5Th Edition Opportunity Table
This table is created to allow players and GMs to find all the ways Opportunities can be used associated with each type of action for 5th Edition Legend of the Five Rings. Where possible, instructions from the RPG Manual are included to clarify how actions are to be used and relevant rules.
The current version covers the 5th Edition Core Rule Book, Emerald Empire, Shadowlands, Courts of Stone, Path of Waves, Celestial Realms, and Fields of Victory.
The current version covers the 5th Edition Core Rule Book, Emerald Empire, Shadowlands, Courts of Stone, Path of Waves, Celestial Realms, and Fields of Victory.
General
Type of Action |
Air Precision, Stealth, Subtlety, Trickery, Detail, Emotion |
Earth Caution, Calm, Thoroughness, Memory, Defense |
Fire Creativity, Intimidation, Attention, Motivation, Insight, Absence |
Water Efficiency, Flexibility, Friendliness, Environmental awareness |
Void Instinct, Inscrutability, Mystery, the Supernatural |
Artisan |
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Scholar |
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Social |
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Trade |
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Martial |
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Invocation |
In Skirmishes
Air |
Earth |
Fire |
Water |
Void |
|
On Initiative |
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On Strike |
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On Guard |
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On Movement |
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On Challenge |
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Skirmish Invocations |
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On Resist Critical |
Skirmish Actions with no check:
Assist - Attack, Intrigue, and Support action: Help one other character at range 0–2 with their next action. If the GM accepts your suggestion, provide assistance (see page 26) on the chosen character’s next action check.
Calming Breath - Support action: If strife is greater than half your composure, remove 1 strife. If fatigue is greater than half your endurance, remove 1 fatigue.
Prepare Item - Support action: Prepare one item for use, ready a weapon in a grip of your choice, or stow an item.
Wait - Attack, Scheme, and Support action: Declare a non-Movement action you will perform after the occurrence of a specified event before the end of the round. After the specified event occurs before the end of the round, perform the action. You must still use the ring matching your stance for this action. If the specified event does not occur this round, perform one action of your choice (other than Wait) at the end of the round.
To recover from a Condition or a Terrain, see In Conditions and Terrains
For Unique Action checks including checks generated from unspecified Techniques, see General
Assist - Attack, Intrigue, and Support action: Help one other character at range 0–2 with their next action. If the GM accepts your suggestion, provide assistance (see page 26) on the chosen character’s next action check.
Calming Breath - Support action: If strife is greater than half your composure, remove 1 strife. If fatigue is greater than half your endurance, remove 1 fatigue.
Prepare Item - Support action: Prepare one item for use, ready a weapon in a grip of your choice, or stow an item.
Wait - Attack, Scheme, and Support action: Declare a non-Movement action you will perform after the occurrence of a specified event before the end of the round. After the specified event occurs before the end of the round, perform the action. You must still use the ring matching your stance for this action. If the specified event does not occur this round, perform one action of your choice (other than Wait) at the end of the round.
To recover from a Condition or a Terrain, see In Conditions and Terrains
For Unique Action checks including checks generated from unspecified Techniques, see General
In Intrigues
Intrigue Actions with no check:
Assist - Attack, Intrigue, and Support action: Help one other character at range 0–2 with their next action. If the GM accepts your suggestion, provide assistance (see page 26) on the chosen character’s next action check.
Calming Breath - Support action: If strife is greater than half your composure, remove 1 strife. If fatigue is greater than half your endurance, remove 1 fatigue.
To recover from a Condition or a Terrain, see In Conditions and Terrains
For Unique Action checks including checks generated from unspecified Techniques, see General
Assist - Attack, Intrigue, and Support action: Help one other character at range 0–2 with their next action. If the GM accepts your suggestion, provide assistance (see page 26) on the chosen character’s next action check.
Calming Breath - Support action: If strife is greater than half your composure, remove 1 strife. If fatigue is greater than half your endurance, remove 1 fatigue.
To recover from a Condition or a Terrain, see In Conditions and Terrains
For Unique Action checks including checks generated from unspecified Techniques, see General
In Duels
Duel Actions with no check:
Calming Breath - Support action: If strife is greater than half your composure, remove 1 strife. If fatigue is greater than half your endurance, remove 1 fatigue.
Center - Void Stance Only Support action: Name a skill. Roll a number of Skill dice up to your ranks in that skill and reserve any number of those dice. On your next check with the chosen skill (or with the Center action) this scene, after rolling dice, you may replace any number of rolled dice with the reserved dice (set to the results they were showing when reserved). You cannot reserve a number of dice greater than your ranks in the skill.
Predict - Attack, Scheme, and Support action: Secretly select Air, Earth, Fire, or Water and record it. The next time your opponent chooses their stance, reveal your selection; if it matches the stance they chose, your opponent receives 4 strife and must choose a different stance. This effect persists until the end of your next turn.
Prepare Item - Support action: Prepare one item for use, ready a weapon in a grip of your choice, or stow an item.
Wait - Attack, Scheme, and Support action: Declare a non-Movement action you will perform after the occurrence of a specified event before the end of the round. After the specified event occurs before the end of the round, perform the action. You must still use the ring matching your stance for this action. If the specified event does not occur this round, perform one action of your choice (other than Wait) at the end of the round.
To recover from a Condition or a Terrain, see In Conditions and Terrains
For Unique Action checks including checks generated from unspecified Techniques, see General
Calming Breath - Support action: If strife is greater than half your composure, remove 1 strife. If fatigue is greater than half your endurance, remove 1 fatigue.
Center - Void Stance Only Support action: Name a skill. Roll a number of Skill dice up to your ranks in that skill and reserve any number of those dice. On your next check with the chosen skill (or with the Center action) this scene, after rolling dice, you may replace any number of rolled dice with the reserved dice (set to the results they were showing when reserved). You cannot reserve a number of dice greater than your ranks in the skill.
Predict - Attack, Scheme, and Support action: Secretly select Air, Earth, Fire, or Water and record it. The next time your opponent chooses their stance, reveal your selection; if it matches the stance they chose, your opponent receives 4 strife and must choose a different stance. This effect persists until the end of your next turn.
Prepare Item - Support action: Prepare one item for use, ready a weapon in a grip of your choice, or stow an item.
Wait - Attack, Scheme, and Support action: Declare a non-Movement action you will perform after the occurrence of a specified event before the end of the round. After the specified event occurs before the end of the round, perform the action. You must still use the ring matching your stance for this action. If the specified event does not occur this round, perform one action of your choice (other than Wait) at the end of the round.
To recover from a Condition or a Terrain, see In Conditions and Terrains
For Unique Action checks including checks generated from unspecified Techniques, see General
In Mass Battles
Air |
Earth |
Fire |
Water |
Void |
|
On Initiative |
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Assault |
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Challenge |
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Rally |
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Reinforce |
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March |
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Resist Battle Fatigue |
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Marshaling an Army |
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Maintaining an Army |
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Dispersing an Army |
-- |
-- |
-- |
-- |
|
Taking Hostages |
-- |
-- |
-- |
-- |
Battle Actions with No Check:
Retreat - As an action, a character can also retreat from a mass battle. A character must forfeit 10 honor to do so, and they must also forfeit 10 glory if anyone else knows that they willingly retreated. Additionally, if they leave their cohort leaderless, the army suffers 10 panic. If a character is ordered to retreat by their lord, they must stake 10 honor and 10 glory on completing whatever other task their lord has given them to accomplish instead of staying to fight.
Retreat - As an action, a character can also retreat from a mass battle. A character must forfeit 10 honor to do so, and they must also forfeit 10 glory if anyone else knows that they willingly retreated. Additionally, if they leave their cohort leaderless, the army suffers 10 panic. If a character is ordered to retreat by their lord, they must stake 10 honor and 10 glory on completing whatever other task their lord has given them to accomplish instead of staying to fight.
In Downtime
Air |
Earth |
Fire |
Water |
Void |
|
During Downtime |
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For Healing |
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Preparing Invocations |
-- |
In Conditions and Terrains
Air |
Earth |
Fire |
Water |
Void |
|
In Defiled Terrain / Afflicted |
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Bleeding |
-- |
-- |
-- |
-- |
|
Burning |
-- |
-- |
-- |
-- |
|
Dying |
-- |
-- |
-- |
-- |
|
Enraged |
-- |
-- |
-- |
-- |
|
Falling |
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Intoxicated |
-- |
-- |
-- |
-- |
|
Suffocating |
-- |
-- |
-- |
-- |
|
Wounded |
Conditions that can be Recovered from with No Check:
Compromised: They cannot keep dice containing Strife symbols (to a possible minimum of 0 kept dice) and their vigilance counts as 1. Removed When: Their strife is reduced to a value lower than or equal to their composure.
Dazed: Increases the TN of their Attack and Scheme action checks by 2. Removed When: At the end of their turn, if they did not perform an Attack or Scheme action.
Disoriented: Increases the TN of their Movement and Support action checks by 2. Removed When: At the end of their turn, if they did not perform a Movement or Support action.
Exhausted: They do not remove fatigue and strife at the end of each scene as normal. Removed When: After sleeping for six or more hours
Immobilized: They cannot perform Movement actions or otherwise reposition themself during their turn, and cannot select a different stance during their turn. Removed When: At the end of their turn, if they did not perform a Movement action this turn.
Incapacitated: They cannot perform actions that require checks and cannot defend against damage. If they suffer a critical strike, they suffer the Unconscious condition in addition to any other effects. Removed When: Their fatigue is reduced to a value lower than or equal to their endurance.
Prone: They can move a maximum of 1 range band during their turn. At the GM’s discretion, they are harder to spot at a distance or hit with ranged attack checks (increasing relevant TNs by 1). Removed When: At the end of their turn, if the character did not perform a Movement action.
Silenced: Increases the TN of their Scheme action checks and checks to activate invocations, mahō, and shūji by 3. Removed When: At the end of the character’s turn, if they did not perform an Scheme action or make a check requiring speech.
Unconscious: They cannot move, talk, perform actions, or defend against damage. They can make checks to resist effects. The severity of any critical strike they suffer is increased by 10. Removed When: They spend 1 Void Point to awaken immediately. Unless also incapacitated, they wake up if they hear a loud noise, suffer harm, or otherwise experience something that would normally wake someone. They also generally awaken after several hours.
Terrain Conditions that apply with No Check
Within Dangerous Terrain: Suffer physical damage equal to the Strife symbols on their kept dice.
Within Entangling Terrain: Increase the TN of all their checks to move and for Movement actions by 2.
Within Hallowed Terrain: Reduce the TN of their Meditation and Theology checks using this terrain's specified ring or rings by 1. Tainted beings increase the TN of their checks to resist effects by 1, or 2 if they are using the specified ring.
Within Imbalanced Terrain: Increase the TN of their Meditation and Theology checks using this terrain’s specified ring by 1. Otherworldly beings increase the TN of their checks to resist effects by 1, or 2 if they are using the specified ring.
Within Obscuring Terrain: Increase the TN of all Attack checks targeting characters within Obscuring terrain by 1.
A character within Obscuring terrain generally cannot see beyond range 2 of their current position into the Obscuring terrain (though they can generally see out of it, if they are within range 2 of an edge). A character outside of Obscuring terrain cannot see into it beyond range 2 of the edge.
Within Confining Terrain: On check to strike with a weapon or activate a technique with a maximum range of 2 or higher, increase TN by 2.
In Mass Battle, other cohorts cannot move into the same area of terrain/pass through the same area of terrain.
Within Elevated Terrain: Reduce TN of Martial Arts [Ranged] checks targeting characters outside of Elevated terrain by 1 (to a minimum of 1). Also may extend to invocations at GM discretion.
Within Open Terrain: Reduce TN of Movement action checks by 1 (to a minimum of 1).
Within Recessed Terrain: TN of Martial Arts [Ranged] attacks against characters in Recessed Terrain is reduced by 1 (to a minimum of 1). Also may extend to invocations at GM discretion.
Compromised: They cannot keep dice containing Strife symbols (to a possible minimum of 0 kept dice) and their vigilance counts as 1. Removed When: Their strife is reduced to a value lower than or equal to their composure.
Dazed: Increases the TN of their Attack and Scheme action checks by 2. Removed When: At the end of their turn, if they did not perform an Attack or Scheme action.
Disoriented: Increases the TN of their Movement and Support action checks by 2. Removed When: At the end of their turn, if they did not perform a Movement or Support action.
Exhausted: They do not remove fatigue and strife at the end of each scene as normal. Removed When: After sleeping for six or more hours
Immobilized: They cannot perform Movement actions or otherwise reposition themself during their turn, and cannot select a different stance during their turn. Removed When: At the end of their turn, if they did not perform a Movement action this turn.
Incapacitated: They cannot perform actions that require checks and cannot defend against damage. If they suffer a critical strike, they suffer the Unconscious condition in addition to any other effects. Removed When: Their fatigue is reduced to a value lower than or equal to their endurance.
Prone: They can move a maximum of 1 range band during their turn. At the GM’s discretion, they are harder to spot at a distance or hit with ranged attack checks (increasing relevant TNs by 1). Removed When: At the end of their turn, if the character did not perform a Movement action.
Silenced: Increases the TN of their Scheme action checks and checks to activate invocations, mahō, and shūji by 3. Removed When: At the end of the character’s turn, if they did not perform an Scheme action or make a check requiring speech.
Unconscious: They cannot move, talk, perform actions, or defend against damage. They can make checks to resist effects. The severity of any critical strike they suffer is increased by 10. Removed When: They spend 1 Void Point to awaken immediately. Unless also incapacitated, they wake up if they hear a loud noise, suffer harm, or otherwise experience something that would normally wake someone. They also generally awaken after several hours.
Terrain Conditions that apply with No Check
Within Dangerous Terrain: Suffer physical damage equal to the Strife symbols on their kept dice.
Within Entangling Terrain: Increase the TN of all their checks to move and for Movement actions by 2.
Within Hallowed Terrain: Reduce the TN of their Meditation and Theology checks using this terrain's specified ring or rings by 1. Tainted beings increase the TN of their checks to resist effects by 1, or 2 if they are using the specified ring.
Within Imbalanced Terrain: Increase the TN of their Meditation and Theology checks using this terrain’s specified ring by 1. Otherworldly beings increase the TN of their checks to resist effects by 1, or 2 if they are using the specified ring.
Within Obscuring Terrain: Increase the TN of all Attack checks targeting characters within Obscuring terrain by 1.
A character within Obscuring terrain generally cannot see beyond range 2 of their current position into the Obscuring terrain (though they can generally see out of it, if they are within range 2 of an edge). A character outside of Obscuring terrain cannot see into it beyond range 2 of the edge.
Within Confining Terrain: On check to strike with a weapon or activate a technique with a maximum range of 2 or higher, increase TN by 2.
In Mass Battle, other cohorts cannot move into the same area of terrain/pass through the same area of terrain.
Within Elevated Terrain: Reduce TN of Martial Arts [Ranged] checks targeting characters outside of Elevated terrain by 1 (to a minimum of 1). Also may extend to invocations at GM discretion.
Within Open Terrain: Reduce TN of Movement action checks by 1 (to a minimum of 1).
Within Recessed Terrain: TN of Martial Arts [Ranged] attacks against characters in Recessed Terrain is reduced by 1 (to a minimum of 1). Also may extend to invocations at GM discretion.