your buffs up in real combat. Grapplers take a lot of damage on the front lines, which means lots of concentration checks to avoid losing your spells. If these break mid-combat, you are going to be in a really bad situation, which makes War Caster indispensable for anyone serious about magic-based grappling. Modes 2 and 3 serve a different sort of grappler, the kind who restrains things with Grappler and then lets them bake in a Wall of Fire or Flame Strike. That second benefit doesn't let you use somatic spells with two enemies in your hands, so you won't be restraining two guys and then casting your spell. But if you are rocking the Shield Master build, that's another story entirely. As for that third benefit, you'll get some reactions out of this, but most enemies won't be moving enough to provoke the AOO. As usual with War Caster, it's the first ability that drives the feat, and you'll need to get this if you want to stay relevant throughout your progression. [/LIST] When picking feats, just be careful that your build and grappling style fits the feats you are selecting. For example, Monks don't make good Tavern Brawlers because they have too many competing bonus actions [I]and[/I] they don't benefit from the unarmed damage die increase. Also, be mindful of how you want your character to play at ALL levels, not just level 20. You might need that heavy armor at level 4. You might need that saving throw bonus at level 8 when it turns out that your entire campaign is against scary (read: bestowing Frightened condition) undead. More importantly, know when you don't actually need to pick a feat as a grappler! Many builds don't need it and will get more mileage out of a +2 Strength or +1 Str/+1 Con bonus than they will from some cool looking feats. This is often one of the hardest decisions to make (we D&D players love to pack on the features and abilities), but sometimes simpler is better when you're a grappler. Overall, be flexible and critical with your feat selection and you will be guaranteed to have a powerhouse wrestler on the battelfield. [B][SIZE=5][anchor="magic03"]6. [/anchor][/SIZE][/B][B][SIZE=5][U]Magic and Spells: Cantrips - Level 3[/U][/SIZE][/B] When I was first working on this guide, I had a distinction between magical and nonmagical grappling. I [I]still[/I] have that distinction, to some extent. But having played grapplers before and written on them extensively, I now think that distinction is a bit artificial. Because of feats like Magic Initiate, the ease of multiclassing, and the relative availability of spells even in "nonmagical" classes, there isn't really a hard line between magical and nonmagical grapplers. Instead, it's better to think of grappling magic on a continuum. On one end, you have spells that only dedicated spellcasters can use; True Polymorph, Shapechange, Foresight, etc. In the middle, you have spells that require some commitment to spellcasting classes, but still give you a lot of flexibility in multiclassing: Wall of Fire, Polymorph, Conjure Animals, etc. And then at the other end of the spectrum, you have spells that require no more than a 3 level dip, or even just a Magic Initiate investmnt, stuff like Hex, Find Familiar, Enlarge/Reduce, Enhance Ability, and so on. Even Barbarians, who can't concentrate on spells while raging, can still benefit from something like Longstrider! Because multiclassing is so easy, because spell lists overlap so freely in 5.0, and because I don't want the spell section to be as long as the rest of the guide, I am only going to list a few spells per level and give a quick explanation of them. I'll highlight the best spells at each level and also some obvious (and less obvious) traps. If a spell isn't listed, it might not be bad with grappling, but it just didn't merit its own entry. [SIZE=4][B]Cantrips[/B][/SIZE] [sblock="Cantrip review"] [LIST] [*][COLOR=#0000ff][B]Chill Touch[/B][/COLOR]: If you have already grappled/shoved an opponent and just want to stop them from healing every turn, keep recasting Chill Touch and they'll slowly expire. Also strong against regenerating enemies. [*][COLOR=#660066][B]Create Bonfire[/B][/COLOR]: The first spell you can hold enemies in while grappling them. If restrained, they'll take 1d8 damage per turn on top of any other damage you're outputting. Not a good spell, but I add it here because it's where the restraining fun begins. [*][B][COLOR=#0000FF]Guidance[/COLOR][/B]: Free +1d4 to grapple at the beginning of the fight, as long as you pre-buff with it. Guidance has a one action cast time, so it's much worse in the fight itself, but the cantrip has so much non-combat utility that it's okay. [*][B][COLOR=#FF0000]True Strike[/COLOR][/B]: More like canTRAP amirite??? Remember - grappling and shoving aren't attack rolls, so True Strike doesn't help them. [*][COLOR=#660066][B]Vicious Mockery[/B][/COLOR]: This isn't a good spell for grappling, but it is a Verbal-only spell you can cast while grappling two enemies and otherwise locked out of somatic components. Keep an eye out for better spells like this at later levels. [/LIST] [/sblock] [SIZE=4][B]Level 1[/B][/SIZE] [sblock="Level 1 spell review"] [LIST] [*][COLOR=#33CCFF][B]Absorb Elements[/B][/COLOR]: Along with Shield, this is the best defensive spell on the level 1 list. It gives you resistance to the most common damage types and only costs a reaction. Would be rated higher if it didn't require a pesky somatic component. [*][B][COLOR=#32CD32]Animal Friendship[/COLOR][/B] / [B][COLOR=#32CD32]Speak with Animals[/COLOR][/B]: This pair of spells, depending on your DM, MIGHT let you command (for 10 minutes at a time) a small Help-action-squad of squirrels/rats/snakes. Friendship makes them friendly. Speak lets you ask them to do things for you. Low intelligence means that they are probably too dumb to disobey. Think of this combo as the level 1 equivalent of Dominate Animal, although with less RAW backing. [*][COLOR=#FF0000][B]Bless[/B][/COLOR]: I'm putting this here to illustrate a common spell trap - spells that buff your attack rolls. Remember that these don't help grappling, which means you need to rethink which buffs are worth it and which you can leave at home. [*][B][COLOR=#660066]Expeditious Retreat[/COLOR][/B]: A more limited, spell-based version of Cunning Action. There are better spells to concentrate on at this level. [*][B][COLOR=#0000FF]Feather Fall[/COLOR][/B]: If your plan is to grab people and jump off tall structures, don't forget your level 1 spell parachute. [*][B]Find Familiar[/B]: Say hello to your little friend. This will get you a permanent helper to take the Help action every round and guarantee advantage on one check. No concentration required. Unfortunately, a single instance of advantage isn't that great, so it's not worth the investment unless you are getting a familiar as an incidental to your main progression. [*][B][COLOR=#0000FF]Healing Word[/COLOR][/B]: Bonus action cast time means you can still grapple in the same round you heal. 60 foot range means you can heal yourself or a needy friend. Verbal component only means you can heal even if both hands are occupied. Accept no substitutes for action economy healing! [*][B][COLOR=#0000ff]Hex[/COLOR][/B]: Bonus action cast time? Check. Huge range? Check. No saving throw?! Check. Add bonus damage, transferability if the target dies, and "virtual" disadvantage on enemy grapple checks and you have the best offensive grappling spell on any level 1 list. Sure, monsters can just switch their grapple check from Athletics to Acrobatics (or vice versa), but most monsters suck at one to begin with, let alone the other. The only reason this isn't rated higher is that it requires concentration, so it's quicly surpassed by Enlarge Person or Enhance Ability. [*][B][COLOR=#CC9900]Longstrider[/COLOR][/B]: Best level 1 grappler buff in the PHB. Free 10 bonus feet to your movement, it lasts an hour, and it doesn't require concentration. Also affects all movement modes! [*][B][COLOR=#FF0000]Mage Armor[/COLOR][/B]: Just multiclass and use real armor. Or polymorph yourself into something with a higher AC. Or play a Monk/Barbarian. If you have to rely on this as a grappler, you're doing something wrong. [*][B][COLOR=#33CCFF]Shield[/COLOR][/B]: +5 AC as a [I]reaction[/I] is the nuts, especially for low AC grapplers. It's too bad this has somatic components required or it would be gold-rated. [/LIST] [/sblock] [SIZE=4][B]Level 2[/B][/SIZE] [sblock="Level 2 spell review"] [LIST] [*][B][COLOR=#FF0000]Alter Self[/COLOR][/B]: Plus side - if you are going to grapple two enemies and aren't a Monk, this will give you a better damage die than Tavern Brawler. Minus side - Enlarge also requires concentration, but then gives you a +1d4 to damage, a size increase, and advantage. Dont waste your time here. [*][B][COLOR=#660066]Cloud of Daggers[/COLOR][/B]: Decent low-level AOE spells to hold people in while you grab them: 4d4 damage, no save. Unfortunately, this requires concentration and there are better things you can focus on. [*][B][COLOR=#0000FF]Darkness[/COLOR][/B]: Cast Darkness on your armor (it targets objects!), grab people, and roll your little ball of blindness around the battlefield. Note that you need the Warlock's Devil Sight feature to do this, otherwise your DM could easily rule that you can't actually see anything to grapple in the first place. [*][B][COLOR=#CC9900]Enhance Ability[/COLOR][/B]: Second-best level 2 spell in the game. Flat advantage to Strength checks is mandatory for most grapplers, and this spell is only outclassed by the next entry on our list. It even doubles your carrying capacity for more dragging and lifting! If you don't have access to Enlarge/Reduce (Druids don't, for example), this is your go-to buff. [*][B][COLOR=#CC9900]Enlarge/Reduce[/COLOR][/B]: Hands down the single best low-level spell for grapplers. It gives advantage on your Strength checks (plus a random but welcome advantage to Strength saves!), and imparts a +1d4 damage bonus to all attacks made in the larger form. It doesn't double your carrying capacity, unlike Enhance Ability, but it does increase your size category, and that's what makes this spell so nuts (on top of advantage, of course). Medium characters can't grapple anything bigger than size large, but that restriction doesn't exist for Enlarged grapplers. If you can get this spell, get it and don't look back. If you can't, [I]try[/I] to get it. If you can't do that, settle with Enhance Ability, but know that Enlarge is the better of the two. [*][B][COLOR=#660066]Heat Metal[/COLOR][/B]: It might be surprising that a spell that threatens disadvantage to ability checks gets such a low rating. Unfortunately, the disadvantage is conditional on a failed save. Making matters worse, the save is Con-based, and most opponents wearing a lot of metal probably have decent Con-saves. Another problem is that this wastes your bonus action AND your concentration every round. That's terrible action economy on top of low base damage. [*][B][COLOR=#0000FF]Mirror Image[/COLOR][/B]: This has always been one of the better level 2 buffs in D&D and 5th Edition continues the trend. It doesn't even require concentration! Great for magical grapplers because images hit by enemy attacks won't trigger a concentration check on your other buffs. [*][B][COLOR=#0000FF]Misty Step[/COLOR][/B]: Strong low-level gap closer once the fight actually starts. Note that this teleportation does not count against your movement for the turn, and only costs a bonus action. You can also do this while grappling (it only requires verbal components), but forced movement will end the grapple. [*][B][COLOR=#CC9900]Silence[/COLOR][/B]: After Antimagic Field, this is [I]the[/I] gold standard for ruining a spellcaster's day. The vast majority of spells, especially good combat spells, require verbal components. Grappling mages in a zone of Silence completely shuts down these options, forcing them to poke you with their dagger or try to beat your monstrous Athletics checks. You'll need to concentrate on Silence to keep it going, which means you'll need to persuade someone else in your party to give you Enhance Ability or Enlarge for the advantage. [*][B][COLOR=#0000FF]Spike Growth[/COLOR][/B]: Drag people through the spikes to cause 2d4 damage per 5 feet of movement. More dragging? More damage! Just be careful that you avoid killing yourself as you do it; strong with builds that can stack movement speed to get ton of squares covered in a turn. [/LIST] [/sblock] [SIZE=4][B]Level 3[/B][/SIZE] [sblock="Level 3 spell review"] [LIST] [*][B][COLOR=#32CD32]Animate Dead[/COLOR][/B]: THE ARMY OF THE DEAD GRAPPLER IS REAL! Get a squad of 8 or so Zombies (they are hardier than Skeletons, and all you really need is durability on these dudes). Then every round, have 4 of them Help you on grapples/shoves, and have the other 4 ready an action to Help you on opposed grapples/shoves from your victims. Just remember that commanding them to Help costs your bonus action. But it doesn't cost concentration, so it's a no-concentration, non-Rage way of getting advantage on all checks. Don't forget to re-cast Animate Dead every day to reassert control. [*][B][COLOR=#660066]Bestow Curse[/COLOR][/B] / [B][COLOR=#33CCFF]Bestow Curse[/COLOR][/B]: If you have to cast this as a level 3 or 4 spell, just use Hex instead. Better to cast Hex as a bonus action with no save allowed than use Curse as an action, give them a chance to save it, and have to concentrate on the spell. But once you can cast this at level 5 and no longer need to concentrate on it, it becomes a LOT better. If they save, no big deal; action surge another attack. If they don't save, they are screwed for the fight and you can still concentrate on Enlarge or something similar! [*][COLOR=#0000FF][B]Conjure Animals[/B][/COLOR]: All the Conjure spells are decent with grappling; use the monsters to Help you and to damage your grappled/proned target. [*][B][COLOR=#33CCFF]Counterspell[/COLOR][/B]: Freedom of Movement, Misty Step, Blink, and a variety of other spells are not your friends. If these are cast mid-fight, Counterspell is your out. [*][COLOR=#CC9900][B]Dispel Magic[/B][/COLOR]: See above, but with an emphasis on spells that are already in effect at the beginning of the fight. Best in tandem with Action Surge, so you can dispel as one action and then grab in your next. I'm pumping this up to a gold rating because it's your only low-level answer to enemy casters who already have certain spells in place, notably Freedom of Movement. [*][B][COLOR=#0000FF]Fear[/COLOR][/B]: Most saving throw spells aren't very good for grapplers because they allow re-saves every turn, or because they just aren't much more powerful than just grappling/shoving. Fear is different because it can be a complete fight ender for any monster that fails the save. First, they drop all their items, which you will capitalize on by grappling them and moving them away from those dangerous objects. Second, all affected creatures have flat disadvantage to ALL ability checks (Dexterity and Strength!) while you are in their line of sight. Given that you are grappling them, you aren't going anywhere anytime soon. Finally, they only get a re-save if you leave their sight. And you just want to hug them, so that's not happening either. [*][B]Fireball[/B]: Your level 3 spell of choice if you want to restrain targets and cast things on their head. [*][B][COLOR=#0000FF]Fly[/COLOR][/B]: What do you do with a Fly speed? You go straight into the air carrying as many people as you can. What do you do once you are up there? Drop them. They take damage, they land Prone, they don't get a save, and if they escape on the way up, all that happens anyway. [*][B]Haste[/B]: Depending on your build, this will compete with Enlarge for your concentration spell of choice. But many builds either won't advance that far into their spell list, or would prefer advantage over multiple checks. Extra actions are still strong, particularly if you use the Ready action and have Sneak Attack, but Enlarge and Enhance Ability will typically be better. [/LIST] [/sblock] [/QUOTE]
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The Grappler's Manual (2.0) - Grappling in 5th Edition
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