Ranger
Base Class: Ranger

Anglers are Rangers that revel in Maritime battles of attrition and grit. While anyone can be a fisher, an angler uses the lessons they've learned on the water as a basis for how they hunt across the Multiverse.

Angler Magic

Ranger Level    Spells
      3rd  Entangle (Looks like a large fishing net)
      5th  Rope Trick
      9th  Water Walk
      13th  Black Tentacles
      17th  Hold Monster

 

Angler Weapons

Starting at 3rd level when you choose this archetype, using a net at long range doesn’t impose disadvantage on the attack roll with it. Furthermore, you can magically repair a destroyed net you’re holding using an action. Once you have the Extra Attack feature, attacking with the net does not prevent you from making a second attack as part of the Attack action. In addition, javelins, spears, and tridents are considered to be finesse weapons for you.

Reel In

Also at 3rd level, when you hit a creature with a weapon attack, that creature takes an extra 1d4 force damage from the attack as it’s pierced by a spectral hook, which remains until the end of your turn. A creature is hooked while the hook remains. You can use a bonus action on each of your turns to pull any hooked creature that’s Large or smaller up to 5 feet toward you, or 10 feet if it’s underwater. If you hit a creature with a thrown weapon on your turn, that weapon is magically pulled back to your open hand or dropped at your feet (your choice) as part of this bonus action. Alternatively, you can use a bonus action to magically pull any weapon you’ve thrown on your turn back to your open hand, provided that you can see the weapon within 60 feet of you. You choose which affected creatures or weapons are pulled each time you use this feature.

Sea Legs

By 7th level, you’re at home on the water and can resist the push and pull of its tides. You gain a swimming speed equal to 10 + your walking speed, and can hold your breath for up to 10 minutes. If you’re moved against your will, the distance you’re moved is reduced by 10 feet (to a minimum of 0 feet). You also have advantage on saving throws against being knocked prone, and if you’re more than 5 feet away from a target that’s prone, your attack rolls against it aren’t made with disadvantage as a result of that condition.

Barbed

Starting at 11th level, the force damage from Reel In increases to 1d6. Further, when you use the bonus action from that feature, any creature affected by it, even if it isn’t moved, can’t make opportunity attacks against you for the rest of the turn. In addition, nets you throw have an escape DC equal to your ranger spell save DC. Whenever a creature fails to escape from a net that you threw or an entangle spell that you cast, that creature immediately takes 1d6 piercing damage and is moved horizontally up to 5 feet in a direction of your choice. Moving a creature in this way also moves the net it’s restrained by, and if a creature is moved outside the area of an entangle spell you cast in this way, it is no longer affected by the spell.

Master Angler

By 15th level, your skill as an angler is unmatched. You can now move a creature of any size using the bonus action from Reel In. Further, the maximum distance you can move a creature with it is doubled, and you can choose to push, rather than pull, any creature affected by it, as if by a crashing wave. When you push a Medium or smaller creature in this way, it must also make a Strength or Dexterity saving throw against your ranger spell save DC (its choice). On a failure, the creature is knocked prone.

Previous Versions

Name Date Modified Views Adds Version Actions
4/13/2026 6:31:08 PM
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