Prerequisite: 4th level
You master the reckless rush of smashing into the enemy line.
- Ability Score Increase. Increase your Strength or Constitution by 1, to a maximum of 20.
- Heavy Momentum. After moving at least 20 feet in a direction, your next melee weapon attack deals an additional 1d8 damage.
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 your 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 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.
- DC is 8 + your Strength or Dexterity modifier (your choice) + your proficiency bonus.
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
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