Difference between revisions of "Opportunist (archived)"
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== Stamina Gauge == | == Stamina Gauge == | ||
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You gain a number of [[stamina points]] equal to your {{dex}} modifier. If your {{dex}} later increases, so too does your number of stamina points. | You gain a number of [[stamina points]] equal to your {{dex}} modifier. If your {{dex}} later increases, so too does your number of stamina points. | ||
Revision as of 06:12, 22 April 2020
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Player's Guide |
System Reference |
Compendium |
This page or section is incomplete, and will eventually be expanded with more information. |
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 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, 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 opportunist is not your first 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 first class.
Proficiency Points
Proficiency points are meant to replace the skill proficiencies and backgrounds used by official D&D classes. If it is your DM's preference, you gain no proficiency points, but are instead proficient in a combination of any three 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: the Sleight of Hand skill, 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.
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 up to 3 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 re-invest points in accordance with your first class.
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
This content assumes a short rest will only take 5 minutes, as described in the Hyrulean Guidelines. If your campaign uses a traditional 1-hour short rest, double the number of stamina points you gain from this class. |
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. At 14th level, you hone a fantastical talent. Finally, at 20th level, you hone a legendary talent from the list below.
When gaining a talent, you can choose a talent of lower tier than you are afforded. If you use your Improvement to replace this talent, it can be of the tier you were afforded or lower.
Unless stated otherwise, you cannot gain the same talent multiple times.
Essential
2nd level
Extraordinary
8th level
Fantastical
14th level
Legendary
20th level
%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 every three levels thereafter: 6th, 9th, 12th, 15th, and 18th.
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:
- 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.
- Master another essential talent.
- Acquire 5 more proficiency points.
Each time you gain this feature, you can replace one talent you already know with a new one of the same tier.
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]