I think it works for the most part as a fighter you can always use weapons if the fists don't work well (carry a greatsword for when you don't want to sully "the Boys").
Its less ideal than say taking a Defense style but its quite fun in the right situations. It mostly works with any STR fighter build as you typically take ATH anyway as a STR fighter. Up to you how far down the rabbit hole you want to go but getting a feat for expertise in athletics is going to be generally good for STR builds. A dip in barbarian for rage damage to the fists and ADV on grapple checks is another level of dedication to the build and you would have to have a pretty invested interest in the build to go that far.
You’d definitely need a back up weapon. In addition to the reasons others noted above, there’s no magic items for fists (I don’t think) so at higher levels when lots of enemies are resistant to non-magical damage, unless your DM is willing to homebrew some +1 brass knuckles, you’re kind of screwed.
You’d definitely need a back up weapon. In addition to the reasons others noted above, there’s no magic items for fists (I don’t think) so at higher levels when lots of enemies are resistant to non-magical damage, unless your DM is willing to homebrew some +1 brass knuckles, you’re kind of screwed.
It isn't going to be as good mechanically as the PAM, GWM, Sharpshooter and/or Crossbow Expert Builds but I think it will be effective enough. It's a fun style of character to pursue. I would think about Rune Knight as the subclass for the grapple synergy. Although Grappling Strike from BM is quite nice. I'd want to throw in tavern brawler to really dig into a "no shits given" brawler attitude.
Battlerager could also be fun if you really want to build on the passive grapple damage. It isn't going to be a great build mechanically, but it is a delight thematically.
I also think it's a fun style to throw on a character that doesn't focus on it at all. Just to have the ability to always be dangerous, even when you don't have a weapon for whatever reason.
You’d definitely need a back up weapon. In addition to the reasons others noted above, there’s no magic items for fists (I don’t think) so at higher levels when lots of enemies are resistant to non-magical damage, unless your DM is willing to homebrew some +1 brass knuckles, you’re kind of screwed.
I don’t have to like the material to know it exists RAW. Besides, I don’t hate the tattoos or most of the other magic items, nor most of the spells, or even most of the feats. And what I hate most about the Optional Class Features is how bad they nerfed them, I thought they should have done more.
And some of those feats look a little extra to me, I mean, Metamagic Adept almost identical to the Sorcerers’ entire 3rd level feature, which is their entire thing. One Metamagic option would have been a feat, two is a class feature.
You can certainly do it.. But it'll pretty much alvvays be a fairly vveak option.. If you like the fantasy of being an unarmed bravvler, I say go for it.. The grappling damage is pretty darn vveak.. I honestly don't think the nerf from UA vvas needed considering vvhat you're giving vvhen not using a vveapon.
Oh and Yea you better hope you come across an eldrich clavv tattoo, or you'll be real sad at higher tier play.
Unarmed fighting is flavorful, but honestly just compares badly to any other fighting style option. If you choose to use both hands for a D8 damage die, you're giving up one or two damage dice compared to two-handed weapons, plus reach and GWM and/or PAM. Not to mention the ability to reroll damage dice with Two-Handed Fighting style. Or against dualist you're either giving up +2 to damage rolls and +2 AC from a shield, or you're giving up a damage die and +2 damage if you choose to go with a shield. Overall, the style is "you trained hard to be slightly less competent than a schmuck with a rusty sword."
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I was theorycrafting a Rune Knight grappler with Skill Expert, Mage Slayer and Unarmed FS controlling the battlefield and completely shutting down enemy casters whenever needed. It’s not only about damage, the old PAM/GWM is super boring.
I was theorycrafting a Rune Knight grappler with Skill Expert, Mage Slayer and Unarmed FS controlling the battlefield and completely shutting down enemy casters whenever needed. It’s not only about damage, the old PAM/GWM is super boring.
I'm actually playing an Unarmed Fighter who is going to take the Rune Knight Subclass, there are quite a few things in the subclass that help you out. With Stone or Cloud Runes, you get advantange, not just proficiency, in some skills, which is helpful outside of combat. Giant's Might adds some good damage, and at higher levels (which I don't even know if I'll get to, but I hope so), the increase in reach can quite easily have you wading into the midst of enemies and knocking out the squishy enemy mages who are hiding behind their stronger companions, which would go great with Mage Slayer.
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"I never thought I'd die fighting side by side with an elf."
I was theorycrafting a Rune Knight grappler with Skill Expert, Mage Slayer and Unarmed FS controlling the battlefield and completely shutting down enemy casters whenever needed. It’s not only about damage, the old PAM/GWM is super boring.
I'm actually playing an Unarmed Fighter who is going to take the Rune Knight Subclass, there are quite a few things in the subclass that help you out. With Stone or Cloud Runes, you get advantange, not just proficiency, in some skills, which is helpful outside of combat. Giant's Might adds some good damage, and at higher levels (which I don't even know if I'll get to, but I hope so), the increase in reach can quite easily have you wading into the midst of enemies and knocking out the squishy enemy mages who are hiding behind their stronger companions, which would go great with Mage Slayer.
The true boon here is that Giant's Might increases your size, allowing you to grapple huge- and even potentially gargantuan-sized creatures. Stone and Fire runes further boost your capabilities as a disabler through incapacitated and restrained CC with the latter adding more DOT damage.
I've considered something like this while mixing in battlerager barbarian for the added piercing damage on a grapple, though that would cost the level 18 growing-to-huge buff.
Battleragers suck, but Rune Knights can concentrate while big. A warlock dip would get you Hex coming back on short rests, which is ideal for a grappler build.
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Welcome! Now that Tashas is out and the fighter can take the unarmed fighting style, do you think that this playstyle is worth a character?
The 1d4 you can give to grappled creatures might enable some weird grappling build. Maybe with grappling strike from the Battlemaster?
What do you guys think?
I think it works for the most part as a fighter you can always use weapons if the fists don't work well (carry a greatsword for when you don't want to sully "the Boys").
Its less ideal than say taking a Defense style but its quite fun in the right situations. It mostly works with any STR fighter build as you typically take ATH anyway as a STR fighter. Up to you how far down the rabbit hole you want to go but getting a feat for expertise in athletics is going to be generally good for STR builds. A dip in barbarian for rage damage to the fists and ADV on grapple checks is another level of dedication to the build and you would have to have a pretty invested interest in the build to go that far.
You’d definitely need a back up weapon. In addition to the reasons others noted above, there’s no magic items for fists (I don’t think) so at higher levels when lots of enemies are resistant to non-magical damage, unless your DM is willing to homebrew some +1 brass knuckles, you’re kind of screwed.
Eldritch Claw Tattoo
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It isn't going to be as good mechanically as the PAM, GWM, Sharpshooter and/or Crossbow Expert Builds but I think it will be effective enough. It's a fun style of character to pursue. I would think about Rune Knight as the subclass for the grapple synergy. Although Grappling Strike from BM is quite nice. I'd want to throw in tavern brawler to really dig into a "no shits given" brawler attitude.
Battlerager could also be fun if you really want to build on the passive grapple damage. It isn't going to be a great build mechanically, but it is a delight thematically.
I also think it's a fun style to throw on a character that doesn't focus on it at all. Just to have the ability to always be dangerous, even when you don't have a weapon for whatever reason.
Good point. I have to admit I haven't much looked at tattoos.
Though I'm shocked that you'd suggest something from Tahsa's.
I don’t have to like the material to know it exists RAW. Besides, I don’t hate the tattoos or most of the other magic items, nor most of the spells, or even most of the feats. And what I hate most about the Optional Class Features is how bad they nerfed them, I thought they should have done more.
That Flush Your DM’s Campaign Down the Drain spell has gotta go. And some of those Magic items look a heck of a lot like some popular homebrews I know of, that Bloodwell Vial looks awfully darned familiar for some reason.... 😒
And some of those feats look a little extra to me, I mean, Metamagic Adept almost identical to the Sorcerers’ entire 3rd level feature, which is their entire thing. One Metamagic option would have been a feat, two is a class feature.
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You can certainly do it.. But it'll pretty much alvvays be a fairly vveak option.. If you like the fantasy of being an unarmed bravvler, I say go for it.. The grappling damage is pretty darn vveak.. I honestly don't think the nerf from UA vvas needed considering vvhat you're giving vvhen not using a vveapon.
Oh and Yea you better hope you come across an eldrich clavv tattoo, or you'll be real sad at higher tier play.
Unarmed fighting is flavorful, but honestly just compares badly to any other fighting style option. If you choose to use both hands for a D8 damage die, you're giving up one or two damage dice compared to two-handed weapons, plus reach and GWM and/or PAM. Not to mention the ability to reroll damage dice with Two-Handed Fighting style. Or against dualist you're either giving up +2 to damage rolls and +2 AC from a shield, or you're giving up a damage die and +2 damage if you choose to go with a shield. Overall, the style is "you trained hard to be slightly less competent than a schmuck with a rusty sword."
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
I was theorycrafting a Rune Knight grappler with Skill Expert, Mage Slayer and Unarmed FS controlling the battlefield and completely shutting down enemy casters whenever needed. It’s not only about damage, the old PAM/GWM is super boring.
I'm actually playing an Unarmed Fighter who is going to take the Rune Knight Subclass, there are quite a few things in the subclass that help you out. With Stone or Cloud Runes, you get advantange, not just proficiency, in some skills, which is helpful outside of combat. Giant's Might adds some good damage, and at higher levels (which I don't even know if I'll get to, but I hope so), the increase in reach can quite easily have you wading into the midst of enemies and knocking out the squishy enemy mages who are hiding behind their stronger companions, which would go great with Mage Slayer.
"I never thought I'd die fighting side by side with an elf."
"What about side by side with a side?"
"Aye, I eye eye eye."
The true boon here is that Giant's Might increases your size, allowing you to grapple huge- and even potentially gargantuan-sized creatures. Stone and Fire runes further boost your capabilities as a disabler through incapacitated and restrained CC with the latter adding more DOT damage.
I've considered something like this while mixing in battlerager barbarian for the added piercing damage on a grapple, though that would cost the level 18 growing-to-huge buff.
Battleragers suck, but Rune Knights can concentrate while big. A warlock dip would get you Hex coming back on short rests, which is ideal for a grappler build.