Base Class: Ranger
Some rangers stalk the woods for their quarry, others crossing through vast mountain ranges or deserts. But anglers protect civilization from a different threat, beating back aquatic beasts with their supreme fishing talent and master baiting skills. They feel most at home near the waters edge with a healthy supply of fish and similar creatures, but their power expands beyond the bounds of the lakeshore. With rod in hand, the angler kicks ass and takes names of any beast before them, hook line and sinker.
One with the Rod
3rd Level The angler primary tool is their fishing rod, focusing much of their talent on perfecting its craft. Through great effort they unlock the fishing rod's combat potential, allowing them to wield it as weapon. For an Angler, a finishing rod counts as a finesse weapon with reach x (x being denoted by the table below), with which the they have proficiency. Additionally, if the angler hits their target, they can force it to make a strength saving throw against your spell save DC or be pulled towards them by a distance corresponding to their size (denoted on the table below). The power of the rod improves with the skills of its wielder, become more potent as it does so.
Rod Scaling Table
|
Level |
Damage |
Range |
Pulling Distance |
|
3 |
1d6 piercing |
60ft |
Tiny - 60ft Small - 30ft Medium - 15ft Large - 5ft |
|
7 |
1d8 piercing (magical to overcome resistance) |
70ft |
Tiny - 70ft Small - 50ft Medium - 30ft Large - 20ft Huge - 5ft |
|
11 |
1d10 piercing (magical to overcome resistance) |
80ft |
Tiny - 80ft Small - 60ft Medium - 40ft Large - 30ft Huge - 15ft Gargantuan - 5ft |
The "Good Spot"
3rd Level Every angler knows a "Good Spot" were it seems impossible to not find substantial quarry. They develop a deep, spiritual connection with this spot, and, as a result, have the ability to call it to their location. Up to their proficiency per long rest, they may summon a five by five foot hole of water with indeterminant depth on any unoccupied location within 30ft of them. If a creature moves into this space, they must make a dexterity saving throw against your spell save DC or be considered prone. They can also close this link at will, unless there is a creature stuck inside of it. This location seems to offer boundless amounts of fish as long as the angler is able to interact with it uninterrupted. Every hour of interaction provides a days worth of food for one person. This action may be performed during short rests.
Keen of Fishing
7th Level Your angling skills have only improved throughout your journey. An hour of interaction with the "Good Spot" now produces food for two people, and you enter a slumber-like meditation while fishing (allowing you to fish while long resting). Additionally, you have become more adept at capturing rare, more useful fish from any body of water. With an action, you may cast your line into any body of water as long as it is within the reach of your fishing rod and has a volume of 5 feet cubed. With a bonus action you may retrieve your line and pull with it a fish denoted by the Fishing Bounty table.
The Fishing Bounty Table
|
d12 |
Effect |
d12 |
Effect |
|
1 |
A small minnow (No effect) |
7 |
Terrifying Tuna (All creatures within 15 feet of the point you reel from make a wisdom save or become frightened) |
|
2 |
A Boot (Increase your walking speed by 5 ft for 1 minute) |
8 |
Flying Fish (Grant yourself a flying speed of 15 ft) |
|
3 |
Bulwark Bass (Grant yourself temporary HP equal to your ranger level + spell casting modifier) |
9 |
Squid (Your next attack will force your target to make a dexterity saving throw or be blinded for 10 minutes. They may use an action to end this effect early) |
|
4 |
Curing Carp (Heal yourself or an ally for 1d6 plus spell casting modifier and give them the effects of lesser restoration) |
10 |
Swordfish (Your next attack with your rod deals and additional 1d10 piercing damage and has advantage) |
|
5 |
Slimy Salmon (Your next attack will force the target to make a dexterity saving throw or have their movement halved for 5 minutes. They may use an action to end this effect early) |
11 |
Deadly Dolphin (You may immediately move up to 15 ft and take two attack actions) |
|
6 |
Electric Eel (Your rod deals and additional 1d6 lightning damage for 1 minute) |
12 |
Great White Shark (Make an attack for 3d10 + 6 piercing. You have advantage if the target is below max HP) |
Master Baiter
11th Level You've learned how to translate your baiting skills from fish to creatures. You craft intricate baits infused with wilderness magic to draw in any creature who spots it. By casting your line anywhere within your reach, enemy creatures within a 15ft radius circle of that point must make a wisdom saving throw against your spell save DC or be forced to use all of their movement to approach that point. If the creatures are surprised, they have disadvantage on this saving throw. Creatures under this effect are targeted with advantage, and, if they reach the bait, you may use your reaction to reel them in. If a creature reaches the bait, the effect ends for all creatures, but if a creature is damaged it ends for just them.
The Big One
15th Level This is it, your big catch. Fueled with magical fishing prowess, you may opt to summon a juvenile kraken, morkoth, or dragon turtle once per long rest by casting and reeling into the “Good Spot” or any body of water at least 60 ft cubed. This creature may either serve as food for up to 30 humanoids, or serve you in battle as reduced threat without legendary actions. (Reduced Threat: -2 to all saving throws, attack rolls, ability checks, and saving throw DCs ; Half HP ; Size capped at large)
Dragon Turtle
Although it may appear like a turtle it bears a closer although distant relation to dragons than anything else. As a result, they are among the most dangerous aquatic creatures in existence with the potential for massive destruction. They are an unstoppable force with might jaws and a fearsome breath attack to boot.
Juvenile Kraken
Krakens are beasts feared by all manners of sea men, a death sentence to all who cross their paths. While you fishing skill is immense, capturing such a creature would be ill advised. Still, as the stubborn angler you are, you've managed to catch one, but only a juvenile. Still incredibly potent, the juvenile kraken will dish out major damage with its massive tentacles and mastery over lightning.
Morkoth
Known as "Wraiths of the Deep" these terrifying creatures use hypnotic powers to hunt their prey. Although not the strongest or toughest beast of the deep, they make up for it with their psychic abilities and a knack for subduing any who oppose them.
Previous Versions
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9/1/2023 4:52:32 AM
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5
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1
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1.0
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Coming Soon
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