Obviously the feats Grappler and Tavern Brawler are good for grappling.
Achieve/Maintain: A barbarian's Rage, warlock's Hex, and other similar abilities/spells that provide/impose advantage/disadvantage to Str/Dex checks make it easier. Same with features like Expertise, Bardic Inspiration, Guidance, etc... that provides a bonus to the skills/rolls. In older editions, there were bonuses based on size, but in this edition you merely can't grapple anything more than one size category larger than yourself. So, the spell Enlarge/Reduce can allow you to either grow (giving yourself advantage) or shrink the target (giving them disadvantage on the Str check), which has the extra benefit of making you large enough to grapple a huge creature, or inversely making the huge creature small enough to allow you to grapple it (the mystic Giant Growth discipline can make you Large/Huge allowing you to grapple Huge/Gargantuan, but doesn't provide advantage).
Escape: Most of the things that help you achieve and maintain the grapple also help you end it; but teleportation is an instant escape. The spell Freedom of Movement is an automatic escape if you expend 5ft. of movement. While spells that force creatures to move (push/pull) like Thorn Whip, Thunderwave, etc.. can also end a grapple. I'm not 100% sure on this (in fact, I just asked Jeremy Crawford/Mike Mearls via Twitter for clarification), but since you can't attempt to grapple a creature that is more than one size category larger than you, I would assume that spells/abilities that cause you to shrink/grow might auto-end grapples if the difference in size categories would make it so you can't grapple.
There's also the spell Bigby's Hand (the "Grasping Hand" effect) that can grapple Huge or smaller creatures, has a 26 Strength, and has advantage against Medium or smaller creatures. Bigby's Hand can also move 60ft in any direction (30 ft while grappling someone) or can crush the target while it's holding it, all as a bonus action. So, bonus action to continuously move the creature 30 feet into the air until it's 200 feet up (the maximum distance for falling damage), then bonus action each round to crush it. If the enemy succeeds in escaping, it takes falling damage for however high it got, otherwise you spend 3 rounds crushing it (2d6+spellcasting modifier per round) and then it falls to the ground (taking 20d6 falling damage) when the minute is up.
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
Obviously the feats Grappler and Tavern Brawler are good for grappling.
Achieve/Maintain: A barbarian's Rage, warlock's Hex, and other similar abilities/spells that provide/impose advantage/disadvantage to Str/Dex checks make it easier. Same with features like Expertise, Bardic Inspiration, Guidance, etc... that provides a bonus to the skills/rolls. In older editions, there were bonuses based on size, but in this edition you merely can't grapple anything more than one size category larger than yourself. So, the spell Enlarge/Reduce can allow you to either grow (giving yourself advantage) or shrink the target (giving them disadvantage on the Str check), which has the extra benefit of making you large enough to grapple a huge creature, or inversely making the huge creature small enough to allow you to grapple it (the mystic Giant Growth discipline can make you Large/Huge allowing you to grapple Huge/Gargantuan, but doesn't provide advantage).
Escape: Most of the things that help you achieve and maintain the grapple also help you end it; but teleportation is an instant escape. The spell Freedom of Movement is an automatic escape if you expend 5ft. of movement. While spells that force creatures to move (push/pull) like Thorn Whip, Thunderwave, etc.. can also end a grapple. I'm not 100% sure on this (in fact, I just asked Jeremy Crawford/Mike Mearls via Twitter for clarification), but since you can't attempt to grapple a creature that is more than one size category larger than you, I would assume that spells/abilities that cause you to shrink/grow might auto-end grapples if the difference in size categories would make it so you can't grapple.
There's also the spell Bigby's Hand (the "Grasping Hand" effect) that can grapple Huge or smaller creatures, has a 26 Strength, and has advantage against Medium or smaller creatures. Bigby's Hand can also move 60ft in any direction (30 ft while grappling someone) or can crush the target while it's holding it, all as a bonus action. So, bonus action to continuously move the creature 30 feet into the air until it's 200 feet up (the maximum distance for falling damage), then bonus action each round to crush it. If the enemy succeeds in escaping, it takes falling damage for however high it got, otherwise you spend 3 rounds crushing it (2d6+spellcasting modifier per round) and then it falls to the ground (taking 20d6 falling damage) when the minute is up.
Wow! Thanks for the in-depth reply :) you've sold me on Bigby's Hand...I think know what my Bladesinger will be getting when he's high enough level :)
A goliath bear totem barbarian who you multi-class into either rogue or bard for the expertise in athletics makes an amazing grappler.
Hmm. you could use Orc, firbolg, or bugbear as well. Funny thing about bugbear, they are long-limbed, and could even grapple someone in the air due to this. You gain benefits of fall damage, without needing to actually fling the guy in the air.
Asking about athletics? It's given by outlander, and if not, you can choose it in any of the classes you first get.
DM in the kobold fight club "Yes i know this is insane, but my usual players are murderhobos." Birdman in adventures in faerun "Flapping wings" (telepathy) "The enemies are overwhelming us, i'll go break their minds." Irthos Bladesinger in trouble in timberbottom (DED) (All PbP)
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What are some great spells and abilities that help you achieve, maintain, or end a grapple?
Obviously the feats Grappler and Tavern Brawler are good for grappling.
Achieve/Maintain: A barbarian's Rage, warlock's Hex, and other similar abilities/spells that provide/impose advantage/disadvantage to Str/Dex checks make it easier. Same with features like Expertise, Bardic Inspiration, Guidance, etc... that provides a bonus to the skills/rolls. In older editions, there were bonuses based on size, but in this edition you merely can't grapple anything more than one size category larger than yourself. So, the spell Enlarge/Reduce can allow you to either grow (giving yourself advantage) or shrink the target (giving them disadvantage on the Str check), which has the extra benefit of making you large enough to grapple a huge creature, or inversely making the huge creature small enough to allow you to grapple it (the mystic Giant Growth discipline can make you Large/Huge allowing you to grapple Huge/Gargantuan, but doesn't provide advantage).
Escape: Most of the things that help you achieve and maintain the grapple also help you end it; but teleportation is an instant escape. The spell Freedom of Movement is an automatic escape if you expend 5ft. of movement. While spells that force creatures to move (push/pull) like Thorn Whip, Thunderwave, etc.. can also end a grapple. I'm not 100% sure on this (in fact, I just asked Jeremy Crawford/Mike Mearls via Twitter for clarification), but since you can't attempt to grapple a creature that is more than one size category larger than you, I would assume that spells/abilities that cause you to shrink/grow might auto-end grapples if the difference in size categories would make it so you can't grapple.
There's also the spell Bigby's Hand (the "Grasping Hand" effect) that can grapple Huge or smaller creatures, has a 26 Strength, and has advantage against Medium or smaller creatures. Bigby's Hand can also move 60ft in any direction (30 ft while grappling someone) or can crush the target while it's holding it, all as a bonus action. So, bonus action to continuously move the creature 30 feet into the air until it's 200 feet up (the maximum distance for falling damage), then bonus action each round to crush it. If the enemy succeeds in escaping, it takes falling damage for however high it got, otherwise you spend 3 rounds crushing it (2d6+spellcasting modifier per round) and then it falls to the ground (taking 20d6 falling damage) when the minute is up.
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
A goliath bear totem barbarian who you multi-class into either rogue or bard for the expertise in athletics makes an amazing grappler.
Expertise in Athletics is very nice, which makes Valor Bards an odd but welcome choice... maybe go for a WWE or Luchador wrestler?
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Tabaxi Bard Level 15
DM in the kobold fight club "Yes i know this is insane, but my usual players are murderhobos."
Birdman in adventures in faerun "Flapping wings" (telepathy) "The enemies are overwhelming us, i'll go break their minds."
Irthos Bladesinger in trouble in timberbottom (DED)
(All PbP)