Base Class: Monk
The path of the raging bull combines the arts of Sumo, Judo, and telekinesis to stop enemies in their tracks and send them flying. Monks that follow this path are known as some of the strongest to walk the earth, no matter their size. Your fists can shatter rock, and your slams can disintegrate bone. You are a formidable force to be reckoned with at both close and long-range, make sure your enemies never get a chance to forget that.
Rawhide skin
You gain resistance to slashing and piercing damage.
Bull's stance
Starting at level 3, you gain the bull's stance. You cannot be knocked prone by any non-magical means by a creature with less or the same strength score as you. If a creature attempts to do so, they instead become grappled and must succeed in a saving throw equal to your Strength score.
Bullish Charge
At third level, you gain the ability to charge an enemy. At the start of your turn, you can use an action or bonus action to charge an enemy that is within range of half of your speed. The enemy must succeed in a dex save equal to your strength score, or be knocked prone and back 5 feet. On a save, the enemy is just knocked back 5 feet. If you have horns, this move automatically does 1d4 damage.
Forceful Throw
At 5th level, you gain the ability to throw enemies of your size or lesser. While an enemy is grappled, you can throw said enemy up to 1d6 plus your strength modifier away from you in any direction except down. The enemy must succeed on a dex saving throw equal to your strength score or be knocked prone on landing. Falling damage applies at higher levels.
Forceful slam
At 5th level, you gain the ability to slam-throw enemies of your size or lesser. While you have an opponent grappled, you may slam them on the ground and do 1d4 plus your strength modifier of force damage. The enemy must succeed on a dex save equal to your strength, or be set prone and stunned. On a save, they are only knocked prone.
Bull in a china shop
At 6th level, you gain advantage on rolls to break objects and structures.
Duck and weave
At 6th level, you become immune to being grappled
Thick skull
You have resistance to bludgeoning and force damage.
The bull's horn
At 17th level, You can let forth a war cry that can be heard for up to a mile away. Enemies within 20 feet of you must make a constitution save or take 4d12 thunder damage and be stunned for one turn. On a success, this is reduced to 2d12 and the enemy is not stunned. This can be used once per long rest, or can be used an additional time for the price of 1d12 damage to the user. this cost increases by 1d12 for each extra use after the initial use.
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