Opportunist (archived)

From Legends of Hyrule
Revision as of 14:31, 4 April 2024 by Guy (talk | contribs) (Guy moved page Opportunist to Opportunist (archived))
Jump to navigationJump to search
Navigation
Warning: Legends of Hyrule is still very unfinished and its content may radically change. In particular, there are plans to radically revision classes.
Please download an offline copy of any page you may need. "Alt+Shift+P" can be used to make a printable PDF of any page. See also archives.

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

Languages
Feats
Fighting Styles
Techniques
Spellcasting
spell list, spell gallery
Creature Overview
monsters, NPCs, other creatures
Magic Item Overview
item list, item gallery
3cuTCbz.png

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


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.

Table: The Assassin

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Sneakstrike (1d12), Swift Action
2nd +2 Stamina Gauge, Talent (clever) Dex + 1
3rd +2 Assassinate, Tools of the Trade Dex + 1
4th +2 Improvement Dex + 1
5th +3 Sneakstrike (2d12), Flank, Uncanny Dodge Dex + 2
6th +3 Killing Instinct, Infiltration Dex + 2
7th +3 Improvement Dex + 2
8th +3 Talent (amazing) Dex + 2
9th +4 Critical Ace, Flawless Disguise Dex + 2
10th +4 Improvement Dex + 3
11th +4 Sneakstrike (3d12), Flank Tactics Dex + 3
12th +4 Sweep Dex + 3
13th +5 Improvement Dex + 3
14th +5 Mitigation, Talent (fantastic) Dex + 3
15th +5 Critical Strike Dex + 4
16th +5 Improvement Dex + 4
17th +6 Sneakstrike (4d12) Dex + 4
18th +6 Game Over 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.

Assassinate

Starting from 3rd level, you have advantage on any attack roll against a creature that has yet to act in combat. Additionally, any hit you make against a surprised creature is automatically a critical hit.

Tools of the Trade

At 3rd level, you gain proficiency in the disguise kit and forgery kit. If already proficient, you can either regain 2 proficiency points or gain proficiency in any other professional tool of your choice.

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.

Killing Instinct

Starting from 6th level, you add your proficiency bonus to your initiative and to the damage of your Sneakstrike. (Proficiency bonuses don't stack, combine, or add together.)

Infiltration

Starting at 6th level, you become a master of getting where you aren't meant to be. You gain the following benefits:

  • You have advantage on any Charisma check made to convince a creature you are someone other than who you are, or have credentials you do not.
  • Your speed isn't reduced from climbing.
  • At the start of combat, if you aren't surprised you can use your reaction to either take the Hide action or draw a weapon. You take this reaction before any creature takes its turn.

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.

Critical Ace

Beginning at 9th level, your weapon attacks score a critical hit on a roll of 19 or 20.

Flawless Disguise

By 9th level, your disguises become instant, flawless, and seemingly supernatural. You create and don any disguise as an action. You have advantage on any check or saving throw that relies on maintaining a disguise. Water, wind, and other naturally-occurring elements can never thwart your disguise.

Flank Tactics

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

Sweep

At 12th level, you learn to get the drop on foes even in the heat of battle. You can use your cunning action to trip an adjacent creature. The target must succeed on a Dexterity saving throw or fall prone. The save DC equals 8 + your proficiency bonus + your Dexterity modifier.

A Large or larger creature has advantage on this saving throw. A Medium or smaller creature which has yet to act in combat has disadvantage.

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.

Critical Strike

At 15th level, your weapon attacks score a critical hit on a roll of 17 or higher if your attack roll is benefiting from your Aim, or if the target of your attack is prone.

Game Over

Few can slay as swiftly as you. Starting from 18th level, if you hit a creature that has yet to act in combat with a Sneakstrike, it must make a Constitution saving throw equaling 8 + your proficiency bonus + your Dexterity modifier. On a failed save, the creature is vulnerable to the damage of your attack.

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.

Lx6xjBu.jpg
Kass
by hax

This art is presented without the explicit permission of its creator.

Table: The Bard

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

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.

Bardic Performance

At 3rd level, you become an expert in the Performance skill and in three musical instruments of your choice. (You can become an expert even if you are not already proficient.) When you make an ability check in which you are an expert, add double your proficiency bonus.

Bardic Songs

At 3rd level, your bardic music becomes so enrapturing and powerful that it begins to influence the world like magic. You cast spells by playing music. Unlike normal spellcasting, you need not expend magic points to cast these spells.

Music Limit

Although you need not expend magic points to cast your bardic spells, you still cannot learn a bard spell that exceeds your music limit. This limit is initially 2, and increases by 1 every three opportunist levels hereafter—as shown in the bard table.

If you have levels in multiple spellcasting classes, your music limit does not combine with your magic limit.

Spellcasting Ability

Charisma is your spellcasting ability for your bard spells, as the power of your magic depends on your ability to evoke powerful music and performances. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one.

Your spell saving throw DC is 8 + your proficiency bonus + your Charisma modifier.

When you make a spell attack roll, you roll a d20 and add both your proficiency bonus and your Charisma modifier.

Cantrips

When you gain this feature at 3rd level, you learn two cantrips (or "unpowered spells") of your choice from the bard song list. You learn a third cantrip at 12th level.

Songs Known

At 3rd level, you learn two 2-point (1st-level) spells from the bard song list. You learn one more from this list every three levels hereafter: 6th, 9th, 12th, 15th, and 18th. Each spell you learn cannot have points exceeding your music limit at the level you learn it.

Each time you gain the Improvement feature, you can replace one bard song you know with one of equal or fewer points, or replace one bard cantrip you know with another one.

Playing a Song

Playing a song is practically the same as casting a spell, but with three differences:

  • Playing a song other than a cantrip always costs 1 stamina point, regardless of the spell's normal point value.
  • To play a song, you must use both of your hands to play music using a musical instrument with which you are proficient. The music must be at a clear and audible volume, and if played at a significantly diminished volume there will be no effect to the spell. If you are unable to produce sound or music, you cannot play a song.
  • To maintain concentration on a song, you must continuously play music using both hands. If you use your hands for anything other than playing a song, your concentration ends immediately. You cannot make any attack roll while maintaining concentration on a song, unless it is a spell attack roll caused by a song or an improvised weapon attack. You can vocally communicate while maintaining concentration on a song, for example, as this does not use your hands.

Overpowering a Song

Any spell you cast with this feature is always overpowered to the highest extent. It is cast as though you expended a number of magic points equal to your music limit, unless you wish otherwise.

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.

Bardic Knowledge

At 6th level, you become an expert on all Intelligence ability checks made to recall lore.

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.

Helping Hand

You're always ready to encourage your friends and aid your allies. At 9th level, you gain the Helping Hand talent. If you already have this talent, you can instead gain another clever or amazing talent of your choice.

Catchy Tune

At 9th level, you can pick up a song even if it drops. If your concentration on a bard song is challenged, you add a bonus to the Constitution saving throw made to maintain your concentration. This bonus equals your Charisma modifier.

Flank Tactics

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

Orchestra

Music flows from your fingertips so naturally that you can play songs from any instrument. From 12th level onward, you have proficiency with all musical instruments.

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.

Swift Song

Starting from 15th level, you can use your cunning action to cast a bard song that normally has a cast time of 1 action. Doing so requires you to expend 2 stamina points instead of the normal 1. On a turn you use this feature, you can't use your action to cast a spell or play a song, other than a cantrip.

Harmony

At 18th level, you learn to blend two musical songs into a new melody, carrying the power of both. You can maintain concentration on two bard songs simultaneously. If your concentration is challenged, you make one saving throw for both songs, and on a failure lose concentration on both.

Bard Song List

Name MP Lv School Summary
Animal Friendship 2 1st enchantment Charm an animal for up to 24 hours.
Calm Emotions 3 2nd enchantment You attempt to suppress strong emotions of a group of creatures.
Din's Power 7 5th enchantment Nearby friendly creatures have advantage on Str checks and saves, and can add a d6 to damage rolls.
Farore's Courage 2 1st enchantment For the duration, you and any friendly creatures within 30 feet of you have advantage on every saving throw against being charmed or frightened.
Gust of Wind 3 2nd evocation You create a sustained blast of wind in a line at least 60 feet long and 10 feet wide for up to 1 minute.
Identify 2 1st divination You identify what spells are affecting a creature or object, or learn a magic item's properties.
Lullaby 2 1st enchantment Up to 4d12 heart points' worth of creatures within 30 feet of you fall unconscious for 1 minute.
Marvelous Melody 0 enchantment Your melody damages adjacent creatures, and potentially charms them.
Message 0 transmutation You whisper a message that can be heard only by one creature you designate within 120 feet, who can respond similarly.
Nayru's Wisdom 5 3rd enchantment Friendly creatures within 30 feet of you have advantage on Int checks, Wis (Insight) checks, and saving throws against jinxes.
Piercing Note 0 evocation Your note pierces reality as an arrow-like attack. A hit creature takes force damage has suffers temporary disadvantage on Wisdom checks.
Sage Hand 0 conjuration Conjure a translucent, floating hand that can manipulate objects at range.
Silence 3 2nd illusion For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Song of Visibility 4 3rd divination Creatures within 30 feet of you that listen to your song can see what is otherwise invisible and have advantage on checks to find hiding creatures.
Speak with Animals 2 1st divination You gain the ability to comprehend and verbally communicate with beasts for the duration.
Spike Growth 3 2nd transmutation A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it.
Summon Instrument 0 conjuration You summon a musical instrument into your hands out of thin air.
Thaumaturgy 0 transmutation You manifest a minor wonder, a sign of supernatural power, within range.

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.

beT9Mqp.jpg
BoTW boyz by kipkune of DeviantArt
This art is presented without the explicit permission of its creator.

Table: The Beastmaster

Level Proficiency
Bonus
Features Stamina
Points
CR
1st +2 Sneakstrike (1d12), Swift Action
2nd +2 Stamina Gauge, Talent (clever) Dex + 1
3rd +2 Animal Handler, Creature Companion Dex + 1 2
4th +2 Improvement Dex + 1 2
5th +3 Sneakstrike (2d12), Flank, Uncanny Dodge Dex + 2 2
6th +3 Animal Handler (expert) Dex + 2 3
7th +3 Improvement Dex + 2 3
8th +3 Talent (amazing) Dex + 2 3
9th +4 Grave Guardian Dex + 2 4
10th +4 Improvement Dex + 3 4
11th +4 Sneakstrike (3d12), Flank Tactics Dex + 3 4
12th +4 Loyal Resistance Dex + 3 5
13th +5 Improvement Dex + 3 5
14th +5 Mitigation, Talent (fantastic) Dex + 3 5
15th +5 Superior Defense Dex + 4 6
16th +5 Improvement Dex + 4 6
17th +6 Sneakstrike (4d12) Dex + 4 6
18th +6 Legendary Resistance Dex + 4 7
19th +6 Improvement Dex + 4 7
20th +6 Talent (legendary), Savvy Flexibility Dex + 5 8

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.

Animal Handler

At 3rd level, you become proficient in the Animal Handling skill. If you are already proficient, you can either regain 2 proficiency points or become proficient in any other skill of your choice.

At 6th level, you become an expert in the Animal Handling skill.

Creature Companion

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

At 3rd level, you gain a powerful bond with a beast companion.

You can choose any one of the creatures from the beastmaster list to be your companion. As your level increases, your companion's Challenge Rating increases. Its CR is initially 2, and increases by 1 every three opportunist levels hereafter as shown in the class table: CR 3 at 6th level, CR 4 at 9th level, CR 5 at 12th level, CR 6 at 15th level, CR 7 at 18th level, and CR 8 at 20th level.

...

Etc. Although your companion is loyal and obedient to you, it is controlled by the DM in any circumstance you are not using your command companion feature to give direct orders. You are nonetheless always fully aware of your companion's statistics if you can see it, including how many heart points it has remaining.

In combat, your companion acts on your turn, and always shares its initiative with you. If you do not use your command companion feature to give it direct orders to take during your turn, it moves and acts at the end of your turn.

Command Companion

Every turn, you can use either your action or cunning action to issue verbal commands to your companion. Your companion can understand this command even if it does not share a language with you, but cannot follow any command if you are unable to speak or otherwise verbally communicate to your companion in a way it can detect. On a turn you use this feature, you can precisely dictate the movement, action, and potential reaction your companion will take until the start of your next turn.

If at the end of your turn you do not use this feature to issue commands, your companion will move on its own. It uses all of its movement to follow you if it is seemingly safe to do so, and will end its turn adjacent to you if able. This movement is doubled as if using the Dash action and moving in this way does not provoke opportunity attacks. Your companion will not use actions or reactions on your turn unless you use this feature.

Rest and Recovery

Your companion does not have its own Heart Containers, but whenever you complete a short rest with your companion, it also gains the benefits of a short rest. If you expend Heart Container to recover heart points during a rest, your companion regains an amount equal to 5 + its Constitution modifier, or the amount you regained, whichever is higher.

Your companion gains the benefits of a long rest as normal.

Whenever you regain heart points from a spell or other magic effect, you can redirect some or all of that healing to your companion (no action required) if it is adjacent to you.

Replacing a Lost Companion

Fast Campaign Alternative
The creature companion feature works best when the campaign will have several days of downtime at every level, but not all campaigns feature ample downtime. With your DM's approval, you can gain or replace a creature companion over a long rest instead of a downtime day, but replacing a companion in this way requires you to expend 500 rupees worth of resources.
This page or section is incomplete, and will eventually be expanded with more information.

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.

Grave Guardian

Starting from 9th level, your companion is so loyal and understands your wishes so well that you can control it even if you cannot take actions—even if you are unconscious or dead. Your companion still acts on your initiative (and if necessary rolls initiative using its own ability scores). You control your companion's actions, reactions, and movement until you again become able to take actions. If at any point your companion starts a turn where it cannot detect your presence, you cannot control it and it instead uses all of its movement and actions to return to your side as safely and effectively as it can—searching aimlessly if there is no better option.

If your body decomposes for a week, or your body becomes unrecognizable by your companion, you lose control of your companion.

Flank Tactics

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

Loyal Resistance

Beginning from 12th level, your companion has advantage on all saving throws if it can see you.

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.

Superior Defense

At 15th level, you teach your companion the secrets of your Uncanny Dodge. If your companion is hit by a weapon attack, it can use its reaction to halve the damage it takes from that attack.

Legendary Resistance

Starting from 18th level, if your companion fails a saving throw while it can see you, you can choose for it to succeed instead. Once you use this feature, you can't do so again until you finish a long rest.

Beastmaster List

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

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.

Table: The Garo

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Sneakstrike (1d12), Swift Action
2nd +2 Stamina Gauge, Talent (clever) Dex + 1
3rd +2 Bomb Proficiency, Studied Strike, Garo Magic Dex + 1
4th +2 Improvement Dex + 1
5th +3 Sneakstrike (2d12), Flank, Uncanny Dodge Dex + 2
6th +3 Garo Magic Dex + 2
7th +3 Improvement Dex + 2
8th +3 Talent (amazing) Dex + 2
9th +4 Master Magic (5p) Dex + 2
10th +4 Improvement Dex + 3
11th +4 Sneakstrike (3d12), Flank Tactics Dex + 3
12th +4 Master Magic (6p) Dex + 3
13th +5 Improvement Dex + 3
14th +5 Mitigation, Talent (fantastic) Dex + 3
15th +5 Magic (7p), Master Techniques Dex + 4
16th +5 Improvement Dex + 4
17th +6 Sneakstrike (4d12) Dex + 4
18th +6 Magic (8p), Master Techniques 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.

Bomb Proficiency

At 3rd level, you gain proficiency with bombs, an ancient weapon favored by garo of ages past.

Studied Strike

From 3rd level onward, you can add your Intelligence modifier to the damage of your Sneakstrike.

Garo Magic

Garo wield a blend of fantastical techniques and tricky spells. At 3rd level, you learn one martial technique which requires an action to use, and any one spell 3-points or fewer from the garo spell list. Intelligence is your casting ability for this spell, since you learn spells through study and memorization.

You only have one chance to use a technique or cast a spell with this feature. Using a technique or spell in this way does not consume any stamina or magic points. Once you do so, you must finish a short or long rest before you can use any of them again. Starting from 12th level you can use two between rests, and from 18th level you can use three between rests. You cannot use these techniques or spells with stamina points, nor magic points if you have them.

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.

Further Learning

At 6th level, you can learn one more martial technique which requires an action to use, and one garo spell of 4-points or fewer. You can still only use any of these only once, and regain the ability to use them when you finish a short or long rest.

You can never maintain knowledge of more than two spells and two techniques through this feature. Such is the way of the secretive arts wielded by Garo.

Overpowering

Starting from 6th level, whenever you use this feature to cast a spell, it is overpowered if possible to be cast as if with 4-points. This increases every three garo levels hereafter: 5-points at 9th level, 6-points at 12th level, 7-points at 15th level, and 8-points at 18th level.

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.

Masterful Magic

At 9th, 12th, 15th, and 18th levels you can replace one spell you've learned with your Garo Magic feature with a new spell. The new spell can be up to 5-points at 9th level, 6-points at 12th level, 7-points at 15th level, and 8-points at 18th level.

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.

Masterful Techniques

At 15th level, you can replace one martial technique you learned through garo magic with a heroic technique that requires an action to use. At 18th level, you can replace the other technique in the same manner.

Garo Spell List

Name MP Lv School Summary
Blade Barrier 9 6th evocation Create a wall energy-blades up to 100 feet long and 20 feet wall which slashes creatures that are inside it or pass through it.
Circle of Invisibility 4 2nd illusion You create a 20-foot cylinder that turns creature inside of it invisible for up to 10 minutes.
Cloudkill 7 5th conjuration Conjure a 20-foot radius cloud that heavily obscures and deals poison damage to creatures inside of it.
Counterspell 5 3rd abjuration You attempt to interrupt a creature in the process of casting a spell.
Dark Dive 2 1st necromancy Grab hold of a creature with an electrocuting, life-draining palm.
Darkness 3 2nd evocation Create magical darkness out to a radius of 15 feet for 10 minutes or longer.
Dimension Door 6 4th conjuration You teleport yourself and up to one other creature up to 500 feet away to a point you specify.
Disguise Self 2 1st illusion Cause yourself to appear different for the duration.
Disintegrate 9 6th transmutation Deal 10d6 + 40 force damage to a creature, object, or a creation of magical force within 60 feet of you.
Dispel Magic 5 3rd abjuration You attempt to end a spell effect in range.
Fear 5 3rd illusion Each creature in a 30-foot cone must succeed on a Wis save or become frightened of you for up to 1 minute.
Feather Fall 2 1st transmutation Your reaction safely slows the descent for up to five creatures within 60 feet of you.
Flame Choke 2 1st evocation Your touch engulfs a creature in a burst of flames and knocks it prone.
Flaming Sphere 3 2nd conjuration You conjure a flaming sphere for up to 1 minute, which rolls through and damages creatures.
Fog Cloud 2 1st conjuration You create a sphere of fog within range.
Freedom of Movement 6 4th abjuration A willing creature you touch can't have its speed reduced or its movement restricted by most means for 1 hour.
Grease 2 1st conjuration Slick grease covers a patch of ground, potentially knocking creatures prone.
Greater Invisibility 6 4th illusion A creature you touch becomes invisible for 1 minute.
Haste 5 3rd transmutation A willing creature is accelerated in time, improving its speed, actions, and combat capabilities.
Heat Metal 3 2nd transmutation A manufactured metal object in range intensely heats, damaging any creature on contact with it.
Hideous Laughter 2 1st enchantment A creature in range falls into fits of uncontrollable laughter, becoming prone and incapacitated for the duration.
Image 2 1st illusion Create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube.
Invisibility 4 2nd illusion A creature you touch becomes invisible until it attacks or casts a spell, for up to 1 hour.
Jump 1 1st transmutation A creature's jump distance is tripled until the spell ends.
Knock 3 2nd transmutation You magically open a lock or similar opening, but create a loud knock audible from up to 300 feet away.
Longstrider 2 1st transmutation A creature you touch has its speed increases by 10 feet for 1 hour.
Magic Lock 3 2nd abjuration You seal a door, window, chest, or other entrywat with a magic lock that is particularly difficult to break or force open.
Mirror Image 3 2nd illusion You create three illusory duplicates of yourself to distract attacks away from you.
Nondetection 5 3rd abjuration For 8 hours, you hide a target that you touch from divination magic.
Paralyze 3 2nd enchantment You attempt to paralyze a creature you can see within range.
Seeming 7 5th illusion Give numerous creatures an illusory disguise that lasts up to 8 hours.
Seizing Bolt 3 2nd evocation A ray of flashing white-and-yellow lightning springs from you to seize the muscles of a creature.
Silence 3 2nd illusion For up to 10 minutes, no sound can be created in a 20-foot-radius sphere within 120 feet.
Slow 5 3rd transmutation Up to six creatures are slowed in time, diminishing their effectiveness in combat.
Spider Climb 3 2nd transmutation A creature you touch can climb across vertical surfaces and ceilings while leaving its hands free, for up to an hour.
Spike Growth 3 2nd transmutation A 20-foot radius of ground grows spikes, dealing 2d4 piercing damage for every 5 feet of movement a creature travels through it.
Spiritual Weapon 3 2nd evocation Use your bonus action to summon and attack with a spectral weapon.
Stinking Cloud 5 3rd conjuration Conjure a 20-foot radius cloud that heavily obscures. A creature that starts its turn in the cloud must succeed a Con save or lose its action.
Wall of Fire 6 4th evocation Flames extend in a wall up to 60 feet long and 20 feet wide. One side of the wall incinerates creatures within 10 feet of it.
Warping Step 1 1st conjuration You teleport to an unoccupied space you can see up to 30 feet away.
Water Walk 4 3rd transmutation Up to ten willing creatures gain the ability to traverse any liquid surface as if it was solid ground for 1 hour.
Waver 2 1st illusion Your reaction imposes disadvantage on attack rolls targeting you.

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.

Table: The Lucent

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Sneakstrike (1d12), Swift Action
2nd +2 Stamina Gauge, Talent (clever) Dex + 1
3rd +2 Mystic Talents Dex + 1
4th +2 Improvement Dex + 1
5th +3 Sneakstrike (2d12), Flank, Uncanny Dodge Dex + 2
6th +3 Lucent Arts Dex + 2
7th +3 Improvement Dex + 2
8th +3 Talent (amazing) Dex + 2
9th +4 Lucent Arts (third), Inner Tranquility, Unerring Senses Dex + 2
10th +4 Improvement Dex + 3
11th +4 Sneakstrike (3d12), Flank Tactics Dex + 3
12th +4 Lucent Arts (fourth), Swift Arts, Slit of Truth Dex + 3
13th +5 Improvement Dex + 3
14th +5 Mitigation, Talent (fantastic) Dex + 3
15th +5 Lucent Arts (fifth), Eye of Truth Dex + 4
16th +5 Improvement Dex + 4
17th +6 Sneakstrike (4d12) Dex + 4
18th +6 Lucent Arts (sixth), Swift Arts 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.

Mystic Talents

At 3rd level, you learn to employ mystical arts of combat and subterfuge. These arts lay the foundation of the supernatural arts you will gradually begin to master.

You gain the Martial Arts and Unarmored Defense (Lucent's Parry) talents as a bonus. If you already have either talent, you instead gain another clever talent of your choice.

You also gain proficiency with both the Perception skill and the disguise kit. If already proficient, you can either regain 2 proficiency points, become proficient in another professional tool, or become proficient in another skill.

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.

Lucent Arts

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

At 6th level, you begin to master the supernatural arts that make a lucent so legendary. You learn two lucent arts from the following list, and learn one more of your choice at every three opportunist levels hereafter: 9th, 12th, 15th, and 18th. Whenever you gain the Improvement feature, you can replace one of the lucent arts you've learned with a new one.

You can use any lucent art you have learned as an action, so long as you have one hand free to perform it.

Some arts have a level prerequisite as shown in the second column. Your opportunist level must be at least this high before you can learn the chosen art.

Some arts call for a saving throw. The DC for this save equals 8 + your Wisdom + your proficiency bonus. If any art calls for your casting ability, it is Wisdom. Any damage from an art overcomes damage resistance and immunity as if it was a magic weapon.

Art Level Effect
Bouncing Fish Make a single unarmed strike with a reach of 30 feet.
Burst Grenade Throw a magical explosive ball to any space you can see within 30 feet of you. Either now, or as a reaction made before the start of your next turn, you can expend 1 stamina point to cause this ball to detonate. When it detonates, any creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 thunder damage and be knocked prone. You can use this reaction when a creature moves into range of the explosive, causing it to potentially fall prone in the midst of its movement.
     When activate the explosion, before the saving throw is rolled you can expend any number of stamina points (not to exceed your opportunist level) to add 1d6 thunder damage for each point.
Cat's Grace Expend 1 stamina point to give yourself or a creature you touch advantage on all Dexterity checks for 1 minute. This art only affects ability checks, not attack rolls or saving throws.
Explosive Step Expend 1 stamina point. Every creature within 5 feet of you must succeed on a Strength saving throw or take 2d6 fire damage. You then teleport a distance up to your base walking speed to any point you can see.
     When you use this art, before the saving throw is rolled you can expend any number of stamina points (not to exceed your opportunist level) to add 1d6 fire damage for each point.
Flawless Disguise Instantly create any disguise for yourself as if using a disguise kit with which you are proficient. Any ability check made to see through this disguise is made with disadvantage. You can use an action to return to normal.
Gravity Grenade Expend 1 stamina point. One creature you can see within 20 feet of you must succeed on a Dexterity saving throw or take 2d8 force damage and be pulled up to 20 feet straight towards you.
     When you use this art, before the saving throw is rolled you can expend any number of stamina points (not to exceed your opportunist level) to add 1d8 force damage for each point.
Illusions Either cast minor illusion, or expend 1 stamina point to cast silent image.
Magic Negation Expend 1 stamina point to cast dispel magic. If targeting a spell from the enchantment or illusion schools, you have advantage on the check.
Mask of Truth Expend 1 stamina point to cast speak with animals.
Lightning Chain A whip you are wielding becomes charged with magic electricity. Until the whip leaves your person, it is a magic weapon. Every hit with it deals an extra 1d6 lightning damage.
Nondetection Cast nondetection. When you cast nondetection again with this art, the previous instance of it ends.
Warding Faith You or a creature you touch gains the benefit of a shield, adding 2 to its AC, for up to 8 hours. This effect doesn't combine with the AC bonus provided by any other shield. If you use this art again, the previous instance of it ends immediately.
Warp Instantly teleport up to 20 feet to any unoccupied space that you can see. You can expend stamina points to teleport up to an extra 20 feet of distance for each point.
Whirlwind Make one unarmed strike against any or all creatures within 5 feet of you. Any swarm hit by this attack does not resist its damage.
Blinding Flash 9th Cast the blinding flash spell by expending 5 stamina points.
Whisper Magic 9th Cast message, expend 3 stamina points to cast magic mouth, or expend 4 stamina points to cast sending.
Needle Storm 12th Make up to three ranged spell attacks out to a range of 60 feet. You can use either Dexterity or Wisdom as your casting ability for the attack rolls. Each hit deals 1d6 piercing damage.
     You can use an action to "charge up" your Needle Storm art by preparing needles in advance. If you did so during your last turn, each hit instead deals 2d6 piercing damage.
Vanish 12th Expend 5 stamina points to become invisible for up to 1 minute or until you take damage, whichever comes first.
Stunning Strike 12th Expend 3 stamina points to make a single unarmed strike. Instead of taking damage, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Regardless of success or failure, once a creature attempts this saving throw it becomes immune to this art for 24 hours.

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.

Inner Tranquility

Starting from 9th level, you can add your Wisdom modifier to your maximum number of stamina points.

Unerring Senses

At 9th level, you begin to see and hear what it seems others cannot. Your eyes are beginning to know absolute truth. You become an expert in one skill of your choice from Insight, Investigation, and Perception: if you make an ability check with the chosen skill, add double your proficiency bonus.

You also have advantage on any saving throw made against an illusion spell.

Flank Tactics

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

Swift Arts

Starting at 12th level, you can use one of your lucent arts as your cunning action once. You regain the ability to do so when you next roll initiative or finish a short rest.

At 18th level, you can use one of your lucent arts as your cunning action once per turn.

Slit of Truth

Starting from 12th level, your Wisdom (Perception) checks and attack rolls don't suffer disadvantage from naturally occurring obstructions or darkness within 20 feet.

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.

Eye of Truth

Starting from 15th level, you always have truesight out to a range of 20 feet—even if you are otherwise blinded. Truesight means within this range you can see see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic.

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.

Table: The Skirmisher

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Sneakstrike (1d12), Swift Action
2nd +2 Stamina Gauge, Talent (clever) Dex + 1
3rd +2 Flanking Strike Dex + 1
4th +2 Improvement Dex + 1
5th +3 Sneakstrike (2d12), Flank, Uncanny Dodge Dex + 2
6th +3 Fighting Style, Slip Through Dex + 2
7th +3 Improvement Dex + 2
8th +3 Talent (amazing) Dex + 2
9th +4 Adaptive Stamina, Technician Dex + 2
10th +4 Improvement Dex + 3
11th +4 Sneakstrike (3d12), Flank Tactics Dex + 3
12th +4 Extra Attack Dex + 3
13th +5 Improvement Dex + 3
14th +5 Mitigation, Talent (fantastic) Dex + 3
15th +5 Extra Strike Dex + 4
16th +5 Improvement Dex + 4
17th +6 Sneakstrike (4d12) Dex + 4
18th +6 Extra Cunning 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.

Flanking Strike

At 3rd level, you learn to use your Sneakstrike more easily with the help of your allies. You can perform a sneakstrike on a target if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

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.

Fighting Style

Through trials and tribulations in battle, you adapt martial prowess by 6th level. As this level, you can gain one fighting style that is available to the fighter class.

Slip Through

Starting at 6th level, you can nimbly dodge effects that most could only overcome with brute force. When you would be forced to make a Strength saving throw, you can choose to make a Dexterity saving throw in its place.

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.

Adaptive Stamina

Starting from 9th level, you may add both your Dexterity modifier and your Constitution modifier to your stamina point maximum if you don't already.

Technician

At 9th level, you can learn any two martial techniques of your choice.

Flank Tactics

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

Extra Attack

Beginning at 12th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Optionally, you can replace one of these attacks with the Help action.

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.

Extra Strike

Beginning at 15th level, you can use your sneakstrike feature twice each round.

Extra Cunning

At 18th level, you can become so cunning and swift in battle that you are as a wisp, a specter, and a force that transcends logic or conventional limitations. Each turn, you can use your bonus action to take a second cunning action each round.

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]