Opportunist/1st

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Starting equipment

You start with a backpack and common clothes. You also have either (a) 1,000 rupees' worth of equipment you choose, or (b) the following:

If your campaign focuses on survival, you also start with the following equipment for free: 10 days of rations, 4 bottles full of water, a mess kit, and a bedroll.

Hearts

Heart Containers: 1d8 per opportunist level
Heart Points at 1st Level: 8 + Constitution modifier
Heart Points at Higher Levels: 1d8 (or 5) + Constitution modifier per opportunist level after 1st. If your 1d8 roll lands on a 1, you can re-roll the die and use the higher result.

Proficiencies

Option: Unarmed Opportunist
While unarmed combat is an uncommon sport in Hyrule, you might count among those who specialize in it.
     Instead of the normal weapon proficiency for opportunist, you can opt for proficiency with only simple weapons to gain the Martial Arts talent as a bonus.

If opportunist is your first class, you have proficiency with the following. These are in addition to your proficiency points.

Armor: Light armor
Weapons: Simple weapons, broadswords, cast nets, hand crossbows, rapiers, scimitars, shortswords, and whips
Saving Throws: Dexterity, Charisma
Tools: Any one professional tool of your choice; or three musical instruments of your choice

Proficiency Points

Option: Background
Legends of Hyrule doesn't have backgrounds under default rules. Proficiency points are meant to replace benefits provided by a traditional Background.
     If your campaign uses traditional Backgrounds, you gain no proficiency points, but instead are proficient in any skills or professional tools of your choice. These proficiencies are in addition to any from your Background.

If opportunist is your first class, you have a number of proficiency points equal to 9 + your Intelligence modifier. If your Intelligence modifier permanently increases, so too do your number of proficiency points. During character creation or during downtime, you can expend proficiency points to become proficient.

Retraining

Heroes don't always retain their skills forever.  Sometimes old methods are forgotten in favor of new schemes.  Each time you gain a level, you can forget up to 3 proficiency points' worth of benefits you gained with this feature.  Doing so lets you regain the points you invested.  You can then immediately invest these points into any other benefits in accordance with this feature, or save them to be assigned at later levels.

If you have multiple classes, you can only re-invest points in accordance with your first class.

Sneakstrike

You can cunningly strike your foes' weakest points. When you hit with an attack that adds your proficiency bonus to the attack roll and your ability modifier to the damage roll, you can make a Sneakstrike. To do so you must have advantage on the attack roll, or you must hit a creature that has yet to act in combat. Once you hit with a Sneakstrike, you can't do so again until the start of your next turn.

You add a 1d12 bonus die to the damage roll of a Sneakstrike. This increases to 2d12 at 5th level, 3d12 at 11th level, and 4d12 at 17th level, as shown in the class table.

If different features add bonus dice to your damage roll, they don't combine. Add only the highest.

Swift Action

Your quick thinking and agility let you move and act quickly. Each turn in combat, you can take an extra action to Dash, Disengage, Hide. This is in addition to your normal action and a possible bonus action. You can't use a cunning action if your speed is reduced.