Difference between revisions of "Opportunist/1st"

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(→‎Target Strike: added clarification for compatibility with GWM and Sharpshooter)
(→‎Sneakstrike: bonus dice)
 
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==Starting equipment==
 
==Starting equipment==
{{stub}}
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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-->
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* an {{i|armored tunic}}, a {{i|dagger}}, and 20 [[rupee]]s <!--470-->
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* (''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-->
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* (''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-->
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* (''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
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-->(''b'') a {{i|hooded lantern}}, 5 pints of {{i|oil}}, and a {{i|tinderbox}};<br/>or <!--60r
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-->(''c'') 10 sheets of {{i|paper}}, an {{i|ink pen}}, an 10 uses of a {{i|healer's kit}}<!--156r? more like 61r lmao-->
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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 ==
Each level you gain in this class grants you a Heart Container (or a "Hit Die"), which is a d8.  Heart Containers are used primarily during [[short rest]]s to recover {{hp}}.
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:'''Heart Containers:''' 1d8 per opportunist level
 
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:'''Heart Points at 1st Level:''' 8 + {{con}} modifier
If your first class level is gained as an opportunist, your maximum {{hp}} increases by 8 + your {{con}} modifier
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:'''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.
 
 
Anytime you otherwise gain a level in this class, you roll d8 (or take the median of 5), then add your {{con}} modifier to that number.  Your maximum {{hp}} increases by an amount equal to the result.  If you choose to roll the d8 and the die lands on a 1, you can re-roll until you get a result other than 1.
 
 
 
If your {{con}} modifier later increases, your maximum {{hp}} will retroactively increase.
 
 
{{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.<br/>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.}}
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{{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 ==
{{Aside|Background Alternative|Proficiency points are meant to replace the skill proficiencies and backgrounds used by traditional classes.  If it is your narrator's preference, you gain no proficiency points, but are instead proficient in a combination of any three [[skills]] or [[professional tool]]s of your choice.  These proficiencies are in addition to any from your background.}}
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{{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]].  
 
This feature assumes you do not have a [[background]].  If you do have a background, your number of proficiency points is reduced by 6.
 
  
 
===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 1d12 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.
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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.
  
== Cunning Action ==
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{{Bonus Die}}
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]], or take the special Aim action.  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.--><!--
 
  
If opportunist is not your [[multiclassing|first class]], you cannot use your cunning action to Aim or Disengage until you reach 3rd level in opportunist.-->
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== Swift Action ==
 
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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.--><!--
===Aim===
 
As your cunning action, you can expend 1 [[Opportunist#Stamina Gauge|stamina point]] to add a [[bonus die]] to the first [[attack roll]] you make before the start of your next turn. This bonus die is initially a d4, but increases with your level as shown in the class table: d6 at 5th level, d8 at 11th level, d10 at 17th level, and d12 at 19th level.
 
  
 
== 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]].
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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 ===
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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 ===

Latest revision as of 12:54, 21 January 2022

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:

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

Option: Unarmed Opportunist
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

Option: Background
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.

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.