Indomitable (2/Day). The Samurai rerolls a failed saving throw
Second Wind (Recharges after a Short or Long Rest). As a bonus Action, the samurai can regain 20 hit points
Prowess. When the Samurai has more than half of its total hit points remaining , its weapon attacks deal an additional 7 (2d6) damage of the weapon's type
Spellcasting. The Samurai is a 5-level paladin. Its spellcasting ability is charisma (spell save DC 13, +5 to hit with spell attacks). The Samurai has following paladin spells prepared:
1st level (4 slots): Detect Magic, Protection from Evil and Good
2nd level (2 slots) Branding Smite (damage is cold NOT radiant)
Multiattack. The Samurai makes two attacks with its katana or longbow.
Katana. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus (2d6) slashing damage if the samurai has more than half of its total hit points remaining.
Longbow. RangedWeapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage damage, plus (2d6) piercing damage if the samurai has more than half of its total hit points remaining.
Parry. The Samurai adds 2 to its AC against ANY attacks that would hit it. To do so, the samurai must see the attacker and be wielding a melee weapon. (This includes range and magic attacks)
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Description
The Blue Tide Samurai are an elite group of warriors from the Sulkin Empire. They have the ability to coat there blades in freezing water that can slash through almost anything. They also train to have lighting fast reflexes that can cut an arrow out of the air or slash a firebolt spell in half. They are loyal to there king and are often seen as heartless warriors who will carry out any order.
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