5E Grappling Barbarian Advice


4th Edition


So I'm making a Rogue 1/Barbarian 5 to replace a fallen character in a friend's game. They have a Ranger and Rogue who both dish out pretty good damage and a Druid with the Magic Initiate Feat who fills the caster role pretty nicely, so I figured they could use a good tank/controller.

Here's how he's looking so far - I rolled REALLY well:

Spoiler:

Umgrash
Rogue 1/Barbarian 5

STR: 18
CON: 18
DEX: 16
INT: 10
WIS: 12
CHA: 12

Class Features: Reckless Attack, Rage, Sneak Attack +1d6 with range or finesse weapon, Expertise (Athletics, Intimidate), Bear Totem (Resistance to all damage except Psychic when raging), Unarmored Defense

FEAT: (Level 1 Human Alternate) Tough (+2 HP/level)

Melee: Greatsword +7/+7 2d6+4 (Not really the style I'm going for - but it's an inherited magical weapon from the fallen character and magical weapons in this game are rare and sort of mythic, so I'm not going to drop or sell it.)
or
Melee: Warhammer +7/+7 1d8/1d10+4
or
Ranged: Longbow +6/+6 1d8+3

The thought behind the character is to be a grapple machine who wades in unarmored and soaks damage - hence the Tough feat and Bear totem - while repositioning foes where his allies can do the most damage. (This will be especially good for the Rogue.) So the Barbarian's advantage on Athletics coupled with the Rogue's expertise should make him pretty good at it . . . but, just two questions regarding the 4th level Feat choices:

1. There's a Grappler Feat in the PHB that seems to do . . . well, nothing? Besides grant advantage on attacks when you're grappling, but I plan on reckless attacking all the time anyway, so-yeah. Is there any reason at all to take this feat? Especially when I'm more impressed by -

2. Tavern Brawler, which seems pretty good, but is it good enough to forego the +2 STR at Level 4 and get the +5?

Are there any other feats that I should be considering that maybe I glossed over? And is there any other good advice beyond the obvious to make a strong grappler in 5E? Another class dip I should consider perhaps?


The grappler feat allows you to pin the target. You're now easier to hit, but the thing you're grappling is easier for your allies to hit also. (I'm not convinced its 'worth' a feat, but there is an effect).


A friend of mine talked about using a shield feat to push someone prone then grappling them which reduces their move to 0 preventing them from getting up (you need movement to stand up). This gives advantage to melee attacks against them and they are at disadvantage on attacks.

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Yeah, the Shield Master feat is pretty cool. It also synergizes well advantage on Strength checks and Expertise in Athletics. You could flatten opponents (Shove prone then grapple), or even move, bonus action Shove, move, regular action Grapple, move. With a speed of 40!

I personally think more action variety, especially for a mostly spell-less barbarian, will make your fights more dynamic and grant you more versatility, versus "just" a +1 to attacks and damage.

(+1 is pretty minor in PF, but pretty significant in 5E, so it isn't a no-brainer decision. It really depends on what you will mostly be doing. You'll have +10 on Strength (Athletics) checks already WITH advantage most of the time (from raging), so increasing it to +11 might not be as useful as getting to do more with your Athletics checks. And you'll get another Ability Score Increase in 3 more levels (9th if you don't multiclass again.)

EDIT:

I DMed a dragonborn vow of vengeance paladin that had forsworn his sword for some reason, and he had a ball being a grapple-o-matic. He still used javelins, though, because, um, CN?

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