The Power of Nourishment. Samaritan's spellcasting ability is Wisdom (spell save DC 23). Samaritan can innately cast the following spells, requiring no material components:
At will: command, ensnaring strike, heat metal, shield.
5/day: heroes' feast, incendiary cloud.
2/day: fireball.
The High General's Stand. Any creature hostile to Samaritan that starts its turn within 30 feet of him must make a DC 25 Wisdom saving throw, unless Samaritan is incapacitated. On a failed save, the creature is frightened until the start of its next turn.
Professional Chef. Samaritan can cook a meal for a total of 10 people. This meal gives the person who eats it temporary immunity to hunger for a day as well as restoring (6d4) health points. After 5 days, the meal spoils and any benefits cannot be gained from eating the spoiled meal.
Three Heads Are Better Than One. Samaritan cannot be surprised or caught off guard at any time. All perception checks are made at an advantage.
Masterfully Crafted. Samaritan's weapon attacks are magical and deal an additional 4d10 fire damage when a hit is successful. Additionally, his weapons are considered to be adamantine while his maul is silvered.
Calm Mind. Samaritan has advantage on saving throws against spells and other magical effects.
Eyes Of An Infernal Lord. Magical darkness doesn't impede Samaritan's sight.
Liar Liar. Samaritan can tell when a creature utters a lie.
In Arms. Samartian is proficient with every weapon.
Soldier. Samaritan makes four attacks: two with his knives and two with his maul.
Golden Chef's Knives from Greed. Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 30 (3d10) slashing damage.
The Maul of the Hungry. Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 55 (5d10 + 5) bludgeoning damage.
Blazing Fists. Melee Basic Attack: +12 to hit, reach 10 ft., one target. Hit: 25 (2d10 + 5) bludgeoning damage and 20 (5d8) fire damage.
Till The Bloody End (3/Day). Samaritan gives himself advantage on weapon attack rolls until the end of his current turn.
Evasive Footwork (5/Day). Samaritan can move 30 feet in any direction without provoking an opportunity attack.
False Footwork. When a creature attacks Samaritan, he can switch out his position and that of a creature within 10 feet of him.
Hellish Healing. When Samaritan is hit by an attack, he instantly heals 30 (3d10) health points. He cannot use this reaction if he is incapacitated or unconscious.
Not On My Watch. When a creature is attacking another creature or ally within 30 feet of him, Samaritan can attack once with his maul. If this attack hits, the creature he has hit is knocked prone.
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