Opportunist

There is a life of great wealth and pleasure out there waiting for you; you just need to roll up your sleeves and take it. You hide your true self behind a smiling mask of chicanery, fast-talking, and underhanded ways to profit from others. An opportunist at heart, you know how to make the most out of someone else’s mistakes—especially when you are the one who set them up to make the mistake in the first place. Getting something past someone else’s careful eye is your expertise.

Each Opportunist might look at the world differently, but they all see it as a shell game in which they can fool their foes to make the most of the moment. Opportunists use trickery and opportunism to take Advantage of their marks and to achieve their purposes, from making quick personal profits to toppling a corrupt intercontinental power. Their fast-thinking misdirections are useful to fill a hungry belly or to empty a pocket in everyday street life. However, misdirections can be equally important when the Opportunist needs to survive in a more direct sense, whether by avoiding an angry bounty hunter’s grasp or by fighting against a local tyrannical authority.

Proficiencies

Saving Throws: Dexterity and Charisma

Skills: Choose four from Acrobatics, Computers, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Security, Sleight of Hand, Social Sciences, Stealth, Streetwise, and Vehicles.

Equipment: Basic Equipment, Improvised Equipment

Profitable Expertise: You gain expertise in two skills, chosen from Deception, Insight, Persuasion, Stealth, or Streetwise. Note that you—yes, even you—must be proficient in a skill to gain expertise in that skill.

Equipment Recommendations

Equipment Pack: Commoner Pack

Weapons: Muzzleloader pistol, stiletto knife

OPPORTUNIST TALENTS

Opportunistic (Level 1). You are skilled at making the most out of others’ mistakes. If a target within 30 feet of you fails an ability check or saving throw, or misses an attack roll, your next ability check or attack roll targeting them within the next 1 minute has Advantage.

Legerdemain (Level 3). Your powers of misdirection and sleight of hand are baffling to the point of seeming almost magical. You have Advantage on Charisma (Deception), Charisma (Persuasion), and Dexterity (Sleight of Hand) checks as long as you meet the following requirements:

  • You must have at least one free and unrestrained hand.
  • Target(s) of the ability check must be within 10 feet.

Suckerpunch (Level 3). You know that the best way to win a fight is to get your hits in early and make them count. Anytime you make a melee attack against a target that has yet to attack you in the current combat, you can add your Proficiency bonus to that attack’s damage.

Leverage (Level 5). You know how to take the best Advantage of your foes’ briefest tactical blunders. If you hit a target with a melee attack, you can choose to not inflict any damage and instead apply one of the following effects:

  • The target (up to one size larger than you) trips and falls Prone in its current location.
  • You grab a one-handed piece of visible, removable equipment (not attached or currently held) from the target.
  • You plant a one-handed object into one of the target’s pockets, pouches, pack, etc.

Mouthing Off (Level 5). Your sharpest weapon is not your knife or sword, but your wit. As a bonus action, you can choose to unleash insults, witty remarks, and annoying quips to give any single target that can understand your language the Distracted condition until the end of their next turn. Whether or not they understand you, the next attack one of your allies makes against the target before the start of your next turn has Advantage.

Suspension of Disbelief (Level 7). Your mastery at manipulating others’ perceptions can make them question what they know to be true, despite all rational evidence and logic. If one of your Charisma (Deception), Charisma (Persuasion), or Dexterity (Sleight of Hand) checks fail, you can re-roll it.

Make Your Move (Level 9). When the perfect moment strikes, you do not miss a chance to act. When a target triggers your Opportunistic Talent, you can spend your Reaction to move up to half your Speed and make an opportunity attack against them (if possible). The movement provided by this Talent does not provoke attacks of opportunity.

OPPORTUNIST TRICKS

Your Charming Hero Level determines the number of Opportunist Tricks that you know, as shown in the Tricks column of the Charming Hero table.

Fatal Flaw. When an opponent that you can see makes a saving throw, after they roll but before determining the result, you can use your Reaction to exploit their hidden weakness. Roll an Influence die and reduce their saving throw result by the amount rolled.

Misdirect. When you fail a Dexterity (Stealth) or Wisdom (Streetwise) check, you can expend and roll one Influence die twice to quickly come up with additional facts, facets of half-truth, etc., adding the results of those rolls to your result, possibly turning the check into a success after all.

Oh, No You Don’t: When an opponent within 5 feet moves away from you, you can expand and roll one Influence die as a reaction, multiplying the result by 5. This is the distance in feet that you are allowed to follow the opponent’s movement, always staying within 5 feet of them until they end their turn or you run out of distance. Your movement does not provoke attacks of opportunity.

Ole Switcheroo. Anytime that someone makes an ability check to discover hidden or

concealed objects or equipment on your person or an ally within 5 feet of you, you can choose to expend one Influence die and roll it twice. Reduce the result of that check by the total result of these rolls. If they fail, the searched party can give one such object or piece of equipment to an ally within 5 feet of them without anyone else noticing.

Prestidigitation. As a bonus action, you can expend and roll an Influence die to filch a small, one-handed, unattended object from anywhere within reach of your hands. If you wish, the object can be concealed (or remain concealed). You must be aware of the object while it is within reach to use this bonus action. As part of the same bonus action, you can plant the same kind of object from one of your hands into a suitable location within 5 feet. If you need to do any  of the above without being noticed, witnesses must succeed with a Wisdom (Perception) check against your Trick DC plus the result of your Influence die in order not to be fooled.

Unseen Strike. When you make an opportunity attack, you can choose to expend an Influence die and make a Charisma (Deception) ability check in place of your normal melee attack roll, with the Defense of the target becoming the DC of your check. If you hit, add the Influence die roll to the attack’s damage. This roll cannot benefit from the Charm Talent.


Opportunist Table

LevelTalents
1Opportunistic
3Legerdemain, Suckerpunch
5Leverage, Mouthing Off
7Suspension of Disbelief
9Make Your Move


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