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Iguanodon
2016-04-08, 07:02 PM
5e's grapple rules, contrary to the norm for RPGs, don't suck. What is the single best grapple build in all of 5e?

Here's my attempt:

Single-classed warlock (Pact of the Blade). Pact weapon is a longsword. You Hex people's dexterity or strength (whichever looks higher) to give disadvantage on avoiding/escaping grapples, and then grapple with your free hand. Pick up the Grappler feat.

There's probably something better; a bearbarian would be pretty great if you have a warlock in the party to concentrate on Hex for you. Thoughts?

MrStabby
2016-04-08, 07:09 PM
So expertise from rogue or bard, advantage in Str contests from barbarian, hex, dark one's blessing can all add up.

A one level dip of rogue seems pretty decent value for most builds.

Iguanodon
2016-04-08, 07:12 PM
You lose concentration on Hex while raging, so Warlock/Barbarian is a no-no.

Would Lore Bard 3 for Cutting Words be worth it? I don't think it's too MAD.

wunderkid
2016-04-08, 07:26 PM
Lore bard 6 could get you hex, cutting word and expertise.

MrStabby
2016-04-08, 07:30 PM
You lose concentration on Hex while raging, so Warlock/Barbarian is a no-no.

Would Lore Bard 3 for Cutting Words be worth it? I don't think it's too MAD.

Sorry, I wasn't suggesting all of them, just a selection of things that help.

Yeah, lore bard is good for grappling - probably better than warlock. If you wanted to you could take hex at level 6 anyway.

thebiglost1
2016-04-08, 07:38 PM
If no multi class, Valor Bard.
If multi class is allowed, do whatever design gets you at least expertise in athletics and multi attack(s) and then if possible action surge and/or limited spell casting enough to cast enlarge.

Sir cryosin
2016-04-08, 08:01 PM
It's funny on the best grappling build is a spellcaster lol.

thebiglost1
2016-04-08, 08:10 PM
It's funny on the best grappling build is a spellcaster lol.

You could also get away with a barbarian/ROGUE MC that gives you athletics expertise/ advantage on Str checks and late in life you would never get less than a 10 on a roll.

Weakness for that one would be low HP for a front line PC.

smcmike
2016-04-08, 08:16 PM
Single class it has to be Valor Bard. Expertise, enlarge person, multi attack, he's got it all.

If you want a fast start, though, barbarian/rogue at level two gives you expertise and advantage.

snman31
2016-04-08, 09:40 PM
If UA is allowed, Minotaur Eldritch Knight 5 Wizard (artificer) 2, Rogue 1 is unbeatable.

EK gives full plate and a shield spell and spell slots which can be used by the artificer to make enlarge Potions for concentration-free 1 hour advantage and bonus damage. Plus action surge and second wind and multi attack. Add Rogue for expertise and you're set.

Can hold two enemies while attacking with horns for 1d10 plus attribute bonus. Grapples with advantage and a huge bonus to athletics.

Alternate would be psionics instead of Rogue for expertise, but one more level of either and you can be much more mobile.

Foxhound438
2016-04-08, 10:43 PM
Barbarian 5+, Lore Bard 6. Large and smaller you rage, attack 1 grapple, attack 2 shove prone; huge creatures you enlarge yourself so you can attempt, but without rage it'd be a bit harder. Cutting word at 3 also helps greatly in either case, as does expertise athletics.

Alternatively, Barb 5+, arcane rogue 11. Expertice, holding prone turns on sneak attack, enlarge starting at level 7 (replacing the non-illusion/enchant you picked at L3) to get huge things, uncanny dodge to tank, and ultimately reliable talent to ensure your grapples never roll under 25. Expertise comes earlier than bard, but otherwise most everything good for you comes later.

Iguanodon
2016-04-09, 07:52 PM
If you want a fast start, though, barbarian/rogue at level two gives you expertise and advantage.

And also rage sneak attack (if you use a finesse weapon with strength). Though, the image of whacking someone with a strength rapier is pretty comical :smalltongue:

CaptAl
2016-04-09, 08:55 PM
Expertise in Athletics is awesome for a grappler, as is advantage. So, Lore Bard 6 will fill both of those rather neatly, using Magical Secrets for Enlarge/Reduce and another of your choice (Aura of Vitality is great for healing, and Haste is awesome if you're confident in your concentration save). And brings cutting words to further ensure you don't fail that check.

Second thing you really need is Extra Attack. Two attempts are better than one, of course, so 5 levels of Fighter/Ranger/Barbarian/Paladin is a solid choice. Bringing more AC, and HPs to your party along the way.

My choice would be Fighter 1 (for Heavy Armor and Con saves) then push Bard to 6 picking up Warcaster along the way. Then Fighter to 6 (Extra ASI, two attacks, and Action Surge). From that base you can go for more caster goodness, more attacks, or pick up a third class (Wild Magic anyone? Add some oomph to your AC via shield spell and fireball grappled enemies if you roll poorly on the table).

SpawnOfMorbo
2016-04-09, 09:15 PM
Climb onto a bigger creature can work off Athletics OR Acrobatics as the person doing the climbing... Although the creature isn't grappled in the traditional sense, the creature isn't getting away from you anytime soon.


Halfing Fighter (BM)/Rogue (Mastermind)/Cleric (Knowledge) would be my ideal build. Expertise in Acrobatics, boost the hell out of Dex... I think this can work. Might come on a bit late though.

Edit

BM is for maneuvers, go like 3 levels.

Rogue is for expertise, go like 3 levels (thief archetype)

Cleric for spells such as Command, Spiritual Weapon, and Healing yourself

smcmike
2016-04-09, 09:28 PM
And also rage sneak attack (if you use a finesse weapon with strength). Though, the image of whacking someone with a strength rapier is pretty comical :smalltongue:

Yeah, plus no magic, which is nice for thematic reasons sometimes. Cunning action is nice for dragging folks around, as is bear totem at level 6 if your DM pays attention to weight...

JellyPooga
2016-04-09, 09:31 PM
Barbarian 5/Rogue 1/Wizard (Diviner) 2 OR Valour Bard 6/Wizard (Diviner) 2

Rage OR Enhance Ability for Advantage, Extra Attack, Expertise (Athletics) and Portent. Dictate two Grapple checks a day with Portent and have a better than small chance of winning the rest.

PoeticDwarf
2016-04-10, 04:55 AM
It's funny on the best grappling build is a spellcaster lol.

Of course there is. For full DPR fullcasters are now great too. Best tanks? Cleric/warlock/bard is close to paladin or barbarian

The problem in 5e is not the spells are that strong, the problem os characters as bard can do anything as good as martials

Naanomi
2016-04-10, 10:12 AM
I like Battle Master/Lore Bard with Tavern Brawler

Punch person/sweep attack maneuver; free grapple on the now-prone target (at level 1 if a v-human); lore bard for Enlarge and to boost your/hinder opponent's grapple if necessary plus Expertise

RickAllison
2016-04-10, 10:24 AM
Barbarian 5/Rogue 1/Wizard (Diviner) 2 OR Valour Bard 6/Wizard (Diviner) 2

Rage OR Enhance Ability for Advantage, Extra Attack, Expertise (Athletics) and Portent. Dictate two Grapple checks a day with Portent and have a better than small chance of winning the rest.

Slight nitpick: Wizards do not get Enhance Ability. They get Enlarge (which is even better, it lets you grapple Huge creatures).

Giant2005
2016-04-10, 10:59 AM
Moon Druid 12, Lore Bard 3, Any Martial Class 5.
It has everything: Cutting Words, Expertise in Athletics, the ability to grapple anything (Elephants are big enough to grapple Gargantuan creatures - they have a nice Str of 22 too), two attacks, and advantage to Str checks (via Bull's Strength).

JellyPooga
2016-04-11, 03:06 AM
Slight nitpick: Wizards do not get Enhance Ability. They get Enlarge (which is even better, it lets you grapple Huge creatures).

Bard does though and the non-Bard suggestion I made has Rage for Advantage. Both builds have access to Enlarge.