Antimagic. Gain Antimagic Powers
Samurai's Domain: Samurai are Vigorously trained in the Arts of Antimagic giving Them advantage on saving throws against spells
Antimagic Sense: Can use Detect magic at lvl 1 and dispel magic at lvl 2
Sentinel. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
- When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
- Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
- When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Readied Guard. anytime a creature leaves the vanguards range it gains the ability to Brace as a reaction.
Clashing Retreat. After missing a attack the Vanguard Samurai can return to their original position. if an opportunity attack is taken he can parry and counter rolling a 1d6 taking that result away from attackers attack roll.
Odachi: +6 to hit, reach 10 ft., 1 target. Hit: 6 (2d10 + 8) [Slashing] damage.
Kunai. RangedWeapon Attack: +5 to hit, range 5/30ft., 2 target. Hit: 5 (3d4 + 3) [Piercing] damage.
Readied Guard. anytime a creature leaves the vanguards range it gains the ability to Brace as a reaction.
Magic Disruption: Samurai can us there reaction to -4d6 damage of a Cantrip-3 level spells damage or give a +2 to AC against Spells
Master Evasion: Gain the ability to reaction dodge Arrows shot from 50ft or further.
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