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 mlee weapon attack roll on your turn, the attack deals an additional 1d8 damage.
- Gain the Wild Charge special attack (below).
- 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. 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 bludeoning damage on a failed save. The number of d6 increases by one when your proficieny bonus increases (with the total number of d6 equaling your proficieny 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.
Active Martial Feat Save DC:
- Any time an active martial feat requires a saving throw, the DC is 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus.
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