Hyrule: Opportunist (5e Class)

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Campaign Setting: Hyrule
World of Hyrule
Astrology
Divisions of the known universe
Geography
Hyrule
Akkala
Central Province
Eldin
Faron
Gerudo
Hebra
Lanaryu
Necluda
Ordona
The Forsaken
The Depths
Termina
Holodrum
Subrosia
Labrynna
Drablands
Islands of the Great Sea
Islands of the Sky
Religion
Gods of Hyrule, their worship, and how they influence the world
History
History of the Light World as known by Hyruleans
Player's Guide
Character Creation
Races
Common: deku scrubs, gerudo, gorons, hylians, and zora
Uncommon: anouki, kokiri, koroks, rito, skull kids, and tokay
Exotic Races
Classes
Fighter: brute, darknut, spellsword, sword savage, archer, tunic, hatamoto
Oathsworn: champion, conqueror, druidic, knight, forsworn
Opportunist: assassin, garo, mystic, skirmisher, instrumentalist, picaroon, survivor
Hunter: scamp, sellsword, shaman, shifter, slayer, stalker, sylvan
Researcher: occultist, technomancer, witch, wizzrobe
Sage: earth, fire, forest, light, shadow, spirit, water, wind, discord
Scion: dragon, fairy, mask, sword, poe, demon
Backgrounds & Languages
Feats
Spells
Equipment
Armor
Weapons
Adventuring Gear
Tools and Vehicles
Potions and Poisons
Mounts and Animals
Other Goods and Services
Downtime Activities
Dungeon Master's Guide
Bestiary
This world bears many monsters unique to it
Legendary NPCs
Figures of myth, history, and happenstance
Traps
Ruins, dungeons, and temples are littered with various hazards
Treasure
Marks of Prestige
Blessings
Epic Boons
Artifacts
Optional Rules
Exotic Races
Fragile Weapons
Optional Actions
Prestige Classes
Recovery Hearts
Targeted Attacks
Adventures
Quests, dungeons, and storylines ready for exploration
Tables
Tables for random generation of dungeons, encounters, treasure, etc.

This class is intended to replace bard, monk, and rogue in the Hyrule campaign setting. It can nonetheless be used in a more traditional setting.

Opportunist

Some rely on brute force, on endless study, or mere faith. Not an opportunist. No, one such as this thinks on their feet. A combination of cunning, tact, talent, and agility are where this one excels. The exact talents of any given opportunist vary wildly from one to another. While some are akin to thieves and assassins, others are performers and mediators.

As its title might imply, an opportunist excels more than any other at recognizing and seizing a prime opportunity others might miss—whether that's on the field of battle, the alley of a town, or the chambers of a king.

Creating an Opportunist

v1YQvYX.png
Finesse, tact, and cunning are the traits of any skilled opportunist.
Source
Quick Build

You can make an opportunist quickly by following these suggestions:

  1. Dexterity should be your highest ability score. Your next-highest should be Intelligence if you want to wield numerous skills or intend to take the garo subclass, or Wisdom if you want to excel at Perception or intend to take the mystic nomad subclass, or Charisma if you want to excel at social interaction or intend to take the picaroon subclass.
  2. Choose the Charlatan background.
  3. For the tool proficiency granted by this class, choose thieves' tools.
  4. For your skill proficiencies granted by this class, choose Perception and Stealth. If your Intelligence is high enough, also choose Deception, Persuasion, and Investigation.
  5. For your Talent choose Jack of All Trades.

Class Features

As a Opportunist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Opportunist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Opportunist level after 1st

Proficiencies

Armor: Light armor
Weapons: Simple weapons, hand crossbows, nets, rapiers, scimitars, shortswords, and whips.
Tools: Either three musical instruments of your choice, or any one professional tool of your choice.
Saving Throws: Dexterity, Charisma
Skills: You are proficient in your choice of any two skills.

If your Intelligence score is or becomes at least 11, you gain proficiency in one more skill, for a total of three.
If your Intelligence score is or becomes at least 15, you gain proficiency in one more skill, for a total of four.
If your Intelligence score is or becomes at least 19, you gain proficiency in one more skill, for a total of five.

In place of gaining proficiency in a skill, you can instead gain proficiency in any one tool or vehicle of your choice.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Opportunist

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Cunning Action, Talent 0
2nd +2 Sneakstrike, Stamina Meter Dex mod
3rd +2 Opportunist Subclass +1
4th +2 Ability Score Improvement +2
5th +3 Battle Reflex, Uncanny Dodge +3
6th +3 Extra Talent +4
7th +3 Opportunist Subclass feature +5
8th +3 Ability Score Improvement +6
9th +4 Evasion +7
10th +4 Reliable Skills +8
11th +4 Opportunist Subclass feature +9
12th +4 Ability Score Improvement +10
13th +5 Blindsight +11
14th +5 Opportunist Subclass feature +12
15th +5 Elusive +13
16th +5 Ability Score Improvement +14
17th +6 Opportunist Subclass feature +15
18th +6 Supreme Luck +16
19th +6 Ability Score Improvement +17
20th +6 Opportunist Subclass feature +18

Cunning Action

You can use quick thinking and agility to take a bonus action on each of your turns in combat. This bonus action can be used only to Dash, Disengage, or Hide.

Talent

Due to training or natural talent, you are unusually skilled in a particular area. At 1st level, you gain your choice of one of the Talents below. Unless stated otherwise, you can never gain the same Talent more than once.

Expertise

Choose one skill, or two tools, in which you are proficient. You gain expertise in the skill or tools you choice. You can gain this Talent multiple times, but cannot gain expertise in a skill or tool more than once.

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 bonus other than your ability modifier.

Martial Artist

You have mastered the esoteric art of fighting unarmed. You gain the following benefits:

  • You can roll a d6 in place of the normal damage of your unarmed strike. This kind of unarmed strike is considered a light weapon for the purpose of two-weapon fighting.
  • You can substitute your Dexterity modifier for your Strength modifier on attack and damage rolls with unarmed strikes.
  • When you hit a creature with an unarmed strike on your turn, you can use a bonus action to attempt to grapple the target.
  • When you are unarmed and both of your hands are free, you add a +1 bonus to your AC.
Spellcasting Apprentice

Your magic point maximum increases by 2.

Choose a class and subclass from researcher or sage. You learn two cantrips of your choice from that subclass's spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level by expending 2 magic points.

Your spellcasting ability for these spells depends on the class you chose: Intelligence for researcher, or Wisdom for sage.

Weapon Training

You gain proficiency with all martial weapons, and with shields (but not heavy shields).

Sneakstrike

Starting at 2nd level, you can put your cunning to expert use in battle by striking your foes' weakest spots. Once per turn you can make a Sneakstrike when you hit with a called shot, hit when you have advantage on your weapon attack roll, or hit a surprised creature with a weapon attack.

When you hit with a Sneakstrike, your attack inflicts an extra amount of damage equal to your levels in this class.

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

Stamina Meter

At 2nd level, you gain a number of stamina points equal to your Dexterity modifier if it is positive. If your Dexterity modifier later increases, so does your number of stamina points.

At 3rd level and every level you gain in this class, you gain 1 additional stamina point. You can expend your stamina points to perform a Called Shot, or other class features. Normally all of your stamina points are replenished when you complete a short or long rest.

Called Shot

Whenever you make a weapon attack, but before you make the attack roll, you can expend 2 stamina points to make it a called shot. If the weapon attack hits, it inflicts the maximum amount of damage for its damage dice. (For example, a weapon die of 1d8 would inflict 8 damage without rolling.) The extra damage dice from any critical hit, magic weapon, or class feature are also maximized.

Your DM may allow alternate effects for a called shot.

Opportunist 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.

  • An assassin specializes in delivering a devastating, killing blow to an unsuspecting foe.
  • A garo practices an art that specializes in accenting the cunning and agility of an opportunist with evocation and illusion magic.
  • A mystic nomad specializes in unarmed combat and mobility, and employs a variety of flashy spells to accomplish its goals.
  • A skirmisher focuses on scouting out terrain, and working with allies to achieve the upper hand in combat.
  • A picaroon specializes in goading an enemy into letting their guard down, and in retaliating against foes that give them an opening.

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

If your campaign is using the feats optional rule, you can replace this feature with a feat for which you qualify.

Battle Reflex

Starting from 5th level, you add both your Dexterity modifier and Wisdom modifier to your initiative rolls.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can expend 1 stamina point to use your reaction to halve the attack’s damage against you.

Extra Talent

At 6th level, you can choose another Talent that was available to you at 1st level. You can also choose to instead gain one of the following Talents:

King of All Trades

You can only gain this Talent if you have already gained the Jack of All Trades Talent. The bonus from Jack of All Trades increases to +2.

Spellcasting Adept

You can only gain this Talent if you have already gained the Spellcasting Apprentice Talent. Choose a class from researcher or sage. You gain the same number of spells, cantrips and spell slots a researcher or sage of your level would be able to learn, though you are able to use half as many magic points as you would be able to use should you have genuinely picked that class. You do not need to get rid of the spells you learned from your apprentice talent. You may gain more spells and spell slots as you level up, gaining the same spells and spell slots as your chosen class.

Evasion

Beginning at 9th level, you can nimbly dodge out of the way of certain area effects, such as a monster's fiery breath or a lightning bolt spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Skills

By 10th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add 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

You hone your talents to pull off incredible stunts that appear to be extreme luck. Starting at 18th level, you can do any one of the following:

  • Immediately after you roll initiative, you can choose to roll again and can use either the new result or the initial one.
  • When you miss an attack roll, you can choose to hit instead.
  • When you fail an ability check, you can choose to instead treat the roll as 20.

Once you use this feature, you must complete a long rest before you can use it again.

Assassin

SygSGFr.jpg
The Yiga Clan infamously contains several assassins.
Source

An assassin excels at that most deadly of art; of finding the perfect moment to take the life of another with one stoke, whether that be with a swift knife to the throat or a cleverly placed vial of poison. Consequently most assassins are masters of disguise, infiltration, and deception. Clever ones mix and apply their own deadly poisons. The greatest among them fell kings and demons, and can single-handedly change the course of history.

Table: The Assassin

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Cunning Action, Talent 0
2nd +2 Stamina Meter, Sneakstrike Dex mod
3rd +2 Bonus Proficiency, Killing Strike +1
4th +2 Ability Score Improvement +2
5th +3 Battle Reflex, Uncanny Dodge +3
6th +3 Extra Talent +4
7th +3 Infiltration +5
8th +3 Ability Score Improvement +6
9th +4 Evasion +7
10th +4 Reliable Skills +8
11th +4 Assassinate +9
12th +4 Ability Score Improvement +10
13th +5 Blindsight +11
14th +5 Impostor, +12
15th +5 Elusive +13
16th +5 Ability Score Improvement +14
17th +6 Unerring Strike +15
18th +6 Supreme Luck +16
19th +6 Ability Score Improvement +17
20th +6 Sudden Death +18

Bonus Proficiency

At 3rd level, you gain proficiency with the disguise kit and poisoner's kit. If you are already proficient with either, you can instead gain proficiency with any tool of your choice.

Killing Strike

Starting from 3rd level, the extra damage from your Sneakstrike feature becomes equal to your Dexterity modifier + twice your levels in this class.

Infiltration

Starting at 7th level, you become a master of getting where you aren't meant to be. You gain the following benefits:

  • You have advantage on any Charisma check made to convince a creature you are someone other than who you are, or have credentials you do not.
  • You gain a climb speed equal to your base walking speed.
  • On your first turn in any combat, you can Hide as a reaction.

Assassinate

At 11th, you learn to kill with unparalleled precision. When you use your Sneakstrike on a creature that is surprised, you gain advantage on the attack roll, and any hit against it becomes a critical hit.

Impostor

At 14th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

Unerring Strike

At 17th level, your strikes never falter. If you would have disadvantage on your attack roll, you can use your bonus action to negate any disadvantage your attack rolls would have until the end of your turn. If you use this feature, you cannot use your Sneakstrike feature on the same turn.

Sudden Death

At 20th level, your ability to assassinate becomes unparalleled. When you hit a creature that is surprised, it must succeed on a Constitution saving throw equal to 10 + your proficiency bonus + your Dexterity modifier. If it fails, it takes double the damage from your attack.

Garo

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Garo magic originates from a secretive tribe of robe-wearers.
Source

The way of the garo is a secret artform of infiltration, war, and magic hailing from an ancient clan originating in the far-east land of Termina. Much of what garo once were has been lost to history, but those in the clan were renowned for their ability for acquiring information while keeping their own existence all but unknown. Those who still practice this ancient art excel in supernatural abilities that would elude most. According to legend, they can even become invisible at will.

Table: The Garo

Level Proficiency
Bonus
Features Stamina
Points
Spells
Known
Max Spell
Level
1st +2 Cunning Action, Talent 0 0 n/a
2nd +2 Stamina Meter, Sneakstrike Dex mod 0 n/a
3rd +2 Bonus Proficiencies, Garo Magic +1 2 2nd
4th +2 Ability Score Improvement +2 2 2nd
5th +3 Battle Reflex, Uncanny Dodge +3 2 3rd
6th +3 Extra Talent +4 2 3rd
7th +3 Motionless Invisibility +5 3 4th
8th +3 Ability Score Improvement +6 3 4th
9th +4 Evasion +7 3 5th
10th +4 Reliable Skills +8 3 5th
11th +4 Multicast (2 spells) +9 4 5th
12th +4 Ability Score Improvement +10 4 5th
13th +5 Blindsight +11 4 5th
14th +5 Unerring Senses +12 5 5th
15th +5 Elusive +13 5 5th
16th +5 Ability Score Improvement +14 5 5th
17th +6 Multicast (3 spells) +15 6 5th
18th +6 Supreme Luck +16 6 5th
19th +6 Ability Score Improvement +17 6 5th
20th +6 Multicast (4 spells), Swift Cast +18 6 5th

Bonus Proficiencies

Staring from 3rd level, you can speak, write, and read the Stal language. If you already know Stal, you can learn another language of your choice.

At this level, you also gain proficiency with bombs, an ancient weapon favored by garo of ages past.

Studied Strike

Beginning at 3rd level, the extra damage from Sneakstrike equals your your levels in this class + Intelligence modifier if it is positive.

Garo Magic

At 3rd level, you learn a limited and specific form of spellcasting. Your spells are cast from learning and memorization, much like those cast by a researcher.

Spells Known

At 3rd level, you learn two spells from the garo spell list. These two spells must be of 1st-level or 2nd-level.

You learn an additional garo spell at 7th, 11th, 14th, and 17th levels in this class. The spell you learn must be of a level you can cast, as shown under Max Spell Level in Table: Garo.

At every odd-numbered level you gain in this class, you can replace a garo spell you know with another garo spell you would be able to learn.

Casting Garo Spells

Unlike normal spells, casting a garo spell does not consume stamina points or magic points. You can cast one garo spell, and regain the ability to cast a garo spell after you finish a short or long rest.

Any garo spell you cast is always cast at the highest level you can cast, as shown under Max Spell Level in Table: Garo.

Spellcasting Ability

Intelligence is your spellcasting ability for garo spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a spell learned through this class and when making an attack roll with one.

Motionless Invisibility

Starting at 7th level, whenever you take the Hide action you become invisible until you move, take any action, or take damage. This is a magic effect, and can be dispelled as if it was a 2nd level spell.

Multicast

Starting at 11th level, you can cast two spells granted by your Garo Magic feature before you need to complete a short or long rest.

At 17th level, you can cast three spells before needing to rest. Finally, at 20th level, you can cast four.

Unerring Senses

At 14th level, the blindsight you gained at 13th level increases in range to 30 feet. You can use your blindsight even if you are deafened.

Swift Cast

Starting at 20th level, if a garo spell normally has a casting time of 1 action, you can instead cast it with 1 bonus action.

Mystic Nomad

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The art of the mystic nomad is rumored to originate
from Sheikah that once served the Hyrulean Royal Family.
Source

The mystic nomad excels at an uncanny form of deception, exploration, and combat that is said to originate from Sheikah. It revolves around mastery of oneself and one's instincts. The most legendary of nomads can even unleash supernatural stunts using only this instinctive power drawn from within; and can even cast spells without consuming magical energy or other resources.

Table: The Mystic Nomad

Level Proficiency
Bonus
Features Stamina
Points
Fast
Movement
Mystic
Arts
1st +2 Cunning Action, Talent 0
2nd +2 Stamina Meter, Sneakstrike Dex mod
3rd +2 Bonus Proficiency, Mystic Combat, Unarmored Defense +1 +10 ft.
4th +2 Ability Score Improvement +2 +10 ft.
5th +3 Battle Reflex, Uncanny Dodge +3 +10 ft.
6th +3 Extra Talent +4 +10 ft.
7th +3 Mystic Arts +5 +10 ft. 2
8th +3 Ability Score Improvement +6 +10 ft. 2
9th +4 Evasion +7 +10 ft. 2
10th +4 Reliable Skills +8 +10 ft. 2
11th +4 Slow Fall +9 +20 ft. 2*
12th +4 Ability Score Improvement +10 +20 ft. 2
13th +5 Blindsight +11 +20 ft. 2
14th +5 +12 +20 ft. 4
15th +5 Elusive +13 +20 ft. 4
16th +5 Ability Score Improvement +14 +20 ft. 4
17th +6 Extra Unarmed Strike +15 +30 ft. 4*
18th +6 Supreme Luck +16 +30 ft. 4
19th +6 Ability Score Improvement +17 +30 ft. 4
20th +6 Mystic Mastery +18 +30 ft. 4

Bonus Proficiency

At 3rd level, you gain proficiency with the disguise kit. If you are already proficient, you can gain proficiency in another tool of your choice.

Fast Movement

At 3rd level, your base walking speed increases by 10 feet while you are not wearing medium or heavy armor.

At 11th level, this increase instead becomes 20 feet.

At 17th level, this increase instead becomes 30 feet.

Mystic Combat

At 3rd level, you begin to learn the combat techniques of the mystic nomad, and gain the following benefits:

  • You gain the Martial Artist Talent. If you already have this Talent, you gain another of your choice.
  • You can treat darts you throw as though they were light melee weapons for the purpose of two-weapon fighting.
  • You can draw or sheathe darts or any light weapons on your person without using your interaction for the turn.

Unarmored Defense

Beginning at 3rd level, while you are wearing no armor and not wielding a shield, you can choose for your AC to equal 10 + your Dexterity modifier + your Wisdom modifier.

Mystic Arts

At 7th level, you begin to master the supernatural arts characteristic of legendary mystic nomads. You learn two mystic arts from the following list, and two more at 14th level. At 11th and 17th levels, you can replace one art you know with a new one.

You can use any mystic art you have learned as an action. Using any mystic art is considered to be the equivalent of casting a spell of 1st level with a somatic component, thereby requiring you to have one hand free to use it. (This remains true even if the art mimics a spell of higher level, or one with additional components.) As it is a spell equivalent, your art may be be affected by effects like counterspell, and any damage from a mystic art is considered magical.

Some mystic arts call for a saving throw. The DC for this saving throw equals 8 + your Wisdom modifier + your proficiency bonus. If any art calls for a casting ability, your casting ability is Wisdom.

Art Description
Blinding Flash You cast blinding flash. You must finish a long rest before you use this art again.
Bouncing Fish You use the Attack action against any one creature you can detect within 20 feet of you, ignoring the normal reach or range of your weapons.
Burst Grenade You 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 cause this ball to detonate. When it detonates, any creature within 5 feet of it must succeed on a Dexterity saving throw or take 3 (1d6) 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.
Enhance Dexterity You cast enhance ability on yourself or a willing creature you touch, but you can only choose the Cat's Grace effect.
Explosive Step Every creature within 5 feet of you must succeed on a Dexterity saving throw or take 7 (2d6) thunder damage. You then teleport a distance up to your base walking speed to any point you can see.
Flawless Disguise You instantly create any disguise for yourself as if using a disguise kit. Any ability check made to see through this disguise is made with disadvantage. Once it is in place, this disguise is considered nonmagical and lasts until you use an action to return to normal. In place of using this art as normal, you can cast uncanny outfitting.
Gravity Grenade One creature you can detect within 20 feet of you must make a Dexterity saving throw. On a failure, it takes 7 (2d6) force damage and is pulled up to 20 feet straight towards you.
Illusion Magic You cast minor illusion, or expend 2 stamina points to cast silent image.
Lightning Chain A whip you are wielding becomes charged with magical energy. Until the whip leaves your person, it is considered a magic weapon, and deals an extra 3 (1d6) lightning damage on a hit.
Magic Negation You expend 3 stamina points to cast dispel magic. If you need to make an ability check to end a spell effect from the enchantment or illusion schools, you have advantage on the check.
Mask of Truth You expend 2 stamina points to cast comprehend languages or speak with animals.
Mobility With one action, you cast longstrider and jump on yourself or a creature you can touch. You do not need to concentrate to maintain this effect, but if you use this art on another creature, the effect ends on the previously affected creature.
Needle Storm You make three ranged weapon attacks with darts, and cannot use a bonus action on the turn you use this art. Once you use this art, you must use an action specifically to "recharge" it before it can be used again.
Nondetection You cast nondetection. When you cast nondetection again with this art, the previous instance of it ends.
Shield of Faith You cast shield of faith on yourself or one creature you can touch.
Weak Point Flurry You expend 2 stamina points to take the Attack action to attempt to hit a creature's weak point with a called shot. You can only make this special attack with an unarmed strike or a light melee weapon. If the creature has a weak point and you hit it, you can make two additional attacks with the same weapon against the same creature's weak point as part of the same action, without expending additional stamina points to do so. If the creature doesn't have a weak point, this attack is no different than a regular called shot.
Whirlwind You make one unarmed strike against any or all creatures within 5 feet of you. Any swarm hit by this unarmed strike does not resist its damage.
Whisper Magic You cast message, expend 3 stamina points to cast magic mouth, or expend 5 stamina points to cast sending.

Eye of Truth

Starting at 11th level, you always have advantage on any ability check or saving throw to discern a magic illusion.

Slow Fall

Beginning at 11th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your opportunist level.

Extra Unarmed Strike

Beginning at 17th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can only use this feature if both attacks are unarmed strikes or made with light weapons.

Mystic Mastery

At 20th level, you can use your bonus action to:

Skirmisher

y8ES9Zi.png
Skirmishers use agility and cunning to great effect in combat.
Source

While some opportunists focus on deception or the supernatural, nothing speaks to the skirmisher like the field of combat. Although a skirmisher possesses all the cunning of other opportunists, it is focused largely on felling foes in a direct and swift manner devoid of fancy parlor tricks. While some opportunists are busy sneaking around, and warriors of valor are shouting their silly battle cries, your arrow has already pierced your enemy's throat—and to a skirmisher, that's all that matters.

Table: The Skirmisher

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Cunning Action, Talent 0
2nd +2 Stamina Meter, Sneakstrike Dex mod
3rd +2 Flanking Strike +1
4th +2 Ability Score Improvement +2
5th +3 Battle Reflex, Uncanny Dodge +3
6th +3 Extra Talent +4
7th +3 Slip Through, Fighting Style +5
8th +3 Ability Score Improvement +6
9th +4 Evasion +7
10th +4 Reliable Skills +8
11th +4 Swiftness, Extra Attack +9
12th +4 Ability Score Improvement +10
13th +5 Blindsight +11
14th +5 Willful Fortitude +12
15th +5 Elusive +13
16th +5 Ability Score Improvement +14
17th +6 Extra Strike, Combatant's Legacy +15
18th +6 Supreme Luck +16
19th +6 Ability Score Improvement +17
20th +6 Battlefield Phantom +18

Flanking Strike

Starting at 3rd level, you become able to use your Sneakstrike more easily and more effectively.

The damage from your Sneakstrike equals your levels in this class + your Dexterity modifier.

You can perform a Sneakstrike on a target if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Fighting Style

At 3rd level, you gain one Fighting Style of your choice that is available to the Hyrulean fighter class.

Slip Through

Starting at 7th level, you can nimbly dodge effects that most mortals could only overcome with brute force. When you would be forced to make a Strength saving throw, you can choose to make a Dexterity saving throw in its place.

Extra Attack

Beginning at 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Swiftness

By 11th level, you react so quickly in battle it sometimes seems like others are moving in slow motion. You have advantage on any initiative roll you make. If your campaign uses static initiative, you instead gain a +5 bonus to your initiative score.

Willful Fortitude

At 14th level, you gain proficiency in your choice of either Constitution saving throws or Wisdom saving throws.

Extra Strike

Beginning at 17th level, you can use your Sneakstrike feature up to twice on each of your turns.

Combatant's Legacy

At 17th level, you may choose one Tunic Technique from the Hyrulean Fighter Tunic subclass.

Battlefield Phantom

Starting at 20th level, you can become so cunning and swift in battle that you are as a wisp, a specter, and a force that transcends logic or conventional limitations. When you use your bonus action, you take both the Dash and Disengage actions simultaneously. While you aren't wearing heavy armor and your movement isn't reduced, you can take the Dodge action as your bonus action for the turn.

Picaroon

JX6QHPd.png
Picaroons comb the Great Sea in search of treasure.
Source

Some rats take to the streets, but you prefer the sea. A Picaroon pilfers and plunders their way through life, using tenacity and vulgar tricks to overwhelm their foes. As varied as their destinations, they range from lowly stowaways to the captains of legend… yet it would be a mistake to underestimate either. Though the ocean calls to their heart, their tongue and blade are just as sharp on land, making these brash pirates a force to be reckoned with.

Table: The Picaroon

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Cunning Action, Talent 0
2nd +2 Stamina Meter, Sneakstrike Dex mod
3rd +2 Bonus Proficiency, Seadog’s Strike, Distraction +1
4th +2 Ability Score Improvement +2
5th +3 Battle Reflex, Uncanny Dodge +3
6th +3 Extra Talent +4
7th +3 Flurry Rush (1 attack) +5
8th +3 Ability Score Improvement +6
9th +4 Evasion +7
10th +4 Reliable Skills +8
11th +4 Sailor’s Mouth +9
12th +4 Ability Score Improvement +10
13th +5 Blindsight +11
14th +5 Pirate’s Charm, Flurry Rush (2 attacks) +12
15th +5 Elusive +13
16th +5 Ability Score Improvement +14
17th +6 Wind Warrior +15
18th +6 Supreme Luck +16
19th +6 Ability Score Improvement +17
20th +6 Red Lion, Flurry Rush (3 attacks) +18

Bonus Proficiency

At 3rd level, you gain proficiency with navigator’s tools and water vehicles. If you are already proficient with either, you can instead gain proficiency with the fishing tackle or any one artisan tool of your choice.

If you do not already have a swim speed, you gain a swim speed equal to your base walking speed.

Seadog’s Strike

Starting from 3rd level, the extra damage from your Sneakstrike feature becomes equal to your Charisma modifier + your levels in this class.

You can perform a Sneakstrike against a target if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll.

Distraction

At 3rd level, you know how to stand out amongst your contemporaries, able to capture an opponent’s attention and blind them to their surroundings. As long as you’re within a creature’s line of sight, you can use your action to force it to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier). On a failure, the creature moves toward you on their turn.

The target must have a straight path to you. If an object, hazard, or creature directly obstructs the path, it will begin to march toward you, but will stop once it’s within five feet of the obstacle. If no such barrier stands in its way, it will head as far as it can using its base movement speed. This movement may provoke opportunity attacks from your allies (or from other creatures hostile to it), but not from you.

If it makes a weapon or spell attack against you before reaching an adjacent space, the effect ends immediately and it can move freely from thereon out. Otherwise, it ends when the creature reaches you or expends all its available movement. After using this feature on it once, the affected hostile becomes immune to it for the remainder of the battle.

Flurry Rush

Beginning at 7th level, whenever an opponent takes the Attack action against you and fails to hit, you can use your reaction to expend 1 stamina point and make an opportunity attack against them. You must be within 5 feet of your target to do this. You don't add your proficiency bonus to the roll for this attack.

At 14th level, you can spend 2 extra points of stamina to make 1 extra opportunity attack within the same reaction. At 20th level, you may once more spend 2 additional points for another attack, making up to a total of 3 strikes.

Until 20th level, any use of flurry rush will take your reaction for the turn, so you may only use it against one enemy per round.

Sailor’s Mouth

At 11th level, your choice vocabulary helps you get under an opponent’s skin. As an action, you can make an Intimidation check contested by a creature's Insight check. The creature must be able to hear you, and the two of you must share a language.

If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.

If you succeed and the creature isn’t hostile, it either becomes such or leaves the vicinity. If it’s physically unable to do either, any Persuasion roll you make during a prolonged interaction with it is done at disadvantage.

Pirate’s Charm

At 14th level, you learn how to create a pirate’s charm via a mysterious ritual. Used by picaroons to relay instructions and secret messages, these unassuming baubles can prove deadly weapons in their own right. Though the exact specifics of the ritual vary from captain to captain, most allege that their practice originated in magic stolen from Hyrule’s royal family. Few believe this ludicrous story, but none can deny these talismans’ power.

If you possess proficiency in an artisan tool, you can use it to craft your pirate’s charm. If you do not, you may instead spend 100 rupees to have a small trinket crafted for you. The process takes up to a day either way. Once finished, you acquire the item and the following benefits:

  • If another holds the charm, the two of you can speak telepathically as if casting message.
  • Once per long rest, you may project your voice through the charm, allowing you to speak aloud through it. You can talk for up to 6 seconds before the effect ends.
  • If another holds the charm and you choose to speak aloud, you can use your distraction or sailor’s mouth feature through it. For distraction, do not apply your proficiency bonus to the DC of the saving throw; for sailor’s mouth, make your Intimidation roll at disadvantage. If you are successful then the hostile is affected as though the charm’s holder was the one who used the feature.

You may only have one pirate’s charm at a time. If you create or acquire another, the previous one becomes an ordinary object.

Wind Warrior

Starting at 17th level, you have mastered moving with the flow of the wind. Coordinating your strikes with it, you’ve found that even a simple breeze can guide your blade back to its mark, rendering a wayward hail of blows as precise as any single stroke. You now apply your proficiency bonus to opportunity attacks made with flurry rush.

Red Lion

Once you’ve reached 20th level, you rule the battlefield as you rule the seas. Any opportunity attacks made with flurry rush no longer count towards your reaction for the turn. This enables you to split them across multiple enemies. You are still limited to 3 total opportunity attacks per round, though if the normal requirements are met, you may make a standard opportunity attack in addition as your reaction for the turn.


Multiclassing

Prerequisites. To qualify for multiclassing into the opportunist class, you must have a Dexterity or Intelligence score of at least 13.

Proficiencies. When you multiclass into the opportunist class, you gain the following proficiencies: light armor, simple weapons, and one tool of your choice.



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