Through intense training, the Samurai has learned the following moves.
Foresight Slash: As a reaction, upon taking damage from a single melee attack. The Samurai can make a counter attack if the opponent is within range. For the Samurai to counter it's opponent, they must roll higher than the attack the opponent made useing the attack modifier on the Samurai's weapon. On success, the receiving damage is halved, and then the Samurai delivers a returning blow hitting twice at hard.
Foresight Slash can only be used once per long rest.
Spinning Slash: As the Samurai's action, the Samurai can choose to thrust forward in a spinning motion at half their movement. Their weapon's range is doubled during this attack, and all within it's range must make a Dexterity check DC 8 + Strength or Dexterity modifier + Proficiency bonus. On a failed save the Samurai deals damage rolled from their weapon, and half as much on a success.
Spinning Slash can only be used once per short or long rest.
Critical Slash: Anytime the Samurai rolls a critical hit and they have at least one attack left after the current one, they can choose to make their next attack the same roll. Doing so forgos their Bonus Action, and they can't take Reactions untill the end of their next turn. You cannot use this trait if you already used your Reactions and Bonus Action in the current round.
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