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Charging Rules

A character may perform the Charge Action as a Basic Action. When performing the charge action the character may move up to half their movement speed and make a single attack with advantage, however they take a -2 to AC and CMD until the start of their next turn. The character can choose to use two Basic Actions when taking a charge allowing them to move up to double their move speed. During their charge they must have a clear path to move to their target and be able to move at least 10 feet. Characters are unable to charge through creatures and objects that are big enough to require a check to get over.  

Difficult Terrain

Characters are able to charge through difficult terrain, however, all movement penalties still apply and, in addition, charging through difficult terrain requires an Acrobatics check (DC 5+1 for every additional square beyond the first of difficult terrain that they charge through). If they fail this check, they immediately fall prone in the square that is a higher DC than the check they made. Failure still consumes any actions taken to perform the charge.  

Turning while Charging

Characters do not have to charge in a straight line to their target, and are able to turn at any point after the initial 10ft of movement. At the point of their turn, they designate the target of their charge and the square that they are charging to. Characters then calculate the degree of turn and make an Acrobatics check DC 0+5 to the DC for each square on the rotation from the original angle, with an additional +5 for every other square. This is calculated by counting the difference in angle at the point of the turn. A one square adjustment would be a DC 5. A full 90 degree turn would be a DC 15. Turning one square further would be a DC 20. Running forward, then backward would be a DC 30. A creature/character can turn multiple times in a charge, calculating as above but with a cumulative +5 to the DC each time they do. If the character fails this check they stop in the square they were attempting to turn, if they fail by 5 or more they fall prone. Failure still consumes any actions taken to perform the charge.   Example: If the character is unable to directly charge their target and must turn around a creature or object, they first measure out how many squares they are turning from the point of the turn. The diagram below would be a DC 10.    
 

Nearest Space

Characters do not have to charge the nearest space in relation to their target. If they do charge the closest square of a creature (not the closest available but the true closest square), they do not provoke an Attack of Opportunity from that target. However, they would still get their reaction if braced for a charge.   If the character charges a square other than the closest, they must declare which square they are charging before they start the charge and may provoke. If the character does provoke from the target and is hit they must make a DC 15 Acrobatics check or stop in first valid space after the spot they provoked from.  
 

Flying & Swimming Charges

If a creature is charging while flying or swimming and performs movement that would require an acrobatics check during the charge action, they may use the fly or swim skills in place of acrobatics.

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