Difference between revisions of "Opportunist/1st"
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==Starting equipment== | ==Starting equipment== | ||
− | {{ | + | You start with a {{i|backpack}} and {{i|common clothes}}. You also have either (''a'') 1,000 [[rupees]]' worth of [[equipment]] you choose, or (''b'') the following: <!--total: 1050 = 470+20 + 250 + 250 + 60; take your hurdy-gurdy--> |
+ | * an {{i|armored tunic}}, a {{i|dagger}}, and 20 [[rupee]]s <!--470--> | ||
+ | * (''a'') a {{i|broadsword}} and a {{i|boomerang}}, (''b'') a {{i|shortsword}}, or (''c'') a {{i|shortbow}} with a quiver of 20 {{i|arrow}}s <!-- 210r to 270 r--> | ||
+ | * (''a'') {{i|thieves' tools}}, (''b'') any [[musical instrument]], or (''c'') any one [[tool]] you become proficient with using [[Opportunist#Proficiency Points|proficiency points]] <!--250 to 500--> | ||
+ | * (''a'') 50 feet of {{i|rope}} fastened to a {{i|grappling hook}}, 10 {{i|iron spike}}s, a {{i|hammer}}, and a {{i|shovel}}; <!--55r | ||
+ | -->(''b'') a {{i|hooded lantern}}, 5 pints of {{i|oil}}, and a {{i|tinderbox}};<br/>or <!--60r | ||
+ | -->(''c'') 10 sheets of {{i|paper}}, an {{i|ink pen}}, an 10 uses of a {{i|healer's kit}}<!--156r? more like 61r lmao--> | ||
+ | If your campaign focuses on survival<!--tracks [[food]] and [[water]]-->, you also start with the following equipment for free: 10 days of {{i|rations}}, 4 {{i|bottle}}s full of [[water]], a {{i|mess kit}}, and a {{i|bedroll}}. | ||
== Hearts == | == Hearts == | ||
− | + | :'''Heart Containers:''' 1d8 per opportunist level | |
− | + | :'''Heart Points at 1st Level:''' 8 + {{con}} modifier | |
− | + | :'''Heart Points at Higher Levels''': 1d8 (or 5) + {{con}} modifier per opportunist level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result. | |
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{{clear}} | {{clear}} | ||
== Proficiencies == | == Proficiencies == | ||
− | {{Aside|Option: Unarmed Opportunist|While unarmed combat is an uncommon sport in Hyrule, you might count among those who specialize in it. | + | {{Aside|Option: Unarmed Opportunist|While unarmed combat is an uncommon sport in Hyrule, you might count among those who specialize in it.{{a}}Instead of the normal weapon proficiency for opportunist, you can opt for proficiency with only simple weapons to gain the [[Martial Arts (talent)|Martial Arts]] talent as a bonus.}} |
If opportunist is your first class, you have proficiency with the following. These are in addition to your [[#Proficiency Points|proficiency points]]. | If opportunist is your first class, you have proficiency with the following. These are in addition to your [[#Proficiency Points|proficiency points]]. | ||
:'''[[Armor]]:''' Light [[armor]] | :'''[[Armor]]:''' Light [[armor]] | ||
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== Proficiency Points == | == Proficiency Points == | ||
− | {{ | + | {{Background|any [[skills]] or [[professional tool]]s of your choice}} |
If opportunist is your first class, you have a number of proficiency points equal to 9 + your {{int}} modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During [[character creation]] or during [[downtime]], you can expend proficiency points to become proficient. | If opportunist is your first class, you have a number of proficiency points equal to 9 + your {{int}} modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During [[character creation]] or during [[downtime]], you can expend proficiency points to become proficient. | ||
* You can invest '''1 point''' to become proficient with any of the following: [[Sleight of Hand]], any [[artisan's tool]], any [[musical instrument]], water vehicles, land vehicles, or any [[language]]. | * You can invest '''1 point''' to become proficient with any of the following: [[Sleight of Hand]], any [[artisan's tool]], any [[musical instrument]], water vehicles, land vehicles, or any [[language]]. | ||
* You can invest '''2 points''' to become proficient in any [[skill]] or any [[professional tool]]. | * You can invest '''2 points''' to become proficient in any [[skill]] or any [[professional tool]]. | ||
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===Retraining=== | ===Retraining=== | ||
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You can cunningly strike your foes' weakest points. When you hit with an attack that adds your proficiency bonus to the attack roll and your ability modifier to the damage roll, you can make a Sneakstrike. To do so you must have [[advantage]] on the attack roll, or you must hit a creature that has yet to act in [[combat]]. Once you hit with a Sneakstrike, you can't do so again until the start of your next turn. | You can cunningly strike your foes' weakest points. When you hit with an attack that adds your proficiency bonus to the attack roll and your ability modifier to the damage roll, you can make a Sneakstrike. To do so you must have [[advantage]] on the attack roll, or you must hit a creature that has yet to act in [[combat]]. Once you hit with a Sneakstrike, you can't do so again until the start of your next turn. | ||
− | You add a 1d12 [[bonus die]] to the damage roll of a Sneakstrike. This increases to 2d12 | + | You add a 1d12 [[bonus die]] to the damage roll of a Sneakstrike. This increases to 2d12 at 5th level, 3d12 at 11th level, and 4d12 at 17th level, as shown in the class table. |
− | + | {{Bonus Die}} | |
− | == | + | == Swift Action == |
− | Your quick thinking and agility let you move and act quickly. Each turn in [[combat]], you can take an extra action to [[Dash Action|Dash]], [[Disengage Action|Disengage]], [[Hide Action|Hide]] | + | Your quick thinking and agility let you move and act quickly. Each turn in [[combat]], you can take an extra action to [[Dash Action|Dash]], [[Disengage Action|Disengage]], [[Hide Action|Hide]]. This is in addition to your normal action and a possible [[bonus action]]. You can't use a cunning action if your speed is reduced. <!-- Some features give you more options for how your cunning action can be used. This feature does not alter the circumstances under which you can Hide.--><!-- |
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== Stamina Gauge == | == Stamina Gauge == | ||
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If opportunist is your first class, you also add your {{dex}} modifier to your number of stamina points. If your {{dex}} modifier later increases, so too does your number of stamina points. | If opportunist is your first class, you also add your {{dex}} modifier to your number of stamina points. If your {{dex}} modifier later increases, so too does your number of stamina points. | ||
− | You can use your stamina points to perform [[target strike]]s or to use other class features. Normally all of your [[stamina points]] are replenished when you complete a [[short rest|short]] or [[long rest]]. | + | You can use your stamina points to aim, perform [[target strike]]s, or to use other class features. Normally all of your [[stamina points]] are replenished when you complete a [[short rest|short]] or [[long rest]]. |
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+ | === Aim === | ||
+ | As your cunning action, you can expend 1 [[Opportunist#Stamina Gauge|stamina point]] to gain [[advantage]] on the first [[attack roll]] you make before the start of your next turn. | ||
=== Target Strike === | === Target Strike === | ||
− | + | Just before making an attack roll with a weapon or an [[unarmed strike]], you can make a '''target strike''' either by expending 2 [[stamina points]], or by taking [[disadvantage]] on the attack roll. You cannot make a target strike if the attack roll would have disadvantage anyway, nor if any effect imposes a -5 penalty to the attack roll. | |
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+ | A target strike generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or the exposed eye of a huge monster. This kind of target strike maximizes the damage dice rolled on a hit (e.g., treat 1d8 as simply 8), including any extra dice rolled as part of a [[critical hit]], from your [[#Sneakstrike|Sneakstrike]], or from other sources. Your narrator may enable alternate or additional effects for a target strike. | ||
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+ | Getting both your Target Strike and your Sneakstrike on one attack is called a "Target Sneakstrike." | ||
== Clever Talent == | == Clever Talent == |
Latest revision as of 11:54, 21 January 2022
Contents
Starting equipment
You start with a backpack and common clothes. You also have either (a) 1,000 rupees' worth of equipment you choose, or (b) the following:
- an armored tunic, a dagger, and 20 rupees
- (a) a broadsword and a boomerang, (b) a shortsword, or (c) a shortbow with a quiver of 20 arrows
- (a) thieves' tools, (b) any musical instrument, or (c) any one tool you become proficient with using proficiency points
- (a) 50 feet of rope fastened to a grappling hook, 10 iron spikes, a hammer, and a shovel; (b) a hooded lantern, 5 pints of oil, and a tinderbox;
or (c) 10 sheets of paper, an ink pen, an 10 uses of a healer's kit
If your campaign focuses on survival, you also start with the following equipment for free: 10 days of rations, 4 bottles full of water, a mess kit, and a bedroll.
Hearts
- Heart Containers: 1d8 per opportunist level
- Heart Points at 1st Level: 8 + Constitution modifier
- Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per opportunist level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.
Proficiencies
While unarmed combat is an uncommon sport in Hyrule, you might count among those who specialize in it. Instead of the normal weapon proficiency for opportunist, you can opt for proficiency with only simple weapons to gain the Martial Arts talent as a bonus. |
If opportunist is your first class, you have proficiency with the following. These are in addition to your proficiency points.
- Armor: Light armor
- Weapons: Simple weapons, broadswords, cast nets, hand crossbows, rapiers, scimitars, shortswords, and whips
- Saving Throws: Dexterity, Charisma
- Tools: Any one professional tool of your choice; or three musical instruments of your choice
Proficiency Points
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background. If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any skills or professional tools of your choice. These proficiencies are in addition to any from your Background. |
If opportunist is your first class, you have a number of proficiency points equal to 9 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.
- You can invest 1 point to become proficient with any of the following: Sleight of Hand, any artisan's tool, any musical instrument, water vehicles, land vehicles, or any language.
- You can invest 2 points to become proficient in any skill or any professional tool.
Retraining
Heroes don't always retain their skills forever. Sometimes old methods are forgotten in favor of new schemes. Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature. Doing so lets you regain the points you invested. You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.
If you have multiple classes, you can only re-invest points in accordance with your first class.
Sneakstrike
You can cunningly strike your foes' weakest points. When you hit with an attack that adds your proficiency bonus to the attack roll and your ability modifier to the damage roll, you can make a Sneakstrike. To do so you must have advantage on the attack roll, or you must hit a creature that has yet to act in combat. Once you hit with a Sneakstrike, you can't do so again until the start of your next turn.
You add a 1d12 bonus die to the damage roll of a Sneakstrike. This increases to 2d12 at 5th level, 3d12 at 11th level, and 4d12 at 17th level, as shown in the class table.
If different features add bonus dice to your damage roll, they don't combine. Add only the highest.
Swift Action
Your quick thinking and agility let you move and act quickly. Each turn in combat, you can take an extra action to Dash, Disengage, Hide. This is in addition to your normal action and a possible bonus action. You can't use a cunning action if your speed is reduced.