Base Class: Ranger
The Fisher Ranger are ranger that learned the life on a boat, fighting for their life against sea monsters and other creatures. The unique bond they have with their cane resembles that of a warrior and his sword. This extension of himself allows him to use his skills on dry land.
Sharp Rod
At 3rd level, the Fisher Ranger gains proficiency in Strenght (Athletics) and with the Sharp Rod, a versatile weapon that can be used for both melee and ranged attacks. You gain a +2 bonus for any check to grapple, use the grappling feature and to resist targets trying to escape when you use the Sharp Rod.
Fishing Tricks
At 3rd level, the Fisher Ranger gains access to several fishing tricks that allow them to use their fishing rod for more than just combat. These tricks include:
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Catch Object: The Fisher Ranger can use their fishing rod to catch objects that are out of reach, such as keys on a high shelf or a dropped weapon on the ground. The Fisher Ranger makes a Dexterity (Sleight of Hand) check, and if successful, they can use their fishing rod to retrieve the object.
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Curved Line: The Fisher Ranger can curve the line of their fishing rod to search tight places, such as through a crack in a door or a narrow gap in a wall. The Fisher Ranger makes a Wisdom (Perception) check, and if successful, they can use their fishing rod to investigate the area. If a creature is the area, they can catch the thread, alerting the Fisher Ranger.
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Echo Location: The Fisher Ranger can use their fishing rod as a sort of echo location device, allowing them to detect creatures around them. The Fisher Ranger throws the end of their fishing rod on the ground and listens for vibrations. They make a Wisdom (Perception) check, and if successful, they can detect creatures within 30 feet of the hook.
You can use Fishing Tricks a number of time equal to your proficiency bonus per long rest.
Fishing Techniques
At 7th level, the Fisher Ranger gains access to fishing techniques that allow them to deal more damage with their combat fishing rod. These techniques include:
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Hook and Reel: The Fisher Ranger can use their fishing rod to hook onto an enemy and reel them in, dealing extra damage. If the Fisher Ranger successfully grapples an enemy with their fishing rod, they can deal an extra 1d6 piercing damage.
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Slippery Fish: The Fisher Ranger can use their fishing rod to disarm an enemy and gain an advantage in combat. If the Fisher Ranger successfully hits an enemy with their fishing rod, they can choose to disarm the enemy, causing them to drop their weapon. The Fisher Ranger gains advantage on their next attack against the disarmed enemy. On a hit you can't use that feature again until the next short or long rest.
- Piercing Strike: The Fisher Ranger has learned to strike with pinpoint accuracy using their fishing rod. When making a melee attack with the rod, the Fisher Ranger can choose to deal an extra 1d8 piercing damage on a hit. However, if the attack misses, the Fisher Ranger is left momentarily off-balance and suffers disadvantage on their next attack roll. This technique can be used once per short rest.
Sea Rescuer
At 11th level, the Fisher Ranger gains the ability to use their fishing rod to aid their allies in combat or exploration. They can use their reaction to make a ranged attack (20-30 feet) with the hook, using their Dexterity modifier instead of Strength, to catch an ally that is falling or being pulled away by a creature. The ally is immediately brought within 5 feet of the Fisher Ranger and is considered grappled by the hook.
The Fisher Ranger can use their action to free the ally from the hook, or they can choose to maintain the grapple, allowing the ally to attack from a safe distance while still being reeled in by the Fisher Ranger.
Additionaly, they gain a new Fishing Tricks with the Sharpe Rod.
- Sonic Lure: The Fisher Ranger can use their fishing rod to create a sonic pulse that attracts nearby creatures. The Fisher Ranger makes a Charisma (Performance) check, and if successful, they can lure all creatures within a 30-foot radius towards a designated point. The lure lasts for 1 minute or until the Fisher Ranger chooses to end it.
Master Fisher
At 15th level, the Fisher Ranger has honed their skills to the point where they can imbue their fishing rod with magical properties. The Fisher Ranger may spend 1 hour during a short or long rest to infuse their fishing rod with magic, turning it into a +1 magic weapon, gaining a bonus to attack and damage rolls.
In addition, the Fisher Ranger gains access to a new Fishing Techniques.
- Reel in the Catch: As a bonus action, the Fisher Ranger can attempt to reel in a creature they have grappled with their fishing rod. The creature must make a Strength saving throw against the Fisher Ranger's spell save DC. On a failed save, the Fisher Ranger reels in the creature, pulling them towards them up to 20 feet. If the creature is within 5 feet of the Fisher Ranger, they can make a melee attack against them with advantage, releasing the target. If the attack hits, the Fisher Ranger deals an additional 2d6 piercing damage, and the creature is knocked prone. The Fisher Ranger can use this technique once per short rest.
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