To use Bullroll, you must have some sort or ability to roll into a ball.
When you use Bullroll, you roll into a ball and use your momentum to roll into another thing. The target must be 10 or more feet away. The target must make a dexterity saving throw of 14 to dodge the attack. When you hit the target, you deal 2d4 piercing and 1d4 bludgeoning damage for every twenty feet rolled. On a successful attack, the target is knocked prone and moved back a number of squares equal to half of the squares you roll. You must roll a dexterity saving throw or also be knocked prone. You may not roll up hills.
Damage can be changed depending on the circumstance and by your DM.
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