Fighter Subclass: Deadly Charger

The Deadly Charger method of fighting is brutal and effective. Fighters that adopt this subclass rush around the battlefield, quickly defeating one foe after another. You use a combination of swinging your weapon and slamming your body against your opponents to control the flow of combat. The Deadly Charger way isn’t without risks though. You must always be on the move and in the thick of the fight to be at your best.

Pushing Charge
Level 3: You’re skilled at hitting foes with your weapon and forcing them backwards at the same time. When you move towards a creature and hit it with a melee attack in the same turn, you may use a Bonus Action to push the target. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus the bonus used on your melee attack to hit the target. This push is possible only if the target is no more than one size larger than you.
Additionally, when you push a creature within your reach with any effect, you may move into any space it left after your push.

Master Rush
Level 7: You become an expert at charging and rushing your opponents. You gain the following benefits:
Power Slug. When you move towards a creature and hit it with a melee attack in the same turn, you add your Strength modifier twice to the damage instead of once.
Full Momentum. Your effects that push creatures are not limited by the size of your target. Additionally, any effect of yours that pushes a creature, pushes it an additional 5 feet.

Wall Slam
Level 10: Your pushes gain extra strength beyond peer.
If you push a creature into another creature, both creatures must succeed on a Strength or Dexterity saving throw (each creature chooses which), or have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus.
If you push a creature against a solid obstacle, the creature and the object take 2d8 Bludgeoning damage. A creature can be damaged by this feature only once per turn.

Cleaving Charge
Level 15:
Your battle charge has limitless potential. When you move towards a creature and reduce it to 0 Hit Points with a melee attack in the same turn, you may move up to your speed and make a melee attack against another creature.

Titanic Surge
Level 18: You’ve unlocked the full power of your heroic charge. The number of feet you can push a creature with any effect doubles. Additionally, the damage of your Wall Slam feature increases to 4d8.

I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

92 Extra – Shrimps and Crits Feed Drop – Setting the Stage, Campaigns for D&D and Other RPGs

This episode is connected to episode 92 – Folk Singing RPG Party (Ian & Shrimps and Crits). The second main campaign of the Shrimp and Crits actual play podcast is Skywaymen. This is the first episode of that campaign. Listen and if you enjoy it, go subscribe to their show!Shrimp and Crits has a website and is available on all your regular podcast platforms. Go take a look!You can find the TTRPG content that Ian's done on MaudlinGames.comCheck out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stage on Patreon! Hosted on Acast. See acast.com/privacy for more information.
  1. 92 Extra – Shrimps and Crits Feed Drop
  2. 92 – Folk Singing RPG Party (Ian & Shrimps and Crits)
  3. 91 – Turning Your Novel Into An RPG? (Susannah and Thornvale)
  4. 90 – Zombies in Iceland (Hem and VARÚÐ! Dead Island)
  5. 89 – Bunnies vs. the Borg D&D (Avery and Traumwald)