A lot of dms are going to run their campaign via "theater of the mind" meaning no maps. Which usually means you will only get to use this if they want you to use it.
For a lot of dms that use maps, they use simple paper maps, which most of the time wont be big enough to do this. Thats why charger only requires a short distance to use.
Things like opportunity attacks are part of the builtin dnd game design intended to keep the party together, and in close quarters, becausr maps are either nonexistent or small. Dundgeons are often small rooms and short hallways so the dm can drop down the next part of the map on paper, and slide everything over.
Close quarter combat in a 5x5 grid room and you lose a LOT of your charavters damage output. Prison cell. Dungeon room. Bar fight in a tavern. A thick forest full of randomly placed trees? This feature wont do anything in any of this setups.
If your dm only ever runs encounters on big open grassy fields, then this is great. But i dm eveything from big open fields, to below deck on a camped sailing ship, to a massive maze of twisting passages all alike, and you cant run 30ft in a straight line most of the time.
This is only going to work consistently on a vtt setup.
And, i say this as someone who uses a vtt to dm, a LOT of maps that i download will still be too small to use this.
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“Doubt is not a pleasant condition, but certainty is absurd.” — Voltaire
Charger it was always have been a useless and rare useable feat
Charger (2014/5e) is bad because you have to dash to get the extra damage on a special bonus action attack. Meanin you lose your Attack/ExtraAttack action and your Bonus Action to do the same damage 2 attavks would have done anyway.
Charger (2024/5.5e) now works with your existing Atttack/ExtreAttack action, and keeps your bonus action free to do whatever you want.
2014 charger sucked, a bunch of stuff to so same damge
2024 charger is good. It works within your action, so if your a fighter with 4 attavks per action, you still get those 4 attacks, and one of them gets some extra damagr as long as you move 10ft in a straight line to hit.
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“Doubt is not a pleasant condition, but certainty is absurd.” — Voltaire
One problem of this mechanic still left, its useless on high levels and available only for player with this feat.
My mechanic give bonus dmg for any classes and some advantage from it, just really why barbarian with giant axe or sword can't get a more damage from run up? And same goes for anyone.
I know D&D its fantasy but its still need some logic from obvious run up for anyone
One problem of this mechanic still left, its not useless on high levels and available only for player with this feat.
My mechanic give bonus dmg for any classes and some advantage from it, just really why barbarian with giant axe or sword can't get a more damage from run up? And same goes for anyone.
I know D&D its fantasy but its still need some logic from obvious run up for anyone
Why are you assuming the charger feat's useless at high levels? It’s not reliant on you moving 25 feet in a straight line to deal damage that isn’t affected by crits and has a saving throw of an enemy's choice.
A feature being strong isn’t a good thing either, I could make Barbarian's immune to all physical damage, that would be strong, but it wouldn’t have a good impact on the game. Monk's and Barbarians benefit the most from this damage increase when they are already stacked in terms of damage and features in their attacks.
The 2024 Charger feat gives 1d8 damage (about 4.5 on average) for 10 feet per 1 turn — that’s fine, but it doesn’t scale. My mechanic gives +6 per 25 feet, +12 at 50, and scales up to +30 at 125 feet. It rewards commitment and positioning, not just a feat tax.
Comparing this to immunity to all physical damage isn’t fair. Immunity is passive and risk‑free. My mechanic requires a straight run‑up, risks missing (and falling prone), and gives the target a save to halve the damage. It’s an active tactical choice, not a free power boost.
Also, the mechanic isn’t just about damage — it adds different tactical effects based on your equipment:
- Light Impulse (no armor/light armor + light weapon/unarmed): after the attack, you can move 10 feet without provoking opportunity attacks.
- Medium Impulse (light/medium armor + any non‑heavy weapon): on a hit, the target makes a Strength save or falls prone.
- Heavy Impulse (medium/heavy armor + heavy weapon): on a hit, the target is pushed 5 feet per 25 feet of run‑up, and if they hit an obstacle, both take bludgeoning damage (up to 5d6).
Monks and barbarians are strong early, but they fall off at higher levels compared to fighters with GWM or paladins with smites. This mechanic gives them — and every other class — a way to scale their damage and control through positioning and risk, not just through class features.
It’s not about making everyone overpowered. It’s about making speed matter in every fight, for every class, without breaking the game.
Move 100 feet and you do an extra 20 points of damage, basically 6d6.
At level 11/12, a rogue's sneak attack damage is 6d6.
So, start with a species that gets 35ft movement, 2 levels monk for unarmoered movement of 45ft. 2 levels rogue for cunning action to dash every bonus action. And then 2 more levels of either rogue or monk to take Speedy feat. Movement is 55 and you can bonus action dash every turn, using no resources. So, you could add 6d6 worth of damage every turn.
Normally a rogue at level 6 does dagger damage plus 3d6 sneak attack damage. Adding your feat, my build at level 6 would.be doing one dagger 1d4, plus 3d6 sneak, plus 6d6 of your running damage.
my rogue does 3x a normal rogue's damage using your proposed feature.
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“Doubt is not a pleasant condition, but certainty is absurd.” — Voltaire
Go tabaxi and this doubles for a turn, 40 damage at level 4 out damages literally everyone at that level. This is also buffed up comedically if you realise there are quite a lot of spells that boosts speed, Haste, Longstrider, etc. Even then, that's IF you manage to make a line that long in the first place, good luck against a single tree or a door. I dunno how you made something broken in so many levels.
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I changed mechanic so you can check it now if you want and rate this
A lot of dms are going to run their campaign via "theater of the mind" meaning no maps. Which usually means you will only get to use this if they want you to use it.
For a lot of dms that use maps, they use simple paper maps, which most of the time wont be big enough to do this. Thats why charger only requires a short distance to use.
Things like opportunity attacks are part of the builtin dnd game design intended to keep the party together, and in close quarters, becausr maps are either nonexistent or small. Dundgeons are often small rooms and short hallways so the dm can drop down the next part of the map on paper, and slide everything over.
Close quarter combat in a 5x5 grid room and you lose a LOT of your charavters damage output. Prison cell. Dungeon room. Bar fight in a tavern. A thick forest full of randomly placed trees? This feature wont do anything in any of this setups.
If your dm only ever runs encounters on big open grassy fields, then this is great. But i dm eveything from big open fields, to below deck on a camped sailing ship, to a massive maze of twisting passages all alike, and you cant run 30ft in a straight line most of the time.
This is only going to work consistently on a vtt setup.
And, i say this as someone who uses a vtt to dm, a LOT of maps that i download will still be too small to use this.
“Doubt is not a pleasant condition, but certainty is absurd.” — Voltaire
Charger (2014/5e) is bad because you have to dash to get the extra damage on a special bonus action attack. Meanin you lose your Attack/ExtraAttack action and your Bonus Action to do the same damage 2 attavks would have done anyway.
Charger (2024/5.5e) now works with your existing Atttack/ExtreAttack action, and keeps your bonus action free to do whatever you want.
2014 charger sucked, a bunch of stuff to so same damge
2024 charger is good. It works within your action, so if your a fighter with 4 attavks per action, you still get those 4 attacks, and one of them gets some extra damagr as long as you move 10ft in a straight line to hit.
“Doubt is not a pleasant condition, but certainty is absurd.” — Voltaire
One problem of this mechanic still left, its useless on high levels and available only for player with this feat.
My mechanic give bonus dmg for any classes and some advantage from it, just really why barbarian with giant axe or sword can't get a more damage from run up? And same goes for anyone.
I know D&D its fantasy but its still need some logic from obvious run up for anyone
Why are you assuming the charger feat's useless at high levels? It’s not reliant on you moving 25 feet in a straight line to deal damage that isn’t affected by crits and has a saving throw of an enemy's choice.
A feature being strong isn’t a good thing either, I could make Barbarian's immune to all physical damage, that would be strong, but it wouldn’t have a good impact on the game. Monk's and Barbarians benefit the most from this damage increase when they are already stacked in terms of damage and features in their attacks.
The 2024 Charger feat gives 1d8 damage (about 4.5 on average) for 10 feet per 1 turn — that’s fine, but it doesn’t scale. My mechanic gives +6 per 25 feet, +12 at 50, and scales up to +30 at 125 feet. It rewards commitment and positioning, not just a feat tax.
Comparing this to immunity to all physical damage isn’t fair. Immunity is passive and risk‑free. My mechanic requires a straight run‑up, risks missing (and falling prone), and gives the target a save to halve the damage. It’s an active tactical choice, not a free power boost.
Also, the mechanic isn’t just about damage — it adds different tactical effects based on your equipment:
- Light Impulse (no armor/light armor + light weapon/unarmed): after the attack, you can move 10 feet without provoking opportunity attacks.
- Medium Impulse (light/medium armor + any non‑heavy weapon): on a hit, the target makes a Strength save or falls prone.
- Heavy Impulse (medium/heavy armor + heavy weapon): on a hit, the target is pushed 5 feet per 25 feet of run‑up, and if they hit an obstacle, both take bludgeoning damage (up to 5d6).
Monks and barbarians are strong early, but they fall off at higher levels compared to fighters with GWM or paladins with smites. This mechanic gives them — and every other class — a way to scale their damage and control through positioning and risk, not just through class features.
It’s not about making everyone overpowered. It’s about making speed matter in every fight, for every class, without breaking the game.
Move 100 feet and you do an extra 20 points of damage, basically 6d6.
At level 11/12, a rogue's sneak attack damage is 6d6.
So, start with a species that gets 35ft movement, 2 levels monk for unarmoered movement of 45ft. 2 levels rogue for cunning action to dash every bonus action. And then 2 more levels of either rogue or monk to take Speedy feat. Movement is 55 and you can bonus action dash every turn, using no resources. So, you could add 6d6 worth of damage every turn.
Normally a rogue at level 6 does dagger damage plus 3d6 sneak attack damage. Adding your feat, my build at level 6 would.be doing one dagger 1d4, plus 3d6 sneak, plus 6d6 of your running damage.
my rogue does 3x a normal rogue's damage using your proposed feature.
“Doubt is not a pleasant condition, but certainty is absurd.” — Voltaire
Go tabaxi and this doubles for a turn, 40 damage at level 4 out damages literally everyone at that level. This is also buffed up comedically if you realise there are quite a lot of spells that boosts speed, Haste, Longstrider, etc. Even then, that's IF you manage to make a line that long in the first place, good luck against a single tree or a door. I dunno how you made something broken in so many levels.