Courses / MA / Charge!
Charge!
Level:
1
Study DC:
9
Code:
MA 136
Effort:
15
Overrun Ability
Time:
Fast action
Target:
You
Cost:
1 stamina
Limit:
Once per turn, on your turn
Until the end of your turn, you get speed +30 ft.,
+6 effort on extended tests of Agility.
and you may move through spaces occupied by other creatures, treating those spaces as difficult terrain,
BUT you are off guard (rolls to hit you have advantage) until the start of your next turn.
+6 effort on extended tests of Agility.
and you may move through spaces occupied by other creatures, treating those spaces as difficult terrain,
BUT you are off guard (rolls to hit you have advantage) until the start of your next turn.
Charge Ability
Move in a straight line towards a target (spending movement as normal) to build up momentum,
and then use an action or ability to attack them with a melee weapon (spending the action or ability use as normal).
Your first attack with a melee weapon immediately after charging deals extra damage.
(If you do not use this bonus this turn, or you move between charging and attacking, you lose this extra damage).
For every 5 ft. you move, add 1 damage.
Heavy Weapons: For every 5 ft. you move, add 2 damage instead.
Dual Wield: For every 5 ft. you move, add 1 damage to your first attack with each dual wielded melee weapon instead.
Obstruction:
The path from where you start your charge to your target must be straight. You may spend part of your move before charging to set up a straight path.
You may try to tumble past or jump over things that are in the way of your charge, instead of going around them, to make the unbroken straight charge longer. If you try and fail to bypass an obstacle, you may still be able to use your charge up to that point to charge the obstacle.
and then use an action or ability to attack them with a melee weapon (spending the action or ability use as normal).
Your first attack with a melee weapon immediately after charging deals extra damage.
(If you do not use this bonus this turn, or you move between charging and attacking, you lose this extra damage).
For every 5 ft. you move, add 1 damage.
Heavy Weapons: For every 5 ft. you move, add 2 damage instead.
Dual Wield: For every 5 ft. you move, add 1 damage to your first attack with each dual wielded melee weapon instead.
Obstruction:
The path from where you start your charge to your target must be straight. You may spend part of your move before charging to set up a straight path.
You may try to tumble past or jump over things that are in the way of your charge, instead of going around them, to make the unbroken straight charge longer. If you try and fail to bypass an obstacle, you may still be able to use your charge up to that point to charge the obstacle.
Bull Rush Passive
It is easier to push things with a running start.
If you move at least 5 ft. in the same direction as a push immediately before pushing a target,
you have advantage on the contest of Strength to push,
and may push that target an extra 5 ft.
If you move at least 5 ft. in the same direction as a push immediately before pushing a target,
you have advantage on the contest of Strength to push,
and may push that target an extra 5 ft.
Dash Attack Ability
Time:
Trigger
Trigger:
When you spend your action to dash
You must have the Attack Expert ability from Unarmed Combat Expertise, Melee Weapon Expertise, or Ranged Weapon Expertise (which allows you to Double Attack or Heavy Attack), to use this ability.
When you spend your action to dash,
you may also attack once with a wielded melee weapon of your choice.
If you are dual wielding, you may attack once with each dual wielded melee weapon instead.
When you spend your action to dash,
you may also attack once with a wielded melee weapon of your choice.
If you are dual wielding, you may attack once with each dual wielded melee weapon instead.
“Fortune favors the bold.”
Name | Effort | Requires | Description |
---|---|---|---|
Unlock | 15 | You can use Overrun, Charge, Bull Rush, and Dash Attack. |
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Next: Reckless Attack