Difference between revisions of "Opportunist/1st"
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* 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=== |
Revision as of 20:16, 14 January 2022
Contents
Starting equipment
This page or section is incomplete, and will eventually be expanded with more information. |
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 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 Constitution modifier later increases, your maximum heart points will retroactively increase.
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 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.
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.