So first of all yes, Kobolds are not ideal grapplers... but the concept is also really fun.
I have two major obstacles to overcome: Small Size and a -2 to Strength.
But also two strengths: "Grovel, Cower, and Beg" to give allies advantage when I haven't knocked the target/s prone yet and also Pack Tactics (counters Sunlight Sensitivity).
Finally, Sunlight Sensitivity does not affect Athletics Checks, so Kobold's biggest weakness, need not apply.
Right, the build I have in mind so far (I have made hyperlinks to the UAs):
Fighter 1: Unarmed Fighting Style (UA), Unarmed strikes are now versatile d6/d8+strength. Additionally, get a free d4 bludgeoning damage for grappling and in addition to damage when hitting a target I've grappled.
Fighter 2: Action Surge, which allows me to Grapple and Shove one enemy to the ground in one turn… and at level 5, two enemies.
Fighter 3: Rune Knight (UA), this subclass is perfect for grapplers, but also to overcome Kobold's weaknesses
Giant Might, a 2/Long Rest concentration-less Enlarge on steroids. I gain advantage on strength check (grapple), +1d6 to attacks and most importantly, become Large
Ise (Frost Rune), +2 strength for 10mins 1/Short Rest (counteracting Kobold -2 Strength) and a miscellaneous advantage on Intimidation.
Haug (Hill Rune), Resistance to bludgeoning, piercing, and slashing damage for 1 minute 1/Short Rest. Adds survivability and falling damage is bludgeoning, which allows for some cools options.
Fighter 4: Brawny (UA) (+1 Str for 16), Now I get expertise and 4x carrying capacity instead of 2x when under the effect of Giant Might. I am curious if this lets me drag a grappled medium size creature around at normal movement speed?
Fighter 5: Extra Attack, This level is huge, I can now grapple with one attack and shove prone with the other, and can Action Surge to do this to two enemies in a round!
Fighter 6: Tavern Brawler (+1 Con for 16), When I hit an enemy with an unarmed strike, I can bonus action grapple. I can knock someone prone, hit them and then grapple as a bonus action all with bonuses and advantage now.
Questions: What would you change? (I'm considering Mage Slayer) And would you allow this character in your games?
I believe that after this point my character will be so good at grappling that I might as well focus on other aspects, either the social game or for fights where grappling is either not ideal, or impossible to do... As an learned reader may have picked up, I would like to get the Hammer of Thunderbolts, which would be a completely different sort of fight, though I could throw the hammer and then grapple... in which case Great Weapon Master is attractive.
Fighter 7: Defensive Runes, a reaction to give+2ac (if I get +1 Int, it'll be +3ac... which is helpful) to a party member when they are hit. This further solidifies my 'tank' role.
Fighter 8: I'm actually quite undecided here and open to suggestions, here are my considerations so far:
Mage Slayer (to enable grappling to disable mages also).
Great Weapon Master (to make other play-styles good as well).
+1 to Int and Wis (to round of my stats), or +2 to Constitution.
Tough (+16hp, since I will be taking the most damage, this works well with the resistance from the Haugrune).
Menacing (UA) feat (+1 Cha and expertise in Intimidate), which would involve swapping Charisma and Intelligence over.
Martial Adept, taking Disarming Attack (and then drag them away from their weapon) and Trip Attack (I could punch someone which also trips and then use a bonus action to grapple).
then use Giant’s Might to became Large, get advantage on strength checks and do extra damage.
Action Surge: Grapple with advantage on a +11 to Athletics (which also does 1d4 damage), then hit them with 1h weapon: 1d8+6 +1d6 +1d4.
Before jumping 13.5ft straight into the air with the enemy, body slamming them back into the Bonfire, taking 2d8 Fire and 1d6 fall damage.
Now prone, grappled and in a fire – they can’t do much on their turn, and will take 2d8 Fire damage at the start of it.
27 Fire & 19 Bludgeoning Damage... I feel like that would make a strong impression. Even better in two levels time, with the Athletic Feat, meaning that Tender could be upright at the end as well.
So first of all yes, Kobolds are not ideal grapplers... but the concept is also really fun.
My (rolled for) stats: Strength 15 (17-2) Dexterity 14 (12+2) Constitution 15 Intelligence 13 Wisdom 9 Charisma 14
^I am considering swapping Intelligence and Charisma, then later taking the Menacing (UA) feat.
And I want a Belt of Giant Strength and/or Gauntlets of Ogre Power.
Right, the build I have in mind so far (I have made hyperlinks to the UAs):
Fighter 1: Unarmed Fighting Style (UA), Unarmed strikes are now versatile d6/d8+strength. Additionally, get a free d4 bludgeoning damage for grappling and in addition to damage when hitting a target I've grappled.
Fighter 2: Action Surge, which allows me to Grapple and Shove one enemy to the ground in one turn… and at level 5, two enemies.
Fighter 3: Rune Knight (UA), this subclass is perfect for grapplers, but also to overcome Kobold's weaknesses
Fighter 4: Brawny (UA) (+1 Str for 16), Now I get expertise and 4x carrying capacity instead of 2x when under the effect of Giant Might. I am curious if this lets me drag a grappled medium size creature around at normal movement speed?
Fighter 5: Extra Attack, This level is huge, I can now grapple with one attack and shove prone with the other, and can Action Surge to do this to two enemies in a round!
Fighter 6: Tavern Brawler (+1 Con for 16), When I hit an enemy with an unarmed strike, I can bonus action grapple. I can knock someone prone, hit them and then grapple as a bonus action all with bonuses and advantage now.
I believe that after this point my character will be so good at grappling that I might as well focus on other aspects, either the social game or for fights where grappling is either not ideal, or impossible to do... As an learned reader may have picked up, I would like to get the Hammer of Thunderbolts, which would be a completely different sort of fight, though I could throw the hammer and then grapple... in which case Great Weapon Master is attractive.
Fighter 7: Defensive Runes, a reaction to give+2ac (if I get +1 Int, it'll be +3ac... which is helpful) to a party member when they are hit. This further solidifies my 'tank' role.
Fighter 8: I'm actually quite undecided here and open to suggestions, here are my considerations so far:
How about the following?
Lv6 Rune Knight (UA)
21str 11dex 16con 14int 12wis 13cha (Belt of Giant Strength)
Unarmed Fighting Style (UA)
Brawny Feat (UA)
Aberrant Dragonmark – Create Bonfire & Jump
1 Turn
2 Turn
27 Fire & 19 Bludgeoning Damage... I feel like that would make a strong impression. Even better in two levels time, with the Athletic Feat, meaning that Tender could be upright at the end as well.