The charge action is a standard action that combines movement with an attack, within certain limitations.[PH:287][U :5/2010][RC:240]
Movement
A character performing a charge first selects a target, then moves up to the character's speed toward the target. Each square of movement must bring the character closer to the target, and the movement must end at least 2 squares from the character's starting position.
If something happens along the way that prevents the character from completing the charge, the entire action is lost.
Attack
Next, the character performs a melee basic attack or bull rush against the same target, with a +1 bonus to the attack roll.
A number of other attack powers can be used in place of the melee basic attack portion of a charge:
- Cleric
- storm hammer[HotFL:110]
- Fighter
- knockdown assault[PHH1:MH2]
- bull charge[MP2:10]
- Paladin
- ardent strike[DP:83]
- glorious charge[DP:84]
- Ranger
- marauder's rush[MP2:33]
- Rogue
- handspring assault[MP:74]
- Warden
- warden's lunge[Dr379:46]
- Warlord
- inevitable wave[PHH2:MH4]
- luring focus[MP:103]
When a power is used in this way, the power gains the benefits of charging, including the +1 bonus to the attack roll, but the movement limitations of a charge also apply.
No other actions
No other actions are possible in a turn after a charge is used. This typically ends the character's turn. The character can still take free actions after a charge, however. In particular, the character can spend an action point as a free action to take an additional action after a charge.