Charger Feat

You master the reckless rush of smashing into the enemy line. You gain the following benefits:

Prerequisite: 4th level

  • Ability Score Increase. Increase your Strength or Constitution by 1, to a maximum of 20.
  • Heavy Momentum. If you move at least 20 feet in a direction before making your first melee weapon attack roll on your turn, the attack deals an additional 1d8 damage.
  • Wild Charge. You gain the Wild Charge special attack (see below).
Wild Charge

Active Ability (Attack)

  • When you take the Attack action on your turn, you can replace one of your attacks with making a charge. You or a mount you are controlling can move up to 30 feet in a straight line, flinging our enemies out of your path.
  • This movement does not provoke attacks of opportunity. Large or smaller creatures in your path must make a Strength saving throw, or be knocked out of your way and prone. The DC for this saving throw is 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus. If a creature has no where they can move, they are knocked prone but not moved, and you pass over them. A creature takes 2d6 + your Strength modifier bludgeoning damage on a failed save. The number of d6 increases by one when your proficiency bonus increases (with the total number of d6 equaling your proficiency bonus). Your charge ends early if a creature passes their save. Creatures with a CR equal to less than half of your character level automatically fail their save.

Once you use this feature, you cannot use it again until you complete a short or long rest.

Source: KCLL

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Cover image: by Yaroslav Golubev

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