Opportunist

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Player's Guide

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champ, opportunist, researcher, sage, scion
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anouki, deku, korok, twili, zonai
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System Reference

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Using Ability Scores
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This page or section is incomplete, and will eventually be expanded with more information.
Quick Build
You can quickly make an opportunist with these suggestions.
  1. Make Dexterity your highest ability.
  2. For your second-highest choose Constitution if you want to focus on combat, Intelligence if you want to focus on investigation or crafting, Wisdom if you want to become a monk, or Charisma if you're keen on Persuasion or Performance.
  3. For your skills, reliable options for almost any opportunist are Perception, Persuasion, and Stealth. If your Intelligence is high enough, Deception and then Acrobatics are also strong options.
  4. As your starting items, choose all the options marked as (a).
  5. For your Fortes, choose Perception and Persuasion. If you like sneaking around or scouting ahead, Stealth is a solid choice too.
description

description

description

Table: The Opportunist

Level PB Features Sneakstrike
1st +2 Flank, Fortes (d4), Open Palm
2nd +2 Edge, Sneakstrike 1d8
3rd +2 Subclass 1d8
4th +2 Improvement 2d8
5th +3 Fortes (d6), Scheme (1st), Sharper Edge 2d8
6th +3 Subclass feature 3d8
7th +3 Elusive, Scheme (2nd) 3d8
8th +3 Improvement 4d8
9th +4 Scheme (3rd), Subclass feature 4d8
10th +4 Escape Artist, Fortes (d8) 5d8
11th +4 Grand Scheme 5d8
12th +4 Improvement, Many Masks, Subclass feature 6d8

Heart Points

Heart Dice: d8 per opportunist level
Heart Points at 1st Level: 8 plus your Constitution modifier
Heart Points at Later Levels: d8 (or 5) plus your Constitution modifier. If you roll a 1 on the d8, reroll it until you roll a result other than 1.

Armor Proficiency
In the Hyrule Ruleset, there is no armor proficiency: all heroes can wear any armor, and heavy attire only hinders spells and specific features—such as your Flank feature.
     In a campaign that doesn't use the Hyrule Ruleset, as an opportunist you're proficient with all armor.

Proficiencies

If opportunist is your initial class, you start with proficiency in the following:
      Saves: Dexterity and Intelligence
      Weapons: all simple weapons, all martial melee weapons with the finesse property, and the shortbow
      Skills: You have proficiency in any three skills of your choice, plus any one tool of your choice.
      Choose one more skill or tool if you have Intelligence 13 or higher, and yet one more if you have Intelligence 17 or higher. You also gain this benefit if your Intelligence score later increases to these amounts.

Starting Items

If this is your initial class and you're starting at 1st level, you start with the following items worn or carried.
If you prefer, you forgo these starting items and can choose your own equipment using a budget of 1000 rupees (or 4d4 × 100 rp).

Reactions

If opportunist is your initial class, you can make these reactions:
      Landing Roll. When you hit the ground after Falling at least 10 feet, you can use a reaction to arrest your fall with an acrobatic roll. For each opportunist level you have, treat the fall as being 10 feet less than it is.
      Opportunity Attack. When a creature within 5 feet of you moves away from you, as your reaction you can make one melee weapon attack or unarmed strike targeting that creature. The attack is made right before the creature leaves a 5-foot radius around you.
      Rebound. If you are knocked Prone, you can use a reaction to immediately recover from being Prone.
      Take Cover. If a creature you can see targets you with a ranged attack, as your reaction you can either drop Prone, or move up to 5 feet if doing so gives you more advantageous cover against that attack. This reaction must be announced before the attack roll is revealed.

Flank

You can exploit an enemy’s split focus for more effective attacks. If you and an ally are both within 5 feet of an enemy, that enemy is “Exposed” to all attacks.
      While an enemy is Exposed, all attacks targeting it have a +2 bonus to the attack roll — unless the attack roll is affected by advantage, disadvantage, or cover. This is summarized in the Exposed condition.
      An ally can’t help you flank if it is Tiny, Incapacitated, or mounted. You can’t flank if you’re Incapacitated wearing more than 1 piece of heavy attire. (If your campaign isn’t using the Hyrule Ruleset, this means you can’t flank while wearing heavy armor.)

Fortes

If opportunist is your initial class, you can choose two skills or tools with which you are proficient to become your fortes. Whenever you make an ability check using one of your fortes, add a d4 bonus die to the result. “Bonus dice” don’t stack. If you have multiple effects granting bonus dice to a single roll, you apply only one of them.

  • At 5th level you gain one more forte of your choice, even if opportunist isn’t your initial class. The d4 also becomes a d6.
  • At 10th level you gain yet another forte of your choice, and the d6 becomes a d8.

Whenever you earn a forte, instead of gaining the normal benefit, you can instead choose to gain a savvy forte from the options in the table below.

Savvy Fortes

Each savvy forte is summarized below. Click a savvy forte's name for the full effect.

This page or section is incomplete, and will eventually be expanded with more information.


Open Palm

You can employ unexpected weapons and clever tricks to gain the upper hand in battle. While you aren’t wielding a shield, you gain these benefits:
      Disarm. When you use a free hand to hit a creature with an unarmed strike, instead of dealing damage you can force that creature to make a Dexterity save against your Dexterity DC. On a failure the creature is Disarmed: it drops a held item, object, or Grappled creature. If there are multiple, you decide which.
      Handy Finesse. You can add either your Strength or Dexterity modifier to attack and damage rolls of your unarmed strike and any improvised weapon.
      Surprise Weapon. When you first attack with an improvised weapon you acquired from the nearby environment since the start of your last turn, or a weapon you took from an enemy since the start of your last turn, the target is Exposed to the attack. You lose this benefit on all subsequent attacks with the same improvised weapon.

Sneakstrike

Starting from 2nd level, you can exploit an unguarded enemy to hit with a walloping blow or an exposed weak point.
     As an action, you can make a weapon attack or unarmed strike against a creature if it is Exposed to your attack or if you have advantage on the attack roll. The creature must also be within 20 feet of you.
      On a hit, add 1d8 damage as a bonus die. If multiple effects add bonus dice to a damage roll, they don’t stack—add only one of them. This bonus damage increases by 1d8 at every even-numbered opportunist level, as shown in the opportunist table.
      Some monsters have a “weak point” and suffer extra effects from a sneakstrike, as detailed in their stat blocks. Your narrator might otherwise add effects for sneakstrikes in some circumstances.

Edge

Also starting from 2nd level, you can gain an edge in combat. You either have an edge or you don't. It doesn't stack. You gain an edge whenever you accomplish any of the following:

  • Sneakstrike. You damage an enemy with your sneakstrike.
  • Help. An ally makes an attack roll with advantage thanks to your Help action. You gain the edge when they make the roll, not when you use the action.
  • Cover. Cover you have makes the difference between an enemy’s attack hitting you and missing.
  • Environmental Damage. You damage or knock Prone an enemy using objects or hazards in the environment. This includes using an improvised weapon you took from the environment since this combat began.

On Edge

While you have an edge, you're so swift and smooth that enemies can't use reactions triggered by your actions or movement (except for boss reactions).

Edge Action

While you’re on edge, you can take an extra action on each of your turns in combat called an Edge Action. This action can only be Dash, Hide, Search, or Use.

Push the Edge

Immediately before you make an attack roll, you can expend your edge (losing it) to gain advantage on that attack roll.

Over the Edge

If while you have an edge you would fall to 0 heart points, you can lose your edge and drop to 1 heart point instead. You must finish a rest before you can go over the edge again.

Losing the Edge

If your speed is reduced to 0, you can't gain an edge, and you lose any edge you have. You also lose your edge when combat ends.

Subclass

At 3rd level, you choose a specialty to adopt as your subclass. Your chosen subclass grants you features now and again at 6th, 9th, and 12th levels as shown in the opportunist table. .
      Decide one subclass from the following options. Each of these is detailed on its own page. On the opportunist table above you can select a tab to show the features provided by a subclass integrated into this class.

  • As an assassin, you infiltrate enemy territory to deliver a single lethal sneakstrike to an unsuspecting foe.
  • As a beastmaster, you tame a mighty beast as your cohort, who can help you flank.

  • As a face, you boldly lead your party through social situations—but you'll be relying on your party in combat.

  • As a garo, you wield supernatural arts like invisibility, walls of fire, and bombs. Sharp Intelligence is needed.
  • As an investigator, you excel at ability checks, ritual spells, and uncovering truths. You don't fight so well.
  • As a monk, your body is a temple capable of mystical powers and swift unarmed strikes. Wisdom is vital.
  • As a nomad, you scout, track, travel, and manipulate environments. But you don’t care much for combat.
  • As a skirmisher, you specialize in battlefield mobility and down-to-earth fighting skills.

Improvement

Tip: What to Improve?
If you’d prefer something reliable, focus on increasing your Dexterity. It's vital to your attacks and your main defense.

When you reach 4th level, your opportunistic competence grows. Gain one of the following improvements of your choice. This feature cannot increase any ability score above your ability score’s maximum, which is initially 20.

  • Ability Scores. Increase two of your ability scores of your choice by 1, or one ability score by 2.
  • Forte. Increase any of your ability scores by 1. Adopt another forte or savvy forte.
  • Feat. Gain a feat of your choice.
  • Synergized Feats. Gain 2 feats. Both feats must normally increase one of your ability scores by 1, and you must ignore this benefit from both feats.

You gain another improvement of your choice at 8th level and again at 12th level, as shown in the opportunist table.

Scheme

At 5th level, you employ a scheme from the options listed below. You employ another scheme of your choice at 7th and 9th level, as shown in the opportunist table. At 11th level you instead employ a grand scheme.

List of Schemes

Each scheme is summarized below. Click a scheme's name for the full effect.

This page or section is incomplete, and will eventually be expanded with more information.


Sharper Edge

Also at 5th level, you learn to put your Edge to even better use. You can use your Edge Action to either sidestep or make a handy strike.
      Sidestep. If you choose to sidestep, you have damage resistance to the first melee attack that hits you before the start of your next turn. Having resistance to damage means you lose half as many heart points from that damage.
      Handy Strike. Using a free hand, you make an unarmed strike. On a hit you can Disarm, Grapple, Shove, or knock Prone the target of your attack—but not deal direct damage.

Elusive

Beginning at 7th level, you can slip away from thunderous explosions and psychic barrages virtually unharmed. Whenever you would make any save to halve the damage you take, you instead take half damage on a failed save and no damage on a success.

Escape Artist

Starting from 10th level, you have advantage on every saving throw you make to end or escape an ongoing effect on yourself; such as a Dexterity save to end the Grappled condition, a Constitution save to end the Poisoned condition, or a Charisma save to escape the effect of an ongoing spell. This feature doesn't help you avoid the effect when it starts, but only to end or escape the effect once it has already started.

Grand Scheme

Upon reaching 11th level, you employ a grand scheme from the options below. Each grand scheme is only summarized in the table. Click a scheme's name for the full effect.

This page or section is incomplete, and will eventually be expanded with more information.

Many Masks

By 12th level you have become a master of countless skills and arts, and can switch between them with only a bit of preparation. From now on, as a downtime activity you can do any one of the following:
  • Replace one skill proficiency you have with another skill.
  • Replace one tool proficiency you have with another tool.
  • Replace one forte (or alternative forte) with another forte.
  • Replace one scheme you know with another scheme.
  • Replace your grand scheme with another grand scheme. This requires you to expend all of your Heart Dice, and they aren’t restored during this downtime.


The material on this page is based on content found throughout the Legend of Zelda series, which is copyright Nintendo Co., Ltd.
The text of this page is partly based on the the V5.1 Systems Reference Document (SRD). The text of both this page and the SRD are released under Creative Commons (“CC-BY-4.0”). [1]