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Revision as of 13:03, 25 November 2020

Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
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Player's Guide

Character Creation
the next level
Classes
champ, opportunist, researcher, sage, scion
Species
gerudo, goron, hylian, rito, zora
anouki, deku, korok, twili, zonai
Equipment
armor, weapons, gear, tools, goods, services

System Reference

Hyrulean Guidelines
Using Ability Scores
str, dex, con, int, wis, cha
Time & Movement
Environment
Rest
Combat
Conditions
Downtime
Dungeon Mastering
encounters, progression, treasure, variant rules

Compendium

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Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
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This page or section is incomplete, and will eventually be expanded with more information.


Hyrulean Class Balance
At a glance, a Hyrulean class will often appear more powerful and versatile than a traditional D&D class appears. This is by design.
     In the years since 5th edition was released, many powerful character builds have become commonly known: "sorcadian," a monk that can cast hex, a variant human that can deal over 20 damage at 1st level, a druid-cleric that can heal hundreds of hit points by 2nd level, outright broken bard-rogue ability checks, and so many more.
     Hyrulean characters are designed to minimize multiclass exploits, and to omit options that are so powerful they are ubiquitous, but are still meant to be playable alongside these powerful character builds. A Hyrulean character consequently may be unable to match the most optimized builds possible in official D&D, but with minimal effort a mono-classed Hyrulean character will often be much more powerful and versatile than a comparable minimal effort build in D&D.


description

Table: The Opportunist

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Sneakstrike (1d12), Swift Action
2nd +2 Stamina Gauge, Talent (clever) Dex + 1
3rd +2 Subclass Dex + 1
4th +2 Improvement Dex + 1
5th +3 Sneakstrike (2d12), Flank, Uncanny Dodge Dex + 2
6th +3 Subclass feature Dex + 2
7th +3 Improvement Dex + 2
8th +3 Talent (amazing) Dex + 2
9th +4 Subclass feature Dex + 2
10th +4 Improvement Dex + 3
11th +4 Sneakstrike (3d12), Flank Tactics Dex + 3
12th +4 Subclass feature Dex + 3
13th +5 Improvement Dex + 3
14th +5 Mitigation, Talent (fantastic) Dex + 3
15th +5 Subclass feature Dex + 4
16th +5 Improvement Dex + 4
17th +6 Sneakstrike (4d12) Dex + 4
18th +6 Subclass feature Dex + 4
19th +6 Improvement Dex + 4
20th +6 Talent (legendary), Savvy Flexibility Dex + 5

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.

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 its own tab.

  • 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 beastmaster, you gain the aid of a powerful beast companion that even helps you land sneakstrikes.
  • As a garo, you practice an an art which blends the cunning and agility of an opportunist with evocation and illusion magic.
  • As a lucent, you specialize in unarmed combat, mobility, disguises, and uncovering the truth. 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 also replace one talent you already know with a new one of the same tier.

Uncanny Dodge

At 5th level, you learn to mitigate conventional attacks with abnormal grace. When an attacker that you can see hits you with an attack roll, you can use your reaction to halve the damage you take from that attack.

Flank

Also at 5th level, you learn to flank your enemies to deliver a precision blow. When you make an attack roll against a creature, you gain advantage on the roll if another enemy of the target is within 5 feet of it, and that enemy isn't incapacitated.

Once you use this feature, you cannot use it again until you next roll initiative or otherwise start combat.

Amazing Talent

At 8th level, your aptitude gives rise to a new talent. You acquire one talent from the list below. If none of these options are appealing, you can instead learn another clever talent.

%PAGE% Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn, including any additions to your speed such as the Dash action. Once you use this trait, you can't use it again until you next roll initiative.
%PAGE% As a cunning action, you can expend 2 stamina points to sharply focus your confidence and tact. In doing so, you gain advantage on all Charisma ability checks for as long as you maintain concentration. This doesn't benefit attack rolls or saving throws, only ability checks. Your concentration on this effect ends if you finish a short or long rest.
%PAGE% As a cunning action, you can expend 2 stamina points to sharply focus on the movements of your body. In doing so, you gain advantage on all Dexterity ability checks for as long as you maintain concentration. This doesn't benefit attack rolls or saving throws, only ability checks. Your concentration on this effect ends if you finish a short or long rest.
%PAGE% You're always ready to work with your allies. You can use your cunning action to Help if you don't also use your primary action to Help. If you use this feature to grant advantage on an attack roll, you can't do so again until you next roll intiative.
%PAGE% As a cunning action, you can expend 2 stamina points to hone your senses. In doing so, you gain advantage on all Wisdom ability checks for as long as you maintain concentration. This doesn't benefit attack rolls or saving throws, only ability checks. Your concentration on this effect ends if you finish a short or long rest.
%PAGE% You never take damage from falling. You have advantage on every ability check or saving throw made to avoid being moved or knocked prone.
%PAGE% If you have the Aim feature, you can use it without expending stamina points.

Flank Tactics

Starting from 11th level, you can use your Flank feature once on each of your turns.

Fantastic Talent

At 14th level, you have become so adept that you can routinely achieve what seems impossible. You acquire one fantastic talent from the list below. If none of these options are appealing, you can instead learn another clever or amazing talent.

%PAGE% You can exploit a creature's momentary distraction when it is hit by an attack. Whenever a creature within 5 feet of you takes damage that doesn't originate from you, fails a saving throw that doesn't originate from you, or is knocked prone by a creature other than you, you can use your reaction to make one melee weapon attack or unarmed strike against that creature.
%PAGE% You have 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
%PAGE% As your cunning action, you may expend 1 stamina point to take the Dodge action.
%PAGE% You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
%PAGE% You have refined your chosen skills to near perfection. Choose up to five skills or tools in which you are proficient. Whenever you make an ability check using those skills or tools, you can treat any d20 roll of 9 or lower as a 10.
%PAGE% If you start your turn in dim light or darkness, you can use your cunning action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. As part of this action, you can expend 1 stamina point to gain advantage on the next melee weapon attack you make before the end of your turn.
%PAGE% When an attacker that you can see hits you with an attack roll, you can use your reaction to force the attacker to roll again, replacing the previous roll.

Mitigation

Also at 14th level, you learn to mitigate unconventional attacks with uncanny ease. When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Legendary Talent

By 20th level, your everyday exploits are the stuff of legends. At this level you master one legendary talent from the list below.

%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.

Savvy Flexibility

At 20th level, you learn to adapt your skills to the challenges ahead. Whenever you finish a long rest, you can replace any one skill proficiency you have with a new one, or replace one talent you know with another 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]