Last Updated on August 1, 2023
An archer knocks an arrow and takes aim at a lone Fighter. He smiles knowing his arrow will find his foe’s flesh long before the Fighter can reach him. But as the archer draws his smile fades.
In the blink of an eye, the Fighter is upon him. The archer reaches for his dagger, but it’s too late. He attempts to mouth a curse, but the words never leave his lips.
The Charger Feat is great for characters who need to close the distance in combat. Players looking for extra mobility might take Charger.
It’s also a good choice for those looking for more ways to use their bonus action. And for melee characters fighting solo, the Charger Feat is invaluable.
To learn about all the Feats in D&D, check out our 5e Feats Guide.
How Does the Charger Feat Work?
Characters with the Charger Feat can use incredible bursts of speed to deliver deadly blows to their enemies. With this feat, characters have the option of making an attack after they take the Dash action.
Using their speed to generate power, characters with Charger can potentially deal extra combat damage.
The Player’s Handbook has the following to say about the Charger Feat:
When you use your action to Dash, you can use a bonus action to make one melee weapon attack or to shove a creature.
If you move at least 10 feet in a straight line immediately before taking this bonus action, you either gain a +5 bonus to the attack’s damage roll (if you choose to make a melee attack and hit) or push the target up to 10 feet away from you (if you choose to shove and you succeed.
Source: Player’s Handbook (p. 165)
In order for players to use Charger effectively, they’ll need to put some distance between themselves and the target. As a result, this feat is best for melee characters looking to rush the enemy.
Charger is also good for those who know how to safely exit from close-ranged combat.
Is the Charger Feat Good?
Some characters will find the Charger Feat invaluable. For instance, melee characters stuck in 1v1 battles will find that a little extra mobility can make all the difference in the world.
And charging into battle can be a good tactic when you’re a party of a group as well. Doing so usually takes the pressure off of other teammates, forcing enemies to deal with you instead.
But DnD isn’t just about combat damage. Feats are great for rounding out characters and creating expressive role-playing opportunities. Someone playing a reckless daredevil might choose to take the Charger Feat because it is consistent with their character’s style and personality.
Who Should Use the Charger Feat?
Some classes will benefit more from taking the Charger Feat than others. This feat is generally good for melee characters who need some extra mobility in combat. Some character classes, however, will get more out of this feat than others.
Charger can be a good feat for Rogues as it provides extra mobility and combat damage. Rogues already utilize their bonus action well with Cunning Action.
While the Rogue can’t use Cunning Action and Charger in the same turn, taking Charger will give the Rogue more opportunities to land those critical blows. Unlike Fighters, Rogues don’t get extra attacks. Instead, the Rogue is reliant on finding opportunities to land Sneak Attack damage.
Ever vigilant, the righteous Paladin knows no fear. Self-sacrifice comes easy to Paladins and it’s no surprise to see these characters rushing into combat with swords drawn and prayers recited.
But the Paladin’s fearless nature isn’t the only reason for this class to take the Charger Feat.
Paladins learn Divine Smite starting at level 2. With this ability, the Paladin can convert spells slots into weapon damage after hitting a creature with a successful melee attack.
With the Charger Feat, Paladins can Dash at the enemy, make a melee attack for +5 damage, and unleash the power of Divine Smite for a massive blow. This combo could be enough to outright kill some enemies.
A monk’s body is conditioned to precision. From long hours of practice she learns how to channel the energy of the universe itself.
Starting at level 2, Monks increase their speed by 10 feet. Later, at level 9, they can run up vertical walls, or across the surface of water.
With their enhanced speed, Monks are already faster than most characters. Monks who learn Charger will gain additional mobility, displaying incredible bursts of speed and power. Who needs arrows when you can run like a panther?
Starting at level 5, Wizards can learn the Haste spell. By casting Haste, Wizards can get an additional action each turn for up to 1 minute. They can use this action to Dash, Attack (one weapon attack only), Hide, and Disengage.
By taking the Charger Feat and casting Haste, a wizard can Dash, use a bonus action to attack, and then take a second action. In the right hands, this could be a lethal and unexpected combination. Wizards can also caste Haste on their teammates.
How to Get the Most from the Charger Feat
While this Feat works well on its own, there are some abilities and feats that will help you get the most out of it. For those players looking to deal maximum combat damage, or to find synergistic combinations, here are some suggestions.
The Mobile Feat provides several bonuses, including a speed increase and the ability to ignore difficult terrain while dashing. But arguably the best benefit of Mobility is that those who take it do not provoke attacks of opportunity after making a melee attack.
By combining the Mobile with Charger, it’s possible to create the ultimate foot soldier. Characters with this combination of feats can charge in battle for extra power, and then quickly back away, avoiding counterattacks.
And with the extra speed granted from Mobility, characters will have flexibility. It’s worth mentioning that Monks who take both these feats can move extraordinary distances in a single turn.
There are many spells that have synergy with the Charger Feat. The Haste spell gives you an extra Action each round. Spells like Hunter’s Mark can also prove useful.
Stacking this spell with Charger will maximize combat damage. Any spell that grants advantage or extra melee damage will work with the Charger Feat.
Clerics learn Divine Strike at 8th level, giving them a chance to deal extra weapon damage. This ability can be combined with the Charger Feat for even more powerful attacks.
Furthermore, Clerics in the War Domain can use their Guided Strike ability to ensure a successful attack. The Druid’s ability to take beast form could also work well with the Charger Feat.
No Easy Feat
There’s no shortage of feats to choose from. And most players will only get the opportunity to take a few, if any, depending on the builds they choose for their characters.
At the end of the day there’s no wrong way to choose a feat. This is true for all feats, including Charger.
If you enjoy the idea of racing headfirst into a fight or protecting your allies or you just lack patience, the Charger Feat might be a good choice for you. When it comes to having fun, courage counts as much as anything. Happy adventuring.
If you enjoyed this, check out these two other 5e Feats:
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Rich is an avid D&D player and DM. He has been playing since the Advanced Dungeons & Dragons 1st and 2nd editions. He has run campaigns of various editions with family and friends for over 20 years. Playing DnD 5th Edition in person at local game stores and online with VTT’s over the past 10 years has provided a consistent connection to how the game has grown. He strongly believes in understanding the source material, but catering the games to your individual players. Feel free to ask anything in the comments or drop him an email: [email protected].