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The Grappler's Manual (2.0) - Grappling in 5th Edition
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<blockquote data-quote="Goken100" data-source="post: 6946760" data-attributes="member: 42968"><p>Good questions. There's definitely no exact answer, but I can share my own experience. I have 5 grappling characters:</p><p><strong><span style="font-size: 12px">Barbarian 6 / Rogue 4 - Jumping Domination</span></strong></p><p>Probably my most potent grappler and a ton of fun to play. </p><ul> <li data-xf-list-type="ul">Human with Tavern Brawler (increased unarmed damage and bonus action grapples) and Athlete (5 ft jump and 5 ft stand are huge in this build).</li> <li data-xf-list-type="ul">Totem Barbarian with Elk for +15 movement and Bear for double carrying capacity.</li> <li data-xf-list-type="ul">Thief Rogue for increased jumping distance. With 20 Strength and 14 Dex, a 5ft running start gets me a vertical leap of 10 feet, which is all you need to deal 1d6 damage to a grappled opponent and auto-prone them.</li> <li data-xf-list-type="ul">When raging I have a 55ft movement speed, plus the option of a Cunning Action Dash, so halving movement speed when grappling is no problem.</li> <li data-xf-list-type="ul">If you happen to get Boots of Striding and Springing, which I have, the fun never stops.</li> <li data-xf-list-type="ul">Future plans: Barbarian 8 for some tasty goodies, and only then will I consider possibly dipping into Fighter at my 13th level.</li> </ul><p></p><p><strong><span style="font-size: 12px">Fighter 5 / Bard 5 - Gish Grappling</span></strong></p><p>A fun and versatile build becomes it's nearly as good at grappling as the Barbarian build above but with way more versatility due to spells. </p><ul> <li data-xf-list-type="ul">Human with Tavern Brawler for increased unarmed damage and bonus action grapples.</li> <li data-xf-list-type="ul">Battle Master Fighter with Disarm, Precision Attack, and Trip. It's tons of fun to attack with an unarmed strike, activate trip attack, and bonus action grapple all at once.</li> <li data-xf-list-type="ul">Fighter is your back to Extra Attack here, which is essential for all grapplers.</li> <li data-xf-list-type="ul">Lore Master Bard because Cutting Words is amazing. You thought you just avoided my grapple by beating my check by 1? Think again as I cut that check down to size with a reaction!</li> <li data-xf-list-type="ul">Spell-wise, you'll want to have Longstrider and Enhance Ability (Strength) going whenever going into a potentially dangerous situation (each lasts 1 hour).</li> <li data-xf-list-type="ul">Another nice combo is to move next to two enemies or more enemies, cast Earth Tremor to knock a few of them prone and deal damage, then Action Surge to grapple two enemies to pin them there (or Action Surge to unarmed strike one of them with advantage then bonus action grapple with Tavern Brawler).</li> <li data-xf-list-type="ul">As a bard of 5th level, you'll want to pick up Hypnotic Pattern and an Instrument of the Bard. It's not related to grappling, but its hugely powerful. You can't end EVERY combat with it... but you can end some of them.</li> <li data-xf-list-type="ul">Magic item note: This character has Demon Armor, which is awesome with this build. To most characters, it's like "Why would I want to combine +1 Plate armor with +1 magic 1d8 unarmed strikes and be cursed?". But this character? YES PLEASE!</li> <li data-xf-list-type="ul">Future plans: A 6th Bard level to get Arcane Secrets and Enlarge for those annoying huge opponents. Then a 6th level Fighter to increase a stat, then all Bard for magic powa.</li> </ul><p></p><p><strong><span style="font-size: 12px">Druid 3 / Monk 5 - Bear Style Kung Fu</span></strong></p><p>This is a niche build because it relies on Boots of Flying and a DM that allows for bears to grapple. But it's fun nonetheless.</p><ul> <li data-xf-list-type="ul">Human with the Mobile feat for increased speed.</li> <li data-xf-list-type="ul">Open Hand Monk for knocking prone or blasting into the sky.</li> <li data-xf-list-type="ul">Moon Druid for Brown Bear at lower levels as a bonus action, a potent grappler with a permissive DM.</li> <li data-xf-list-type="ul">Spells are basically going to be Enhance Ability (Strength) and Longstrider whenever going into trouble.</li> <li data-xf-list-type="ul">Slow Fall can be fun when using Boots of Flying; you can turn them off and try to maintain the grapple as you fall but reduce your own damage. Your millage may vary with DM, of course.</li> <li data-xf-list-type="ul">Another fun trick is drag an opponent into the air, then move under him and start hitting him with flurry of blows to push him 10 feet higher into the air with each strike!</li> <li data-xf-list-type="ul">Future plans: Dividing progress between the two classes. Extra spell slots and more powerful beasts from Druid and extra punches from Monk. Might be worth consider 1 level of Rogue to get Expertise in Athletics at some point.</li> </ul><p></p><p><strong><span style="font-size: 12px">Bard 4 - Master of Self Sufficiency</span></strong></p><p>Just about the only way to make a decent grappler with a single class is with Valor Bard. It helps if you have Winged Boots. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><ul> <li data-xf-list-type="ul">Dragonborn with Tavern Brawler for increased unarmed damage and bonus action grapples.</li> <li data-xf-list-type="ul">Valor Bard's inspiration dice aren't NEARLY as useful to a grappler as Lore Bard's, so just give them out before combat when you can remember. Your bonus actions will be busy GRAPPLING!</li> <li data-xf-list-type="ul">Again, Longstrider and Enhance Ability are your friends.</li> <li data-xf-list-type="ul">Get the best medium armor you can find! Consider using a shield until 6th level, when you may want to have two hands free to double-grapple and lock down two opponents.</li> <li data-xf-list-type="ul">Future plans: 6th level extra attack with no multi-classing! Single class all the way!</li> </ul><p></p><p><span style="font-size: 12px"><strong>Wizard 4 - Bladesinger Grappler</strong></span></p><p>As I mentioned before, Bladesingers can make decent grapplers... maybe... sorta. Probably my weakest built, but still fun.</p><ul> <li data-xf-list-type="ul">Half-elf to qualify for Bladesinger and still get a bonus to Strength. Went with the alternate Half-elf to get +5 movement speed.</li> <li data-xf-list-type="ul">The Bladesong ability is perfect for a grappler. You get a bonus to AC and speed, plus a bonus to concentration spells to keep Enlarge going. Hard to beat that!</li> <li data-xf-list-type="ul">Spells will be Longstrider, Mage Armor, Shield, and Enlarge/Reduce. With the defensive spells and Bladesong going, you should be able to block most blows and keep concentrating, so you got that going for you. Note that Booming Blade can be used with an unarmed strike. so that's something. Misty Step is also a good option for getting close to enemies at a crucial moment, and doesn't compete for concentration like Expeditious Retreat.</li> <li data-xf-list-type="ul">There are two problems with this build: relying on Enlarge and relying on too many ability scores.<ul> <li data-xf-list-type="ul">Ability score-wise, you need your Strength to max out as all grapplers do, but you also need as high a Dex and Int as possible to get your AC up. Plus you ABSOLUTELY cannot tank your Con with so few hit points coming in with a 1d6 each level. The only way to make this work realistically to to accept mediocrity or get a magic item. I have the Headband of Intellect, but Gauntlets of Ogre Power would arguably be better because you might hope to eventually upgrade to a Belt of Giant Strength if you can find one in your adventures. Note that even with the Headband of Intellect, I need to have at least a 13 Intelligence if I ever wish to multi-class.</li> <li data-xf-list-type="ul">Enlarge/Reduce is simply not as good as Enhance Ability because it only lasts a minute. That means one of three things:</li> </ul><ul> <li data-xf-list-type="ul">Cast it RIGHT before battle if you are ambushing the enemies (which happens ALLL the time, am I right Assassin Rogues? No? It almost never freaking happens?).</li> <li data-xf-list-type="ul">Spend the first round getting READY to grapple by casting the spell. This is only viable for big fights, as average fights are over in a few rounds. Plus grappling requires you to lock down opponents before they get to your friends, so twiddling your thumbs for the first and most vital round is failing at your job.</li> <li data-xf-list-type="ul">Fight without advantage on Strength checks. This usually means don't even bother grappling, you're better off doing damage like a regular, boring, old bladesinger. Sad.</li> </ul></li> <li data-xf-list-type="ul">Future plans: Get to Extra Attack from Bladesinger as soon as possible (always a priority for a grappler), then dip 1 level of Rogue for Athletics expertise. Then wizard all the way!</li> </ul></blockquote><p></p>
[QUOTE="Goken100, post: 6946760, member: 42968"] Good questions. There's definitely no exact answer, but I can share my own experience. I have 5 grappling characters: [B][SIZE=3]Barbarian 6 / Rogue 4 - Jumping Domination[/SIZE][/B] Probably my most potent grappler and a ton of fun to play. [LIST] [*]Human with Tavern Brawler (increased unarmed damage and bonus action grapples) and Athlete (5 ft jump and 5 ft stand are huge in this build). [*]Totem Barbarian with Elk for +15 movement and Bear for double carrying capacity. [*]Thief Rogue for increased jumping distance. With 20 Strength and 14 Dex, a 5ft running start gets me a vertical leap of 10 feet, which is all you need to deal 1d6 damage to a grappled opponent and auto-prone them. [*]When raging I have a 55ft movement speed, plus the option of a Cunning Action Dash, so halving movement speed when grappling is no problem. [*]If you happen to get Boots of Striding and Springing, which I have, the fun never stops. [*]Future plans: Barbarian 8 for some tasty goodies, and only then will I consider possibly dipping into Fighter at my 13th level. [/LIST] [B][SIZE=3]Fighter 5 / Bard 5 - Gish Grappling[/SIZE][/B] A fun and versatile build becomes it's nearly as good at grappling as the Barbarian build above but with way more versatility due to spells. [LIST] [*]Human with Tavern Brawler for increased unarmed damage and bonus action grapples. [*]Battle Master Fighter with Disarm, Precision Attack, and Trip. It's tons of fun to attack with an unarmed strike, activate trip attack, and bonus action grapple all at once. [*]Fighter is your back to Extra Attack here, which is essential for all grapplers. [*]Lore Master Bard because Cutting Words is amazing. You thought you just avoided my grapple by beating my check by 1? Think again as I cut that check down to size with a reaction! [*]Spell-wise, you'll want to have Longstrider and Enhance Ability (Strength) going whenever going into a potentially dangerous situation (each lasts 1 hour). [*]Another nice combo is to move next to two enemies or more enemies, cast Earth Tremor to knock a few of them prone and deal damage, then Action Surge to grapple two enemies to pin them there (or Action Surge to unarmed strike one of them with advantage then bonus action grapple with Tavern Brawler). [*]As a bard of 5th level, you'll want to pick up Hypnotic Pattern and an Instrument of the Bard. It's not related to grappling, but its hugely powerful. You can't end EVERY combat with it... but you can end some of them. [*]Magic item note: This character has Demon Armor, which is awesome with this build. To most characters, it's like "Why would I want to combine +1 Plate armor with +1 magic 1d8 unarmed strikes and be cursed?". But this character? YES PLEASE! [*]Future plans: A 6th Bard level to get Arcane Secrets and Enlarge for those annoying huge opponents. Then a 6th level Fighter to increase a stat, then all Bard for magic powa. [/LIST] [B][SIZE=3]Druid 3 / Monk 5 - Bear Style Kung Fu[/SIZE][/B] This is a niche build because it relies on Boots of Flying and a DM that allows for bears to grapple. But it's fun nonetheless. [LIST] [*]Human with the Mobile feat for increased speed. [*]Open Hand Monk for knocking prone or blasting into the sky. [*]Moon Druid for Brown Bear at lower levels as a bonus action, a potent grappler with a permissive DM. [*]Spells are basically going to be Enhance Ability (Strength) and Longstrider whenever going into trouble. [*]Slow Fall can be fun when using Boots of Flying; you can turn them off and try to maintain the grapple as you fall but reduce your own damage. Your millage may vary with DM, of course. [*]Another fun trick is drag an opponent into the air, then move under him and start hitting him with flurry of blows to push him 10 feet higher into the air with each strike! [*]Future plans: Dividing progress between the two classes. Extra spell slots and more powerful beasts from Druid and extra punches from Monk. Might be worth consider 1 level of Rogue to get Expertise in Athletics at some point. [/LIST] [B][SIZE=3]Bard 4 - Master of Self Sufficiency[/SIZE][/B] Just about the only way to make a decent grappler with a single class is with Valor Bard. It helps if you have Winged Boots. :) [LIST] [*]Dragonborn with Tavern Brawler for increased unarmed damage and bonus action grapples. [*]Valor Bard's inspiration dice aren't NEARLY as useful to a grappler as Lore Bard's, so just give them out before combat when you can remember. Your bonus actions will be busy GRAPPLING! [*]Again, Longstrider and Enhance Ability are your friends. [*]Get the best medium armor you can find! Consider using a shield until 6th level, when you may want to have two hands free to double-grapple and lock down two opponents. [*]Future plans: 6th level extra attack with no multi-classing! Single class all the way! [/LIST] [SIZE=3][B]Wizard 4 - Bladesinger Grappler[/B][/SIZE] As I mentioned before, Bladesingers can make decent grapplers... maybe... sorta. Probably my weakest built, but still fun. [LIST] [*]Half-elf to qualify for Bladesinger and still get a bonus to Strength. Went with the alternate Half-elf to get +5 movement speed. [*]The Bladesong ability is perfect for a grappler. You get a bonus to AC and speed, plus a bonus to concentration spells to keep Enlarge going. Hard to beat that! [*]Spells will be Longstrider, Mage Armor, Shield, and Enlarge/Reduce. With the defensive spells and Bladesong going, you should be able to block most blows and keep concentrating, so you got that going for you. Note that Booming Blade can be used with an unarmed strike. so that's something. Misty Step is also a good option for getting close to enemies at a crucial moment, and doesn't compete for concentration like Expeditious Retreat. [*]There are two problems with this build: relying on Enlarge and relying on too many ability scores. [LIST] [*]Ability score-wise, you need your Strength to max out as all grapplers do, but you also need as high a Dex and Int as possible to get your AC up. Plus you ABSOLUTELY cannot tank your Con with so few hit points coming in with a 1d6 each level. The only way to make this work realistically to to accept mediocrity or get a magic item. I have the Headband of Intellect, but Gauntlets of Ogre Power would arguably be better because you might hope to eventually upgrade to a Belt of Giant Strength if you can find one in your adventures. Note that even with the Headband of Intellect, I need to have at least a 13 Intelligence if I ever wish to multi-class. [*]Enlarge/Reduce is simply not as good as Enhance Ability because it only lasts a minute. That means one of three things: [/LIST] [LIST=1|INDENT=2] [*]Cast it RIGHT before battle if you are ambushing the enemies (which happens ALLL the time, am I right Assassin Rogues? No? It almost never freaking happens?). [*]Spend the first round getting READY to grapple by casting the spell. This is only viable for big fights, as average fights are over in a few rounds. Plus grappling requires you to lock down opponents before they get to your friends, so twiddling your thumbs for the first and most vital round is failing at your job. [*]Fight without advantage on Strength checks. This usually means don't even bother grappling, you're better off doing damage like a regular, boring, old bladesinger. Sad. [/LIST] [*]Future plans: Get to Extra Attack from Bladesinger as soon as possible (always a priority for a grappler), then dip 1 level of Rogue for Athletics expertise. Then wizard all the way! [/LIST] [/QUOTE]
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The Grappler's Manual (2.0) - Grappling in 5th Edition
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