Base Class: Barbarian
The Bull represents perseverance and strength in the face of adversity. As those around you falter and flag, the Bull charges onward ignoring blows lesser men could not. A subclass intended to build upon the starting benefits granted to the Minotaur race, focusing on unarmed combat and high mobility.
Horns, Black and Shiny. Fists Made of Steel.
Starting at 3rd level, the Raging Bull gains the Improved Unarmed Strike and Improved Horns attack.
Improved Unarmed Strike and the Improved Horns attack gain increased damage die at certain levels in the class, increasing to 1d6 at 3rd level, 1d8 at 10th level, 1d10 at 14th level, and 1d12 at 17th level.
Seeing Red
Starting at 3rd level, you gain access to Improved Goring Rush and Improved Hammering Horns.
Improved Goring Rush: Immediately after you take the Dash action on your turn and move at least 20 feet, you can make one melee attack with your Improved Horns as a bonus action.
Improved Hammering Blows: Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to push that target with your horns. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you. Additionally, if the target would hit a wall or other target after an unsuccessful saving throw, the original target takes damage equivalent to your Improved Horns attack.
Bull in a China Shop
Starting at 6th level, you have learned to hit where it hurts the most. While raging, your unarmed and natural weapon strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks, and they do double damage to objects and structures.
Bull Rush
Starting at 10th level, you've learned best how to build and use your momentum in a charge. If on your turn, you move at least 20 feet towards a creature and you hit them with an Improved Horns attack while raging, you can gore the target with full force. The target must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or suffer one of the following effects (your choice):
- The target falls prone (the target must be no more than one size larger than you)
- Creatures that are typically immune to the Prone condition are not affected
- Target takes 2d12 piercing damage
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Mess With the Bull...
Starting at the 14th level, you can channel your rage towards the source of your anger. While raging, if an enemy damages you, you can choose to mark the enemy for the remainder of combat, until the enemy dies, or your rage ends, with your reaction. Against enemies marked by "Mess With the Bull..." you deal an additional 1d8 damage to the target whenever you hit it with an unarmed or weapon attack. Only one target can be marked like this at once.
You can use this feature a number of times equal to half your proficiency bonus rounded down, and you regain all expended uses when you finish a long rest.
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