2nd-level Spell: Sanctified Charge
High Magic (Transmutation)
Fueled by a burst of divine strength, you move up to 20 feet in a straight line in a swift burst of movement. If you collide with a creature, the charge ends early, and the creature must make a Strength saving throw. On a failure, it takes 2d6 radiant damage and is knocked prone. On a success, it takes half as much damage and is not knocked prone.
Source: KCC
- Casting Time: 1 bonus action
- Range: Self (20-foot line)
- Components: V, S
- Duration: Instantaneous
- Ritual: No
Comments