Homebrew

Revised Grappling Rules

Homebrew grappling rules that make the Grappler fantasy feel powerful and tactical without breaking bounded accuracy.

The Problem with RAW Grappling

Grappling in 5e is… fine. But it doesn’t capture the fantasy of being a powerful wrestler or martial artist. These revised rules add depth without complexity.

Revised Rules

Grapple Action (Replaces Standard Grapple)

When you use the Attack action, you can replace one attack with a grapple attempt.

Contest: Your Athletics check vs. the target’s Athletics or Acrobatics (target’s choice).

On Success: The target is grappled, and you can choose one of the following holds:

HoldEffect
Restraining HoldTarget has disadvantage on attack rolls against creatures other than you
Choke HoldTarget cannot cast spells with verbal components
ThrowPush the target 10 feet in any direction and knock them prone (grapple ends)

Maintaining a Grapple

At the start of each of your turns while grappling, you may switch to a different hold type as a free action.

Grappler’s Strike

While grappling a creature, you can make unarmed strikes against them as a bonus action, dealing 1d4 + Strength modifier bludgeoning damage.

Feat: Master Grappler (Revised)

Prerequisite: Strength 13 or higher

  • You have advantage on grapple checks
  • Your Grappler’s Strike damage die increases to 1d6
  • You can grapple creatures up to two sizes larger than you
  • While grappling, you don’t suffer half-speed movement penalty

Design Notes

These rules have been tested across 20+ sessions. The holds give grapplers meaningful tactical choices without requiring new action economy. The Throw option gives an escape valve so the grappler doesn’t feel locked in place.