I'm playing a psi warrior character who likes to grapple, and I'm wondering what your opinions are on viable grappling builds. Pre-TCoE, the Tavern Brawler was a must-have for the ability to grapple as a bonus action. The Grappler feat, on the other hand, was flawed from the get-go, and the ability to restrain yourself and your target is lame, costs your whole action, and the grapple-shove combo is available with better action economy. Now with the unarmed fighting style, the Tavern Brawler feat is less powerful, as the increase to unarmed damage is higher with the fighting style. So now at 5th level, I'm wondering whether it's worthwhile to take any feats relevant to grappling at all. Do you guys have any thoughts on how to make grappling builds excel post-TCoE?
Skill Expert (Athletics) is excellent for grappling, and so is being a Rune Knight. I haven't tried it, but a Grung Rune Knight's hug should be very challenging to escape, since the hug is poisonous, and once you're poisoned, you stay poisoned until the hug ends, and being poisoned makes it harder to escape the hug.
Magic Initiate(Warlock) to get HEX could help, too. If you have the bonus action to curse the target before grappling it you can give it disadvantage on STR or DEX checks so the escape would be harder.
I cannot imagine this is RAI, but for the Oath of the Open Sea Paladin subclass featured here on D&D beyond, their Aura of Liberation feature has the following effect
Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you cannot be grappled or restrained, as well as ignore penalties on movement or attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape nonmagical restraints.
What this tells me is that RAW you could use the Grappler feat to restrain another creature while side-stepping the effect causing you to become restrained yourself.
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I cannot imagine this is RAI, but for the Oath of the Open Sea Paladin subclass featured here on D&D beyond, their Aura of Liberation feature has the following effect
Starting at 7th level, you emanate an aura while you’re not incapacitated. You and any creature of your choice within 10 feet of you cannot be grappled or restrained, as well as ignore penalties on movement or attacks while underwater. Creatures that are already grappled or restrained when they enter the aura can spend 5 feet of movement to automatically escape nonmagical restraints.
What this tells me is that RAW you could use the Grappler feat to restrain another creature while side-stepping the effect causing you to become restrained yourself.
Wow a good use for the Grappler feat! Thats a feat in itself!
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Hi all,
I'm playing a psi warrior character who likes to grapple, and I'm wondering what your opinions are on viable grappling builds. Pre-TCoE, the Tavern Brawler was a must-have for the ability to grapple as a bonus action. The Grappler feat, on the other hand, was flawed from the get-go, and the ability to restrain yourself and your target is lame, costs your whole action, and the grapple-shove combo is available with better action economy. Now with the unarmed fighting style, the Tavern Brawler feat is less powerful, as the increase to unarmed damage is higher with the fighting style. So now at 5th level, I'm wondering whether it's worthwhile to take any feats relevant to grappling at all. Do you guys have any thoughts on how to make grappling builds excel post-TCoE?
I'd be looking to pick up Skill Expert for expertise in athletics.
Oh that's right! No more rogue dips.
Skill Expert (Athletics) is excellent for grappling, and so is being a Rune Knight. I haven't tried it, but a Grung Rune Knight's hug should be very challenging to escape, since the hug is poisonous, and once you're poisoned, you stay poisoned until the hug ends, and being poisoned makes it harder to escape the hug.
Magic Initiate(Warlock) to get HEX could help, too. If you have the bonus action to curse the target before grappling it you can give it disadvantage on STR or DEX checks so the escape would be harder.
Martial Adept for Grappling Strike is handy, or Fighting Initiate for Unarmed Style.
Grapple Monks (or others willing to splash) now have a viable means to be wisdom-based grapplers via Astral Self subclass.
There are a few more ways to get speed and big ups when jumping, like from Beast Barbarian.
Fey Touched will show up on some grapplers, to unlock Hex or Hunters Mark and patch low damage. Hex is better for debuffing their grapple checks.
Being a Poisoner with a dagger is a good way to soften up high value grapple targets and them disadvantage on their first acrobatics/Athletics roll.
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I'm going to make this way harder than it needs to be.
Huh this is a good combo I didn't think of before....good way to DEBUFF the opposing check!
I cannot imagine this is RAI, but for the Oath of the Open Sea Paladin subclass featured here on D&D beyond, their Aura of Liberation feature has the following effect
What this tells me is that RAW you could use the Grappler feat to restrain another creature while side-stepping the effect causing you to become restrained yourself.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
Wow a good use for the Grappler feat! Thats a feat in itself!