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.

Horizon Walker Spells
Ranger Level Spells
3rd create or destroy water
5th locate animals and plants
9th tidal wave
13th control water
17th Maelstrom

Fisherman's Fly

Beginning at 3rd level, you gain access to A fishing rod; this fishing rod count as a ranged weapon that you are proficient in, and is considered a martial weapon and a polearm (for the purpose of the polearm master feat). It has a range of 20/60ft.  When you hit a target with either the fisherman's rod, a spear or a trident, you can place a mark on them. This mark lasts an hour, and grants you the following benefits. You can place this mark a number of times equal to your wisdom modifier, and regain all expended uses on a long rest.

  • You do not have disadvantage on weapon attacks against the marked target due to long range or being in melee when attacking with the fisherman's rod, a spear or a trident.
  • When you hit a creature with the fisherman's rod, spear or trident, you deal an additional 1d4 piercing damage. this damage increases to 2d4 at 10th level and 3d4 at 17th level.
  • You gain advantage on Wisdom(Survival) and Wisdom(Nature) Checks when attempting to track the marked creature.

    You can only have 1 creature marked at a time.

At 5th level, your Fisherman's rod gains a +1 to attack and damage rolls, and is considered magical for the purpose of overcoming magical resistances and effects. This bonus increases to +2 at 10th level, and +3 at 15th level. (This must be manually imputed, either by using the Avrae website, or adding the attack and damage bonus onto your character sheet and using the "mag" server snippet.

Professional Diver

At 7th level, Your experience in the depths has trained your body to become more resilient to aquatic movements. You gain resistance to cold damage and a swimming speed equal to your movement speed. In addition, you can hold your breath for twice as long.

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 Fisherman's 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. 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.

Tales of the Tide

Beginning at 15th level, your Tales of might catches empower your allies, bolstering them to strike hard against the crashing tides.

Whenever an ally (other than yourself) reduce them to 0 hitpoints, you can spend a ranger spell slot to mark a new creature without spending one of your "Fisherman's Mark" feature. Each ally within 10ft of a creature affected by "Fisherman's Mark" as it reduces to 0hitpoints gains temporary hit points equal to your ranger level + your wisdom modifier.

Previous Versions

Name Date Modified Views Adds Version Actions
2/12/2021 2:57:27 AM
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