Barbarian
Base Class: Barbarian

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Charismatic Fighter

Use Charisma instead of (DEX or CON) for Unarmored Defense

Signature move

You learn two Signature moves of your choice. An additional one at 7th, 10th and 15th level. You have 2 + your Charisma Modifier signature points. You must finish a long rest to regain your signature points

Moves:

- Body Slam

- Pile Driver

- Choke

- Stomp

- Top rope maneuver

- Dropkick

- Clothesline

- Cheap Shot

- Eye Poke

Body Slam

You lift a grappled opponent up and throw it down hard onto any adjacent space. The target takes 1d8 + STR bludgeoning and must make a Constitution save DC 8 + STR Mod or fall prone.

Cheap Shot

You do a dirty attack against a target which leaves you open. On a successful hit the target takes 3d12 + STR Mod bludgeoning damage and the next attack against you has advantage.

Choke

When trying to grapple you can instead choke a target. If grappled successfully the target is silenced for the duration of the grapple and takes 1d6 + STR Mod bludgeoning damage at the start of turn.

Clothesline

You run up to a target and try to throw them on the ground. You must travel at least 10 ft. to use this signature move. On a successful hit the target takes 1d8 + STR Mod bludgeoning damage and must make a Strength saving throw DC 8 + STR Mod or be knocked prone.

Dropkick

You kick a target and fall prone. If you successfully hit the target it is knocked back 10 ft. and takes 2d10 + STR Mod bludgeoning damage. Any creatures the target collides with take half damage.

Eye Poke

You poke the target creature in the eye (if applicable). On a successful hit you deal 1d6 bludgeoning + STR Mod and the target is blinded for one round.

Pile Driver

Hold a grappled opponent upside down and drop down hard to the floor, right on their head. The target takes 1d8 + STR bludgeoning damage and must make a Constitution save DC 8 + STR Mod or be stunned for one round.

Stomp

As a Bonus Action, you can stomp a prone target (without the usual advantage for attacking prone targets). On a successful hit the target takes 1d8 + STR Mod bludgeoning damage.

Top rope maneuver

You use top rope maneuver to drop onto a target below. On a successful hit the target takes 1d12 + STR Mod bludgeoning damage per 10 ft. of fall distance. (You have to travel a minimum of 10 ft. to deal damage and you still take fall damage.)

Double Team

Beginning at 6th level, forced movement from your grapple can trigger one opportunity attack for one of your allies per turn.

Fast Hands

Beginning at 10th level, you can use your Reaction to do a grapple attack instead of a weapon attack when doing an attack of opportunity. If the target is dashing or otherwise faster than 30 feet you have disadvantage on the grapple.

Meatshield

Beginning at 14th level, while grappling a target you can use it to shield you from attacks. When attacked use your Reaction to shield yourself. If the attack would hit you the grappled target must make a Dexterity saving throw DC 10 + your STR modifier. If they succeed you are hit normally, if they fail they are hit instead for half the attacks damage.

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