I don’t remember much fanfare surrounding the book Dungeonscape when it was published by Wizards of the Coast in February 2007, but I have to say it’s one of my favorite books in the “environment series.”

I rank it up there with the Fiendish Codices (Hordes of the Abyss and Tyrants of the Nine Hells), Elder Evils, and Book of Vile Darkness in evocative power.

Dungeonscape contains an alternate class feature for the Fighter class which replaces their 2nd- and 6th-level feats, allowing them to deal considerable amounts of damage whenever they shove an enemy into a wall — the feature is called “Dungeon Crasher.” This feature redeemed the entire Fighter class.

The Dungeon Crasher replacement feature proved so popular, that it remains a mystery that some form however “nerfed,” never made it into 4e. In fact, not only does Dungeon Crasher appear absent, but the Bull Rush maneuver appears to have been rendered almost entirely useless.

Here’s my version of Bull Rush:

Bull Rush
Standard action * At-will * Melee touch
Target: One enemy within reach.
Attack: Strength vs. Fortitude
Hit: Push the target 1 square, and you can shift into the vacated space.
Level 11: 2 squares.
Level 21: 3 squares.
Special: You can use the power in place of a basic attack while charging.

Scaling by tier. I think that’s all this power really needed.

When you look at it now, it almost looks like the kind of at-will power you’d find attached to a regular character class — but it’s accessible to anyone (as well it should be). If you ask me, Bull Rush should be the archetypal Fortitude attack.

But it’s missing something, what could it be?

DUNGEON CRASHER
Requirement: Str 15
Benefit: When you hit an enemy with a melee attack and push the target at least 1 square, the enemy takes 1d10 damage if it is adjacent to a wall or other blocking terrain at the end of the forced movement.

There you go, a feat for the ages. Forget being a fighter — anyone who wants to improve their Bull Rush can take this. If you take Improved Bull Rush along with it, that’s +4/+6/+8 to the attack roll, 1/2/3 squares of push, and 1d10 damage for the enemy at the end if they’re against a wall. How’s that for dynamic movement?