Rogue
Base Class: Rogue

You have honed your dexterity and cunning through countless hours spent fishing, developing unique techniques that set you apart from other rogues. Rogues who embrace this archetype are at home on the water and in coastal towns, often seen as masters of the sea among sailors and fishers. Whether casting a line in a tranquil pond or navigating a stormy ocean, these rogues find fortune in their catches and use their skills to thrive both in and out of combat. Fishermen serve as providers, scouts, and protectors of their communities, using their deep connection to the ocean to aid their allies and confound their foes.

Fisherman's Expertise

Starting at 3rd level when you choose this archetype, your skills in fishing translate seamlessly to other aspects of your rogue abilities.

  • You can add your proficiency bonus to any ability check you make to catch fish.
  • You gain proficiency in Survival if you don't already have it.

Hook and Line

At 3rd level, you gain the ability to use a fishing rod as a weapon, turning your fishing skills into a unique combat style.

Weapon Cost Damage Weight Properties
Fishing Rod 1 sp 1d6 bludgeoning 2 lb. Simple, Finesse, Light, Versatile (1d8)


As a bonus action, you can make a ranged attack with your fishing rod (range 20/60 feet). On a hit, the target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) and take the weapon's damage as piercing damage. If the target fails the saving throw, they are restrained by the line.

If you use this attack while a creature is already restrained by your fishing rod, the previously restrained creature is no longer restrained.

A creature restrained by the fishing rod can use its action to make a Strength (Athletics) or Dexterity (Acrobatics) check (DC = 8 + your proficiency bonus + your Dexterity modifier). On a success, the creature frees itself from the line and is no longer restrained.

While the target is restrained by your fishing rod, you can use your action on subsequent turns to pull it closer to you, up to a maximum of 25 feet. The target must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier). On a failure, the target is pulled up to 25 feet closer to you (you choose the distance). On a success, the target remains restrained but is not pulled closer. The target cannot be more than one size larger than you.

If the creature reaches a solid object while being pulled, it takes your weapon's damage as bludgeoning damage from the impact.

Tightening Grip

Starting at 9th level, your expertise in using your fishing rod in combat has granted you the ability to deal additional damage to restrained targets. When a creature is restrained by your fishing rod, at the end of your turn, the creature takes 2d4 piercing damage. This additional damage increases as you gain levels in this class: 3d6 at 13th level, and 4d8 at 17th level.

Additionally, your skill in fishing has improved. Whenever you roll on the fishing loot table, you can roll an additional time.

Sea's Resilience

At 13th level, your experience with the turbulent conditions of the sea grants you resilience against physical hindrances.

  • You gain advantage on all saving throws against effects that would knock you prone, grapple, or restrain you.

  • When a creature moves to a space within 20 feet of you, you can use your reaction to make a hook attack against them.

Fisherman's Snare

At 17th level, you gain an ability that demonstrates your mastery over the sea and your exceptional skill with a fishing rod.

As an action, you can point at a creature within 60 feet of you that is already restrained by your fishing rod and ensnare it with a complex web of fishing lines. The target must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, the creature takes 10d8 force damage. On a successful save, the creature takes half damage. You can use this ability a number of times equal to your proficiency bonus, and you regain expended uses when you finish a long rest.

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