Opportunist (archived)

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


Hyrulean Class Balance
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
1st +2 Sneakstrike (1d12), Cunning Action
2nd +2 Stamina Gauge, Talent (essential)
3rd +2 Subclass
4th +2 Improvement
5th +3 Aim (d6), Sneakstrike (2d12)
6th +3 Subclass feature
7th +3 Improvement
8th +3 Talent (extraordinary)
9th +4 Subclass feature
10th +4 Improvement
11th +4 Aim (d8), Sneakstrike (3d12)
12th +4 Subclass feature
13th +5 Improvement
14th +5 Aim (d10), Talent (fantastical)
15th +5 Subclass feature
16th +5 Improvement
17th +6 Aim (d12), Sneakstrike (4d12)
18th +6 Subclass feature
19th +6 Improvement
20th +6 Talent (legendary)

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

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, 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

Background Alternative
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.

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. Once per round when you hit with an attack that adds your ability modifier to the damage roll, you can make a Sneakstrike. To do so you have advantage on the attack roll, or you must hit a surprised creature.

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. The subclass you gain at 3rd level may augment your Sneakstrike.

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, or Hide. You can't use a cunning action if your speed is reduced. This feature does not alter the circumstances under which you can Hide.

If opportunist is not your first class, you cannot use your cunning action to Disengage until you reach 3rd level in opportunist.

Stamina Gauge

1-Hour Short Rest Alternative
This content assumes a short rest will only take 5 minutes, as described in the Hyrulean Guidelines. If your campaign uses a traditional 1-hour short rest, double the number of stamina points you gain from this class.

At 2nd level, you gain a number of stamina points equal to your Dexterity modifier. 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.

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.

Essential Talent

At 2nd level, you hone your abilities into a new talent—an essential talent—which you choose from the list below. You can also master another essential talent as part of your Improvement feature.

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 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 lucent, you specialize in unarmed combat, mobility, disguises, and uncovering the truth. A variety of flashy moves and spells are at your disposal.
  • As a skirmisher, you work with allies to achieve the upper hand on the battlefield.

Improvement

When you reach 4th level and every three opportunist levels thereafter as shown in the opportunist table, your opportunistic competence evolves.  At each of these levels you gain one of the following benefits:

Each time you gain this feature, you can replace one talent you already know with a new one of the same tier.

Aim

Starting from 5th level, you can use your cunning action to Aim. As a bonus action, you may expend 1 stamina point to add a d6 bonus die to the next attack roll you make before the start of your next turn.

This bonus die improves by one step at 11th level (d8), 14th level (d10), and 17th level (d12).

Extraordinary 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 essential talent.

Fantastical Talent

At 14th level, you have become so adept that you can routinely achieve what seems impossible. You acquire one fantastical talent from the list below. If none of these options are appealing, you can instead learn another essential or extraordinary talent.

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.


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]