Opportunist/1st
Contents
Starting equipment
This page or section is incomplete, and will eventually be expanded with more information. |
Hearts
Each level you gain in this class grants you a Heart Container (or a "Hit Die"), which is a d8. Heart Containers are used primarily during short rests to recover heart points.
If your first class level is gained as an opportunist, your maximum heart points increases by 8 + your Constitution modifier.
Anytime you otherwise gain a level in this class, you roll d8 (or take the median of 5), then add your Constitution modifier to that number. Your maximum heart points increases by an amount equal to the result.
If your Constitution modifier later increases, your maximum heart points will retroactively increase.
Proficiencies
While unarmed combat is an uncommon sport in Hyrule, you might count among those who specialize in it. Instead of the normal weapon proficiency for opportunist, you can opt for proficiency with only simple weapons to gain the Martial Arts talent as a bonus. |
If opportunist is your first class, you have proficiency with the following. These are in addition to your proficiency points.
- Armor: Light armor
- Weapons: Simple weapons, broadswords, hand crossbows, nets, rapiers, scimitars, shortswords, and whips
- Saving Throws: Dexterity, Charisma
- Tools: Any one professional tool of your choice; or three musical instruments of your choice
Multiclass Proficiencies
If opportunist is not your first class (see multiclassing), you instead only gain proficiency with either one professional tool of your choice or three musical instruments of your choice. You do not gain any proficiency points from opportunist if it is not your first class.
Proficiency Points
Proficiency points are meant to replace the skill proficiencies and backgrounds used by official D&D classes. If it is your DM's preference, you gain no proficiency points, but are instead proficient in a combination of any three skills or professional tools of your choice. These proficiencies are in addition to any from your background. |
If opportunist is your first class, you have a number of proficiency points equal to 9 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.
- You can invest 1 point to become proficient with any of the following: the Sleight of Hand skill, any artisan's tool, any musical instrument, water vehicles, land vehicles, or any language.
- You can invest 2 points to become proficient in any skill or any professional tool.
This feature assumes you do not have a background. If you do have a background, your number of proficiency points is reduced by 6.
Retraining
Heroes don't always retain their skills forever. Sometimes old methods are forgotten in favor of new schemes. Each time you gain a level in any class, you can forget up to 3 proficiency points' worth of items you gained with this feature. Doing so lets you regain the points you invested. You can then invest these points into any other items in accordance with this feature, or save them to be assigned at later levels.
If you multiclass, you can only re-invest points in accordance with your first class.
Sneakstrike
You can cunningly strike your foes' weakest points. 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 bonus dice at 5th level, 3d12 at 11th level, and 4d12 at 17th level, as shown in the class table.
Starting from 2nd level, you can make a Sneakstrike whenever you make a Target Strike, but your bonus dice are only maximized if your Sneakstrike is otherwise usable.
Cunning Action
Your quick thinking and agility let you move and act quickly. Each turn in combat, you can use your bonus action to Dash, Disengage, Hide, or take the special Aim action. You can't use a cunning action if your speed is reduced.
If opportunist is not your first class, you cannot use your cunning action to Aim or Disengage until you reach 3rd level in opportunist.
Aim
As your cunning action, you can expend 1 stamina point to add a bonus die to the first attack roll you make before the start of your next turn. This bonus die is initially a d4, but increases with your level as shown in the class table: d6 at 5th level, d8 at 11th level, d10 at 17th level, and d12 at 19th level.
Stamina Gauge
Starting from 2nd level, you have 1 stamina point. You gain one more stamina point at 5th level and every five levels thereafter as shown in the opportunist table.
If opportunist is your first class (see multiclassing), you also add your Dexterity modifier to your number of stamina points. If your Dexterity modifier later increases, so too does your number of stamina points.
You can use your stamina points to perform target strikes or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.
Target Strike
Just before making an attack roll with a weapon or an unarmed strike, you can make a target strike either by expending 2 stamina points, or by taking disadvantage on the attack roll. You cannot make a target strike if the attack roll would have disadvantage anyway, nor if any effect imposes a -5 penalty to the attack roll.
A target strike generally aims for wherever the target is most vulnerable, such as gaps in a warrior's armor, or the exposed eye of a huge monster. This kind of target strike maximizes the damage dice rolled on a hit (e.g., treat 1d8 as simply 8), including any extra dice rolled as part of a critical hit or from other sources. Your narrator may enable alternate or additional effects for a target strike.
Clever Talent
At 2nd level, you hone your abilities into a new talent which you choose from the list below. You can also master another clever talent as part of your Improvement feature. You cannot master the same talent multiple times, unless the talent itself notes otherwise.
%PAGE% | Add both your Dexterity modifier and your Wisdom modifier to your initiative. |
%PAGE% | Become an expert in one skill or tool in which you are already proficient: when you make an ability check with the skill or tool, add double your proficiency bonus. You can gain this talent multiple times, becoming an expert in a different skill or tool each time you gain it. |
%PAGE% | Add a +1 bonus to any ability check you make that doesn't already include your proficiency bonus nor any other bonus, such as a bonus die. This talent doesn't benefit attack rolls or saving throws. |
%PAGE% | Specializing in swift unarmed strikes, you gain two benefits:
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%PAGE% | You gain proficiency with all martial weapons, with medium armor, and with shields (but not heavy shields). |
%PAGE% | As a cunning action, you can expend 2 stamina points to sharply focus your mind and memory. In doing so, you gain advantage on all Intelligence 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've learned to defend yourself with sheer agility and unconventional tricks. When you are unarmored and not benefiting from any shield, you gain one of the following benefits as chosen when you first acquire this talent: |