This has GOT to be updated with the new UA options:
Unarmed Fighting Style
Your unarmed strikes can deal bludgeoning
damage equal to 1d6 + your Strength modifier. If
you strike with two free hands, the d6 becomes a
d8.
When you successfully start a grapple, you can
deal 1d4 bludgeoning damage to the grappled
creature. Until the grapple ends, you can also
deal this damage to the creature whenever you
hit it with a melee attack.
And the combat maneuver Restraining Strike
Immediately after you hit a creature with a
melee weapon attack on your turn, you can
expend one superiority die and use a bonus
action to grapple the target (see chapter 9 in the
Player’s Handbook for rules on grappling). Add
the superiority die to your Strength (Athletics)
check. The target is also restrained while
grappled in this way.
Battlemaster fighters just became great grapplers, or picking up Martial Adept as a feat. Restrain off of one grapple check.
This has GOT to be updated with the new UA options:
Unarmed Fighting Style
Your unarmed strikes can deal bludgeoning
damage equal to 1d6 + your Strength modifier. If
you strike with two free hands, the d6 becomes a
d8.
When you successfully start a grapple, you can
deal 1d4 bludgeoning damage to the grappled
creature. Until the grapple ends, you can also
deal this damage to the creature whenever you
hit it with a melee attack.
And the combat maneuver Restraining Strike
Immediately after you hit a creature with a
melee weapon attack on your turn, you can
expend one superiority die and use a bonus
action to grapple the target (see chapter 9 in the
Player’s Handbook for rules on grappling). Add
the superiority die to your Strength (Athletics)
check. The target is also restrained while
grappled in this way.
Battlemaster fighters just became great grapplers, or picking up Martial Adept as a feat. Restrain off of one grapple check.
You can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use STR or CON. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
As a bonus action, you magically gain the following benefits, which last for 1 minute:
You can use this feature (proficiency) times, and you regain all expended uses of it when you finish a long rest.
- If you are smaller than Large (/ Huge), you become Large (/ Huge), along with anything you are wearing. If you lack the room to become Large (/ Huge), your size doesn’t change.
- You have advantage on Strength checks and Strength saving throws.
- Once on each of your turns, one of your attacks with a weapon or an unarmed strike can deal an extra (1d6/1d8/1d10) damage to a target on a hit.
2: the Cloud Rune gives you the ability to redirect the enemy's attack against you to anyone else, even the other grapplee if double grappling (which is the most fun visual for me)In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a STR saving throw (DC:18) or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can’t do so again until you finish a short or long rest.
Once per short rest, when you or a creature you can see within 30 ft. of you is hit by an attack roll, you can use your reaction to choose a different creature, other than the attacker, within 30 ft of you to become the target of the attack instead, using the same roll.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.