Convert all of your remaining β‘ AP into β‘ MAP. You will have 0 AP after using Sprint.
Every 2 β‘ AP converted gives you an extra 1 β‘ MAP.
You must have at least 6 β‘ AP remaining to use this action.
You must be π§ Standing to use this action, and all πΆ Move actions after π¨ Sprint is used must be done while π§ Standing.
πΆ Move actions made as part of a π¨ Sprint provoke π€Ί Opportunity Attacks from creatures whose threatened squares you pass through, including creatures other than your Charge target.
Charge
Charge
If the final 4 or more tiles of your π¨ Sprint movement are in an uninterrupted straight line and end adjacent to a hostile creature, you may make one π‘ Melee or π Unarmed attack against that creature as part of the π¨ Sprint action. The straight-line segment must be the last leg of the Sprint β you cannot run straight, then curve, then strike.
The Charge attack:
- Is made with Disadvantage, against the targetβs Evasion.
- Cannot be a Called Shot.
- On hit, applies π Knockback then Knockdown, in that order:
- π Knockback potency = 1 + βdamage dealt Γ· 10β (minimum 1).
- Knockdown at DC 10 + πͺ STR mod.
Your π¨ Sprint ends when the Charge attack is resolved. Any unspent β‘ MAP is lost β you cannot continue moving after the attack.
You may only Charge once per turn.