Opportunist (5e Class)

Opportunist

An opportunist is always watching. An opportunist is always adaptable. An opportunist is able to react to almost any situation and come out on top. They can dodge, duck, dip, dive and dodge their way out of life-threatening situations before jumping into new ones to save their friends and companions. Some jump into the sky, others use words to their advantage.

Creating an Opportunist


Quick Build

You can make an opportunist quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by either Charisma or Wisdom. Second, choose the Hillsfar Smuggler or the Mulmaster Aristocrat background. Third, choose the leather armour with a shield.

Class Features

As a Opportunist you gain the following class features.

Hit Points

Hit Dice: 1d6 per Opportunist level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Opportunist level after 1st

Proficiencies

Armor: Light armour and Shields
Weapons: Simple weapons and Martial weapons
Tools: none
Saving Throws: Dexterity and Wisdom or Charisma
Skills: Sleight of Hand and choose 2 from Acrobatics, Perception, Insight, Athletics, Performance and Deception

Equipment

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

  • (a) Leather armour and a Shield or (b) Studded Leather armour
  • (a) Two martial melee weapons or (b) Longbow and twenty arrows

Table: The Opportunist

LevelProficiency
Bonus
FeaturesUnarmed Strike Damage
1st+2Improved Reactions, Unarmed Strikes, Expertise1d4
2nd+2Nimble Footed1d4
3rd+2Opportunist Archetype Feature1d4
4th+2Ability Score Improvement1d4
5th+3Double Strikes1d6
6th+3Uncanny Dodge1d6
7th+3Opportunist Archetype Feature1d6
8th+3Ability Score Improvement1d6
9th+4Additional Reaction, Improved Reactions Improvement1d6
10th+4Opportunist Archetype Feature1d6
11th+4Stance Change1d8
12th+4Ability Score Improvement1d8
13th+5Extreme Reflexes1d8
14th+5Lightning Reactions1d8
15th+5Opportunist Archetype Feature1d8
16th+5Ability Score Improvement1d10
17th+6Eagle Eyed1d10
18th+6Opportunist Archetype Feature1d10
19th+6Ability Score Improvement1d10
20th+6Ultimate Reflexes1d10

Improved Reactions

At 1st level, if an enemy successfully makes a melee attack on an ally within five feet of you, you can make a reaction without having to prepare one. You can use the Improved Reaction Feature to stop the original attack from happening. To make a reaction, make an acrobatics or sleight of hand (DM's discretion) check to determine if you succeed in your reaction. You can also use your reaction to make an unarmed strike on an enemy if they successfully make a melee attack on an ally. You can used Improved Reactions twice in a round of combat and three times at 9th level. At 9th level, you can use the Improved Reactions Feature on a creature who successfully makes a melee attack on an ally within ten feet of you.

Unarmed Strikes

At 1st level, your unarmed strikes do 1d4 + Dexterity modifier Bludgeoning damage. At level 5, the damage increases to 1d6 + Dexterity modifier Bludgeoning damage. At level 10, the damage increases to 1d8 + Dexterity modifier Bludgeoning damage. At level 16, the damage increases to 1d10 + Dexterity Bludgeoning damage. If you make an unarmed strike whilst holding something in both hands, you have disadvantage on the attack roll and on the damage roll. This does not apply to the longbow.

Expertise

At 1st level, you add double your Proficiency bonus to Sleight of Hand checks. You cannot add triple your Proficiency bonus to Sleight of Hand checks if you get Sleight of Hand in your background.

Nimble Footed

At 2nd level, your movement speed increases by 10 feet. You can take the disengage action at the start of your turn as a reaction if an ally is being attacked by a hostile creature more than 20 feet away from you. If you do this, you have to attack the creature on your turn. Twice per long rest, you can use the Nimble Footed Feature to make a single (Double Strikes cannot be used here) unarmed strike against the hostile creature as a bonus action. Make a Sleight of Hand check with a DC of the creatures passive wisdom to see if the creature notices your strike before it hits him. You can then attack the creature as you normally would in your turn.

Opportunist Archetype

At 3rd level, you can choose one of the two opportunist archetypes. Your choice will grant you features at 3rd, 7th, 10th, 15th and 18th levels.

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.

Double Strikes

At 5th level, when ever you make an unarmed strike, you can follow through with another unarmed strike. However, if you attack the second time, you leave yourself vulnerable to attacks. If there is a hostile creature within fifteen feet of you, they have advantage on any attacks they make against you. This does not include the creature that you hit with the unarmed strikes.

Uncanny Dodge

At 6th level, when an attacker that you can see hits you with an Attack, you can use one of your reactions to halve the attack's damage against you. You can only use one of your reactions in a turn to use the Uncanny Dodge Feature.

Additional Reaction

At 9th level, you can make two reactions in a single round.

Stance Change

At 11th level, you can change between your weapons (Offensive) and shield/guard (Defensive) as a bonus action. When in an offensive stance, you gain + 5 to movement speed and advantage on ability checks for jumping and climbing. When in a defensive stance, you gain an additional +1 to your Armour Class (This stacks on top of your shield bonus) and you have -5 to your movement speed.

Extreme Reflexes

At 13th level, if a hostile creature has advantage on an attack made against you, you can use your reaction make a Sleight of Hand roll to attempt to counter the first attack roll. If your roll equals or exceeds the creatures roll, then the creature has to use the second roll. You cannot use your reaction to attempt to counter the second attack roll.

Lightning Reactions

At 14th level, you can react to someone making a ranged weapon attack at you or someone within fifteen feet of you. You can use one of your reactions to move up to your movement speed to block the ranged weapon attack with your own weapon or your shield. Make a Sleight of Hand check to see if you can beat the attack roll made by the attacker. If you get lower than the attack roll, then you take half of the damage of the ranged weapon. The original target of the arrow takes the full damage of the weapon but with lightning damage instead of whatever type of damage it would've been otherwise. If you equal the attack roll made by the attacker, then you take half of the damage and the attacker takes half of the damage, but as lightning damage. If you exceed the roll, then the attacker takes the full damage of the weapon, but with lightning damage.

Eagle Eyed

At 17th level, you can use an action to see a single creature's weaknesses. Make a Perception check against the creature's Deception check. If you exceed the check, then you have advantage when attacking that creature for two rounds of combat. You can only use the Eagle Eyed Feature once per long rest.

Ultimate Reflexes

At 20th level, you can use the Improved Reactions Feature to attempt to stop a melee attack from hitting an ally within 5 feet of you. Make a Sleight of Hand Check against the attackers attack roll to see if you succeed in blocking the attack. Once per long rest, you can use the Ultimate Reflexes Feature to deflect the attack back onto the attacking creature. This attack deals the damage for your own blocking weapon as well as the damage from the attacking melee weapon.

Acrobat

At 3rd level, after making a melee attack, you can use your bonus action to make an acrobatics check against the target's attack roll to leap off of your target's weapon and into the air until the start of your next turn. Anyone attempting to hit you has disadvantage on attack rolls if you exceed their first attack roll with a Perception check. If you use the Acrobat feature more than twice per long rest, then you gain a level of exhaustion every time.

Unarmoured Defence

At 7th level, when you aren't wearing armour, your armour class is 10 + your Dexterity modifier + half of your Wisdom modifier rounded up. You can still wear a shield and use this feature and the Defensive Stance armour class bonus still remains.

Enhanced Cloak

At 10th level, you've managed to make a cloak that enables you to reduce falling damage by half. You can also stay in the air after using the Acrobat Feature for an additional round. However, you have disadvantage on any melee attacks you make whilst in the air. You do not need to make an acrobatics check to go into the air.

Bronze Wings

At 15th level, you've managed to improve your cloak into a pair of bronze wings. You gain a 40 feet flying speed. You no longer have disadvantage on melee attack from in the air. You can take flight after using the Acrobat feature or by spending an action to take flight. Enemies no longer have disadvantage on attacks made against you as you cannot fly above twelve feet in the air. However, twice per long rest, you can use a reaction to dodge a ranged attack made against you if you make a Perception check against the attack roll. If you exceed the roll, you can turn to take the ranged attack in your wing. You cannot fly until you've completed a long rest after you've blocked two attacks using the Bronze Wings Feature. At 20th level, you can attempt to create a strong gust with your wings. Every creature within a 20 foot cone must make a dexterity save with a DC of 8 + your Perception modifier, or get blown back 20 feet and take 3d10 Bludgeoning damage. You can only use the Bronze Wings Feature in this way once per long rest.

Dive-bomb

At 18th level, once per long rest, you can spend an action to use the Dive-bomb Feature to avoid all damage for a single round by flying really high into the air. On the second turn, you can dive-bomb onto a single creature or a single group of creatures close together. You must make a Perception check against the targets' armour class. If you exceed or equal their armour classes, they take 8d12 bludgeoning damage and you cannot use the bronze wings or enhcanced cloak feature until after a long rest. If you fail to beat their armour class, then they take half damage.

Blinding Rage

At 3rd level, you can use your bonus action to insult a hostile creature. The hostile creature must make a Charisma saving throw with a DC of 8 + your proficiency bonus + your Charisma modifier. On a failure, the creature is forced to attack you in a blinding rage with disadvantage. Your can use the Blinding Rage a number of times up to your charisma modifier. If the creature gas multiple attacks, only the first attack is affected this way.

Unarmoured Defence

At 7th level, when you aren't wearing armour, you armour class is 10 + Dexterity modifier + half of your Charisma modifier rounded up. You can still wear a shield and use this feature and the Defensive Stance armour class bonus still remains.

I'm Friendly, Really

At 10th level, you can use your action to make a Charisma saving throw with a DC of 20 to talk to a hostile creature that you haven't yet attacked. On a success, the hostile creature doesn't see you as a threat. You can use your bonus action to make a surprise attack with an unarmed strike on the hostile creature. You cannot use the I'm Friendly, Really Feature on the same creature more than once ever.

Ventriloquist

At 15th level, you can project your voice to make it seem as though another creature is speaking. You can then say something that would make the other creatures angry. Every hostile creature that can hear them can hear them must make a Wisdom saving throw with a DC of 8 + your Performance modifier. If they fail, they must attack the creature that angered them. Once the creature is dead, combat resumes as normal. At 20th level, you can make it appear that two creatures have spoken. You can use the Ventriloquist Feature once per long rest.

Voice of Wonder

At 18th level, your words have become more powerful. Make a Performance check with a DC of 22 for every creature that can hear you. On a success, the creatures are charmed by your voice. If they take any damage, they must make an Intelligence saving throw with a DC of 8 + your Performance modifier. If they succeed, they are no longer charmed. You can use the Voice of Wonder Feature once per combat.


Multiclassing

Prerequisites. To qualify for multiclassing into the opportunist class, you must meet these prerequisites: 13 Dexterity and 13 Wisdom or 13 Charisma

Proficiencies. When you multiclass into the opportunist, you gain the following proficiencies: Light Armour, Shields, Martial Weapons



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