Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.
Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.
Ending a Grapple. A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple’s escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
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So if Bob the Barbarian is grappled by a kraken strength 30, the krakens grapple escape dc is of 20.
Wanda the Wizard (str8) wants to use unarmed strike Shove feature, Bob rolls a saving throw against the wizards grapple dc=13, and Bob can simply choose to fail the saving throw. Wanda auto shoves Bob 5 feet, no rolls even made. And if that 5 feet shoves Bob out of the Krakens reach, Bob is freed from the Krakens grapple.
Its a bit weird because a weakling can help someone escape a dc 30 grapple effect because "shove" only concerns itself with the creature being shoved and ignores it being grappled.
Homebrew proposal
Freeing an ally from an enemy's grapple uses the "ending the grapple" rule instead. If the ally can assist, you can choose to use your athletics or acrobatics check against the grapplers escape dc, or you can use your ally's athletics/acrobatics check against the grapplers escape dc. As long as the ally can assist, the roll is made with advantage as the two of you work together to release your ally from the enemy grapple. If the ally cannot assist, then you make an athletics/acrobatics check against the grapplers escape dc, as a normal roll
Attacks Affected. You have Disadvantage on attack rolls against any target other than the grappler.
Movable. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it. If the grappler is moved by an effect other than a failed save, it may make a Strength save (DC = distance moved) to drag you with it.
Immovable. If you would be moved by an effect, the grappler may make a Strength save to prevent that movement (if the effect does not include a save, such as an attack with a push element, save DC is 8 + proficiency bonus + key attribute used for the ability (typically Strength).
Current rules:
https://www.dndbeyond.com/sources/dnd/phb-2024/rules-glossary#UnarmedStrike
Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.
Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.
https://www.dndbeyond.com/sources/dnd/phb-2024/rules-glossary#Grappling
Ending a Grapple. A Grappled creature can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check against the grapple’s escape DC, ending the condition on itself on a success. The condition also ends if the grappler has the Incapacitated condition or if the distance between the Grappled target and the grappler exceeds the grapple’s range. In addition, the grappler can release the target at any time (no action required).
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So if Bob the Barbarian is grappled by a kraken strength 30, the krakens grapple escape dc is of 20.
Wanda the Wizard (str8) wants to use unarmed strike Shove feature, Bob rolls a saving throw against the wizards grapple dc=13, and Bob can simply choose to fail the saving throw. Wanda auto shoves Bob 5 feet, no rolls even made. And if that 5 feet shoves Bob out of the Krakens reach, Bob is freed from the Krakens grapple.
Its a bit weird because a weakling can help someone escape a dc 30 grapple effect because "shove" only concerns itself with the creature being shoved and ignores it being grappled.
Homebrew proposal
Freeing an ally from an enemy's grapple uses the "ending the grapple" rule instead. If the ally can assist, you can choose to use your athletics or acrobatics check against the grapplers escape dc, or you can use your ally's athletics/acrobatics check against the grapplers escape dc. As long as the ally can assist, the roll is made with advantage as the two of you work together to release your ally from the enemy grapple. If the ally cannot assist, then you make an athletics/acrobatics check against the grapplers escape dc, as a normal roll
“Doubt is not a pleasant condition, but certainty is absurd.” — Voltaire
I would probably expand that by a bit, to something like: