Charge!
Command
Cost:
1 command point
Action:
Interrupt
Target:
One nearby ally (on the ally's turn)
Effect:
As a standard action this turn, the target can both move and make a basic attack.
Adventurer Feat:
If you spend an additional command point, the target can use a melee attack instead of a basic attack.
Champion Feat:
The target gains a bonus to the melee attack it makes from this command equal to your Charisma modifier.
Epic Feat:
This turn, if the target moves to attack an enemy you are also engaged with, that enemy is vulnerable to the attack.