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<blockquote data-quote="ECMO3" data-source="post: 8452964" data-attributes="member: 7030563"><p>I disagree with this.</p><p></p><p>There are numerous uses for grapple. As far as a general use for grapple, tavern brawler, unarmed fighting style make it over the top effective on a high-strength human Rune Knight fighter. It uses a bonus action and does an extra 1d4 damage every turn after you land it in addition to moving the enemy where you want. Combined with a 1-level Rogue dip (for expertise) and it is awesome.</p><p></p><p>With extra attack you have a killer first turn. Start off with an unarmed strike, if you hit bonus action grapple, if you succeed use your second attack for shove. You now have used one action and you have hit the enemy for 1d8+str, have him grappled and prone. He can't stand up because his movement is 0, if he attacks you he has disadvantage, and you have advantage on future attacks against him because he is prone. You can drag him anywhere you want on the battlefield and because you took that Rogue dip you can stab him on future turns with andvantage and a +1d6 SA. Also he takes an extra 1d4 at the start of your turns and he has to use an entire action to try to break the grapple against your +10. If he breaks it you do it again next turn.</p><p></p><p> To do that in one turn you need to hit with 3 things in a row (unarmed strike, grapple, shove), but they are all likely. With Action surge and Gian't Might though you can overcome it if one or more miss and still put the enemy in this really bad situation in turn 1 if you want. If you miss with your unarmed strike, use your bonus for giants might then go straight for a grapple with your second attack, then AS to knock prone (both now with a +10 AND advantage) and for your second AS attack pull out your rapier and sneak attack with advantage. If you hit with your unarmed strike but miss with your BA grapple or your action shove then AS to complete the sequence using your 2 other attacks. Finally Giants Might makes you large which means you can grapple things like dragons and giants.</p><p></p><p>Aside from a grappler Fighter build, I use grapple with my low-strength Rogues relatively often. I almost always have expertise in athletics for this very reason and even with an 8 strength they are pretty good at it and the cunning action means you can dash with the grappled enemy. Grapple works great with misty step for two uses - dragging people off of cliffs, walls etc and then misty stepping back while they fall and using it to misty step to low flying creatures and grapple them mid air so I can stab at them (and often make them plummet to the ground with you).</p></blockquote><p></p>
[QUOTE="ECMO3, post: 8452964, member: 7030563"] I disagree with this. There are numerous uses for grapple. As far as a general use for grapple, tavern brawler, unarmed fighting style make it over the top effective on a high-strength human Rune Knight fighter. It uses a bonus action and does an extra 1d4 damage every turn after you land it in addition to moving the enemy where you want. Combined with a 1-level Rogue dip (for expertise) and it is awesome. With extra attack you have a killer first turn. Start off with an unarmed strike, if you hit bonus action grapple, if you succeed use your second attack for shove. You now have used one action and you have hit the enemy for 1d8+str, have him grappled and prone. He can't stand up because his movement is 0, if he attacks you he has disadvantage, and you have advantage on future attacks against him because he is prone. You can drag him anywhere you want on the battlefield and because you took that Rogue dip you can stab him on future turns with andvantage and a +1d6 SA. Also he takes an extra 1d4 at the start of your turns and he has to use an entire action to try to break the grapple against your +10. If he breaks it you do it again next turn. To do that in one turn you need to hit with 3 things in a row (unarmed strike, grapple, shove), but they are all likely. With Action surge and Gian't Might though you can overcome it if one or more miss and still put the enemy in this really bad situation in turn 1 if you want. If you miss with your unarmed strike, use your bonus for giants might then go straight for a grapple with your second attack, then AS to knock prone (both now with a +10 AND advantage) and for your second AS attack pull out your rapier and sneak attack with advantage. If you hit with your unarmed strike but miss with your BA grapple or your action shove then AS to complete the sequence using your 2 other attacks. Finally Giants Might makes you large which means you can grapple things like dragons and giants. Aside from a grappler Fighter build, I use grapple with my low-strength Rogues relatively often. I almost always have expertise in athletics for this very reason and even with an 8 strength they are pretty good at it and the cunning action means you can dash with the grappled enemy. Grapple works great with misty step for two uses - dragging people off of cliffs, walls etc and then misty stepping back while they fall and using it to misty step to low flying creatures and grapple them mid air so I can stab at them (and often make them plummet to the ground with you). [/QUOTE]
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