Base Class: Rogue
You fight like an angler—patient, precise, and clever. Using hooks and lines, you manipulate the battlefield by pulling enemies off balance or drawing yourself into the perfect position. As a Fisher, you specialize in controlling movement and striking with perfect timing, turning every fight into a tactical hunt.
Level 3: Hook and Haul
As a Bonus Action, you can attempt to hook a creature or object within 60 feet that you could reasonably snag, such as an exposed limb, armor loop, or structural feature. Choose a target and make a Dexterity (Acrobatics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (their choice). On a success, the target becomes hooked.
Using this Bonus Action again automatically unhooks any creature or object currently hooked.
While a creature is hooked by you:
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It can’t willingly move farther away from you.
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It can use an Action to attempt to break free with a Strength (Athletics) check contested by your Strength (Athletics) check.
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If it tries to move farther away from you without using an Action, it must immediately make the same contested check. On a failure, it can’t move farther and loses the attempted movement.
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You have advantage on attack rolls against that creature.
Once per turn, if a creature or object is hooked, you can do one of the following:
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Pull Yourself. You launch yourself in a straight line toward the hooked target. You move until you reach an unoccupied space adjacent to the target or until you collide with a solid obstacle or creature that blocks your path. This movement ignores difficult terrain and does not provoke opportunity attacks.
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Pull a Creature. Attempt to pull the hooked creature directly to a space adjacent to you. Make a Strength (Athletics) check contested by the creature’s Strength (Athletics) check. You can only pull a creature that is no more than one size larger than you. On a success, the creature is pulled in a straight line to an unoccupied space next to you.
Level 9: Combo Cast
When you take the Attack action on your turn, you can replace one of your attacks with a Combo Cast.
As part of this special attack, you do the following in order:
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Hook. Attempt to hook a creature within 60 feet of you. Make a Dexterity (Acrobatics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (their choice). On a success, the creature becomes hooked, as described in your Hook and Haul feature.
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Pull. Immediately attempt to pull the hooked creature to a space adjacent to you. Make a Strength (Athletics) check contested by the creature’s Strength (Athletics) check. You can only pull a creature that is no more than one size larger than you. On a success, the creature is pulled in a straight line to an unoccupied space next to you.
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Strike. Make a melee weapon attack against the creature.
This sequence replaces one attack as part of the Attack action. Using Combo Cast does not count against the once-per-turn use of your pull or self-pull from the Hook and Haul feature.
Level 13: Killer Combo
When you reduce a creature to 0 hit points with your [feature]Combo Cast[/feature], you can immediately make one additional melee weapon attack as part of the same Attack action.
You can choose to replace this bonus attack with another [feature]Combo Cast[/feature], following the same sequence of hooking, pulling, and striking.
You can only gain one additional attack this way per turn.
Level 17: Relentless Hooks
When your [feature]Killer Combo[/feature] feature grants you an additional attack and that attack reduces a creature to 0 hit points, you can immediately make another melee weapon attack as part of the same Attack action. This attack can also be replaced with a [feature]Combo Cast[/feature].
Each time you make an additional attack granted by [feature]Killer Combo[/feature], your [feature]Sneak Attack[/feature] feature resets, allowing you to apply it again during that turn—even if you’ve already used it earlier.
There is no limit to the number of additional attacks or Sneak Attack uses you can gain this way, as long as each attack from [feature]Killer Combo[/feature] continues to reduce a creature to 0 hit points.
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