Results 31 to 42 of 42
-
2020-11-23, 08:22 AM (ISO 8601)
- Join Date
- Sep 2015
- Location
- Maine
- Gender
Re: what are the best grapple builds now?
Away from book ATM so no way a extensive list but boosting standing high jump:
Jump spell for any source. Warlock invocation, cast normally, magic initiative, ring of jumping (lv 10 infusion), spell wrought tattoo ( lv 2 infusion), and so on.
*Bonus option for artificer is to use the boots of winding part to do it twice a turn. Works up to a 15 ft drop. DM dependent on how teleport works with grappling. Worst case scenario you can use it to teleport back to the ground to a pie falling damage yourselves and just grapple the foe oce they land at you feet.
Lv 3 Glory paladin CD
Lv 6 beast barbarian
Monk step to windwhat is the point of living if you can't deadlift?
All credit to the amazing avatar goes to thoroughlyS
-
2020-11-23, 02:40 PM (ISO 8601)
- Join Date
- Oct 2015
-
2020-11-23, 07:50 PM (ISO 8601)
- Join Date
- Jul 2020
Re: what are the best grapple builds now?
Classically, Simic Hybrids (and to a lesser extent, loxodon) have shined as grappling races by granting extra grappling arms, freeing up hands to wield weapons, or just grapple more victims. With Tasha's, I'd like to point out two newly viable races.
Satyrs can add a d8 of feet to their leaps, have a mediocre hands-free natural weapon (ie works when your hands are full of grapple victims, and raw appears to work with Unarmed Fighting Style), and have magic resistance.
Vedalkens have "mental resistance" (advantage on int/wis/cha saves, magic or otherwise), can hold their breath underwater longer than their potential drowning victim, and most importantly, per the new racial skill proficiency rules, can gain proficiency and +1d4 in any skill, including athletics. This stacks with advantage and expertise.
-
2020-11-24, 10:36 AM (ISO 8601)
- Join Date
- Apr 2007
- Location
- England
- Gender
Re: what are the best grapple builds now?
Rune Knight 3/College of Lore 3 gets you high strength, "Enlarge", Expertise (Athletics) and Cutting Words to detract even further from your enemies' ability checks, which is essentially another +d6 on top of your already considerable roll. That becomes d8 at level 5, plus buffs from Magical Secrets from various Wizard/Cleric/Druid spells at your disposal at level 6.
Hell; go nuts and be Rune Knight 3/College of Lore 15 so you then add Peerless Skill and the last tier of Bardic Inspiration dice on to your ability check again. The equivalent of +6 (STR) +12 (Prof with Expertise) +2d12 (Cutting Words and Peerless Skill) with Advantage (Rune Knight) plus extras for Guidance, Fire Shield, Contagion, etc depending whatever goodies you have picked up, and that's all without magic items or buffs from allies.Last edited by Wraith; 2020-11-24 at 10:38 AM.
~ CAUTION: May Contain Weasels ~
RPG Characters What I Done Played As (Explained Badly)
17 Things I Learned About 40k By Playing Dark Heresy
Tales of a Role-Play Gamer - Horrible Optimisation
-
2020-11-25, 05:14 PM (ISO 8601)
- Join Date
- Feb 2015
- Gender
Re: what are the best grapple builds now?
Tasha's was such a boon to grappling. Now we have many great options. Partly stolen from grappling manual.
Must: Expertise (Athletics) - Skill Expert feat or Bard/Rogue dip.
Races:
Custom Linage - Everyone is a V. Human! only a +2 to 1 stat
V. Human - more versatile stat choices
Goliath - Powerful build scales if you ever have to hold up a temple (Rune knight + P. Build + Enlarge = Gargantuan for loads)
Half-Orc - Bigger boost to STR than Human, Darkvison + Relentless endurance as a "He hit me for HOW MUCH?" button.
Minotaur - Still UA, DM dependent
Duergar Dwarf - Can Enlarge(only) at CL 3/ 1/day. You do not learn it, so it cannot be cast with spell slots.
Simic Hybrid - See many posts above
Loxodon - Same
Classes:
Moon Druid - Better WS forms
Love/Valor/Swords Bard - Lore is de-buffing + buffing, latter have extra attack
Battlemaster Fighter - Grappling Strike, but tavern brawler is better b/c no resource use
Rune Knight - Single-classed powerhouse w/built in NO CONCENTRATION Enlarge, d6 damage, great runes that have CON-based DCs (much better than Int from UA). See below for why I think this is the best class.
Eldrich Knight - Enlarge at 8th level, get the party wizard to do it up to this.
Barbarian - Rage, Bear totem
Astral Monk - Gets the most attacks. Astral solves the STR problem. The first benefit applies to all arms, not just the astral ones. Really just needs Enhance/Enlarge
Paladin, Oath of Glory - Peerless Athlete channel is enhance ability w/out concentration, you also get the spell.
Special mention
War Wizard 3+ - INT to initiative and Arcane deflection ROCKS. It has saved me multiple times in Tomb of Annihilation. Suggest going 4 for the ASI.
Artificer - See quoted post below...
Unarmed fighting style - Frees up hands. That extra d4 each turn makes up for the d6 damage, even better with Giant Might (d6) or Enlarge (d4 each attack)
Feats:
Tavern Brawler - Action economy
Skill Expert - Must unless Bard/Rogue build
Warcaster - All 3 options help casting grapplers
Athlete - Suplexers/Luchadore style
Crusher - Free movement of a grappled creature with Bludgeoning damage (unarmed). Saves attacks if your DM forces you to Shove to reposition.
Alert - Go earlier more often
Mage Slayer - Caster-heavy campaign
Resilient CON/WIS - Helps with Concentration and Charm effects
Spells:
Enlarge - Still very good and stacks with Giant Might
Enhance Ability - Good, but enlarge is better
Lighting lure - Scorpion those casters
Dispel Magic - for Freedom of Movement
Shield - Always useful
Rune Knight is my favorite, here's why:
Single-class Fighter viable now
Rune Knight DCs are 8+Prof+CON mod, yes CON, that you will have high. This is now VERY easy to multi-class with. RK should be either 3 or 5 levels.
Skill Expert (athletics)
Turn 1
Bonus action - Giant's Might
Charge in
Attack 1, throw a handaxe at the enemy caster/ranged, use Fire Rune shackles (activates on hit, no action required). Now they must make a STR save every round or take 2d6 fire damage and are Restrained
Attack 2 - Grapple a melee creature w/Adv
Action Surge
Attack 3 - Grapple second creature w/Adv
Attack 4 - If you missed a grapple do it again, or if you have 2 grappled, Shove one Prone w/Adv
Enemies will move to attack you, that's GREAT!
If an ungrappled enemy ends it's turn WITHIN 30 FEET of you, activate Stone Rune as a reaction, enemy is Charmed, speed 0, and Incapacitated on a Wisdom save. Repeatable, but who cares if it's a BSF.
End of Turn 1 you have: Restrained an enemy cater or ranged, Grappled 2 creatures (one is Prone), and incapacitated a 4th creature.
Turn 2
Prone both grappled creatures. Enjoy as the party goes to town.
At level 7, you can grab Hill rune and get rage damage resistance to ALL B, S, P, not just non-magical.Last edited by Zaile; 2020-11-25 at 07:49 PM. Reason: Updated w/Rune Knight strategy
-
2020-11-25, 05:31 PM (ISO 8601)
- Join Date
- Feb 2015
- Gender
-
2020-11-30, 06:34 AM (ISO 8601)
- Join Date
- Sep 2020
-
2020-12-03, 07:21 AM (ISO 8601)
- Join Date
- Apr 2007
- Location
- England
- Gender
Re: what are the best grapple builds now?
I wonder if you can go one slightly better with using the Naga race from Planeshift: Amonkhet? Their Natural Weapon (Constrict) means that to initiate a Grapple you only need to hit the opponent, not beat them in an opposed roll.
You do all of the above except that you swap some stats around and bump up STR instead of... let's say, DEX for the sake of argument. By the time you get to Armourer 17/Rune Knight 3 your To Hit bonus is something like +15/16 even without spell buffs, equipment buffs, Advantage for flanking/whatever... What I'm thinking is that an opponent's AC is usually static and doesn't get a roll added to it, so even the Tarrasque is hit on AC25 rather than Opposed ~DC30. Plus you're causing damage right off the bat by hitting them, rather than in the following turn.
You'd still need all the tricks above to maintain the Grapple, but initiating it is probably a bit easier - especially if you tweak the level balance to get Fighter 5 for Extra Attack and thus getting two attempts at a free Constriction? I haven't worked out the specifics but I feel like it's doable.
If nothing else, it's probably more satisfying as your opponent doesn't even get an ATTEMPT at avoiding it - you hit them with a not-entirely-unreasonable +25, with Advantage, with at least two attempts (4 if you Action Surge), and they're yours regardless of what they think about it.Last edited by Wraith; 2020-12-03 at 07:21 AM.
~ CAUTION: May Contain Weasels ~
RPG Characters What I Done Played As (Explained Badly)
17 Things I Learned About 40k By Playing Dark Heresy
Tales of a Role-Play Gamer - Horrible Optimisation
-
2020-12-03, 08:19 AM (ISO 8601)
- Join Date
- Nov 2015
Re: what are the best grapple builds now?
Why isn’t bugbear suggested as a great race for grappler it has both consider one size category larger and it can grapple at reach. I’d think that would make them at least as good as the Goliath.
-
2020-12-03, 08:22 AM (ISO 8601)
- Join Date
- Sep 2015
- Location
- Maine
- Gender
Re: what are the best grapple builds now?
what is the point of living if you can't deadlift?
All credit to the amazing avatar goes to thoroughlyS
-
2020-12-03, 10:20 AM (ISO 8601)
- Join Date
- Jun 2015
- Location
- Rumble in the Jungle
- Gender
Re: what are the best grapple builds now?
Should at least be good for grappling, lifting and then throwing enemies. :/
-
2021-03-13, 12:45 PM (ISO 8601)
- Join Date
- Mar 2021
Re: what are the best grapple builds now?
Although poorly designed, one of the best grapplers - and barbarians - is the Battlerager.
I have played one and it is superfunctional. The great catch is that your bonus action attack with the armor is independent.
I used Duergar for the free enlarge when I run out of rages, but Mountain Dwarf works as well.
STR15 (+1)
DEX14
CON15 (+2)
INT8
WIS10
CHA8
Your level 4 feat can either be Skill Expert (for the double proficiency in athletics) or, as I did, Dwarven Resilience. Now I can heal for 1d12+4 (or multiples of that) when I take the Dodge action, granting disadvantage on all attacks against me while still attacking normally with my Spiked Armor.
Got the grapple? 3 damage to the enemy, and then jump for an extra free 1d6 and the prone condition.
Level 8 I take the Skill Expert in Athletics with +1 STR, and since LVL 6, whenever I attack with Reckless Attack, I get 4 temporary hitpoints - sometime I'll take the Dodge action (being able to heal like above) and attack recklessly with the Spiked Armor just to get the temp HP while not granting advantage to the enemies.
Level 12 I'll go for Piercer with +1 STR, getting to an even 18 in STR, ensuring my damage stays high with the Spiked Armor and eventual War Pick and since LVL 10 now I can also Dash as a bonus action, which is the only cunning action desirable for a grappler.
All in all a solid, single-class grappler build that gets overlooked because of the poor design and escalation WotC threw at the Battlerager, and then just abandoned it there...Last edited by Fabivs; 2021-03-13 at 12:47 PM.