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



Cover image: by Yaroslav Golubev

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