Opportunist (archived)
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description
Table: The Opportunist
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Hearts, Proficiencies, Proficiency Points, Sneakstrike, Stamina Meter |
2nd | +2 | Cunning Action, Talent |
3rd | +2 | Subclass |
4th | +2 | Improvement |
5th | +3 | Uncanny Dodge |
6th | +3 | Agile Initiative |
7th | +3 | Subclass feature |
8th | +3 | Improvement |
9th | +4 | Evasion |
10th | +4 | Reliable Skills |
11th | +4 | Subclass feature |
12th | +4 | Improvement |
13th | +5 | Blindsight |
14th | +5 | Subclass feature |
15th | +5 | Elusive |
16th | +5 | Improvement |
17th | +6 | Subclass feature |
18th | +6 | Supreme Luck |
19th | +6 | Talent (extra), Improvement |
20th | +6 | Subclass feature |
Starting equipment
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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 maximimum heart points increases by an amount equal to the result.
If your Constitution modifier later increases, your maximum heart points will retroactively increase.
Proficiencies
If your first class level is gained as an opportunist, you have proficiency with the following.
- Simple weapons, hand crossbows, nets, rapiers scimitars, shortswords, and whips
- Light armor
- Dexterity and Charisma saving throws
- Any one professional tool of your choice; or three musical instruments of your choice
Multiclass Proficiencies
If you gain a level in opportunist as a secondary class (see multiclassing), you instead gain proficiency with either one professional tool of your choice or three musical instruments of your choice.
Proficiency Points
If your first class level is gained as an opportunist, 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 gain proficiencies.
- You can expend 1 proficiency point to become proficient with the Sleight of Hand skill, any artisan's tool, any musical instrument, water vehicles, land vehicles, or any language.
- You can expend 2 proficiency points to become proficient in any skill or any professional tool of your choice.
This feature assumes you do not have a background. If you do have a background, your number of proficiency points is reduced by 6.
Sneakstrike
You can cunningly strike your foes' weakest points. Once per turn when you hit with an attack that adds your ability modifier to the damage roll, you can make a Sneakstrike. The attack must be made as a called shot, you must have had advantage on the attack roll, or you must hit a surprised creature.
A Sneakstrike deals 5 extra damage. The subclass you gain at 3rd level may augment your Sneakstrike.
Stamina Gauge
You gain a number of stamina points equal to your levels in this class plus your Dexterity modifier. If your Dexterity later increases, so too does your number of stamina points.
You can use your stamina points to perform called shots or to use other class features. Normally all of your stamina points are replenished when you complete a short or long rest.
Called Shot
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.
Cunning Action
Starting at 2nd level, your quick thinking and agility let you move and act quickly. Each turn in combat, you can use your bonus action to Dash, Disengage, or Hide. This feature does not alter the circumstances under which you can Hide.
Talent
At 2nd level and 19th level, you hone your abilities into a new talent. At these levels, choose one of the following talents to master. You can also master another talent as an Improvement. Unless stated otherwise, you cannot gain the same talent multiple times.
Expertise | Choose one skill or tool in which you are proficient. You gain expertise in the chosen skill or tool. If you gain this talent a second time, you gain expertise in another skill or tool, but you cannot gain this talent more than twice. |
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Jack of All Trades | You add a +1 bonus to any ability check you make that doesn't already include your proficiency bonus nor any other bonus. This doesn't benefit attack rolls or saving throws. If you gain this talent a second time at 19th level, the bonus increases to +2. |
Spell Adept | You learn two cantrips of your choice from the researcher or sage spell list. Both cantrips must be usable by the same subclass. If you chose researcher cantrips, your casting ability for these cantrips is Intelligence. Otherwise your casting ability is Wisdom. You can gain this talent twice. |
Unarmed Fighting |
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Weapon Training | You gain proficiency with all martial weapons and with shields (but not heavy shields). |
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 and again at 7th, 11th, 14th, 17th, and 20th level.
Each subclass is summarized immediately below, and covered in more detail later on this page.
- 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 garo, you practice an an art which blends the cunning and agility of an opportunist with evocation and illusion magic.
- As a mystic, you specialize in unarmed combat and mobility. 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 again at 8th, 12th, 16th and 19th level, your capabilities improve in a fundamental but powerful way. At these levels, choose one of the following improvements:
- 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 of your choice.
- Master another Talent of your choice.
- Acquire 5 more proficiency points.
Uncanny Dodge
Beginning at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to expend 1 stamina point and halve the attack's damage against you.
Agile Initiative
Starting from 6th level, you can add both your Dexterity modifier and your Wisdom modifier to your initiative checks.
Evasion
At 9th level, you learn to nimbly dodge from area damage and abnormal hazards like a dragon's fiery breath or a bomb. When you make a Dexterity saving throw to take only half damage from an effect, you instead take no damage on a successful saving throw, and only half damage on a failure.
Reliable Skills
By 10th level, you have refined your chosen skills to near perfection. Whenever you make an ability check with your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Blindsight
At 13th level, you gain 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
Elusive
Starting at 15th level, no attack roll can have advantage against you while you aren't incapacitated.
Supreme Luck
At 18th level, you learn to pull off incredible stunts that appear to be extreme luck. You can expend 10 stamina points to do either of the following:
- Immediately after you roll any ability check, you can choose to roll again and can use either the second result or the initial one.
- When you miss an attack roll, you can choose to hit instead.