D&D 5E - The Grappler's Manual (2.0) - Grappling in 5th Edition

July 2024 ยท 50 minute read

~The Grappler's Manual~

Taking 5th Edition Combat to the Ground (2.0)

It's hard to cast a spell when you are pinned to the ground in a zone of Silence. Good luck to any mobile, dual-wielding assassins when they are held in place by their collars. And even the toughest great-sword wielder might as well just be packing a dagger when he's dragged to the ground with a Grizzly Bear on top of him. The D&D 5.0 grappling mechanic lets you do all that and more, denying your opponent's their strengths, controlling the battlefield, and generally exerting your will over any enemy you meet. Both from a rules perspective (grappling acts on an axis that most enemies are unprepared for) and a flavor one (ever wanted to put a Dragon in a chokehold?), grappling is one of the most interesting and useful mechanics in the core rulebook. This guide will teach you how to grapple in D&D, how to build your character, and how to get the most out of different grappler optimizations.

If you doubt the power of grappling, you are going to feel like everyone not named Royce Gracie at UFC 1. If you're already a believer, this guide will give you new tips and tricks on how to bring your favorite mechanic into your games. The goal of this guide is simple: To get you to love grappling, and to get your DM and his monsters to hate it.

NOTE: This guide originally appeared on the Wizards Community forums, but was migrated over to EN World and updated in September 2015.

TABLE OF CONTENTS

  • Why Grappling?
  • Grappling Rules
  • Wrestling Races
  • Class Overview
    Barbarian
    Bard
    Cleric
    Druid
    Fighter
    Monk
    Paladin
    Ranger
    Rogue
    Sorcerer
    Warlock
    Wizard
  • Feats
  • Magic and Spells: Cantrips - Level 3
  • Magic and Spells: Level 4 - Level 9
  • The Dojo: Grappling Tactics
  • Build 1: Herculean Wrestler (Fighter/Rogue/Wizard)
  • Build 2: The Mage Slayer (Bard/Fighter)
  • Build 3: Grizzlyman - (Druid/Barbarian/Rogue)
  • Build 4: BJJ Master - Battlefield Jujitsu - (Monk/Rogue/Fighter)
  • When rating different class features, races, mechanics, etc., I will use the following color coding system.[anchor="whygrappling"]1. [/anchor]Why grappling?
    Ever wanted to armlock an ogre? Drag that cowardly, bow-sniping Ranger over a cliff? Hold down two orcs while kicking the third? Grappling can help you do all this and more.

    Why grapple? Easy; Grappling is mechanically unfair. To start, most enemies in D&D derive their strengths from unrestricted movement, free reign to cast spells, ability to target certain PCs in the party, high ACs, etc. All this is totally shut down by a good grappler. Although it looks like an innocuous condition, being "Grappled" (and/or Prone/Restrained on top of that) is a serious hindrance for most enemies. If you can impose these conditions at will, you will dominate the battlefield.

    When thinking about mechanics, I like to think about their axis of interaction. Attack rolls are opposed by AC. Spells are opposed by saving throws. High damage is opposed by high HP. Looking over the Monster Manual, most enemies are generally well prepared to fight attack rolls/spells/damage, by virtue of high AC, high saves, and/or high HP. Not every monster has those traits (bless your soul, little goblin), but over the course of your travels, you will often encounter monsters that directly counter these angles of interaction.

    Then there's grappling. Grappling is a skill contest (not an attack roll!) based on the Athletics skill. Most monsters, even those with high strength scores, have the Athletics/Acrobatics checks of a 1st level commoner. Sure, you will fight monsters that can't get grappled (Ghosts...why did it have to be ghosts...), but the vast majority of monsters will be crying uncle against a good grappler. That lets you dictate how the enemy moves, who they attack, how they take hits, etc. That is a degree of battlefield control most classes can't boast.

    Overall, here are the pros and cons of grappling in 5.0.

    Grappling Strengths

    Grappling Weaknesses
    [anchor="rules"]2. [/anchor]Grappling Rules
    Before we can start bringing our jujitsu to the battlefield, we need to know exactly how D&D 5.0 grappling works. Ever since I started playing in 3rd Edition, grappling has always been regarded as one of the most complicated and unintuitive mechanics in the game. Thankfully, 5.0 has done a great job at cleaning up the old issues with the rules, while still preserving a lot of its power level.

    Let's start with the basics: What exactly is a grapple? (The complete grappling rules can be found on page 195 of the PHB). Here's the rule broken down into steps, with quotes pulled out where needed.

    GRAPPLING 101: DEFINITIONS

  • Grappling is a "special melee attack".
  • To grapple a target, you must "use the Attack action" to then make your special melee attack (the grapple).
    • From an RAW perspective, the "Multiattack" ability of monsters cannot enable multiple grapples because it is its own action type.
    • If you have multiple attacks for the Attack action, you can replace as many of them as you want with grapple checks.
    • You cannot replace bonus action attacks (e.g. from the Monk or a Barbarian's Frenzy) with grapples.
  • A grapple check is an Ability check contested by a target's ability check. It is NOT an attack roll!
  • Your grapple target "must be no more than one size larger than you". It must also be within your reach.
  • You need at least one free hand to initiate a grapple.
  • If you or your target are subject to any involuntary movement, the grapple ends immediately.
  • Unlike in previous D&D editions, there is no penalty for grappling multiple targets. You can grapple as many targets as you have hands (typically two).
  • The biggest thing to remember is that grapple checks are not attack rolls. Repeat after me: Grappling is NOT an attack roll. So stuff like True Strike or the Barbarian's Reckless Attack feature will not give you advantage on the roll (because, remember, it is not an attack roll). But grappling IS an ability check, so it interacts with all sorts of effects and features that function on ability checks (e.g. the Enhance Ability spell).

    Enough basics. Time to start wrestling.

    GRAPPLING 101: INITIATING A GRAPPLE

  • Start by using your Attack action to make a grapple check. If you have "multiple attacks with the Attack action, this attack replaces one of them."
  • Make a grapple check, a Strength (Athletics) check, as contested by the target's Strength (Athletics) OR Dexterity (Acrobatics) check. They get to choose what they contest with.
  • If you fail the ability check contest, nothing happens. There are no consequences for you or your target for failing a grapple check.
    • If you have multiple attacks using the Attack action, commonly from the Extra Attack class feature, you can replace another one with another grapple check.
  • If you succeed at an ability check contest, the target is instantly subjected to the grappled condition.
    • You do not move into the target's square: both of you stay right where you were when you started the grapple.
  • The important point to remember here is that grappling replaces an attack as part of your attack action. Because it uses the attack action, you ordinarily won't be able to use it as part of a reaction. You also won't be able to grapple if you used that action to do something else, like cast a spell. This shouldn't come up a lot because if you are doing stuff other than grappling, you aren't doing your job.

    GRAPPLING 101: BEING IN A GRAPPLE

  • While grappled, the grappled creature has the "Grappled" condition (PHB 290).
  • The grappler himself does NOT have the grappled condition.
  • As a result of the grappled condition, the target's movement speed drops to 0. It also "can't benefit from any bonus to its speed" during that time.
  • "A grappled creature can use its action to escape". This will require them to make a Strength (Athletics) or Dexterity (Acrobatics) check as contested by your own Strength (Athletics) check.
    • If they succeed, they are immediately free of the grapple, but they have used their action.
    • If they fail, they are still grappled and have still used their action.
  • If a grappled creature does not try to escape, you automatically maintain the grapple from turn to turn.
  • Because escaping isn't very action-efficient, some opponents might try to shove you instead (remember that shove replaces Extra Attacks). This forced movement would also break the grapple. Indeed, any involuntary movement on either of your parts would break it.
  • A grappled creature can also grapple the grappler himself! This will set both grapplers' speeds at 0 and neither will be able to move.
  • This is where the 5.0 rules really start to deviate from earlier editions. The grappler isn't grappled himself, and you can move the creature with no check. Unfortunately, you can't pin the target as per 3.0/3.5 rules (at least, not without a sub optimal feat we will discuss later), but we'll discuss other options for the grapple initiator.

    As they say in the grappling arts, this style of fighting is all about position before submission. Up until now, we've been setting up our position. Now it's time for the submissions.

    INTERMEDIATE MOVES: BASIC ATTACKS/OPTIONS WHILE GRAPPLING

  • Move an opponent. You can move grappled creatures without any check. When you use your movement, they will simply be dragged with you, but your speed will be halved (unless the target is 2 or more sizes smaller than you).
  • Keep an opponent in place. If you don't move, they don't move either.
  • Attack with a weapon. You can make an attack roll with any weapon in your free hand. It's a normal attack roll, except your target is subjected to the grappled condition (so they couldn't use the Dodge action, amongst other penalties).
  • Attack with an unarmed strike: If you don't have a weapon in your free hand, or you don't have a free hand, you can punch/kick/headbutt instead.
  • Cast a spell: Unlike with previous editions, you CAN cast a spell while grappling a single target. If you don't have a free hand, however, you won't be able to cast spells with somatic components, or many material components.
  • Release an opponent: At any time, you can always let go of your target.
  • In the 3.5 rules, the grappling section listed all the things you could do while grappling. Because 5.0 simplified this system, it doesn't explicitly list all those options. Don't worry: they are still all RAW and all available to you from level 1 onward. Some feats and class features might give you better options, as will some of the "Black Belt" techniques below, but these are good places to start on your grappling journey. These mechanics are also at play in the more advanced grappling techniques, so you need to know them before you can do more complicated/fun combat sequences.

    Speaking of fun combat sequences..

    INTERMEDIATE MOVES: MORE ATTACKS/OPTIONS WHILE GRAPPLING

  • Shove an opponent prone: Using the "shove" special melee attack, you can add the "Prone" condition to your enemy. Just make another Strength (Athletics) contest as opposed by their Strength (Athletics) or Dexterity (Acrobatics) check. If they fail, they are now also prone and STILL grappled. That's a huge problem for most opponents because standing up from prone costs movement, and grappled sets their movement to 0.
    • While Prone (PHB 292), an opponent suffers disadvantage on attack rolls, and all attack rolls against the creature have advantage if the attacker is within 5 feet. This includes your attacks. All attack rolls made from further away have disadvantage.
    • Normally, the prone creature can just stand for half their movement, but if they are grappled, their speed is set to 0. Prone explicitly states that creatures with 0 speed can't stand, which means they are stuck in that position.
    • IMPORTANT: Shoving + Grappling is one of the best things you can do as a grappler, so make sure you are using it frequently.
  • Shove an opponent away: You can also use the shove option to move someone 5 feet. Very useful if you grapple them over to an edge or some other hazard and then just push them over/in. Note that this will automatically end the grapple.
  • Grapple someone else! As long as you have at least one free hand, you can initiate another grapple. So go find another enemy and repeat the whole process from step 1.
    • Once the second enemy is grappled, you won't be able to do actions that require a free hand.
    • Thankfully, you WILL be able to knock either of them prone; shoving does not require a free hand.
  • There are endless combinations of these more advanced and creative grappling techniques, but these are my favorite. The first option, shoving an enemy prone, is easily the most important grappling combination you can execute, and also one of the most powerful. Shoving uses the exact same modifiers and bonuses as the grapple check (Athletics), so you are already positioned to use it. This shoving/grappling combo comes up in almost every good grappling build I know of, and it's the main reason grapplers are so valuable in combat.

    While talking about dragging prone opponents in the comments, an interesting point on encumbrance came up. Although moving a prone creature while grappling them is totally RAW, there are also some RAW entries on dragging, lifting, carrying capacity, and encumbrance we need to account for. Here are the most important rules in that category:

    ENCUMBRANCE AND DRAGGING WHILE GRAPPLING

  • While prone, a creatures move speed is 0. This suggests that they are unable to move themselves even though you can move them.
  • More importantly, under the "Moving a Grappled Creature" subsection, the PHB states "you can drag or carry a grappled creature with you" (PHB, 195). This suggests you need to account for the rules on "Lifting and Carrying" and the "Push, Drag, or Lift" options when moving grappled opponents (PHB, 176).
  • If these "Lifting and Carrying" rules are at play, grapplers moving a prone creature have additional limitations.
    • Your "carrying capacity" is equal to your Strength score multiplied by 15.
    • You can push, drag, or lift up to twice your "carrying capacity", but your speed drops to 5 feet when you are exceeding that baseline capacity.
    • While grappling an enemy, your speed is halved if you move them.
    • Therefore, if you are trying to move an enemy that weighs greater than your carrying capacity, you can't move at all: your speed drops to 5 and is then halved (rounded down) to 0.
    • At 16 Strength, your maximum carrying capacity (and, by extension, your maximum drag capacity) is 240 lbs. That goes up to 255 at 17 Strength, 280 at 18 Strength, etc.
    • If you are size large (and/or have the Goliath's powerful build trait!), those capacities are all doubled. A Goliath benefitting from Enlarge Person would actually have their base carrying capacity quadrupled!

  • This is not an exhaustive discussion of grappling rules, and weird situations WILL come up in your sessions. So keep the PHB ready to handle rules questions, and feel free to post any new ideas to the thread. We'll go over these techniques again, and add in some new ones, in the later "Grappling Tactics" section.

    [anchor="races"]3. [/anchor]Wrestling Races
    For the most part, any race that looks good at grappling is probably pretty good at grappling. Bruiser dwarves, brutish half-orcs, and brawling humans all make tough wrestlers. Similarly, all the races that look like they suck at grappling probably suck at grappling. The only thing that Elves grapple with is their trees.

    Mechanically, grappling is all about Strength (for your ability checks), Constitution (so you don't die when 1-2 attackers focus on you exclusively), and Dexterity (you retain your dex bonus to AC while grappling). Depending on what type of grappler you are playing, other ability scores might come into play as well, but they generally aren't as important as those main ones. This makes race selection fairly easy. On the subject of ability scores, Wisdom is also important if you want to avoid the aptly named "frightened" condition. When frightened, you'll have disadvantage on all ability checks, and Wisdom is the main ability score governing saves against fear.

    There's one big exception to these ability score guidelines: Grapplers that use Wild Shape or Shapechange (Polymorph and True Polymorph work too but are generally worse). These spells replace your physical attributes with those of the new form, which totally changes how race selection works. I will try and talk about those possibilities as they come up with the different races. As a general rule, you want transformation grapplers to have higher mental stats and lower physical ones: avoid races that need to transform to grapple and also have Str/Dex/Con bonuses.

    DWARVES

    ELVES
    HALFLINGS
    HUMANS
    DRAGONBORN
    GNOMES
    HALF-FOLK
    PRINCES OF THE APOCALYPSE RACES
    UNEARTHED ARCANA RACES
    SWORD COAST ADVENTURER'S GUIDE RACES

    [anchor="classes"]4. [/anchor]Class Overview
    There is no single best way to grapple. Almost every class has its own strengths and weaknesses, and many grappler builds will require at least a few levels of multiclassing anyway. To get you started on your own grappling optimizations, here's a feature-by-feature evaluation of each class and its grappling abilities.

    [anchor="barbarian"]-[/anchor]Barbarian
    It should come as no surprise that Barbarians make outstanding grapplers. Rage really is just as good as it sounds. In fact, it's probably better than it sounds, because until you play a Barbarian grappler, you won't realize quite how often advantage lets you win grapple rolls and fights. Add strong tanking features, a ton of HP, extra damage, and a bunch of other useful abilities, and you have what is probably easily one of the top three best grappling classes in the game.

    [sblock="Barbarian Ability Review"]

    [/sblock]

    [anchor="bard"]-[/anchor]Bard
    Wait a moment... aren't Bards support characters or something? Isn't their main stat Charisma? Don't they play flutes and harps and stuff? That's all true, and it doesn't mean that they can't wrestle you straight into the dirt. Along with Barbarians, Bards are some of the best grapplers in 5th Edition. If it helps, think of them as gladiators or cagefightesr. Or WWE wrestling champs. Between Cutting Words, Expertise, and some excellent spells in their list, Bard is one of the best dips or even mainclasses you can pursue.

    [sblock="Bard Ability Review"]

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    [anchor="cleric"]-[/anchor]Cleric
    What do the following spells have in common? Guardian of the Faith, Flame Strike, Blade Barrier, Fire Storm. They are all Cleric spells, and they are all Dexterity-saved based. The Grappler feat lets you restrain targets at will and, once Restrained, they will suffer disadvantage on their saves. You will too but you can negate that through smart optimization. Unfortunately, that optimization is often very resource and level intensive, and it often ends up being worse thanother options. Clerics do have a lot of AC/HP to handle the front lines, and a strong spell list to keep them alive. But other classes can just do things a bit better. The only reason this gets an average rating instead of falling lower is that unique combination of a strong spell list on top of innate tankiness.

    [sblock="Cleric Ability Review"]

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    [anchor="druid"]-[/anchor]Druid
    If you've ever wanted to be a crocodile dragging their prey underwater, a python crushing the life out of a target, or an ape hurling his enemies from the treetops, then the Druid grappler is for you. Deriving their grappling powers from the Wild Shape ability and concentration spells (typically Enhance Ability), the Druid is one of the more formidable grapplers in the PHB, although you'll need to learn how Wild Shape works to have success with the Druid. Druid grapplers also get a lot of non-grappling utility with all their other spells and class features, which can't be said of more narrow builds in Barbarian, Fighter, Rogue, etc.

    [sblock="Druid Ability Review"]

    [/sblock]

    [anchor="fighter"]-[/anchor]Fighter
    Two words: Action Surge. This ability alone makes Fighters one of the best dips you can take for grappling, along with Rogue for Expertise. Add in the maneuvers at level 3, a bonus feat/ability score increase at 4, extra attack at 5, and another bonus feat/score at 6 and you have one of the best base classes for grapplers around. Fighter is also the only class that gives you a third attack courtesy of Extra Attack, which encourages you to stick in the class until at least level 11. Fighters will still need to pick up Enlarge Person or some other way of getting grapple advantage (Eldritch Knight can do it at level 8), but the attacks alone make this an excellent all-around class.

    [sblock="Fighter Ability Review"]

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