Difference between revisions of "Opportunist (archived)"

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! Level !! Proficiency<br/>Bonus !! Features
 
! Level !! Proficiency<br/>Bonus !! Features
 
|-
 
|-
| 1st || +2 || {{inpage|Hearts}}, {{inpage|Proficiencies}}, {{inpage|Proficiency Points}}, {{inpage|Sneakstrike}}, {{inpage|Stamina Meter}}
+
| 1st || +2 || {{inpage|Sneakstrike}} (1d12), {{inpage|Stamina Meter}}
 
|-
 
|-
| 2nd || +2 || {{inpage|Cunning Action}}, {{inpage|Talent}}
+
| 2nd || +2 || {{inpage|Cunning Action}}, {{inpage|Talent}} (essential)
 
|-
 
|-
 
| 3rd || +2 || [[#Subclass|Subclass]]
 
| 3rd || +2 || [[#Subclass|Subclass]]
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| 4th || +2 || {{inpage|Improvement}}
 
| 4th || +2 || {{inpage|Improvement}}
 
|-
 
|-
| 5th || +3 || {{inpage|Uncanny Dodge}}
+
| 5th || +3 || {{inpage|Sneakstrike}} (2d12)
 
|-
 
|-
| 6th || +3 || {{inpage|Agile Initiative}}
+
| 6th || +3 || [[#Subclass|Subclass]] feature
 
|-
 
|-
| 7th || +3 || [[#Subclass|Subclass]] feature
+
| 7th || +3 || {{inpage|Improvement}}
 
|-
 
|-
| 8th || +3 || {{inpage|Improvement}}
+
| 8th || +3 || {{inpage|Talent}} (extraordinary)
 
|-
 
|-
| 9th || +4 || {{inpage|Evasion}}
+
| 9th || +4 || [[#Subclass|Subclass]] feature
 
|-
 
|-
| 10th || +4 || {{inpage|Reliable Skills}}
+
| 10th || +4 || {{inpage|Improvement}}
 
|-
 
|-
| 11th || +4 || [[#Subclass|Subclass]] feature
+
| 11th || +4 || {{inpage|Sneakstrike}} (3d12),
 
|-
 
|-
| 12th || +4 || {{inpage|Improvement}}
+
| 12th || +4 || [[#Subclass|Subclass]] feature
 
|-
 
|-
| 13th || +5 || {{inpage|Blindsight}}
+
| 13th || +5 || {{inpage|Improvement}}
 
|-
 
|-
| 14th || +5 || [[#Subclass|Subclass]] feature
+
| 14th || +5 || {{inpage|Talent}} (fantastical)
 
|-
 
|-
| 15th || +5 || {{inpage|Elusive}}
+
| 15th || +5 || [[#Subclass|Subclass]] feature
 
|-
 
|-
 
| 16th || +5 || {{inpage|Improvement}}
 
| 16th || +5 || {{inpage|Improvement}}
 
|-
 
|-
| 17th || +6 || [[#Subclass|Subclass]] feature
+
| 17th || +6 || {{inpage|Sneakstrike}} (4d12)
 
|-
 
|-
| 18th || +6 || {{inpage|Supreme Luck}}
+
| 18th || +6 || [[#Subclass|Subclass]] feature
 
|-
 
|-
| 19th || +6 || {{inpage|Talent}} (extra), {{inpage|Improvement}}
+
| 19th || +6 || {{inpage|Improvement}}
 
|-
 
|-
| 20th || +6 || [[#Subclass|Subclass]] feature
+
| 20th || +6 || {{inpage|Talent}} (legendary)
 
|}
 
|}
  
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If your first class level is gained as an opportunist, your maximum {{hp}} increases by 8 + your {{con}} modifier.   
 
If your first class level is gained as an opportunist, your maximum {{hp}} increases by 8 + your {{con}} modifier.   
  
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 maximimum {{hp}} increases by an amount equal to the 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 your {{con}} modifier later increases, your maximum {{hp}} will retroactively increase.
 
If your {{con}} modifier later increases, your maximum {{hp}} will retroactively increase.
  
 
== Proficiencies ==
 
== Proficiencies ==
If your first class level is gained as an opportunist, you have proficiency with the following.
+
If your first class level is gained as an opportunist, you have proficiency with the following. These are in addition to your [[#Proficiency Points|proficiency points]].
* Simple [[weapons]], [[hand crossbow]]s, [[net]]s, [[rapier]]s [[scimitar]]s, [[shortsword]]s, and [[whip]]s
+
:'''[[Armor]]:''' Light [[armor]]
* Light [[armor]]
+
:'''[[Weapons]]:''' [[Weapons|Simple weapons]], [[hand crossbow]]s, [[net]]s, [[rapier]]s [[scimitar]]s, [[shortsword]]s, and [[whip]]s
* {{dex}} and {{cha}} [[saving throws]]
+
:'''[[Saving throw|Saving Throws]]''':  {{dex}}, {{cha}}
* Any one [[professional tool]] of your choice; or three [[musical instrument]]s of your choice
+
:'''[[Tools]]''': Any one [[professional tool]] of your choice; or three [[musical instrument]]s of your choice
  
 
=== Multiclass Proficiencies ===
 
=== Multiclass Proficiencies ===
If you gain a level in opportunist as a secondary class (see [[multiclassing]]), you instead gain proficiency with either one [[professional tool]] of your choice or three [[musical instrument]]s of your choice.
+
If you gain a level in opportunist as a secondary class (see [[multiclassing]]), you instead only gain proficiency with either one [[professional tool]] of your choice or three [[musical instrument]]s of your choice.  You do not gain any [[#Proficiency Points|proficiency points]] from opportunist if it is not your primary class.
  
 
== Proficiency Points ==
 
== Proficiency Points ==
If your first class level is gained as an opportunist, 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.<br/>{{tab}}During [[character creation]] or during [[downtime]], you can expend proficiency points to gain proficiencies.   
+
If your first class level is gained as an opportunist, 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 expend 1 proficiency point to become proficient with the [[Sleight of Hand]] [[skill]], 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: the [[Sleight of Hand]] [[skill]], any [[artisan's tool]], any [[musical instrument]], water vehicles, land vehicles, or any [[language]].
* You can expend 2 proficiency points to become proficient in any [[skill]] or any [[professional tool]] of your choice.  
+
* 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.
 
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===
 +
Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new schemes.  Each time you gain a level in any class, you can forget 1 or 2 proficiency points' worth of items you gained with this feature.  Doing so lets you regain the points you invested.  You can then invest these points into any other items in accordance with this feature, or save them to be assigned at later levels.
 +
 +
If you [[multiclass]], you can only retrain proficiency points with the class in which you gained your first level.
  
 
== Sneakstrike ==
 
== Sneakstrike ==
 
You can cunningly strike your foes' weakest points.  Once per turn when you hit with an attack that adds your ability modifier to the damage roll, you can make a Sneakstrike.  The attack must be made as a [[target strike]], you must have [[advantage]] on the attack roll, or you must hit a [[surprised]] creature.
 
You can cunningly strike your foes' weakest points.  Once per turn when you hit with an attack that adds your ability modifier to the damage roll, you can make a Sneakstrike.  The attack must be made as a [[target strike]], you must have [[advantage]] on the attack roll, or you must hit a [[surprised]] creature.
  
A Sneakstrike deals 5 extra damage.  The {{inpage|subclass}} you gain at 3rd level may augment your Sneakstrike.
+
You add a 1d12 [[bonus die]] to the damage roll of a Sneakstrike.  This increases to 2d12 bonus dice at 5th level, 3d12 at 11th level, and 4d12 at 17th level.  The {{inpage|subclass}} you gain at 3rd level may augment your Sneakstrike.
  
 
== Stamina Gauge ==
 
== Stamina Gauge ==
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Starting at 2nd level, your quick thinking and agility let you move and act quickly.  Each turn in [[combat]], you can use your [[bonus action]] to [[Dash Action|Dash]], [[Disengage Action|Disengage]], or [[Hide Action|Hide]].  This feature does not alter the circumstances under which you can Hide.
 
Starting at 2nd level, your quick thinking and agility let you move and act quickly.  Each turn in [[combat]], you can use your [[bonus action]] to [[Dash Action|Dash]], [[Disengage Action|Disengage]], or [[Hide Action|Hide]].  This feature does not alter the circumstances under which you can Hide.
  
== Talent ==
+
You can also use your cunning action to Aim.  As a bonus action, you add a d6 [[bonus die]] to your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
At 2nd level and 19th level, you hone your abilities into a new talent.  At these levels, choose one of the following talents to master.  You can also master another talent as an {{inpage|Improvement}}.  Unless stated otherwise, you cannot gain the same talent multiple times.
+
 
 +
== Talents ==
 +
At 2nd level, you hone your abilities into a new talent&mdash;an essential talent&mdash;which you choose from the list below.  You can also master another essential talent as part of your {{inpage|Improvement}} feature.   
  
{| class="wikitable"
+
At 8th level, you hone an extraordinary talent from the list below, though if you like you can substitute an essential talent at this levelAt 14th level, you hone a fantastical talent, though you can substitute a talent of lower tier.  Finally, at 20th level, you hone a legendary talent from the list below.
! Expertise
+
 
| Choose one [[skill]] or [[tool]] in which you are proficient. You gain [[expertise]] in the chosen skill or toolIf you gain this talent a second time, you gain expertise in another skill or tool, but you cannot gain this talent more than twice.
+
Unless stated otherwise, you cannot gain the same talent multiple times.
 +
 
 +
===Essential===
 +
{| class="wikitable sortable"
 
|-
 
|-
! Jack of All Trades
+
{{#dpl: debug=1
| You add a +1 bonus to any ability check you make that doesn't already include your proficiency bonus nor any other bonus. This doesn't benefit attack rolls or [[saving throws]].  If you gain this talent a second time at 19th level, the bonus increases to +2.
+
|category=Talents
 +
|category=Essential
 +
|notcategory=Lists
 +
|notcategory=Supplement
 +
|notnamespace=Category
 +
|include={TB}:2
 +
|mode=userformat
 +
|format=,¦- \n ¦ [[%PAGE%¦²{#replace:%PAGE%¦(talent)¦}²]],\n,
 +
|tablerow=¦¦ %%, %%, %%\n ¦¦ %%, %%, %%\n
 +
}}|}
 +
 
 +
===Extraordinary===
 +
{| class="wikitable sortable"
 
|-
 
|-
! Spell Adept
+
{{#dpl: debug=1
| You learn two cantrips of your choice from the [[researcher]] or [[sage]] spell list.  Both cantrips must be usable by the same subclass.  If you chose researcher cantrips, your casting ability for these cantrips is {{int}}.  Otherwise your casting ability is {{wis}}.  You can gain this talent twice.
+
|category=Talents
 +
|category=Extraordinary
 +
|notcategory=Lists
 +
|notcategory=Supplement
 +
|notnamespace=Category
 +
|include={TB}:2
 +
|mode=userformat
 +
|format=,¦- \n ¦  [[%PAGE%¦²{#replace:%PAGE%¦(talent)¦}²]],\n,
 +
|tablerow=¦¦ %%, %%, %%\n ¦¦ %%, %%, %%\n
 +
}}|}
 +
 
 +
===Fantastical===
 +
{| class="wikitable sortable"
 
|-
 
|-
! Unarmed Fighting
+
{{#dpl: debug=1
|  
+
|category=Talents
* When you make an [[unarmed strike]], you can roll a d6 instead of the normal damage die, and you can choose to use your {{dex}} modifier for attack and damage rolls in place of your {{str}} modifier.
+
|category=Fantastical
* You can use your {{inpage|Cunning Action}} to make an [[unarmed strike]] if you already took the [[Attack Action|Attack]] action this turn, but you don't add your ability modifier to the damage roll of this attack.
+
|notcategory=Lists
* If you are unarmored, your [[Armor Class|AC]] is never lower than 10 + your {{dex}} modifier + your {{wis}} modifier.  A shield's bonus does not add to this AC.
+
|notcategory=Supplement
* If both of your hands are free and you are not benefiting from a [[shield]], you can add 1 to your [[Armor Class]].
+
|notnamespace=Category
 +
|include={TB}:2
 +
|mode=userformat
 +
|format=,¦- \n ¦  [[%PAGE%¦²{#replace:%PAGE%¦(talent)¦}²]],\n,
 +
|tablerow=¦¦ %%, %%, %%\n ¦¦ %%, %%, %%\n
 +
}}|}
 +
 
 +
===Legendary===
 +
{| class="wikitable sortable"
 
|-
 
|-
! Weapon Training
+
{{#dpl: debug=1
| You gain proficiency with all martial weapons and with [[shield]]s (but not {{Item|heavy shield}}s).
+
|category=Talents
|}
+
|category=Legendary
 +
|notcategory=Lists
 +
|notcategory=Supplement
 +
|notnamespace=Category
 +
|include={TB}:2
 +
|mode=userformat
 +
|format=,¦- \n ¦  [[%PAGE%¦²{#replace:%PAGE%¦(talent)¦}²]],\n,
 +
|tablerow=¦¦ %%, %%, %%\n ¦¦ %%, %%, %%\n
 +
}}|}
 +
 
  
 
== Subclass ==
 
== Subclass ==
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* As a '''[[mystic]]''', you specialize in unarmed combat and mobility.  A variety of flashy moves and spells are at your disposal.
 
* As a '''[[mystic]]''', you specialize in unarmed combat and mobility.  A variety of flashy moves and spells are at your disposal.
 
* As a '''[[skirmisher]]''', you work with allies to achieve the upper hand on the battlefield.
 
* As a '''[[skirmisher]]''', you work with allies to achieve the upper hand on the battlefield.
<!-- * A '''[[#Trickster|trickster]]'''...  
+
<!-- * A '''[[#Trickster|trickster]]'''... -->
 
 
3rd
 
7th
 
11th
 
14th
 
17th
 
20th -->
 
  
 
== Improvement ==
 
== Improvement ==
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, your capabilities improve in a fundamental but powerful way. At these levels, choose one of the following improvements:
+
When you reach 4th level and every three opportunist levels thereafter as shown in the opportunist table, your opportunistic competence evolves.  At each of these levels you gain one of the following benefits:
 
* Increase one [[ability score]] of your choice by 2, or two ability scores by 1 each.  This cannot increase any ability score above 20 unless you have a feature that increases your [[ability score maximum]].
 
* Increase one [[ability score]] of your choice by 2, or two ability scores by 1 each.  This cannot increase any ability score above 20 unless you have a feature that increases your [[ability score maximum]].
* Gain a [[feat]] of your choice.
+
* Gain a [[feat]].
* Master another {{inpage|Talent}} of your choice.
+
* Master another essential {{inpage|talent}}.
 
* Acquire 5 more [[#Proficiency Points|proficiency points]].
 
* Acquire 5 more [[#Proficiency Points|proficiency points]].
  
== Uncanny Dodge ==
+
Each time you gain this feature, you can replace one {{inpage|talent}} you already know with a new oneYou cannot replace a talent with one of higher tier, unless you previously chose a sub-tier talent and are replacing it appropriately.
Beginning at 5th level, when an attacker that you can see hits you with an attack, you can use your [[reaction]] to expend 1 [[stamina point]] and halve the attack's damage against you.
 
 
 
== Agile Initiative ==
 
Starting from 6th level, you can add both your {{dex}} modifier and your {{wis}} modifier to your [[initiative]].  You need not add either modifier if it is negative.
 
 
 
== Evasion ==
 
At 9th level, you learn to nimbly dodge from area damage and abnormal hazards like a dragon's fiery breath or a [[bomb]]When you make a {{dex}} saving throw to take only half damage from an effect, you instead take no damage on a successful saving throw, and only half damage on a failure.
 
 
 
== Reliable Skills ==
 
By 10th level, you have refined your chosen skills to near perfection.  Whenever you make an ability check with your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
 
  
== Blindsight ==
 
At 13th level, you gain [[blindsight]] out to a range of 10 feet. As long as you can hear, you can perceive any creature within this range even if it is hidden or [[invisible]], and your inability to see it doesn’t impose [[disadvantage]] on your attack rolls against it
 
  
== Elusive ==
+
{{Source}}<br/>{{SRD}}
Starting at 15th level, no attack roll can have [[advantage]] against you while you aren't [[incapacitated]].
 
  
== Supreme Luck ==
+
[[Category:Classes]]
At 18th level, you learn to pull off incredible stunts that appear to be extreme luck.  You can expend 10 [[stamina points]] to do either of the following:
 
* Immediately after you roll any ability check, you can choose to roll again and can use either the second result or the initial one.
 
* When you miss an attack roll, you can choose to hit instead.
 

Revision as of 23:54, 17 March 2020

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

ClassesOpportunist


description

Table: The Opportunist

Level Proficiency
Bonus
Features
1st +2 Sneakstrike (1d12), Stamina Meter
2nd +2 Cunning Action, Talent (essential)
3rd +2 Subclass
4th +2 Improvement
5th +3 Sneakstrike (2d12)
6th +3 Subclass feature
7th +3 Improvement
8th +3 Talent (extraordinary)
9th +4 Subclass feature
10th +4 Improvement
11th +4 Sneakstrike (3d12),
12th +4 Subclass feature
13th +5 Improvement
14th +5 Talent (fantastical)
15th +5 Subclass feature
16th +5 Improvement
17th +6 Sneakstrike (4d12)
18th +6 Subclass feature
19th +6 Improvement
20th +6 Talent (legendary)

Starting equipment

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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 rests to recover heart points.

If your first class level is gained as an opportunist, your maximum heart points increases by 8 + your Constitution modifier.

Anytime you otherwise gain a level in this class, you roll d8 (or take the median of 5), then add your Constitution modifier to that number. Your maximum heart points increases by an amount equal to the result.

If your Constitution modifier later increases, your maximum heart points will retroactively increase.

Proficiencies

If your first class level is gained as an opportunist, you have proficiency with the following. These are in addition to your proficiency points.

Armor: Light armor
Weapons: Simple weapons, hand crossbows, nets, rapiers scimitars, shortswords, and whips
Saving Throws: Dexterity, Charisma
Tools: Any one professional tool of your choice; or three musical instruments of your choice

Multiclass Proficiencies

If you gain a level in opportunist as a secondary class (see multiclassing), you instead only gain proficiency with either one professional tool of your choice or three musical instruments of your choice. You do not gain any proficiency points from opportunist if it is not your primary class.

Proficiency Points

If your first class level is gained as an opportunist, 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.

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

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new schemes.  Each time you gain a level in any class, you can forget 1 or 2 proficiency points' worth of items you gained with this feature.  Doing so lets you regain the points you invested.  You can then invest these points into any other items in accordance with this feature, or save them to be assigned at later levels.

If you multiclass, you can only retrain proficiency points with the class in which you gained your first level.

Sneakstrike

You can cunningly strike your foes' weakest points. Once per turn when you hit with an attack that adds your ability modifier to the damage roll, you can make a Sneakstrike. The attack must be made as a target strike, you must have advantage on the attack roll, or you must hit a surprised creature.

You add a 1d12 bonus die to the damage roll of a Sneakstrike. This increases to 2d12 bonus dice at 5th level, 3d12 at 11th level, and 4d12 at 17th level. The subclass you gain at 3rd level may augment your Sneakstrike.

Stamina Gauge

You gain a number of stamina points equal to your Dexterity modifier. If your Dexterity later increases, so too does your number of stamina points.

You can use your stamina points to perform target strikes or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

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.

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 or from other sources. Your narrator may enable alternate or additional effects for a target strike.

Cunning Action

Starting at 2nd level, your quick thinking and agility let you move and act quickly. Each turn in combat, you can use your bonus action to Dash, Disengage, or Hide. This feature does not alter the circumstances under which you can Hide.

You can also use your cunning action to Aim. As a bonus action, you add a d6 bonus die to your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Talents

At 2nd level, you hone your abilities into a new talent—an essential talent—which you choose from the list below. You can also master another essential talent as part of your Improvement feature.

At 8th level, you hone an extraordinary talent from the list below, though if you like you can substitute an essential talent at this level. At 14th level, you hone a fantastical talent, though you can substitute a talent of lower tier. Finally, at 20th level, you hone a legendary talent from the list below.

Unless stated otherwise, you cannot gain the same talent multiple times.

Essential

Extraordinary

Fantastical

Legendary

%PAGE% As your cunning action, you can expend 1 stamina point to become invisible until the start of your next turn.
%PAGE% Add a d6 bonus die to any ability check or saving throw you make that doesn't already include your proficiency bonus nor any other bonus. This talent doesn't benefit attack rolls. (If you have the Jack of All Trades talent, you can replace it with a different extraordinary talent.)
%PAGE% After you roll an ability check but before the consequences are detailed, you can choose to treat the d20 roll as a 20. Once you use this talent, you must finish a long rest before you can use it again.
%PAGE% If you are hit by a melee attack, you can use your reaction to redirect that attack to another creature of your choice that is adjacent to you or in reach of the attacking creature. The attacker must make a new attack roll against the new target. Using this feature expends 3 stamina points.
%PAGE% If you miss with an attack roll, you expend 3 stamina points to roll again, and use either result. You can only use this feature once per attack roll.


Subclass

At 3rd level, you choose an subclass that you exercise in your opportunist abilities. The subclass you choose grants you features at 3rd level and again at 7th, 11th, 14th, 17th, and 20th level.

Each subclass is summarized immediately below, and covered in more detail later on this page.

  • As an assassin, you specialize in delivering a devastating, killing blow to an unsuspecting foe.
  • As a bard, you have a knack for learning or reciting legends and weaving magic through music.
  • As a garo, you practice an an art which blends the cunning and agility of an opportunist with evocation and illusion magic.
  • As a mystic, you specialize in unarmed combat and mobility. A variety of flashy moves and spells are at your disposal.
  • As a skirmisher, you work with allies to achieve the upper hand on the battlefield.

Improvement

When you reach 4th level and every three opportunist levels thereafter as shown in the opportunist table, your opportunistic competence evolves.  At each of these levels you gain one of the following benefits:

Each time you gain this feature, you can replace one talent you already know with a new one. You cannot replace a talent with one of higher tier, unless you previously chose a sub-tier talent and are replacing it appropriately.


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]