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Prerequisite: Feat: Charger Strength 16 Dexterity
 

The combination of your raw strength mixed with your incredible speed has allowed you to put such incredible power behind your strikes such that nothing short of a solid wall will stop your weapon's forward march.

Prerequisites:
Charger.
Strength of 16 or higher.
Dexterity of 16 or higher.

• Increase Strength or Dexterity score by 1, to a maximum of 20.

• When you use Charger and hit a target with a two handed piercing weapon, you can chose to attempt to pin your target to a surface within 5 feet of the target.

   To pin a target, make a contested Strength check. If you succeed, your weapon pierces the target becoming lodged in surface of your choosing. They are restrained until they or another creature use an action to remove it.

• If the target tries to remove the lodged weapon while you hold it, they contest your Strength check with disadvantage. If the player choses to release the weapon, the target can attempt to remove it with a Strength check on their turn.(The DC is up to the Dm's discretion depending on what the weapon is stuck in)  The target can also chose to resist the weapon being removed.

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