THE WARRIOR - WORLD OF OHR
Wise leaders know that strength and influence is a dangerous gift, and when arms are taken up in anger fell deeds await. Cruelty, injustice and death are everyday realities for the communities of Ohr. Warriors are those who rise up in the face of such adversity and take to the fields to fight in the name of sovereigns, coin, or personal oaths.
You should play a Warrior if you want to...
Hit Dice: 1D10 per Warrior level.
Hit Points at 1st Level: 10 + your Constitution modifier.
Hit Points at Higher Levels: 1D10 + your Constitution modifier per Warrior level after 1st.
Armor: All armor, shields.
Weapons: Simple weapons, Martial weapons.
Saving Throws: Strength, Constitution.
Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, Survival, Ceremonies.
FIGHTING STYLE | 1ST LEVEL
You adopt a particular fighting style s your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
SECOND WIND | 1ST LEVEL
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1D10 + your Warrior level. Once you use this feature, you must finish a short or long rest before you can use it again.
ACTION SURGE | 2ND LEVEL
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Alternatively, if you spend an Inspiration point, you may give your Action Surge to a nearby ally as a reaction. The ally must use the Action Surge immediately.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
MARTIAL ARCHETYPE | 3RD LEVEL
At 3rd level, you choose an archetype that encompasses your fighting styles, strategies and strengths in combat. Choose between the Man-At-Arms, or the Sword-Saint. The archetype you choose grants you features at 3rd level, and again at 7th, 10th, 15th and 18th level.
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. You can also choose to take a feat over an ability score increase.
EXTRA ATTACK | 5TH LEVEL
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
STEADFAST GUARDIAN | 9TH LEVEL
Starting at 9th level, if one of your allies is reduced to a quarter or less of their maximum hit points by an attack, you may use the Dash action as a bonus action instead, as long as your Dash brings you closer to that wounded ally.
INDOMITABLE | 13TH LEVEL
Starting at 13th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest. You can use this feature twice between long rests at 15th level, and three times between long rests starting at 17th level.