While the Charger feat can be very useful under specific circumstances (i.e. chasing down a fleeing enemy), it's very underwhelming mechanic during general combat. I've been tinkering around with it to try and make it a more appealing feature. Here's what I've come up with so far:
CHARGER
On your turn, you can use a bonus action to move up to half your speed in a straight line and, if you move at least 10 feet, you can also make one melee weapon attack or try to shove a creature.
I got rid of the Dash action requirement to activate your bonus action attack, freeing up the action economy (which is always a good thing). However, I added the requirement that you must move at least 10 feet in a straight line, which keeps players from simply running in circles inside their target's melee range to trigger their bonus action. (Otherwise, I'd change the feat's name from Charger to Kiter.)
I also took inspiration from the Gnoll's Rampage racial trait (they're humanoids, after all), adding the extra movement speed to the bonus action to make this feat just a little more useful and flavorful.
Overall, I think this feat is now worth an Ability Score Increase. Still, I'm sure there are other ways that this feat could be improved, so feel free leave your own thoughts and suggestions in the comments below.
This feat is definitely powerful. Originally, it let you dash into battle without missing out on an attack. Now it gives you a half dash and you still have your action. A level 5 martial class could easily move 45 feet and make 3 attacks with this.
This feat is definitely powerful. Originally, it let you dash into battle without missing out on an attack. Now it gives you a half dash and you still have your action. A level 5 martial class could easily move 45 feet and make 3 attacks with this.
Perhaps the way to balance this out is to require them to move the full distance to benefit from the attack. That is to say, instead of moving a minimum of 10ft, they would have to move the full half movement speed, in a straight line.
I think this would restrict a character from "spamming" the feat mid combat or using it in confined spaces, but would still allow it to be useful if you are repositioning your character over small distances during combat.
This is just my opinion but I think the extra movement distance requirement would balance out the fact that they still have access to their action
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Perhaps the way to balance this out is to require them to move the full distance to benefit from the attack. That is to say, instead of moving a minimum of 10ft, they would have to move the full half movement speed, in a straight line.
That kind of punishes characters with higher base movement though (which are probably the smae characters that were designed to be able to run into the fray). A monk can easily have 60+ movement, that would require them to run 30 feet in a straight line in order to justify a punch (granted monks have no reason to take this feat unless they just wanted to save ki).
On your turn, you can use a bonus action to move up to half your speed in a straight line. If you move at least 10 feet, you can make one melee weapon attack or try to shove a creature as part of this bonus action. Once you use this bonus action, you can't use it again until you move 0 feet on one of your turns.
This would keep this feat from easily being spammed, as well as encouraging you to use it to charge into battle rather than zip around the battlefield.
While the Charger feat can be very useful under specific circumstances (i.e. chasing down a fleeing enemy), it's very underwhelming mechanic during general combat. I've been tinkering around with it to try and make it a more appealing feature. Here's what I've come up with so far:
I got rid of the Dash action requirement to activate your bonus action attack, freeing up the action economy (which is always a good thing). However, I added the requirement that you must move at least 10 feet in a straight line, which keeps players from simply running in circles inside their target's melee range to trigger their bonus action. (Otherwise, I'd change the feat's name from Charger to Kiter.)
I also took inspiration from the Gnoll's Rampage racial trait (they're humanoids, after all), adding the extra movement speed to the bonus action to make this feat just a little more useful and flavorful.
Overall, I think this feat is now worth an Ability Score Increase. Still, I'm sure there are other ways that this feat could be improved, so feel free leave your own thoughts and suggestions in the comments below.
This feat is definitely powerful. Originally, it let you dash into battle without missing out on an attack. Now it gives you a half dash and you still have your action. A level 5 martial class could easily move 45 feet and make 3 attacks with this.
Perhaps the way to balance this out is to require them to move the full distance to benefit from the attack. That is to say, instead of moving a minimum of 10ft, they would have to move the full half movement speed, in a straight line.
I think this would restrict a character from "spamming" the feat mid combat or using it in confined spaces, but would still allow it to be useful if you are repositioning your character over small distances during combat.
This is just my opinion but I think the extra movement distance requirement would balance out the fact that they still have access to their action
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!
That kind of punishes characters with higher base movement though (which are probably the smae characters that were designed to be able to run into the fray). A monk can easily have 60+ movement, that would require them to run 30 feet in a straight line in order to justify a punch (granted monks have no reason to take this feat unless they just wanted to save ki).
How about this instead:
This would keep this feat from easily being spammed, as well as encouraging you to use it to charge into battle rather than zip around the battlefield.