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 PB Features Sneakstrike
1st +2 Flank, Fortes (d4), Open Palm
2nd +2 Edge, Sneakstrike 1d8
3rd +2 Subclass 1d8
4th +2 Improvement 2d8
5th +3 Fortes (d6), Scheme (1st), Sharper Edge 2d8
6th +3 Subclass feature 3d8
7th +3 Elusive, Scheme (2nd) 3d8
8th +3 Improvement 4d8
9th +4 Scheme (3rd), Subclass feature 4d8
10th +4 Escape Artist, Fortes (d8) 5d8
11th +4 Grand Scheme 5d8
12th +4 Improvement, Many Masks, Subclass feature 6d8

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, 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

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 must 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.

Clever 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.

%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:
  • Your unarmed strike can deal bludgeoning damage equal to 1d4 + your Dexterity modifier.
  • If you make an unarmed strike as part of your Attack action and are not wielding any shield or weapon, you can make an extra unarmed strike as part of that same action. You don't add any ability modifier or bonus die to the damage roll of this extra strike.
%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:

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 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:

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).

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.

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.

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.

Flexible Savvy

At 20th level, you learn to adapt your skills to the challenges ahead. Whenever you finish a long rest, you can exchange up to 3 proficiency points of proficiency points per your Retraining feature, 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]