Ranger
Base Class: Ranger

A fisherman's way of life is one of peace, patience, and above all; their catch. A fisherman prides themselves on their expert aim, their ability to reel in their targets, drawing them in close for the final hook.

Conclave Spells

Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Fisherman's Conclave Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Fisherman's Conclave Spells
Ranger Level Spells
3rd Create or Destroy Water
5th Rope Trick
9th Haste
13th Control Water
17th Hold Monster

Fisherman's Fly

Beginning at 3rd level, you gain access to the knowledge to craft your own Fishing Rod. You can spend an hour to convert a whip into a Fishing Rod. Whilst you wield your Fishing Rod, it's reach is increased by an additional 5ft.  When you hit a target that is under the effect of Hunter's Mark with either the fisherman's rod, a spear or a trident, you can deal an additional 1d6 piercing damage. This damage can only be dealt once per turn. this damage increases to 2d6 at 10th level and 3d6 at 17th level.

At 7th level, the damage dice for your fishing rod increases from a 1d4 to a 1d6. It increases again at 14th level, from a 1d6 to a 1d8.

Bound to the Sea

At 7th level, Your experience off land has earnt you a strong reputation as a Seafarer. You gain resistance to cold damage, and proficiency in (Sea)Vehicles. 

In addition, the reach of your Fishing Rod Increases by an additional 5ft, to 20ft total.

Reel Them In

Beginning at 11th level, Your skill to draw in your catch has developed, able to control the movements and get them in the perfect position.

Once per turn, When you hit a target with your Fishing Rod, Spear or Trident, you can move the target up to 10ft in any direction. If you move the target to within 10ft of you, you can make an attack against that target with a net you're wielding as a bonus action, provided the creature is large or smaller. If the target you moved is under the effect of your Hunter's Mark This attack has advantage.


Your nets are more durable than a standard net, due to years of capturing the tougher prey of the sea. When a creature is restrained by a net that you throw, the DC that that creature must pass with a Strength (Athletics) check to free itself, or that another creature must pass to free the restrained creature is equal to your Ranger Spell Save DC. In addition, the net has a number of hit points equal to three times your Ranger level. 

Legendary Catch

Beginning at 15th level, you learn to catch the mightiest of beasts, as no size will stop you from claiming your prize.

Once per turn, when you make an attack against your Hunter's Mark you can grapple the target as part of that action. If attacked with your Fishing Rod, you can grapple the target regardless of size. Whilst grappling a creature this way, you can use Athletics or Acrobatics when making your contested Grapple checks.

If the target is two sizes larger than you or greater, It's movement speed is reduced by half instead of reduced to 0. In addition, if the grappled creature attempts to move, you are dragged along with it, keeping the same distance between you both. 

Lastly, a creature grappled by this effect has disadvantage to break free of the grapple. Whilst you have a creature that is two sizes larger (or more) grappled this way, you cannot attack. At the start of your turn, you can attempt to reel the creature in. The creature makes a Strength Saving throw against your Ranger Spell Save DC; on a failed save, you reel it in, and the creature falls, gaining the prone condition. 

 

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