Charging is a special full-round action that allows you to move up to twice your speed and attack during the action. Charging, however, carries tight restrictions on how you can move.
You must move at least 10 feet (2 squares) and may move up to double your speed directly toward the designated opponent. You must have a clear path toward the opponent and nothing can hinder your movement (such as difficult terrain or obstacles).
If you don’t have a line of sight to the opponent at the start of your turn, you can’t charge that opponent.
As a full-round action you can charge a target of your choice allowing you to move up to twice your speed and attack during the action. You get advantage on the attack roll you make.
Even if you have extra attacks, such as from having a high enough level or from using multiple weapons, you only get to make one attack during a charge
Attacks made against you have advantage until the start of your next turn.
Charge attacks made with lances deal double damage, when attacking from a mount
As a full-round action, you can swing using a rope, vine, or similar aid within reach toward an opponent and make a single melee attack. You must move at least 20 feet (4 squares) and you must start on elevation that is equal or higher than that of your opponent.
This action is otherwise treated as a charge attack.