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The Grappler's Manual (2.0) - Grappling in 5th Edition
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<blockquote data-quote="Xanthe" data-source="post: 6990806" data-attributes="member: 6871444"><p>Would anyone be willing to give me a few pointers on this build? I'm trying to create a silly grapple build that can do a bit of damage on his 1st or 2nd turn towards the mid game!</p><p></p><p>1st - Human Fighter 1 (Tavern Brawler)</p><p>2nd - Fighter 1, Rogue 1 (Expertise Athletics and Acrobatics)</p><p>3rd - Fighter 1, Rogue 1, Barbarian 1 (rage w/ +2 damage Advantage on STR checks[unarmored def. is pretty ok as well])</p><p>4th - Fighter 1, Rogue 2, Barbarian 1 (Cunning Action dash) - Hands on Boots of Springing and Striding</p><p>5th - Fighter 2, Rogue 2, Barbarian 1 (ACTION SURGE) - Hands on Ring of Jumping</p><p>6th - Fighter 3, Rogue 2, Barbarian 1 (Maneuvers: Trip, Disarm, Evasive) - Start getting access to potions of enlarge (maybe some potions of Haste and Longstrider, not sure if we have a dedicated Haste caster till 13th :/)</p><p>7th - Fighter 4, Rogue 2, Barbarian 1 (Athletic) - Hands on Belt of STR (21 STR now)</p><p>8th - Fighter 5, Rogue 2, Barbarian 1 (EXTRA ATTACK)</p><p>9th - Fighter 5, Rogue 2, Barbarian 2 (nothing really)</p><p>10th - Fighter 5, Rogue 2, Barbarian 3 (rage powers - Elk, +15 movement!)</p><p>11th - Fighter 5, Rogue 2, Barbarian 4 (Mage Slayer)</p><p>12th - Fighter 5, Rogue 2, Barbarian 5 (Extra Attack, Fast Movement)</p><p></p><p>I've found it difficult to get to the point of having my first Extra Attack while getting a few things under my belt. I feel like level 3, when I get the ability to rage, will be my first real spike in potency (advantage on all my STR checks while having a +10 on my Athletics check with proficiency, bonuses, and expertise). As well, getting feats seems fairly impractical for the most part (although I know that 5e is trying to move away from the more feats more power mentality). </p><p></p><p>The way I envision the build is; grabbing people, jumping into the air 5ft short of my maximum movement, and then using my actions to punch said targets (1D4+STR+Rage+misc bonuses), releasing them (they fall for Xd6 damage depending on height) landing, spending 5ft to stand up, Action surge grapple another target, bonus cunning action to take a free dash and drag my current grapple target 1/2 speed towards my party to finish the job. Alternatively, instead of spending actions in the air, just dropping the targets, landing, and then spend both actions to grab, Action surge movement, Cunning Action dash (all at 1/4 speed) back to the party to have them beat the tar out of said grappled targets.</p><p></p><p>thoughts and/or opinions?</p></blockquote><p></p>
[QUOTE="Xanthe, post: 6990806, member: 6871444"] Would anyone be willing to give me a few pointers on this build? I'm trying to create a silly grapple build that can do a bit of damage on his 1st or 2nd turn towards the mid game! 1st - Human Fighter 1 (Tavern Brawler) 2nd - Fighter 1, Rogue 1 (Expertise Athletics and Acrobatics) 3rd - Fighter 1, Rogue 1, Barbarian 1 (rage w/ +2 damage Advantage on STR checks[unarmored def. is pretty ok as well]) 4th - Fighter 1, Rogue 2, Barbarian 1 (Cunning Action dash) - Hands on Boots of Springing and Striding 5th - Fighter 2, Rogue 2, Barbarian 1 (ACTION SURGE) - Hands on Ring of Jumping 6th - Fighter 3, Rogue 2, Barbarian 1 (Maneuvers: Trip, Disarm, Evasive) - Start getting access to potions of enlarge (maybe some potions of Haste and Longstrider, not sure if we have a dedicated Haste caster till 13th :/) 7th - Fighter 4, Rogue 2, Barbarian 1 (Athletic) - Hands on Belt of STR (21 STR now) 8th - Fighter 5, Rogue 2, Barbarian 1 (EXTRA ATTACK) 9th - Fighter 5, Rogue 2, Barbarian 2 (nothing really) 10th - Fighter 5, Rogue 2, Barbarian 3 (rage powers - Elk, +15 movement!) 11th - Fighter 5, Rogue 2, Barbarian 4 (Mage Slayer) 12th - Fighter 5, Rogue 2, Barbarian 5 (Extra Attack, Fast Movement) I've found it difficult to get to the point of having my first Extra Attack while getting a few things under my belt. I feel like level 3, when I get the ability to rage, will be my first real spike in potency (advantage on all my STR checks while having a +10 on my Athletics check with proficiency, bonuses, and expertise). As well, getting feats seems fairly impractical for the most part (although I know that 5e is trying to move away from the more feats more power mentality). The way I envision the build is; grabbing people, jumping into the air 5ft short of my maximum movement, and then using my actions to punch said targets (1D4+STR+Rage+misc bonuses), releasing them (they fall for Xd6 damage depending on height) landing, spending 5ft to stand up, Action surge grapple another target, bonus cunning action to take a free dash and drag my current grapple target 1/2 speed towards my party to finish the job. Alternatively, instead of spending actions in the air, just dropping the targets, landing, and then spend both actions to grab, Action surge movement, Cunning Action dash (all at 1/4 speed) back to the party to have them beat the tar out of said grappled targets. thoughts and/or opinions? [/QUOTE]
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The Grappler's Manual (2.0) - Grappling in 5th Edition
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