The Charger Feat: How to Use This Underrated Feat Correctly

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. 

Rogues

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.

Paladin

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.

Monk

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?

Wizards

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.

Mobile

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. 

Spells

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.

Abilities

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:

1 thought on “The Charger Feat: How to Use This Underrated Feat Correctly”

  1. where does the charger feat state that it gives additional movement speed or mobility?
    All it does is add another way to use your existing mobility more offensively.

    As such, when compared to the other things you can use your action and bonus action for, this is only useful if your character has an already existing reason to dash and no other use for the bonus action.

    Like in your example where an archer thought they were out of range but then uexpectedly got cut down.
    The warrior would have gotten in range regardless of the charger feat, but it was the charger feat that allowed for the attack.
    In other situations, this ability is just lackluster.

    You use an ction to dash. when doing so, you can additionally use your bonus action to make an (a single) attack with +5 damage or to shove the target.

    to do this, you use oth your action and bonus action.

    If you’re not a variant human, you can get this feat at level 4 at its earliest. besides the rogue, all weapon using classes get the “extra attack” feature at level 5, so from then on you will have to decide between [using your action for making 2 attacks and find another use for your bonus action (an additional attack if you’re dual wielding, certain spells etc)] OR [Using your action to dash at least 10ft and your bonus action for a single enhanced damage roll (no increased accuracy)]

    Rogues:
    they care about getting they sneak attack damage off. if dual wielding, you get to use your action and bonus action to make 2 attacks, so 2 chances to get sneak attack off. They can dash using cunning action, so they can already use dash and make an attack in the same turn innately, reducing the entire dasher feat to “dashing for 10ft enhances your attack” from “dashing 10ft allows you to also do an enhanced attack”

    Paladins:
    Similar to rogues – if you just want to get Smite off, you only need to hit. at level 5, paladins can attack twice using their action and a third time using their bonus action i they are dual wielding.
    Taking it further, paladins can also use their bonus action to cast a Smite spell.
    This means that if you it with one of the 2 attacks from using the attack action, you get to also deal 2 different flavors of smite on the same attack.
    The dasher feat does not come close to that.
    But yes, this only applies if the target can be reached without having to dash. does this happen frequent enough to justify taking the charger feat over another feat? i would say that it depends on your dungeon master and the campaign you’re running. in my situation, it doesn’t happen frequently enough to justify picking the charger feat over another one.

    Monk:
    You’ve given no actual reason for monks to take this feat.
    this is probably because monks rarely need to dash due to their increased movement speed. in addition, their bonus action is already very precious to them because of them needing to spend their Ki points. A single superior attack at the cost of both action and bonus action can not compete with spending action, bonus action and 1 Ki point to make a total of 4 attacks.

    Wizards:
    They are notorious for their low survivability. that’s not to say a melee wizard is impossible. i’m currently playing one, but it is reliant on defensive spells. Casting haste has the benefit of being harder to hit through +2AC as well as an extra action but it reserves concentration.
    As a wizard, you’d need to already have a way to compensate for your abysmal AC. +2 would increase it enough to bring it up to just bad.
    Enough about using haste as a defensive spell, though. You can have haste active, dash at least 10ft to an enemy and make an enhanced melee attack. congrats. you are now the squishiest character you can be (wizards don’t get any armor proficiencies) in melee range of an enemy. you’ve just spend an action and a bonus action to get in this position. All you have left is a reaction to cast the Shield spell in you’re in a pickle.
    You could have taken the Mobile feat instead of the charger feat. ESPECIALLY if you have haste active to double your movement speed.
    Not to mention, how often have you tried casting spells within 5ft of an enemy? it isn’t a smart move.

    Druid:
    the only one that might actually have a use, and you mentioned it as a side note…
    Druids’ Wildshape keeps feats, so you can use Charger in beast form. Druids don’t get the Extra attack feat and can’t cast spells while in beast form. If shapeshifted into an animal that doesn’t have multiattack, using Charger to pounce on enemies works well thematically and mechanically.

    Of course, roleplay is always a reason to take any feat, but if you try to justify it mechanically, please at least be correct.

    Not to mention, ranged weapons exist. if the target absolutely HAS to get hit THIS TURN, all weapon using classes can also just carry a bow, javelins, crossbow or throwing weapons. Then they can also attack at range twice with the Extra Attack feature. Rogues can use their sneak attack using ranged weapons as well, unlike paladins that need to be in melee range to smite. This further weakens mechanical justification for getting the Charger feat.

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