Template:Opportunist/6th/Lucent

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Lucent Arts

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At 6th level, you begin to master the supernatural arts that make a lucent so legendary. You learn two lucent arts from the following list, and learn one more of your choice at every three opportunist levels hereafter: 9th, 12th, 15th, and 18th. Whenever you gain the Improvement feature, you can replace one of the lucent arts you've learned with a new one.

You can use any lucent art you have learned as an action, so long as you have one hand free to perform it.

Some arts have a level prerequisite as shown in the second column. Your opportunist level must be at least this high before you can learn the chosen art.

Some arts call for a saving throw. The DC for this save equals 8 + your Wisdom + your proficiency bonus. If any art calls for your casting ability, it is Wisdom. Any damage from an art overcomes damage resistance and immunity as if it was a magic weapon.

Art Level Effect
Bouncing Fish Make a single unarmed strike with a reach of 30 feet.
Burst Grenade Throw a magical explosive ball to any space you can see within 30 feet of you. Either now, or as a reaction made before the start of your next turn, you can expend 1 stamina point to cause this ball to detonate. When it detonates, any creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 thunder damage and be knocked prone. You can use this reaction when a creature moves into range of the explosive, causing it to potentially fall prone in the midst of its movement.
     When activate the explosion, before the saving throw is rolled you can expend any number of stamina points (not to exceed your opportunist level) to add 1d6 thunder damage for each point.
Cat's Grace Expend 1 stamina point to give yourself or a creature you touch advantage on all Dexterity checks for 1 minute. This art only affects ability checks, not attack rolls or saving throws.
Explosive Step Expend 1 stamina point. Every creature within 5 feet of you must succeed on a Strength saving throw or take 2d6 fire damage. You then teleport a distance up to your base walking speed to any point you can see.
     When you use this art, before the saving throw is rolled you can expend any number of stamina points (not to exceed your opportunist level) to add 1d6 fire damage for each point.
Flawless Disguise Instantly create any disguise for yourself as if using a disguise kit with which you are proficient. Any ability check made to see through this disguise is made with disadvantage. You can use an action to return to normal.
Gravity Grenade Expend 1 stamina point. One creature you can see within 20 feet of you must succeed on a Dexterity saving throw or take 2d8 force damage and be pulled up to 20 feet straight towards you.
     When you use this art, before the saving throw is rolled you can expend any number of stamina points (not to exceed your opportunist level) to add 1d8 force damage for each point.
Illusions Either cast minor illusion, or expend 1 stamina point to cast silent image.
Magic Negation Expend 1 stamina point to cast dispel magic. If targeting a spell from the enchantment or illusion schools, you have advantage on the check.
Mask of Truth Expend 1 stamina point to cast speak with animals.
Lightning Chain A whip you are wielding becomes charged with magic electricity. Until the whip leaves your person, it is a magic weapon. Every hit with it deals an extra 1d6 lightning damage.
Nondetection Cast nondetection. When you cast nondetection again with this art, the previous instance of it ends.
Warding Faith You or a creature you touch gains the benefit of a shield, adding 2 to its AC, for up to 8 hours. This effect doesn't combine with the AC bonus provided by any other shield. If you use this art again, the previous instance of it ends immediately.
Warp Instantly teleport up to 20 feet to any unoccupied space that you can see. You can expend stamina points to teleport up to an extra 20 feet of distance for each point.
Whirlwind Make one unarmed strike against any or all creatures within 5 feet of you. Any swarm hit by this attack does not resist its damage.
Blinding Flash 9th Cast the blinding flash spell by expending 5 stamina points.
Whisper Magic 9th Cast message, expend 3 stamina points to cast magic mouth, or expend 4 stamina points to cast sending.
Needle Storm 12th Make up to three ranged spell attacks out to a range of 60 feet. You can use either Dexterity or Wisdom as your casting ability for the attack rolls. Each hit deals 1d6 piercing damage.
     You can use an action to "charge up" your Needle Storm art by preparing needles in advance. If you did so during your last turn, each hit instead deals 2d6 piercing damage.
Vanish 12th Expend 5 stamina points to become invisible for up to 1 minute or until you take damage, whichever comes first.
Stunning Strike 12th Expend 3 stamina points to make a single unarmed strike. Instead of taking damage, the target must succeed on a Constitution saving throw or be stunned until the end of your next turn. Regardless of success or failure, once a creature attempts this saving throw it becomes immune to this art for 24 hours.