Opportunist (archived)
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At a glance, a Hyrulean class will often appear more powerful and versatile than a traditional D&D class appears. This is by design. In the years since 5th edition was released, many powerful character builds have become commonly known: "sorcadian," a monk that can cast hex, a variant human that can deal over 20 damage at 1st level, a druid-cleric that can heal hundreds of hit points by 2nd level, outright broken bard-rogue ability checks, and so many more. Hyrulean characters are designed to minimize multiclass exploits, and to omit options that are so powerful they are ubiquitous, but are still meant to be playable alongside these powerful character builds. A Hyrulean character consequently may be unable to match the most optimized builds possible in official D&D, but with minimal effort a mono-classed Hyrulean character will often be much more powerful and versatile than a comparable minimal effort build in D&D. |
description
Table: The Opportunist
Level | Proficiency Bonus |
Features | Stamina Points |
---|---|---|---|
1st | +2 | Sneakstrike (1d12), Swift Action | — |
2nd | +2 | Stamina Gauge, Talent (clever) | Dex + 1 |
3rd | +2 | Subclass | Dex + 1 |
4th | +2 | Improvement | Dex + 1 |
5th | +3 | Sneakstrike (2d12), Flank, Uncanny Dodge | Dex + 2 |
6th | +3 | Subclass feature | Dex + 2 |
7th | +3 | Improvement | Dex + 2 |
8th | +3 | Talent (amazing) | Dex + 2 |
9th | +4 | Subclass feature | Dex + 2 |
10th | +4 | Improvement | Dex + 3 |
11th | +4 | Sneakstrike (3d12), Flank Tactics | Dex + 3 |
12th | +4 | Subclass feature | Dex + 3 |
13th | +5 | Improvement | Dex + 3 |
14th | +5 | Mitigation, Talent (fantastic) | Dex + 3 |
15th | +5 | Subclass feature | Dex + 4 |
16th | +5 | Improvement | Dex + 4 |
17th | +6 | Sneakstrike (4d12) | Dex + 4 |
18th | +6 | Subclass feature | Dex + 4 |
19th | +6 | Improvement | Dex + 4 |
20th | +6 | Talent (legendary), Savvy Flexibility | Dex + 5 |
Starting equipment
You start with a backpack and common clothes. You also have either (a) 1,000 rupees' worth of equipment you choose, or (b) the following:
- an armored tunic, a dagger, and 20 rupees
- (a) a broadsword and a boomerang, (b) a shortsword, or (c) a shortbow with a quiver of 20 arrows
- (a) thieves' tools, (b) any musical instrument, or (c) any one tool you become proficient with using proficiency points
- (a) 50 feet of rope fastened to a grappling hook, 10 iron spikes, a hammer, and a shovel; (b) a hooded lantern, 5 pints of oil, and a tinderbox;
or (c) 10 sheets of paper, an ink pen, an 10 uses of a healer's kit
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
While unarmed combat is an uncommon sport in Hyrule, you might count among those who specialize in it. Instead of the normal weapon proficiency for opportunist, you can opt for proficiency with only simple weapons to gain the Martial Arts talent as a bonus. |
If opportunist is your first class, you have proficiency with the following. These are in addition to your proficiency points.
- Armor: Light armor
- Weapons: Simple weapons, broadswords, cast nets, hand crossbows, rapiers, scimitars, shortswords, and whips
- Saving Throws: Dexterity, Charisma
- Tools: Any one professional tool of your choice; or three musical instruments of your choice
Proficiency Points
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background. If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any skills or professional tools of your choice. These proficiencies are in addition to any from your Background. |
If opportunist is your first class, you have a number of proficiency points equal to 9 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.
- You can invest 1 point to become proficient with any of the following: Sleight of Hand, any artisan's tool, any musical instrument, water vehicles, land vehicles, or any language.
- You can invest 2 points to become proficient in any skill or any professional tool.
Retraining
Heroes don't always retain their skills forever. Sometimes old methods are forgotten in favor of new schemes. Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature. Doing so lets you regain the points you invested. You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.
If you have multiple classes, you can only re-invest points in accordance with your first class.
Sneakstrike
You can cunningly strike your foes' weakest points. When you hit with an attack that adds your proficiency bonus to the attack roll and your ability modifier to the damage roll, you can make a Sneakstrike. To do so you must have advantage on the attack roll, or you must hit a creature that has yet to act in combat. Once you hit with a Sneakstrike, you can't do so again until the start of your next turn.
You add 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:
- Increase one ability score of your choice by 2, or two ability scores by 1 each. This cannot increase any ability score above 20 unless you have a feature that increases your ability score maximum.
- Gain a feat.
- Master another clever talent.
- Acquire 5 more proficiency points.
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:
- an armored tunic, a dagger, and 20 rupees
- (a) a broadsword and a boomerang, (b) a shortsword, or (c) a shortbow with a quiver of 20 arrows
- (a) thieves' tools, (b) any musical instrument, or (c) any one tool you become proficient with using proficiency points
- (a) 50 feet of rope fastened to a grappling hook, 10 iron spikes, a hammer, and a shovel; (b) a hooded lantern, 5 pints of oil, and a tinderbox;
or (c) 10 sheets of paper, an ink pen, an 10 uses of a healer's kit
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
While unarmed combat is an uncommon sport in Hyrule, you might count among those who specialize in it. Instead of the normal weapon proficiency for opportunist, you can opt for proficiency with only simple weapons to gain the Martial Arts talent as a bonus. |
If opportunist is your first class, you have proficiency with the following. These are in addition to your proficiency points.
- Armor: Light armor
- Weapons: Simple weapons, broadswords, cast nets, hand crossbows, rapiers, scimitars, shortswords, and whips
- Saving Throws: Dexterity, Charisma
- Tools: Any one professional tool of your choice; or three musical instruments of your choice
Proficiency Points
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background. If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any skills or professional tools of your choice. These proficiencies are in addition to any from your Background. |
If opportunist is your first class, you have a number of proficiency points equal to 9 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.
- You can invest 1 point to become proficient with any of the following: Sleight of Hand, any artisan's tool, any musical instrument, water vehicles, land vehicles, or any language.
- You can invest 2 points to become proficient in any skill or any professional tool.
Retraining
Heroes don't always retain their skills forever. Sometimes old methods are forgotten in favor of new schemes. Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature. Doing so lets you regain the points you invested. You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.
If you have multiple classes, you can only re-invest points in accordance with your first class.
Sneakstrike
You can cunningly strike your foes' weakest points. When you hit with an attack that adds your proficiency bonus to the attack roll and your ability modifier to the damage roll, you can make a Sneakstrike. To do so you must have advantage on the attack roll, or you must hit a creature that has yet to act in combat. Once you hit with a Sneakstrike, you can't do so again until the start of your next turn.
You add 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:
- Increase one ability score of your choice by 2, or two ability scores by 1 each. This cannot increase any ability score above 20 unless you have a feature that increases your ability score maximum.
- Gain a feat.
- Master another clever talent.
- Acquire 5 more proficiency points.
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.
Kass
by hax
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:
- an armored tunic, a dagger, and 20 rupees
- (a) a broadsword and a boomerang, (b) a shortsword, or (c) a shortbow with a quiver of 20 arrows
- (a) thieves' tools, (b) any musical instrument, or (c) any one tool you become proficient with using proficiency points
- (a) 50 feet of rope fastened to a grappling hook, 10 iron spikes, a hammer, and a shovel; (b) a hooded lantern, 5 pints of oil, and a tinderbox;
or (c) 10 sheets of paper, an ink pen, an 10 uses of a healer's kit
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
While unarmed combat is an uncommon sport in Hyrule, you might count among those who specialize in it. Instead of the normal weapon proficiency for opportunist, you can opt for proficiency with only simple weapons to gain the Martial Arts talent as a bonus. |
If opportunist is your first class, you have proficiency with the following. These are in addition to your proficiency points.
- Armor: Light armor
- Weapons: Simple weapons, broadswords, cast nets, hand crossbows, rapiers, scimitars, shortswords, and whips
- Saving Throws: Dexterity, Charisma
- Tools: Any one professional tool of your choice; or three musical instruments of your choice
Proficiency Points
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background. If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any skills or professional tools of your choice. These proficiencies are in addition to any from your Background. |
If opportunist is your first class, you have a number of proficiency points equal to 9 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.
- You can invest 1 point to become proficient with any of the following: Sleight of Hand, any artisan's tool, any musical instrument, water vehicles, land vehicles, or any language.
- You can invest 2 points to become proficient in any skill or any professional tool.
Retraining
Heroes don't always retain their skills forever. Sometimes old methods are forgotten in favor of new schemes. Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature. Doing so lets you regain the points you invested. You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.
If you have multiple classes, you can only re-invest points in accordance with your first class.
Sneakstrike
You can cunningly strike your foes' weakest points. When you hit with an attack that adds your proficiency bonus to the attack roll and your ability modifier to the damage roll, you can make a Sneakstrike. To do so you must have advantage on the attack roll, or you must hit a creature that has yet to act in combat. Once you hit with a Sneakstrike, you can't do so again until the start of your next turn.
You add 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:
- Increase one ability score of your choice by 2, or two ability scores by 1 each. This cannot increase any ability score above 20 unless you have a feature that increases your ability score maximum.
- Gain a feat.
- Master another clever talent.
- Acquire 5 more proficiency points.
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.
BoTW boyz by kipkune of DeviantArt
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:
- an armored tunic, a dagger, and 20 rupees
- (a) a broadsword and a boomerang, (b) a shortsword, or (c) a shortbow with a quiver of 20 arrows
- (a) thieves' tools, (b) any musical instrument, or (c) any one tool you become proficient with using proficiency points
- (a) 50 feet of rope fastened to a grappling hook, 10 iron spikes, a hammer, and a shovel; (b) a hooded lantern, 5 pints of oil, and a tinderbox;
or (c) 10 sheets of paper, an ink pen, an 10 uses of a healer's kit
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
While unarmed combat is an uncommon sport in Hyrule, you might count among those who specialize in it. Instead of the normal weapon proficiency for opportunist, you can opt for proficiency with only simple weapons to gain the Martial Arts talent as a bonus. |
If opportunist is your first class, you have proficiency with the following. These are in addition to your proficiency points.
- Armor: Light armor
- Weapons: Simple weapons, broadswords, cast nets, hand crossbows, rapiers, scimitars, shortswords, and whips
- Saving Throws: Dexterity, Charisma
- Tools: Any one professional tool of your choice; or three musical instruments of your choice
Proficiency Points
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background. If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any skills or professional tools of your choice. These proficiencies are in addition to any from your Background. |
If opportunist is your first class, you have a number of proficiency points equal to 9 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.
- You can invest 1 point to become proficient with any of the following: Sleight of Hand, any artisan's tool, any musical instrument, water vehicles, land vehicles, or any language.
- You can invest 2 points to become proficient in any skill or any professional tool.
Retraining
Heroes don't always retain their skills forever. Sometimes old methods are forgotten in favor of new schemes. Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature. Doing so lets you regain the points you invested. You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.
If you have multiple classes, you can only re-invest points in accordance with your first class.
Sneakstrike
You can cunningly strike your foes' weakest points. When you hit with an attack that adds your proficiency bonus to the attack roll and your ability modifier to the damage roll, you can make a Sneakstrike. To do so you must have advantage on the attack roll, or you must hit a creature that has yet to act in combat. Once you hit with a Sneakstrike, you can't do so again until the start of your next turn.
You add 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
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:
- Increase one ability score of your choice by 2, or two ability scores by 1 each. This cannot increase any ability score above 20 unless you have a feature that increases your ability score maximum.
- Gain a feat.
- Master another clever talent.
- Acquire 5 more proficiency points.
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:
- an armored tunic, a dagger, and 20 rupees
- (a) a broadsword and a boomerang, (b) a shortsword, or (c) a shortbow with a quiver of 20 arrows
- (a) thieves' tools, (b) any musical instrument, or (c) any one tool you become proficient with using proficiency points
- (a) 50 feet of rope fastened to a grappling hook, 10 iron spikes, a hammer, and a shovel; (b) a hooded lantern, 5 pints of oil, and a tinderbox;
or (c) 10 sheets of paper, an ink pen, an 10 uses of a healer's kit
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
While unarmed combat is an uncommon sport in Hyrule, you might count among those who specialize in it. Instead of the normal weapon proficiency for opportunist, you can opt for proficiency with only simple weapons to gain the Martial Arts talent as a bonus. |
If opportunist is your first class, you have proficiency with the following. These are in addition to your proficiency points.
- Armor: Light armor
- Weapons: Simple weapons, broadswords, cast nets, hand crossbows, rapiers, scimitars, shortswords, and whips
- Saving Throws: Dexterity, Charisma
- Tools: Any one professional tool of your choice; or three musical instruments of your choice
Proficiency Points
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background. If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any skills or professional tools of your choice. These proficiencies are in addition to any from your Background. |
If opportunist is your first class, you have a number of proficiency points equal to 9 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.
- You can invest 1 point to become proficient with any of the following: Sleight of Hand, any artisan's tool, any musical instrument, water vehicles, land vehicles, or any language.
- You can invest 2 points to become proficient in any skill or any professional tool.
Retraining
Heroes don't always retain their skills forever. Sometimes old methods are forgotten in favor of new schemes. Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature. Doing so lets you regain the points you invested. You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.
If you have multiple classes, you can only re-invest points in accordance with your first class.
Sneakstrike
You can cunningly strike your foes' weakest points. When you hit with an attack that adds your proficiency bonus to the attack roll and your ability modifier to the damage roll, you can make a Sneakstrike. To do so you must have advantage on the attack roll, or you must hit a creature that has yet to act in combat. Once you hit with a Sneakstrike, you can't do so again until the start of your next turn.
You add 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:
- Increase one ability score of your choice by 2, or two ability scores by 1 each. This cannot increase any ability score above 20 unless you have a feature that increases your ability score maximum.
- Gain a feat.
- Master another clever talent.
- Acquire 5 more proficiency points.
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:
- an armored tunic, a dagger, and 20 rupees
- (a) a broadsword and a boomerang, (b) a shortsword, or (c) a shortbow with a quiver of 20 arrows
- (a) thieves' tools, (b) any musical instrument, or (c) any one tool you become proficient with using proficiency points
- (a) 50 feet of rope fastened to a grappling hook, 10 iron spikes, a hammer, and a shovel; (b) a hooded lantern, 5 pints of oil, and a tinderbox;
or (c) 10 sheets of paper, an ink pen, an 10 uses of a healer's kit
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
While unarmed combat is an uncommon sport in Hyrule, you might count among those who specialize in it. Instead of the normal weapon proficiency for opportunist, you can opt for proficiency with only simple weapons to gain the Martial Arts talent as a bonus. |
If opportunist is your first class, you have proficiency with the following. These are in addition to your proficiency points.
- Armor: Light armor
- Weapons: Simple weapons, broadswords, cast nets, hand crossbows, rapiers, scimitars, shortswords, and whips
- Saving Throws: Dexterity, Charisma
- Tools: Any one professional tool of your choice; or three musical instruments of your choice
Proficiency Points
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background. If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any skills or professional tools of your choice. These proficiencies are in addition to any from your Background. |
If opportunist is your first class, you have a number of proficiency points equal to 9 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.
- You can invest 1 point to become proficient with any of the following: Sleight of Hand, any artisan's tool, any musical instrument, water vehicles, land vehicles, or any language.
- You can invest 2 points to become proficient in any skill or any professional tool.
Retraining
Heroes don't always retain their skills forever. Sometimes old methods are forgotten in favor of new schemes. Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature. Doing so lets you regain the points you invested. You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.
If you have multiple classes, you can only re-invest points in accordance with your first class.
Sneakstrike
You can cunningly strike your foes' weakest points. When you hit with an attack that adds your proficiency bonus to the attack roll and your ability modifier to the damage roll, you can make a Sneakstrike. To do so you must have advantage on the attack roll, or you must hit a creature that has yet to act in combat. Once you hit with a Sneakstrike, you can't do so again until the start of your next turn.
You add 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:
- Increase one ability score of your choice by 2, or two ability scores by 1 each. This cannot increase any ability score above 20 unless you have a feature that increases your ability score maximum.
- Gain a feat.
- Master another clever talent.
- Acquire 5 more proficiency points.
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:
- an armored tunic, a dagger, and 20 rupees
- (a) a broadsword and a boomerang, (b) a shortsword, or (c) a shortbow with a quiver of 20 arrows
- (a) thieves' tools, (b) any musical instrument, or (c) any one tool you become proficient with using proficiency points
- (a) 50 feet of rope fastened to a grappling hook, 10 iron spikes, a hammer, and a shovel; (b) a hooded lantern, 5 pints of oil, and a tinderbox;
or (c) 10 sheets of paper, an ink pen, an 10 uses of a healer's kit
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
While unarmed combat is an uncommon sport in Hyrule, you might count among those who specialize in it. Instead of the normal weapon proficiency for opportunist, you can opt for proficiency with only simple weapons to gain the Martial Arts talent as a bonus. |
If opportunist is your first class, you have proficiency with the following. These are in addition to your proficiency points.
- Armor: Light armor
- Weapons: Simple weapons, broadswords, cast nets, hand crossbows, rapiers, scimitars, shortswords, and whips
- Saving Throws: Dexterity, Charisma
- Tools: Any one professional tool of your choice; or three musical instruments of your choice
Proficiency Points
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background. If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any skills or professional tools of your choice. These proficiencies are in addition to any from your Background. |
If opportunist is your first class, you have a number of proficiency points equal to 9 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.
- You can invest 1 point to become proficient with any of the following: Sleight of Hand, any artisan's tool, any musical instrument, water vehicles, land vehicles, or any language.
- You can invest 2 points to become proficient in any skill or any professional tool.
Retraining
Heroes don't always retain their skills forever. Sometimes old methods are forgotten in favor of new schemes. Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature. Doing so lets you regain the points you invested. You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.
If you have multiple classes, you can only re-invest points in accordance with your first class.
Sneakstrike
You can cunningly strike your foes' weakest points. When you hit with an attack that adds your proficiency bonus to the attack roll and your ability modifier to the damage roll, you can make a Sneakstrike. To do so you must have advantage on the attack roll, or you must hit a creature that has yet to act in combat. Once you hit with a Sneakstrike, you can't do so again until the start of your next turn.
You add 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:
- Increase one ability score of your choice by 2, or two ability scores by 1 each. This cannot increase any ability score above 20 unless you have a feature that increases your ability score maximum.
- Gain a feat.
- Master another clever talent.
- Acquire 5 more proficiency points.
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]