Base Class: Fighter
"There are those who are known to wield swords, axes and bows. Traditionalist warriors. To be a true warrior is to utilise nature itself." - Jeff the Fisherman
Fisharm Proficiency
Starting when you choose this archetype at 3rd level, you gain proficiency with utilising fish as boomerangs, allowing you to add your proficiency bonus to attacks made with improvised fish boomerangs.
Fishsmith
Upon choosing this archetype at 3rd level, you gain proficiency with Fishing Supplies, a unique set of tools utilised in the catching of specialised fish for the use of the Fishslinger.
Fish Master
Once per day, after finishing a short rest or long rest you may roll to catch fish for the day's efforts. You make a Fishing Supplies check which is compared with the list of fish bellow. You can chose a number of fish equal to your proficiency modifier. As long as you fish during the day you will always have acsess to the basic fish Option.
FISH
Basic Fish: This Fish counts as a 1d6 bludgeoning Improvised ranged weapon with the range 30/60 Properties
DC:10
Flying Fish: This fish counts as a 1d6 peircing Improvised ranged weapon with the range 60/120 Properties
Sword Fish: This fish counts as a 1d8 slashing improvised melee weapon with the Versatile 1d10 & Finesse Properties.
Lamprey: This fish counts as a 1d6 bludgeoning improvised ranged weapon with the range 30/60 properties. If the attack hits the target has its movement reduced by 10 feet until the end of their next turn.
DC:15
Electric Eel: This fish counts as a 1d6 bludgeoning improvised ranged weapon with the range 30/60 Properties. If the attack hits, the target takes an aditional 1d6 lightning damage. If the target is wearing armour you have advantage on the attack roll.
Lion Fish: This fish counts as a 1d4 peircing improvised ranged weapon with the range 30/60 Properties. If the attack hits, the target must make a Constitution Saving throw or be poisoned for one minute. The target may retake its saving throw at the end of its turns.
Stonefish: This fish counts as a 1d6 Peircing improvised melee weapon with the Finesse Properties. If you roll with advantage on your attack roll on a sucsessful hit you deal an aditional 1d6 peircing damage.
DC:20
Snapping Turtle: This "fish" counts as a shield providing the benefits a standard shield would. In addition when you are hit with an attack you may use your reaction to deal 2d6+4 slashing damage back to the attacker as the turtle defends its wielder.
Coelacanth: This Fish counts as a 1d10 bludgeoning improvised Ranged weapon with the range 30/60 Properties
Cuttlefish: This FIsh Counts as a 1d6 bludgeoning improvised ranged weapon with the Range 30/60 properties. You can forgo any damage this fish can deal to instead force a dexterity save, on a failed save the target is blinded by the cuttlefish's ink for 1 minute, The target may make a constitution saving throw at the end of its turn.
DC:25
Goblin Shark: This Fish counts as a 1d8 Slashing improvised Melee Weapon with the Versatile 1d10 & Finesse properties. In addition after a sucsessful hit with this fish you can chose to grapple the target, Restraining them and at the start of any turn your grappeling the target you automatically deal weapon damage to the target.
Sun Fish: This Fish counts as a 1d10 bludgeoning improvised ranged weapon with the range 30/60 properties. After sucsessfully hitting a target, you may make an additional attack against 1 other creature within 15 foot of the original target. In addition this fish provides bright light in a 20-foot radius and fim light for an additional 20 feet.
Bubblefish: This Fish counts as a 2d4 piercing improvised ranged weapon with the range 30/60 properties. This Fish has expanded crit of 19-20 and deals an additional 2d4 poison damage on a critical hit on top of the normal damage.
Adept Angler
When you choose this archetype at 3rd level, you learn to perform powerful fish shots to disable or damage your opponents using your Improvised Fish based attacks.
Fish Shots. You learn two trick shots of your choice, which are detailed under “FishShots” below. Many maneuvers enhance an attack in some way. Each use of a fish shot must be declared before the attack roll is made. You can use only one fish shot per attack.
You learn an additional fish shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new fish shot, you can also replace one trick shot you know with a different one.
Tackle. You gain a number of tackle dice equal to your Proficency bonus plus your Wisdom modifier (minimum of 1). You regain 1 expended tackle point each time you roll a 1 on the d20 roll for an attack with a improvised fish, or deal a killing blow with a fish. You regain all expended tackle points after a short or long rest. The tackle Dice starts at a d4 but improves by one step at level 5 (d6), Level 9 (d8), Level 13 (1d10) and level 16 (1d12).
Saving Throws. Some of your fish shots require your targets to make a saving throw to resist the fish shot’s effects. The saving throw DC is calculated as follows:
Trick Shot save DC = 8 + your proficiency bonus + your Wisdom modifier
Remarkable Angler
When you reach 7th level, You add your proficiency bonus twice to your Fishing Supplies Checks. In addition when asked to roll initiative you can spend one of your Tackle Dice adding the result to your initiative.
Salt Surge
When you reach 10th level, In the heat of battle, you push yourself far beyond what is considered normal! When you use your action surge class feature, in adition to the additional action you can make a Fishing Supplies Check, you can pull one additional fish option out for the rest of the encounter.
Seaman's Rest
When you reach 15th level. Taking a moment to refocus you reach deep into the deep ocean of yourself and regain past glory. If you roll Initiative and have no Tackle Dice left, you immediately regain 2 Tackle Dice.
Expert Angler
At 18th level, You roll your Fishing Supplies Checks with advantage.
Accended Fishslinger
Upon reaching 18th level, Whenever you score a critical hit on an attack with a Improvised fish weapon, You can chose one of the following effects;
Stunning Blow: The damage becomes bludgoning and the target must make a Constitution Saving Throw. On a failed save the target is stunned until the end of your next turn.
Exsanguinating Cut: The damage becomes slashing and the target must make a Constitution Saving Throw. On a failed save the target is vulnerable to the damage of this attack.
Penatraiting Strike: The damage becomes piercing and the target must make a Constitution Saving Throw . On a failed save all creatures in a 30 foot line directly behind the target take the damage from the attack.
Fish Shots
These fish shots are not presented in alphabetical order.
Bouncing Bass
Expertly timing your attack to strike multiple foes with a single fish. When you make an attack with your improvised fish, you can expend 1 tackle dice adding the dice to the damage roll. If you sucsessfully hit the target you may make an additional attack against a hostile creature within 15 feet of the original target.
Crab Crush
With the force of the Mighty Crab, a fish strikes the core of your foe knocking the wind out of them forcing them to bend the knee to the Crab. When you make an attack with your improvised fish, you can expend 1 tackle dice adding the dice to the damage roll. If you successfully hit the target must make a Strength Saving Throw or be knocked prone.
Disarming Dory
Seizing the moment you let loose a fish expertly aimed at the hand of your foe. When you make your improvised fish attack against a creature, you can expend 1 tackle dice adding the roll to the damage. On a hit, the creature takes damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 ft. away from you.
Goading Grouper
Nothing is as insulting as a slap to the face, apart from maybe being slapped in the face with a fish. When you make an attack with your improvised fish against a creature, you can expend one tackle dice to attempt to goad the into attacking you. You add your Tackle die to the damage and the target must make a Wisdom Saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Precise Pike
Taking a deep breath, you launch your fish at your foe, striking the weak point in the armour. When you make an attack with your improvised fish, you can expend 1 tackle dice adding the dice to the attack roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Reckless Rockfish
Taking a bite of your fish, you feel invigorated, throwing your all into your next attacks. When you make an attack with your improvised fish, you can expend 1 tackle dice to grant yourself advantage on your attack rolls this turn but you also grant advantage on any attack rolls targeting you. In addition you gain temp hit points equal to your tackle dice roll.
Restraining Ray
Loosing your fish at the legs of your foe forcing them to halt where they stand. When you make an attack with your improvised fish, you can expend 1 tackle dice adding the dice to the damage roll. If you successfully hit the target must make a Dexterity Saving Throw or have their speed reduced to 0 until the end of their next turn.
Slippery Sturgeon
Learning to move like the fish you catch, makes your movement unpredictable. As a reaction to an attack hitting you, you can roll your tackle dice adding the result to your AC potentially causing the attack to miss, in addition you can move up to 15 feet. This movement doesn’t provoke opportunity attacks.
Previous Versions
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