Devoted Charge

5th-level devoted spirit (strike)

Initiation Time: 1 action Range: Melee attack Duration: 1 round

You gather the power of your faith and discipline to make a devastating charge against your hated foe.

When you initiate this maneuver, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. Also, until the end of your current turn, you can use a bonus action to make one melee weapon attack against a hostile creature within your reach. If you move at least 10 feet in a straight line immediately before taking this bonus action, you gain advantage on the attack roll.

When you prepare this maneuver, choose one of the following alignments: evil, lawful, good, or chaotic. You gain an additional effect if the bonus action attack granted by this maneuver hits based on your choice, as described below.

Doom Charge (Evil). On a hit, the attack deals an extra 3d6 necrotic damage, and you become cloaked in a terrible aura of contempt and spite until the start of your next turn. While cloaked, you have resistance to all damage.

Law Bearer (Lawful). On a hit, the attack deals an extra 15 force damage, and the air around you hums with cosmic energy until the start of your next turn. While empowered by this energy of pure law, you gain a +5 bonus to your saving throws and AC.

Radiant Charge (Good). On a hit, the attack deals an extra 4d6 radiant damage, and an aura of blinding glory washes over injured creatures around you. You restore a number of hit points up to the amount of radiant damage dealt, divided as you choose among any number of creatures that you can see within 30 feet of you. This healing has no effect on undead or constructs.

Tide of Chaos (Chaotic). On a hit, the attack deals an extra 4d10 lightning damage, and the power of chaos swirls around you until the start of your next turn. While the whims of luck empower you, attack rolls made against you have disadvantage.


#### Devoted Charge
*5th-level devoted spirit (strike)*
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- **Initiation Time:** 1 action
- **Range:** Melee attack
- **Duration:** 1 round

*You gather the power of your faith and discipline to make a devastating charge against your hated foe.*
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When you initiate this maneuver, you gain extra movement for the current turn. The increase equals your speed, after applying any modifiers. Also, until the end of your current turn, you can use a bonus action to make one melee weapon attack against a hostile creature within your reach. If you move at least 10 feet in a straight line immediately before taking this bonus action, you gain advantage on the attack roll.

When you prepare this maneuver, choose one of the following alignments: evil, lawful, good, or chaotic. You gain an additional effect if the bonus action attack granted by this maneuver hits based on your choice, as described below.

***Doom Charge (Evil).*** On a hit, the attack deals an extra 3d6 necrotic damage, and you become cloaked in a terrible aura of contempt and spite until the start of your next turn. While cloaked, you have resistance to all damage.

***Law Bearer (Lawful).*** On a hit, the attack deals an extra 15 force damage, and the air around you hums with cosmic energy until the start of your next turn. While empowered by this energy of pure law, you gain a +5 bonus to your saving throws and AC.

***Radiant Charge (Good).*** On a hit, the attack deals an extra 4d6 radiant damage, and an aura of blinding glory washes over injured creatures around you. You restore a number of hit points up to the amount of radiant damage dealt, divided as you choose among any number of creatures that you can see within 30 feet of you. This healing has no effect on undead or constructs.

***Tide of Chaos (Chaotic).*** On a hit, the attack deals an extra 4d10 lightning damage, and the power of chaos swirls around you until the start of your next turn. While the whims of luck empower you, attack rolls made against you have disadvantage.