Hyrule: Opportunist (5e Class)

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Campaign Setting: Hyrule
World of Hyrule
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Hyrule
Akkala
Central Province
Eldin
Faron
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Lanaryu
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Termina
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Subrosia
Labrynna
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Gods of Hyrule, their worship, and how they influence the world
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History of the Light World as known by Hyruleans
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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
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This world bears many monsters unique to it
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Ruins, dungeons, and temples are littered with various hazards
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Optional Actions
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Recovery Hearts
Targeted Attacks
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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[edit]

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[edit]

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[edit]

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[edit]

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 choose this Talent multiple times, but you must select a different skill or tool each time.

Fighting Style

You gain one Fighting Style of your choice that is available to the Hyrulean fighter class. You can choose this Talent multiple times, but you must select a different fighting style each time.

Jack of All Trades

You add a +1 bonus to any ability check you make that doesn’t already include your proficiency bonus. You can choose this talent twice, which increases your bonus from this Talent to +2.

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 a melee 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.
Song of Healing

You can use soothing music or oration to help revitalize your wounded allies during a Short Rest. If you or any friendly Creatures who can hear your Performance regain Hit Points by spending Hit Dice at the end of the Short Rest, each of those Creatures regains an extra 1d6 Hit Points. The extra Hit Points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

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[edit]

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[edit]

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.

See Called Shots for a common way to use stamina points

Opportunist Subclass[edit]

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.
  • An instrumentalist specializes in creating inspiring performances with instruments that inspire allies.
  • 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[edit]

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[edit]

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

Uncanny Dodge[edit]

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[edit]

At 6th level, you can choose another Talent that was available to you at 1st level.

Evasion[edit]

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[edit]

By 10th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your full proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsight[edit]

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[edit]

Starting at 15th level, no attack roll can have advantage against you while you aren't incapacitated.

Supreme Luck[edit]

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:

  • When you miss an attack roll, you can choose to hit instead.
  • When you roll initiative or 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[edit]

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 Proficiencies, Killing Strike, Steady Aim +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 Proficiencies[edit]

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[edit]

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

Steady Aim[edit]

Also at 3rd level, you gain the ability to sacrifice speed in order to make a precise attack. As a bonus action, you give yourself advantage on your next attack roll you make with a ranged weapon this turn. You can use this feature only if you haven't moved during this turn, and after you use it, your speed is 0 until the end of the current turn.

Infiltration[edit]

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.
  • Immediately before rolling initiative, you can attempt to Hide as a reaction.

Assassinate[edit]

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[edit]

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[edit]

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[edit]

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[edit]

QhzGE1o.png
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, and steal the magical secrets of others.

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, Studied Strike, Garo Magic +1 2 1st
4th +2 Ability Score Improvement +2 2 1st
5th +3 Battle Reflex, Uncanny Dodge +3 2 2nd
6th +3 Extra Talent +4 2 2nd
7th +3 Motionless Invisibility +5 3 2nd
8th +3 Ability Score Improvement +6 3 3rd
9th +4 Evasion +7 3 3rd
10th +4 Reliable Skills +8 3 3rd
11th +4 Multicast (2 spells) +9 4 4th
12th +4 Ability Score Improvement +10 4 4th
13th +5 Blindsight +11 4 4th
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[edit]

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[edit]

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

You also gain the ability to decipher an opponent's tactics and find gaps in their defenses. As a bonus action, you can make a Intelligence (Investigation) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneakstrike against that target without needing to fulfil one of the normal requirements to use that ability.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Garo Magic[edit]

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.

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. Instead, you can cast each of the garo spells that you know once each, with you regaining the ability to cast each garo spell again 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, your Spell save DC equals 8 + your proficiency bonus + your intelligence modifier, while your Spell attack modifier equals your proficiency bonus + your Intelligence modifier.

Multicast[edit]

Starting at 7th level, you can cast one of the spells granted by your Garo Magic feature an additional time. Once you use this feature to cast one of your Garo spells twice, you cannot use it again until you complete a short or long rest

At 11th level, you gain the ability to cast two different spells an additional time before needing to rest. Finally, at 17th level, you can cast up to three different spells an additional time before needing to rest.

Motionless Invisibility[edit]

Starting at 11th level, immediately before you take the Hide action, you can become invisible. This invisibility lasts for 1 minute, or until you take or deal damage, cast a spell, or move more than 5 feet from your original hiding spot.

Unerring Senses[edit]

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.

Stolen Magic[edit]

At 17th level, you gain the ability to interrupt another creature's spell, while also taking the knowledge of how to cast it.

Immediately after a creature casts a spell that would target you or have you within its area of effect, you can use your reaction to force the creature to make a Charisma saving throw against your spell save DC. On a failure, you nullify the target's attempt and their spell has no effect. Additionally, if the spell was at least 1st level and of a level you can cast, you temporarily take from the caster the knowledge of how to cast that spell. For the next 8 hours, you know the spell and can cast it as if it were one of your known Garo spells, while at the same time the target loses its knowledge of the spell and can't cast it for the next 8 hours. A creature that succeeds on their save against this feature is immune to it for the next 8 hours.

Once a creature fails on a save against this feature, you can't use it again until you finish a long rest.

Swift Cast[edit]

Starting at 20th level, if a garo spell normally has a casting time of 1 action, you can change the casting time to 1 bonus action when you cast it.

Mystic Nomad[edit]

ld6Ctrn.png
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, Sharp Strike, Mystic Combatant +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[edit]

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.

Sharp Strike[edit]

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

You also gain the ability to decipher an opponent's tactics and find gaps in their defenses. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneakstrike against that target without needing to fulfil one of the normal requirements to use that ability.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Mystic Combatant[edit]

Also 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.
  • While you are wearing not wearing armor and not wielding a shield, you can choose for your AC to equal 10 + your Dexterity modifier + your Wisdom modifier.
  • Your base walking speed increases by 10 feet while you are not wearing medium armor, heavy armor, or wielding a shield.
  • This increase to your speed increases by 10 at 11th level (20 feet), and against at 17th level (30 feet).

Mystic Arts[edit]

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 unless you expend 4 Stamina Points.
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[edit]

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

Slow Fall[edit]

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[edit]

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[edit]

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

Skirmisher[edit]

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 Bonus Proficiencies, Flanking Strike, Fighting Style +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

Bonus Proficiencies[edit]

You gain proficiency with two Martial Weapons of your choice, as well as with Poisoner's Kits. If you are already proficient with Poisoner's Kits, you instead gain proficiency with any one Artisan's Tool of your choice.

Flanking Strike[edit]

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

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[edit]

At 3rd level, you gain the Fighting Style Talent. If you already have this Talent, you instead gain one talent of your choice.

Slip Through[edit]

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[edit]

Beginning at 11th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Swiftness[edit]

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[edit]

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

Extra Strike[edit]

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

Combatant's Legacy[edit]

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

Battlefield Phantom[edit]

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.

Instrumentalist[edit]

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While some Oppertunists are good at exploiting enemies, Instrumentalists fine tune their skills with instruments to create musical performances that inspire the legends. Some instrumentalists can become as legendary as the people they inspire, while others are content with simply allowing others to revel in noterity.

Table: The Instrumentalist

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Cunning Action, Talent 0
2nd +2 Stamina Meter, Sneakstrike Dex mod
3rd +2 Bonus Proficiencies, Instrumental Inspiration, Flourishing Strike +1
4th +2 Ability Score Improvement +2
5th +3 Battle Reflex, Uncanny Dodge +3
6th +3 Extra Talent +4
7th +3 Font of Inspiration, Instrumentalist Talent +5
8th +3 Ability Score Improvement +6
9th +4 Evasion +7
10th +4 Reliable Skills +8
11th +4 Peerless Skill +9
12th +4 Ability Score Improvement +10
13th +5 Blindsight +11
14th +5 Greater Instrumental Talent +12
15th +5 Elusive +13
16th +5 Ability Score Improvement +14
17th +6 Opperatic Performance +15
18th +6 Supreme Luck +16
19th +6 Ability Score Improvement +17
20th +6 Superior Inspiration +18

Bonus Proficiencies[edit]

At 3rd level, you gain proficiency with either two musical instruments, one one musical instrument and the Performance skill.

Additionally, choose one musical instruments you are proficient with. Your proficiency bonus is doubled for any ability check that you make involving the chosen instrument.

Instrumental Inspiration[edit]

At 3rd level, as a bonus action, choose a creature within 60 feet of you that can hear you. They gain a d6 Inspiration Die that may be expended once on any one ability check, attack roll, or saving throw it makes within the next 10 minutes. The creature can wait until after it rolls the d20 before deciding to use the Instrumental Inspiration Die, but must decide before the DM says whether the roll succeeds or fails. Once the Instrumental Inspiration Die is rolled, it is lost. A creature can have only one Instrumental Inspiration Die at a time.

An Instrumentalist may use this feature a number of times equal to their Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Instrumental Inspiration Die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Flourishing Strike[edit]

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

You also gain the ability to distract an opponent with your incredible musical talent. As a bonus action, you can make a Charisma (Performance) check against a creature you can see that isn't incapacitated, contested by the target's Wisdom (Insight) check. If you succeed, you can use your Sneakstrike against that target without needing to fulfil one of the normal requirements to use that ability.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Font of Inspiration[edit]

At 7th level, you may regain all uses of Instrumentalist Inspiration when you finish a short rest or long rest.

Instrumentalist Talent[edit]

At 7th level, you gain one of the following Instrumentalist Talents of your choice:

  • Song of Power: When your Instrumentalist Inspiration is expended on an attack roll, the Inspiration Die may be rolled again and applied to the attack’s damage roll. If the attack targets multiple creatures, the bonus may only be applied to one target
  • Song of Courage: When a creature adds one of your Instrumentalist Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature does not expend the Instrumentalist Inspiration Die.
  • Song of Wisdom: When a creature gains an Instrumentalist Inspiration from you, immediately roll the Inspiration Die and record the result. When the Instrumentalist Inspiration is expended, you may choose to replace the number rolled with the recorded result.

Peerless Skill[edit]

At 11th level, when you make an ability check, you can expend one use of Instrumentalist Inspiration. Roll an Instrumentalist Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the GM tells you whether you succeed or fail.

Greater Instrumental Talent[edit]

At 14th level, your Instrumentalist Talent feature gains an additional benefit, corresponding to the choice you made at 7th level:

  • Song of Power: When a target expends an Inspiration Die on an attack roll, the Inspiration Die may be rolled to all of the attack and all damage rolls they make against all targets until the start of their next turn.
  • Song of Courage: When a creature adds one of your instrumentalist dice to a roll, they gain temporary hit points equal to the roll of their Inspiration Die plus your proficiency bonus.
  • Song of Wisdom: When a creature adds one of your instrumentalist dice to a save, skill, or attack roll that they were not proficient in, the creature adds your proficiency bonus to their roll.

Operatic Performance[edit]

At 17th level, when another creature successfully expends a use of Instrumentalist Inspiration within 60 feet of you, you may use your reaction to inspire another creature within 60 feet of you without expending a use of your Instrumentalist Inspiration feature.

You may use this reaction a number of times equal to your Dexterity modifier (minimum once), and you regain all uses on a long rest.

Superior Inspiration[edit]

At 20th level, when you roll initiative and have no uses of Instrumentalist Inspiration left, you regain two uses.

Picaroon[edit]

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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 Proficiencies, 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 Proficiencies[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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 contact the charm's holder as if casting sending. You may also use this feature to project your voice through the charm, in which case it needn't have an active carrier. If your message is spoken aloud, anyone who overhears it may respond, though they share a collective 25 words amongst each other and must speak into the charm. Unless you desire it, they are not guaranteed to recognize you as the sender.
  • 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[edit]

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[edit]

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.

Survivor[edit]

TheLegendOfZeldaTearsOfTheKingdom_Link_sideimg_01.png
After the destruction of Hyrule after the wake of Calamity Ganon, many a Hylian was forced to become a Survivor to make it to the end of day.
Source

The way of the Survivor is extremely simple; use whatever you have at your disposal to not die. Often scouts, lone wanderers or destitute individuals forced down the path, a Survivor can thrive in any environment so long as survival is possible there.

Table: The Survivor

Level Proficiency
Bonus
Features Stamina
Points
1st +2 Cunning Action, Talent 0
2nd +2 Stamina Meter, Sneakstrike Dex mod
3rd +2 Bonus Proficiencies, Wise Strike +1
4th +2 Ability Score Improvement +2
5th +3 Battle Reflex, Uncanny Dodge +3
6th +3 Extra Talent +4
7th +3 Explorer +5
8th +3 Ability Score Improvement +6
9th +4 Evasion +7
10th +4 Reliable Skills +8
11th +4 Ambush Master +9
12th +4 Ability Score Improvement +10
13th +5 Blindsight +11
14th +5 Tireless, +12
15th +5 Elusive +13
16th +5 Ability Score Improvement +14
17th +6 Sudden Strike, Near Paranoid +15
18th +6 Supreme Luck +16
19th +6 Ability Score Improvement +17
20th +6 Unseen Hunter +18

Bonus Proficiencies[edit]

At 3rd level, you gain proficiency with one of the following skills: Animal Handling, Nature, Stealth, or Survival.

In addition, you gain proficiency with one Martial Ranged Weapon and one Martial Melee Weapon of your choice.

Finally, you gain one of the following Fighting Styles:

Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Thrown Weapon Fighting: You gain a +2 bonus to damage rolls with thrown weapons.
Two-Weapon Mastery: When you make the extra attack of two-weapon fighting, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

You cannot select a fighting style with this feature that you have already obtained from another source.

Wise Strike[edit]

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

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.

Explorer[edit]

At 7th level, your walking speed increases by 10 feet. Additionally, you gain a climbing and swimming speed equal to your walking speed.

Ambush Master[edit]

Starting at 11th level, you excel at leading ambushes and acting first in a fight.

You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Tireless[edit]

At 14th level, your perseverance in the face of impending death is well above ordinary. As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). If you are below half of your maximum hit points, you may choose to regain hit points instead. You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Sudden Strike[edit]

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.

Near Paranoid[edit]

Also at 17th level, you gain preternatural senses that help you fight creatures you can't see. When you attack a creature you can't see, your inability to see it doesn't impose disadvantage on your attack rolls against it.

You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn't hidden from you and you aren't blinded or deafened.

Unseen Hunter[edit]

At 20th level, while hidden you can use your action to creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving. Once you move or take a reaction, you must camouflage yourself again to gain this benefit.

Alternatively, you may draw on the powers of nature to hide yourself from view briefly. As a bonus action, you can magically become invisible, along with any equipment you are wearing or carrying, until the start of your next turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the opportunist class, you must have a Dexterity 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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