Difference between revisions of "Template:Opportunist/1st"
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*<span style="font-family:'scalysans';">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.</span> | *<span style="font-family:'scalysans';">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.</span> | ||
*<span style="font-family:'scalysans';">At 10th level you gain yet another forte of your choice, and the d6 becomes a d8.</span> | *<span style="font-family:'scalysans';">At 10th level you gain yet another forte of your choice, and the d6 becomes a d8.</span> | ||
− | <span style="font-family:'scalysans';">Whenever you earn a forte, instead of gaining the normal benefit, you can instead choose to gain a | + | <span style="font-family:'scalysans';">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.</span> |
+ | |||
+ | <h3>Savvy Fortes</h3> | ||
+ | <span style="font-family:'scalysans';">Each savvy forte is summarized below. Click a savvy forte's name for the full effect.</span> | ||
+ | {{stub}} | ||
==Open Palm== | ==Open Palm== | ||
− | <span style="font-family:'scalysans';"> | + | <span style="font-family:'scalysans';">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:{{a}} |
− | '''''Disarm.''''' When you use a free hand to hit a creature | + | '''''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 [[saving throw|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.{{a}} |
'''''Handy Finesse.''''' You can add either your {{Str}} or {{Dex}} modifier to attack and damage rolls of your [[unarmed strike]] and any [[improvised weapon]].{{a}} | '''''Handy Finesse.''''' You can add either your {{Str}} or {{Dex}} modifier to attack and damage rolls of your [[unarmed strike]] and any [[improvised weapon]].{{a}} | ||
'''''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.</span><noinclude> | '''''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.</span><noinclude> | ||
[[Category:Class Templates]]</noinclude> | [[Category:Class Templates]]</noinclude> |
Latest revision as of 12:59, 5 April 2024
Contents
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.
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).
- boots, a cap, a tunic, and 2 daggers
- (a) a shortbow, (b) a broadsword, or (c) a shortsword and 2 more daggers
- (a) a sneaky elixir, (b) a small key, or (c) any artisan's tool or musical instrument
- common clothes, 2 rations, 2 bottles of water, and 10 rupees
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.