5E The Grappler's Manual (2.0) - Grappling in 5th Edition

johnlent

Visitor
If a friend tosses you through the wall, you are "attempting to pass through the wall." If someone drags you through it, you are most definitely NOT attempting to pass through the wall. :)
 

asdf asdf

Visitor
RAI, attempt to pass through a wall is to somehow move trough it. RAW, not exactly, but most DMs will accept the RAI if you try to exploit the RAW first, like, making the barbarian grapple the party's wizard to move him trough it.
 
Good guide, except where's the advice for grappling as a group?
Can I Help another PC to give them Advantage on their grapple check?
Can multiple people grapple the same victim?
 
If your DM allows the blood hunter class, with the order of the Lycan subclass. It would make a great grappler. You gain advantage on strength checks and saves, unarmed melee damage comparable with a monk's. And resistance to help you tank. And use your suggestion for the goliath would make it even better.
 
Ya know, I originally thought that making a barbarian grapple would be terrible in *Tomb Of Annihilation* until I was able to grab Acererak and pin him to the floor. My mind has been completely changed.
 
One of these days I'd really like to make a wrestler/luchador, so the only weapons he will use aside from his bare hands will be chairs, tables and ladders.

Is still the monk worse than the fighter for a pc like this? What build could you suggest me (I'd like to do this pc inside Adventurers League, so the source material is limited)?

Thanks in advance!
 

hejtmane

Explorer
One of these days I'd really like to make a wrestler/luchador, so the only weapons he will use aside from his bare hands will be chairs, tables and ladders.

Is still the monk worse than the fighter for a pc like this? What build could you suggest me (I'd like to do this pc inside Adventurers League, so the source material is limited)?

Thanks in advance!
My son has that build to the letter picks up rocks, tables dead monsters. Tavern brawler then Goliath, Firblog or bugbear they get to lift pull etc as one size larger, totem barbarian Bear, bear and what ever if you use Scag say elk
 

Gavin O.

Visitor
I feel like the battle master maneuver Trip Attack deserves special mention as a way to down a flying enemy. Trip attack works on ranged attacks, and a flying enemy falls if they're knocked prone, so a trip attack spear throw is one of the few ways for a grappler to get within reach of their flying target.
 

dfskdf

Visitor
Sorry if this is already stated (probably is) but I'm really looking forward to having mystics in "official" book so I can use in league play. Two abilities in particular (from Mystic3) seem good for grapplers.
1.Psychic focus from brute force: "While focused on this discipline, you have advantage on strength (athletics) checks." This is a no cost advantage that would get even better if you gained some form of expertise in athletics.
2. In my opinion the best one. Giant growth, Giant Form: Costs 7 psi (cant use till 9th level at least), and the last part says "If you're smaller than Huge, (who isnt!) you also become huge for the duration (1 min. :(). This allows you to grapple just about everything! (Slight disadvantage vs Gargantuan?). Also gives you a reach of +10 and +2d6 on melee damage. I'm also assuming the 2d6 bonus could be unarmed too.
Except for the moderately high level and having to rest to use again, this size enlargement seems like the best grapple bonus in the game. I mean most dragons are smaller than gargantuan!
 

Plo Koon

Visitor
Was just going over this guide and realized that I had made a warlock grappler for my next campaign, and I can't change it because its so flavorful and the DM is already planning around it.
 
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Action Economy is important when Grappling in DnD 5e, so I created this handy albeit complicated flowchart to outline the optimal strategy to employ standard Grappling Mechanics (without Feats, etc.)

Note: "PASS" and "FAIL" is always from the perspective of the player, e.g. an opponent FAIL is good for the player.

I made it with draw.io, here is the file you can download and edit if you want: https://drive.google.com/file/d/1r6err_k3Vh_hIgAv-7YVAHj7HsF1HmQl/view
 
I believe that the way the Stacking Rule errata to the DMG works, that Shadows/Wraiths etc are all effectively nerfed to uselessness. Only the largest penalty applies to an ability score, they do not add together.
 

BainIthron

Visitor
Yeah... was going to say that that post was probably a backup of the old post on the WotC forum before it closed down.

For Reference via archive: https://web.archive.org/web/20150917000752/http://community.wizards.com/comment/51293186#comment-51293186

I really appreciated this guide... still waiting to do some actual grappling (only been fighting groups of velociraptors thus far), I didn't build completely optimally, and I expect to die (Tomb of Annihilation), but so far I'm building Bear Totem Barbarian(3 levels)/Shadow Monk (Everything Else). I was going to go Open Hand, but stats were MAD enough already, and unfortunately Open Hand saves are 8 + Prof Mod + WIS mod, and my WIS is pretty lackluster. Shadow Monk though gives me some good spells (including silence) while progressing Monk, and then that Shadow Step is just awesome. Ended up I was going to be the party tank also, so taking Bear Totem Barbarian was a serious consideration. It's also neat that Shadow Step does give you advantage on grapples, and if you're already in Rage Mode, you're free to use Shadow Step since it's not a spell. I thought it over and lore wise this sounded like some sort of Malarite hunter kind of person... that just enjoyed the slow beating and strangling prey to death in all the visceral glory that grappling provides. As he levels the shadow stuff let him be sneaky also, and can better sneak up on prey (by appearing out of a damn shadow).

I'm on the fence on taking a dip into Rogue. I could see it past level 10, but I'm not sure if I would before level 10.

Probably someone could do this better and call it the Boogeyman Build, though in this game I think I'll have a good bit of fun.
 
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The new Mark of Passage seems like it could have some value on a grappling build, specifically the BJJ Master build's Spikedragging. You get the "ignore difficult terrain on a dash" and +10 ft speed of Mobile (somewhat making up for the loss of the variant human feat), and you get +1d4 to your Athletics checks, stacking with Guidance and advantage. What would otherwise be the highlight of the mark, a bonus action teleport, is honestly just gravy for a grappler.
 

Zene

Visitor
The new Mark of Passage seems like it could have some value on a grappling build, specifically the BJJ Master build's Spikedragging. You get the "ignore difficult terrain on a dash" and +10 ft speed of Mobile (somewhat making up for the loss of the variant human feat), and you get +1d4 to your Athletics checks, stacking with Guidance and advantage. What would otherwise be the highlight of the mark, a bonus action teleport, is honestly just gravy for a grappler.
Oh definitely, that dragonmark is awesome. And the bonus action teleport can mean that you get right to your main target in round 1, even if they’re behind enemy lines; and still have your action to spare. Pretty nifty.

Also, in WGtE, warforged can make pretty amazing grapplers. The ability to have the benefit of heavy armor, without actually wearing heavy armor; or even better, the equivalent of light armor that scales with level *and* dex bonus, opens up grapple builds that would otherwise be far too squishy.

On another topic, the recently released errata include an update that grappling and shoving now auto-succeed on incapacitated targets. Again, that should open up a lot of new grapple builds; most notably, a monk grappler that (for example) doesn’t need str, or even athletics proficiency; but can stun a target, grab them, run up a wall, and drop them. Pretty crazy.
 

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