Base Class: Fighter
Fishing is amongst the most ancient practices of food gathering, and have central to the survival of many civilizations throughout history. For this reason, Fisherman fit a vital role by gathering aquatic creatures on both rivers and seas.
Focus and Patience
Fishing is generally a task that requires patience, forcing those who engage in it to remain silent and still for long periods of time, awaiting for the target creature to take the bait, for the perfect opportunity to catch the fish. Hence, fisherman have steel nerves and deep focus, and are able to really attune to their own senses in order to detect their prey, being ready when the time to capture the fish comes.
Luring Tactics
Baiting is one of the most important skills a fisherman needs to learn, and using movements from their bodies and tools, chamative - and sometimes living - bait, goading aquatic creatures to devote their attention to them and rush into a bite. Experienced fisherman can use those tactics to even goad non-aquatic creatures, making them an invaluable asset in an adventuring party, to attract the attention of powerful foes away from the most squishy members of the group.
Powerful Bodies
Fisherman are extremely enduring and resistant, capable of spending days under harsh climates while maneuvering an aquatic vessel, and still focused and concentrated on their task to catch fish. They also have strong arms and legs, that enables them to pull heavy nets filled with fish, drag big fishes with their rods, butcher gigantic sea creatures and carry heavy fishes on their backs.
Level 3: Unarmored Defense
While you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Constitution modifier.
Level 3: Fishing Practice
You have Advantage on Wisdom (Perception) and (Survival) checks made to track, capture or notice aquatic creatures, and those creatures have disadvantage on Wisdom (Perception) checks contested against your Dexterity (Stealth).
In addition, your opportunity attacks and attacks using reaction against aquatic creatures underwater are made at Advantage
Level 3: Patience
You have calm and patience that make for great fisherman. You can take the Ready action using a Bonus Action on your turn.
In addition, when you Ready an Action, you can keep that Action readied for as long as you want, as long as you don't move.
Level 3: Baiting
You excel at baiting your targets. As an Action, you can force one creature you can see within 30 feet to make a Wisdom saving throw against a DC of 8 + your proficiency bonus + your Constitution modifier. On a failed save, the target will perform an action that trigger one of your readied actions.
If you have no readied action, the target will move towards you on its next turn take the attack, or multiattack action against you. Creatures that succeed the save, trigger a readied action or that are immune to the charmed condition are immune to this feature.
Level 3: Strong Arms
You have sturdy and strong arms, used to drag your fishes. You have Advantage on all contested Strength checks, and ignore benefits of creatures Larger than you for the purpose of Strength checks.
In addition, you can move weight as if you were a creature of one size larger than your actual size.
Level 3: Net Casting
You are extremely adept at casting nets. When using a net as a weapon, the save DC to escape it is 8 + your proficiency bonus + your Dexterity modifier, unless the next has a higher DC. In addition, you can catch more creatures than one, if they are medium sized or smaller, and are adjacent to one another: two medium sized creatures, four small creatures, eight tiny creatures.
You can move creatures captured by your net as if you were grappling them.
Level 7: Natural Swimmer
At 7th level, you gain a swim speed equal to your movement speed, and you are unaffected by difficult terrain provoked by liquid water.
In addition, you can hold your breath underwater for twice the regular duration, can see in the darkness as if it were dim light and on dim light as if it were bright light under the water.
Level 10: Sharp Reflexes
At 10th level, you can use one additional Action in each turn. You can take any Action that is not the Attack or Cast a Spell action.
Level 15: Violent Pull
At 15th level, whenever you pull a creature towards you with your net, you can instantly make an attack with a weapon you are holding as a Bonus Action or a Reaction.
In addition, you can now capture gargantuan creatures with the modified net.
Level 15: Superior Reflexes
At 15th level, you can take one additional reaction (to a total of two) during each round. You can still take only one reaction in each turn.
Level 18: Improved Baiting
At 18th level, you can repeatedly cause a creature to fall for your goading. Creatures no longer become immune to this feature.
Level 18: Legendary Fisherman
At 18th level, you ignore benefits or limitations of size for any contested Strength checks and for Actions that can't be taken against creatures bigger than Large.







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