Base Class: Barbarian
The Cattle Blooded warrior is a path of pure and raw strength. It allows those who follow the path enhanced strength and endurance. They charge into and through battle making them rather versatile in nature
Cattle Blood
When you choose this path your carrying capacity considers you as size huge.
You also gain the ability to trample foes when in battle, if you use your bonus action after moving 10 ft or more directly towards an enemy you can move through their space, or into their space if they are any size bigger than medium, without any hindrance and they must make a Dexterity saving throw against a Dc of Str +Prof. +8, on failure they take 1d10 bludgeoning damage and loose 5 ft of movement speed, on a successful save they take half damage. You cannot end your turn in the same space as a creature, if you do you fall prone and you are moved to the most open space.
If you reach to level 9 in this path you can trample through as many creatures that can fit within your movement speed, additionally your trample gets counted as magical attacks.
You also are able to speak with cattle.
Unstoppable movement
At 6th level you gain the ability to move as you please, your walking speed cannot be reduced by any means, unless you are over encumbered or is by a spell of 7th level or higher.
When you reach 14th level you can only be slowed by over encumbrance.
Thick Bodied
When you reach 10th level you gain the ability to withstand more punishment. You gain +1 hp per level of Barbarian you have, and advantage on Constitution Saving throws.
Bull and their Horns
When you reach 14th level you have proven yourself to be a fierce warrior, who has little needs for things such as weapons. You gain "horns", and can now deal 2d10 + Str Piercing damage as your unarmed damage and they are considered Magical.
Additionally as a part of your attack action if you hit a creature with your "horns" you can have them make a Strength saving throw against a DC of Str + Prof. + 8. On a failure they get pushed Str Modifier x 10 ft in any direction of your choosing, besides into the ground, they take an additional 1d8 bludgeoning damage if they hit an object.
Previous Versions
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