Charge

3rd-level evocation (Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard)


  • Casting Time: 1 action
  • Range: Touch
  • Components: S
  • Duration: 1 round

You build a charge while running and then release it in a devastating electric punch. After casting this spell, before the end of your next turn you can spend a bonus action to deliver the punch, which ends the spell. The target must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save or half as much damage on a successful save.

The spell becomes more powerful if you move in a straight line toward your target immediately before delivering the punch. For every 5 feet moved this way, replace one of the damage dice with a d12. Make this substitution before rolling. If at least four dice are replaced this way, then a target that fails its save is also pushed 10 feet away from you and knocked prone.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.