(I posted this build to reddit a bit ago but this place will probably be better for it)
Okay, I was trying to think of interesting ideas, wasn't originally looking to min max or anything, but I think I stumbled on to something really strong. Not sure if it's been said before, but I wanted feedback. So it goes like this,
The bugbear has the ability "Long Limbed" which increases the range of melee attacks you make on your turn by 5, so that melee attacks now have a reach of 10 (15 using a reach weapon) and, presumably, if you grapple someone you can do so 10 feet away. Now, people have debated whether or not you can keep them at 10 feet away from you after your turn, but that's not that big of a deal.
Basically, what I plan to do is, I am going to stay 15 feet off the ground, maybe a bit higher. and Grapple enemies that are below me, then fly into the air, divine smite them, and drop them. They take 1d6 per every 10 feet they fall, I am 15 feet off the ground with 30 movement, I can lift them 10 feet above me on my turn, so that will put them at (15 + 10 + 15) 40 feet in the air, for an extra 4d6 on top of my 5th level divine smite.
Basically I've added 4d6 with zero backlash, and I did it all without getting within 5 feet of my enemy, I'm flying above everyone so I am only vulnerable to ranged attacks.
Furthermore, I used 15 in the math earlier under the assumption that my movement is halved. However, using both Powerful Build and Brawny, I believe that I can drag (or in this case lift) a medium sized creature without losing movement, the literal wording on powerful build and brawny is
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
and the wording on "moving a grappled creature" is
When you move, you can drag or carry the Grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
So, it stands to reason that with powerful build you can move a small creature with your normal speed, because your draging and lifting ability, the exact wording used (swap lift for carry, because their synonyms), is one size higher. In addition, I am using the brawny feat to make my athletics doubled (remember to use a background that gives athletics), and it also gives the effect of powerful build, however it is not named powerful build, and so I believe the effects would stack, allowing you to lift medium creatures without losing any movement, so you can add an addition 15 to the math from earlier, adding us another d6, and, if we keep flying, even more damage later (up to 20d6).
So basically, I have a sorcerer paladin, a perfectly functional one, still has up to a 9th level spell slot, nothing is forsaken (aside from not getting to 20 charisma) and I can divine smite from 10 feet away and in the air, and take them with me to the air to drop for an easy 5d6 extra, and more if I want to. 5d6 is NOTHING TO SCOFF AT, especially since it costs me nothing to do.
I know going by the books isn't essential, but it feels strong enough that it should be checked.
The next thing on my mind was Enlarge/Reduce's interaction, so, enlarge "doubles all dimensions" so would your long limbed effect become 10 extra feet? On top of this, if you are an 8 foot tall bugbear, you will become 16 feet tall, which will increase your fall damage by a d6, and if the long limbs increase as well it'll be an extra 2d6
Tgis requires some UA and house ruling to do the damage you are boasting. Without those things (in other words by the book, RAW), you can do 1d6 falling damage in addition to your attack damage (which would be from 10 feet away).
There are no rules that say you can maneuver a creature you are grappling around you, only that you can drag it. In my games, I have always ruled it as using your movement to move the target. But it could be house ruled differently.
And features like powerful build effect your carrying capacity, but don't actually change your size, so it would take another house rule to allow you to use your full movement.
Your math is also dependant on grid logic instead of reality logic, which a DM may rule differently on. Namely, you pick up an enemy off the ground 10 feet below you, then lift them 10 feet above you, so they are now 20 feet off the ground. Height and falling is weird on a grid.
I'm not sure why you bothered with tavern brawler, it gives you an odd ability score, and its features don't really help with the scenario. Either way, you will have to use an attack action to grapple the enemy on the ground and only have 1 attack to smite with.
Your prolly right about it being mostly house ruling.
But I will defend my tavern brawler because
A. 1d4 damage and B. I can use both of my attacks (or just one attack early on) and still use my grapple.
And I'm still gonna stand by my ruling that powerful build let's you drag bigger sizes, the wording is way to similar, but I get what you mean, thanks for the input, I'll remember it when trying this.
Your prolly right about it being mostly house ruling.
But I will defend my tavern brawler because
A. 1d4 damage and B. I can use both of my attacks (or just one attack early on) and still use my grapple.
And I'm still gonna stand by my ruling that powerful build let's you drag bigger sizes, the wording is way to similar, but I get what you mean, thanks for the input, I'll remember it when trying this.
I wouldn't let the powerful build clause on brawny stack with powerful build for the reason DxJxC mentioned: it isn't actually changing your size. Both traits are just doing the same thing, similar to advantage not stacking. The rest is either fine or I haven't looked into it enough to give an opinion on. It is an interesting concept for certain.
I'm reasonably sure that they will stack, firstly, with things like advantage, or more appropriately extra attack, it specifically states in the text that it does not stack (pages 164 and 173 of the phb) meanwhile there is no text prohibiting these from stacking.
The main reason I say that they don't stack is because they say you count for a size larger, but don't actually change your size. Thus powerful build looks for your size and sees that bugbear is medium size. Next brawny looks for your size and sees that you are medium size. I do think that either would work with enlarge.
I do find it interesting that Jeremy Crawford didn't comment on the sage advice question involving goliath and brawny, even though he commented about AC in the thread. I don't know if he didn't comment because it's UA content and not finalized or because he agreed with the comments that were made in answer to the question (which said that they would stack). That would have been a good opportunity to finalize the intent of the interaction one way or another and he passed.
As brawny is currently UA material, the easy way deal with it at present is simply to not allow it (my groups don't meet often enough to give good feedback nor are we prone to one offs that would otherwise give good options for allowing UA).
As for the stack exchange thread, the argument was representative of what I saw researching the issue. Those in agreement that they stack are treating the size for pushing, pulling, et al as completely different than your size (more or less the stance you are favoring) and those stating that it doesn't stack are more in line with my argument that both features see a medium creature (regardless of which is applied first) and thus allow for the creature to count as large only and not huge.
You are correct that it's completely up to DM discretion, but I don't think it has to be an either or situation. I don't know how I'd justify it, but to meet you part way, I'd probably allow a once per long rest casting of enlarge/reduce only allowing the enlarge mode. That wouldn't be your vision exactly, but it would allow you to Bane out or something.
Your prolly right about it being mostly house ruling.
But I will defend my tavern brawler because
A. 1d4 damage and B. I can use both of my attacks (or just one attack early on) and still use my grapple.
And I'm still gonna stand by my ruling that powerful build let's you drag bigger sizes, the wording is way to similar, but I get what you mean, thanks for the input, I'll remember it when trying this.
The thing about tavern brawler is the 1d4 only applies to unarmed strikes (which you can't smite on). And you can use that bonus action for Spells.
As far as the speed issue, making a ruling of "grappling halves your speed" is for simplicity.
If the game went with carrying capacity and dragging rules then they would be required to put a weight for every single monster in the various books.
In my game, when grappling you don't lift a creature off the ground; just grab its clothing or something. When you move, it is always dragged behind you. So, you could grapple something and then fly upwards at half speed, but the grappled foe would always be below you. If you move upwards 15 feet then it is now 15 feet off the ground. Assuming you can lift it, which would be a case-by-case decision.
So, if you drop it, it takes 1d6 damage for falling 10 feet.
Also, if you are grappling a foe then they can attack you. Long-limbed doesn't affect this.
Otherwise, the tactic is sound. Flying foes up and dropping them is a good tactic. However, you'd be better off casting telekinesis on them.
- For example, an unarmed strike counts as a melee weapon attack, even though the attacker’s body isn’t considered a weapon.
- Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant.....
And I doubt I'll be using a bonus action spell every turn, especially if I'm low on Sorcery points (meaning I can't quicken)
I've thought the same as you before, and if I was DM I would rule you can use divine smite on unarmed strikes. However, RAW the divine smite doesn't grant extra damage to unarmed strikes:
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage.
As clarified, while you can make melee weapon attacks it does it requires a weapon hence "the weapon's damage" rather than "the attack's normal damage".
Now, I view this as a nonsensical thing and would homerule you can smite on any weapon attack whether the item is a weapon or not. But that is a homebrew ruling.
I do also agree that the brawny and powerful build features don't stack since, as has been pointed out, neither change your size meaning they are both letting you consider yourself as "large" for carrying capacity calculation, so if carrying a large or medium creature your movement is half-speed while dragging them.
I do view that you can lift them above you as part of the movement - since you do get free actions and there are rules in place for lifting.
I've thought the same as you before, and if I was DM I would rule you can use divine smite on unarmed strikes. However, RAW the divine smite doesn't grant extra damage to unarmed strikes:
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage.
As clarified, while you can make melee weapon attacks it does it requires a weapon hence "the weapon's damage" rather than "the attack's normal damage".
In D&D, a weapon is an object. A weapon attack is a process. Sometimes the rules let you use nonweapons to engage in that process.
There is a difference between a melee weapon attack and an attack with a melee weapon.
A melee weapon attack is a game process where you make an attack roll. It could be an attack with a weapon, an attack with an improvised weapon, or an attack with a body part (fists, feet, horns, teeth, etc).
Features are usually specific about what they work with. For example, Paladin smite ("when you hit a creature with a melee weapon attack") applies to any melee weapon attack, regardless of what you are hitting the foe with. Cleric divine strike ("when you hit a creature with a weapon attack") applies to any melee weapon attack and ranged weapon attack. Fighter archery style (" attack rolls you make with ranged weapons") only applies to attacks made with items on the "ranged weapons" table.
As has been mentioned multiple times, they do not stack.
None of these actually affect the size of creature that you can grapple anyway, so regardless of whether you have 0/1/2 of these, you can't grapple anything larger than a Large Creature.
The only size of creature that you can move without reduced speed is a Tiny Creature.
Enlarge/Reduce does actually change your size (to Large), so enlarged you could move a Small Creature without reducing movement speed.
While enlarged, you could grapple a Huge Creature (with movement reduction, of course).
Long-Limbed
This feature only applies to attacks that you make on your turn. I.e., the increased reach does not apply to your threat range when determining opportunity attacks, nor would it apply to any effect that allows you to make attacks as a reaction (such as Commander's Strike).
Nothing affects the bonus to reach you gain from this feature. Enlarge/Reduce does not change this feature. It is flat +5 to melee attack reach on your turn.
Tavern Brawler
I get what you're trying to do, but it is still just a really awkward way of doing it. IMO, this feat is not great to begin with as it is currently written, and semi-decent on a Monk.
You can already simply substitute one of your attacks (with Extra Attack) for a grapple attempt, leaving your bonus action available for other things like spell-casting & features that let you make a weapon attack as a bonus action.
You can only attempt to Grapple as a bonus action if you have already hit with an unarmed strike or improvised weapon on your turn.
You must actually hit with the unarmed strike. If you blow your attack roll(s), you won't even have the opportunity to use the bonus action.
As above, you could simply go straight for the grapple with your Attack instead.
Taking this feat to squeeze out a d4 + Str mod (only Monks can use Dex on unarmed strikes) is minimally useful. Taking an ASI for Str or Cha will be more beneficial in the long run.
Grappling in general
When grappling a creature, you cannot make attacks with a two-handed weapon. If you're normally wielding something like a Glaive/Halberd, you won't be able to attack with it while you have something grappled. A weapon with the Versatile property (like a longsword or quarterstaff) can still be wielded using the 1H damage die of the specific weapon.
Melee spells
You didn't mention it, but seeing as you're rolling a Sorcadin, I would expect you are picking up Booming Blade and/or Green-Flame Blade.
Long-Limbed does NOT affect the range requirements of these spells!
Reach weapons do NOT affect the range requirements of these spells!
The range of these spells is 5 feet. The Spell Sniper feat is required to extend the range of these spells to 10 feet.
Even for a Bugbear also wielding a reach weapon and Spell Sniper, 10 feet is the maximum range for these spells.
Dropping creatures
Beware of these kinds of builds. They rarely hold up to the hype in actual play.
If you're inside a building, cave, dungeon, etc. (y'know, adventuring) you're hamstrung.
If your DM sees you doing this a lot, they will probably start tailoring their encounters to minimize the possibility of you doing this.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
One other thing, Iris_the_Gnome_lover, is that lifting a creature that your character has grappled into the air would likely also count as an action itself. You are not merely dragging the creature with you, but Lifting it against both the creature's will (assuming it isn't paralyzed or unconcious) And against the force of gravity. So some DMs would require a Strength check if the creature is Medium size or larger. This also means that you won't be able to smite on the same turn that you initiate the grapple.
There are no rules that say you can maneuver a creature you are grappling around you, only that you can drag it.
The DMG page 272, "Shove Aside" says otherwise.
Brawny feat is broken and UA; I'd say get rid of it.
Look at combining the Enlarge/Reduce spell with the Enhance Ability spell (STR). With your Bugbear race.
For Enhance Ability, your carrying capacity will double (1 source) and you get advantage on strength checks (i.e. all grappling checks) if you didn't already.
For Enlarge/Reduce, your size doubles from medium to large.
For Powerful Build - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
So you would actually count as HUGE in size for your carrying capacity. This would allow you to carry a grappled creature with you without halving your movement, so long as it is size medium or smaller (PHB "Moving a Grappled Creature").
Now try to figure in Long-Limbed - When you make a melee attack on your turn, your reach for it is 5 feet greater than normal... according to the PHB under Grappling, "When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple."
(Note that you cannot use Long-Limbed with Reaction attacks.) However the RAW certainly includes the special melee attack of initiating a grapple. In fact is also works with the next section, Shoving a Creature - "Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you." Note that there is nothing to say that the Prone condition cannot be in effect while swimming or flying, although this is a bit less intuitive. One might argue that one could never be prone while swimming, but is always "prone" while being carried in the talons of a flying thing.
Regardless of whether Prone, any grappled creature has a movement speed of 0. You can Grapple someone 10' away with Long-Limbed. If you shove them Prone they get disadvantage on attack rolls, assuming they have either Reach or Ranged attacks.
If you add flying to this you can expect to be indoors a lot. Again, I'd lose the Brawny, as it's broken and unnecessary. Tavern Brawler is meh at best. What you really need is 'Extra Attack' from Fighter or somesuch. Just remember that in multiclassing, 'Extra Attack' doesn't stack, you get the same number of uses as your max uses from one class (also explicitly in the PHB).
Surprise Attack - If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Unfortunately RAW, you cannot use Surprise Attack damage on the special melee attacks Grapple/Shove because they are ability checks and not attack (to hit) rolls. Your DM may rule otherwise.
(I posted this build to reddit a bit ago but this place will probably be better for it)
Okay, I was trying to think of interesting ideas, wasn't originally looking to min max or anything, but I think I stumbled on to something really strong. Not sure if it's been said before, but I wanted feedback. So it goes like this,
Race- Bugbear
Classes - 14 Sorcerer (Draconic Bloodline), 6 Paladin (Oath Of Vengeance)
Starting stats -
Str Dex Con Int wis chr
17 14 12 8 8 15
Ability score improvements:
Level 4 : Str +1 and Chr + 1
Level 8 : Brawny Feat (UA)
Level 12 : Tavern Brawler Feat
Level 4 (Paladin): Chr + 2
Okay, so, now, an explanation:
The bugbear has the ability "Long Limbed" which increases the range of melee attacks you make on your turn by 5, so that melee attacks now have a reach of 10 (15 using a reach weapon) and, presumably, if you grapple someone you can do so 10 feet away. Now, people have debated whether or not you can keep them at 10 feet away from you after your turn, but that's not that big of a deal.
Basically, what I plan to do is, I am going to stay 15 feet off the ground, maybe a bit higher. and Grapple enemies that are below me, then fly into the air, divine smite them, and drop them. They take 1d6 per every 10 feet they fall, I am 15 feet off the ground with 30 movement, I can lift them 10 feet above me on my turn, so that will put them at (15 + 10 + 15) 40 feet in the air, for an extra 4d6 on top of my 5th level divine smite.
Basically I've added 4d6 with zero backlash, and I did it all without getting within 5 feet of my enemy, I'm flying above everyone so I am only vulnerable to ranged attacks.
Furthermore, I used 15 in the math earlier under the assumption that my movement is halved. However, using both Powerful Build and Brawny, I believe that I can drag (or in this case lift) a medium sized creature without losing movement, the literal wording on powerful build and brawny is
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
and the wording on "moving a grappled creature" is
When you move, you can drag or carry the Grappled creature with you, but your speed is halved, unless the creature is two or more sizes smaller than you.
So, it stands to reason that with powerful build you can move a small creature with your normal speed, because your draging and lifting ability, the exact wording used (swap lift for carry, because their synonyms), is one size higher. In addition, I am using the brawny feat to make my athletics doubled (remember to use a background that gives athletics), and it also gives the effect of powerful build, however it is not named powerful build, and so I believe the effects would stack, allowing you to lift medium creatures without losing any movement, so you can add an addition 15 to the math from earlier, adding us another d6, and, if we keep flying, even more damage later (up to 20d6).
So basically, I have a sorcerer paladin, a perfectly functional one, still has up to a 9th level spell slot, nothing is forsaken (aside from not getting to 20 charisma) and I can divine smite from 10 feet away and in the air, and take them with me to the air to drop for an easy 5d6 extra, and more if I want to. 5d6 is NOTHING TO SCOFF AT, especially since it costs me nothing to do.
I know going by the books isn't essential, but it feels strong enough that it should be checked.
The next thing on my mind was Enlarge/Reduce's interaction, so, enlarge "doubles all dimensions" so would your long limbed effect become 10 extra feet? On top of this, if you are an 8 foot tall bugbear, you will become 16 feet tall, which will increase your fall damage by a d6, and if the long limbs increase as well it'll be an extra 2d6
Okay, Thoughts?
Tgis requires some UA and house ruling to do the damage you are boasting. Without those things (in other words by the book, RAW), you can do 1d6 falling damage in addition to your attack damage (which would be from 10 feet away).
There are no rules that say you can maneuver a creature you are grappling around you, only that you can drag it. In my games, I have always ruled it as using your movement to move the target. But it could be house ruled differently.
And features like powerful build effect your carrying capacity, but don't actually change your size, so it would take another house rule to allow you to use your full movement.
Your math is also dependant on grid logic instead of reality logic, which a DM may rule differently on. Namely, you pick up an enemy off the ground 10 feet below you, then lift them 10 feet above you, so they are now 20 feet off the ground. Height and falling is weird on a grid.
I'm not sure why you bothered with tavern brawler, it gives you an odd ability score, and its features don't really help with the scenario. Either way, you will have to use an attack action to grapple the enemy on the ground and only have 1 attack to smite with.
Your prolly right about it being mostly house ruling.
But I will defend my tavern brawler because
A. 1d4 damage and B. I can use both of my attacks (or just one attack early on) and still use my grapple.
And I'm still gonna stand by my ruling that powerful build let's you drag bigger sizes, the wording is way to similar, but I get what you mean, thanks for the input, I'll remember it when trying this.
I wouldn't let the powerful build clause on brawny stack with powerful build for the reason DxJxC mentioned: it isn't actually changing your size. Both traits are just doing the same thing, similar to advantage not stacking. The rest is either fine or I haven't looked into it enough to give an opinion on. It is an interesting concept for certain.
I'm reasonably sure that they will stack, firstly, with things like advantage, or more appropriately extra attack, it specifically states in the text that it does not stack (pages 164 and 173 of the phb) meanwhile there is no text prohibiting these from stacking.
These people seem to agree at least https://rpg.stackexchange.com/questions/115511/do-multiple-sources-of-counting-as-one-size-larger-for-carrying-capacity-stack but I guess it would be dm's digression
The main reason I say that they don't stack is because they say you count for a size larger, but don't actually change your size. Thus powerful build looks for your size and sees that bugbear is medium size. Next brawny looks for your size and sees that you are medium size. I do think that either would work with enlarge.
I do find it interesting that Jeremy Crawford didn't comment on the sage advice question involving goliath and brawny, even though he commented about AC in the thread. I don't know if he didn't comment because it's UA content and not finalized or because he agreed with the comments that were made in answer to the question (which said that they would stack). That would have been a good opportunity to finalize the intent of the interaction one way or another and he passed.
As brawny is currently UA material, the easy way deal with it at present is simply to not allow it (my groups don't meet often enough to give good feedback nor are we prone to one offs that would otherwise give good options for allowing UA).
As for the stack exchange thread, the argument was representative of what I saw researching the issue. Those in agreement that they stack are treating the size for pushing, pulling, et al as completely different than your size (more or less the stance you are favoring) and those stating that it doesn't stack are more in line with my argument that both features see a medium creature (regardless of which is applied first) and thus allow for the creature to count as large only and not huge.
You are correct that it's completely up to DM discretion, but I don't think it has to be an either or situation. I don't know how I'd justify it, but to meet you part way, I'd probably allow a once per long rest casting of enlarge/reduce only allowing the enlarge mode. That wouldn't be your vision exactly, but it would allow you to Bane out or something.
The thing about tavern brawler is the 1d4 only applies to unarmed strikes (which you can't smite on). And you can use that bonus action for Spells.
You can divine smite on an unarmed strike, https://media.wizards.com/2016/downloads/DND/SA-Compendium.pdf#page=10 they count as melee weapon attacks.
- For example, an unarmed strike counts as a melee weapon attack, even though the attacker’s body isn’t considered a weapon.
- Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant.....
And I doubt I'll be using a bonus action spell every turn, especially if I'm low on Sorcery points (meaning I can't quicken)
As far as the speed issue, making a ruling of "grappling halves your speed" is for simplicity.
If the game went with carrying capacity and dragging rules then they would be required to put a weight for every single monster in the various books.
In my game, when grappling you don't lift a creature off the ground; just grab its clothing or something. When you move, it is always dragged behind you. So, you could grapple something and then fly upwards at half speed, but the grappled foe would always be below you. If you move upwards 15 feet then it is now 15 feet off the ground. Assuming you can lift it, which would be a case-by-case decision.
So, if you drop it, it takes 1d6 damage for falling 10 feet.
Also, if you are grappling a foe then they can attack you. Long-limbed doesn't affect this.
Otherwise, the tactic is sound. Flying foes up and dropping them is a good tactic. However, you'd be better off casting telekinesis on them.
"you'd be better off casting telekinesis on them."
That's a 5th level spell friend, that's equal to 6d8 for my purposes lmao
Just some more notes,
Even if your dm is hard on your ability to lift people (by whatever rulings), the haste spell will essentially give you around 10d6 or 5d6 a turn.
And Polymorph is essentially a 20d6 button. Turn them into a crab, grab them, go 200 feet in the air, punch the crab, they fall, they die.
I've thought the same as you before, and if I was DM I would rule you can use divine smite on unarmed strikes. However, RAW the divine smite doesn't grant extra damage to unarmed strikes:
As clarified, while you can make melee weapon attacks it does it requires a weapon hence "the weapon's damage" rather than "the attack's normal damage".
Now, I view this as a nonsensical thing and would homerule you can smite on any weapon attack whether the item is a weapon or not. But that is a homebrew ruling.
I do also agree that the brawny and powerful build features don't stack since, as has been pointed out, neither change your size meaning they are both letting you consider yourself as "large" for carrying capacity calculation, so if carrying a large or medium creature your movement is half-speed while dragging them.
I do view that you can lift them above you as part of the movement - since you do get free actions and there are rules in place for lifting.
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I think the best phrasing is from Jeremy Crawford's tweet:
There is a difference between a melee weapon attack and an attack with a melee weapon.
A melee weapon attack is a game process where you make an attack roll. It could be an attack with a weapon, an attack with an improvised weapon, or an attack with a body part (fists, feet, horns, teeth, etc).
Features are usually specific about what they work with. For example, Paladin smite ("when you hit a creature with a melee weapon attack") applies to any melee weapon attack, regardless of what you are hitting the foe with. Cleric divine strike ("when you hit a creature with a weapon attack") applies to any melee weapon attack and ranged weapon attack. Fighter archery style (" attack rolls you make with ranged weapons") only applies to attacks made with items on the "ranged weapons" table.
Couple of things:
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
One other thing, Iris_the_Gnome_lover, is that lifting a creature that your character has grappled into the air would likely also count as an action itself. You are not merely dragging the creature with you, but Lifting it against both the creature's will (assuming it isn't paralyzed or unconcious) And against the force of gravity. So some DMs would require a Strength check if the creature is Medium size or larger. This also means that you won't be able to smite on the same turn that you initiate the grapple.
The DMG page 272, "Shove Aside" says otherwise.
Brawny feat is broken and UA; I'd say get rid of it.
Look at combining the Enlarge/Reduce spell with the Enhance Ability spell (STR). With your Bugbear race.
For Enhance Ability, your carrying capacity will double (1 source) and you get advantage on strength checks (i.e. all grappling checks) if you didn't already.
For Enlarge/Reduce, your size doubles from medium to large.
For Powerful Build - You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
So you would actually count as HUGE in size for your carrying capacity. This would allow you to carry a grappled creature with you without halving your movement, so long as it is size medium or smaller (PHB "Moving a Grappled Creature").
Now try to figure in Long-Limbed - When you make a melee attack on your turn, your reach for it is 5 feet greater than normal... according to the PHB under Grappling, "When you want to grab a creature or wrestle with it, you can use the Attack action to make a special melee attack, a grapple."
(Note that you cannot use Long-Limbed with Reaction attacks.) However the RAW certainly includes the special melee attack of initiating a grapple. In fact is also works with the next section, Shoving a Creature - "Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you." Note that there is nothing to say that the Prone condition cannot be in effect while swimming or flying, although this is a bit less intuitive. One might argue that one could never be prone while swimming, but is always "prone" while being carried in the talons of a flying thing.
Regardless of whether Prone, any grappled creature has a movement speed of 0. You can Grapple someone 10' away with Long-Limbed. If you shove them Prone they get disadvantage on attack rolls, assuming they have either Reach or Ranged attacks.
If you add flying to this you can expect to be indoors a lot. Again, I'd lose the Brawny, as it's broken and unnecessary. Tavern Brawler is meh at best. What you really need is 'Extra Attack' from Fighter or somesuch. Just remember that in multiclassing, 'Extra Attack' doesn't stack, you get the same number of uses as your max uses from one class (also explicitly in the PHB).
Surprise Attack - If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.
Unfortunately RAW, you cannot use Surprise Attack damage on the special melee attacks Grapple/Shove because they are ability checks and not attack (to hit) rolls. Your DM may rule otherwise.
Have a nice day.