Fighter
Base Class: Fighter

Fishermen are often made fun of by other fighters due to their strange ways. In reality, these fighters can be brutal fishing enemies out of the battlefield one by one and beating them up with fish.

Fishing profficiencies.

At 3rd level you gain access to 3 new weapons: hooks, fish and rod. You are proficient with these weapons. The weapons are considered simple weapons.

Hook: 1d4 piercing| Finesse, light, thrown 30/70

Fish: 1d4 bludgeoning| Finesse, light

Rod: 1d4 piercing| Finesse, reach*

*Instead of adding 5 ft., you instead add 15 ft. to reach. Later abilities focus on this aswell.

You also gain proficiency in vehicles (waterborne).

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Rod abilities.

You can use your rod to do special things above the initial damage. The ability tells you about effects, saving throws and when you can use it. If an effect requires a saving throw the DC equals 8+ proficiency bonus+ dexterity modifier. Any ability that uses a bonus action can also be used as an attack action, where you don't do damage to the creature.

Grapple: After you make an attack you can use a bonus action to try to grapple the target. The target must succeed a dexterity saving throw or be grappled. While grappled, the creature has disadvantage on any saving throw to resist another rod ability. The target can repeat the saving throw as an action on it's turn. You can have only one creature grappled and if you have someone grappled, you can't attack with the rod.

Pull: When you have a target grappled with your rod, you can use an attack action to pull it toward you. The target must succceed on a strength saving throw or be pulled 5 ft. toward you.

Trip: After your attack, you can use your bonus action to pull the target prone. The target must succeed on a strength saving throw or become prone.

Fishy Death.

You've learned to maximize damage when using your rod abilities. Starting at 7th level, whenever you have a creature grappled with your rod, and that creature is within 5 feet of you, you add half your fighter level (rounded down) plus your proficiency bonus to any damage you do to that creature. 

Unarm

At 10th level, you gain an additional rod ability. After attacking someone, you can as a bonus action, steal whatever the creature is holding. The creature must do a dexterity saving throw or drop whatever it's holding. The item can move up to 10 feet in your direction. If the item lands in your space, you recieve that item.

Critical Grab

At 15th level, when you use your rod to make an attack against a creature, and you get a critical hit, you automatically grapple the creature, without using your bonus action. The creature does not make the saving throw.

Controller of the Battlefield.

At 18th level, whenever you use a Pull action, or an Unarm action, you can now move the object or creature 10 feet in any direction as long as it is within your rod reach.

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