This is a great and viable tactic to employ as a grappler. It’s basically free advantage for all your melee buddies. If you manage to get Expertise (with the new feat Skill Expert) and and advantage (as a raging Barbarian), it will be really hard to break the grapple as well.
Exactly. You can give your buddies advantage without having to restrain the target. The target may not take disadvantage on Dex saving throws but then you don't take the restrained condition either from the Grappler feat.
Also when breaking free from the grapple you do not gain your mvs back straight away, you need to wait until the start of your next turn.
On the target's turn they can use their Action first to attempt to break free of the grapple. If this suceeds then they can use their entire movement to stand up and run away.
Also when breaking free from the grapple you do not gain your mvs back straight away, you need to wait until the start of your next turn.
I don't think this is right. I think the condition imposes an altered state "A grappled creature's speed becomes 0" which goes away when the condition ends.
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Canto alla vita alla sua bellezza ad ogni sua ferita ogni sua carezza!
I sing to life and to its tragic beauty To pain and to strife, but all that dances through me The rise and the fall, I've lived through it all!
Well I've got one new character and two more on the bench that I'm trying it out with. (Note the way we HB on our server is that the stat rolls are initially assigned in the order they're rolled. If you decide to keep these stats then you get an extra feat.)
The first will be a half-orc zealot barbarian 17 levels and champion fighter 3 levels. Feats are Great Weapon Master, Orcish Fury, Piercer, and Skill Expert with expertise in Athletics. Focus is on pinning the enemy down on the ground and then maximizing critical chance and damage. https://ddb.ac/characters/41813535/QUFM1r
The second is a human Vengeance Paladin 6, Hex Blade Blade Boon Warlock 9, Grave Domain Cleric 2, Assassin Rogue 3. Feats are Shield Master, Warcaster, and Skill Expert Athletics Expertise. Focus is on grapple first, shield master shove as a bonus action and then go to town with the advantage again. If a critical is role use max divine smite, max eldritch smite, double sneak attack, and path of the grave to double damage. Can also apply assassin's auto crit if the creature is surprised plus a fully charge branding smite on top of all of the previously mention smites and bonus. https://ddb.ac/characters/42129064/UZCAnZ
(Note that these first 2 require a lot of weapon juggling. You could take the Loxodon or Simic Hybrid to get pass this weapon juggling since their trunk/tentacle gives them a third arm for grappling/unarmed attacks)
The third is a drow half-elf astral monk 17, assassin rogue 3. Feats Polearm Master, Elven Accuracy, Piercer, Skill Expert. Character will have expertise in athletics, sneak, and perception. If he gets surprise the character can get 2 auto crits with Piercer/spear and 2 more auto crits with Fury of Blows. The character can then pop its astral arms allowing it to grapple the creature and then go to town with 3 astral arm attacks and 2 more astral attacks from Fury of Blows since they count as unarmed attacks. You can also combine the astral arms and the polearm master reaction since it states your reach instead of your weapon's reach. I also like the thought of combining the drow's darkness spell with the astral visage's devilsight. https://ddb.ac/characters/41902903/xZuaxQ
Please me know what you think or have any pointers
If you knock a creature prone and then grapple it can that creature stand up if it has zero movement speed?
nope
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Also when breaking free from the grapple you do not gain your mvs back straight away, you need to wait until the start of your next turn.
Standing up costs half your movement speed. A grappled creature has its speed reduced to 0.
I couldn't find any rules support for this interpretation. Can you explain?
This is a great and viable tactic to employ as a grappler. It’s basically free advantage for all your melee buddies. If you manage to get Expertise (with the new feat Skill Expert) and and advantage (as a raging Barbarian), it will be really hard to break the grapple as well.
Exactly. You can give your buddies advantage without having to restrain the target. The target may not take disadvantage on Dex saving throws but then you don't take the restrained condition either from the Grappler feat.
On the target's turn they can use their Action first to attempt to break free of the grapple. If this suceeds then they can use their entire movement to stand up and run away.
I don't think this is right. I think the condition imposes an altered state "A grappled creature's speed becomes 0" which goes away when the condition ends.
Canto alla vita
alla sua bellezza
ad ogni sua ferita
ogni sua carezza!
I sing to life and to its tragic beauty
To pain and to strife, but all that dances through me
The rise and the fall, I've lived through it all!
Well I've got one new character and two more on the bench that I'm trying it out with. (Note the way we HB on our server is that the stat rolls are initially assigned in the order they're rolled. If you decide to keep these stats then you get an extra feat.)
The first will be a half-orc zealot barbarian 17 levels and champion fighter 3 levels. Feats are Great Weapon Master, Orcish Fury, Piercer, and Skill Expert with expertise in Athletics. Focus is on pinning the enemy down on the ground and then maximizing critical chance and damage.
https://ddb.ac/characters/41813535/QUFM1r
The second is a human Vengeance Paladin 6, Hex Blade Blade Boon Warlock 9, Grave Domain Cleric 2, Assassin Rogue 3. Feats are Shield Master, Warcaster, and Skill Expert Athletics Expertise. Focus is on grapple first, shield master shove as a bonus action and then go to town with the advantage again. If a critical is role use max divine smite, max eldritch smite, double sneak attack, and path of the grave to double damage. Can also apply assassin's auto crit if the creature is surprised plus a fully charge branding smite on top of all of the previously mention smites and bonus.
https://ddb.ac/characters/42129064/UZCAnZ
(Note that these first 2 require a lot of weapon juggling. You could take the Loxodon or Simic Hybrid to get pass this weapon juggling since their trunk/tentacle gives them a third arm for grappling/unarmed attacks)
The third is a drow half-elf astral monk 17, assassin rogue 3. Feats Polearm Master, Elven Accuracy, Piercer, Skill Expert. Character will have expertise in athletics, sneak, and perception. If he gets surprise the character can get 2 auto crits with Piercer/spear and 2 more auto crits with Fury of Blows. The character can then pop its astral arms allowing it to grapple the creature and then go to town with 3 astral arm attacks and 2 more astral attacks from Fury of Blows since they count as unarmed attacks. You can also combine the astral arms and the polearm master reaction since it states your reach instead of your weapon's reach. I also like the thought of combining the drow's darkness spell with the astral visage's devilsight.
https://ddb.ac/characters/41902903/xZuaxQ
Please me know what you think or have any pointers