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Fisherman

The Fishermen is a master of aquatic environments, skilled in fishing, navigating waterways, and utilizing their connection to water for both sustenance and defense. Fishermen are vital to their communities, providing food, protection, and guidance through their deep understanding of rivers, lakes, and other bodies of water. They are equally adept in combat and survival, making them versatile and resourceful adventurers.
hit dice: 1d10
hit points at 1st level: 1d10 + Constitution Modifier
hit points at higher levels: 1d10 + Constitution Modifier Per Level After 1st
armor proficiencies: Light armor, medium armor
weapon proficiencies: Simple weapons, Tridents, Nets
tools: Fishing Tools, Water Vehicles
saving throws: Strength, Wisdom
skills: Choose three from Athletics, Nature, Perception, Survival, Insight, Animal Handling, Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a trident or (b) a spear

  • (a) a light crossbow and 20 bolts or (b) a shortbow and 20 arrows

  • (a) a dungeoneer’s pack or (b) an explorer’s pack

  • Fisher’s tools, a net, and a small boat (if campaign appropriate)
spellcasting:
None
class features:

Level 1: Fisher’s Intuition

You have an innate understanding of aquatic environments. You gain proficiency in Survival and Nature checks related to aquatic environments, and you have advantage on checks made to find and catch fish.  

Level 1: Water Breathing

You can hold your breath for a number of minutes equal to 10 times your Constitution modifier (minimum of 10 minutes).  

Level 2: Harpoon Mastery

You are proficient with nets and tridents, and you gain a +2 bonus to attack rolls with these weapons. Additionally, when you hit a creature with a net, it is restrained until it succeeds on a DC 10 Strength check.  

Level 3: Fishing Techniques

Choose a Fishing Technique archetype, which grants you features at 3rd, 7th, 11th, 15th, and 18th levels.  

Level 4: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Level 5: Catch of the Day

Once per day, you can spend 1 hour fishing to catch enough fish to feed a number of people equal to your Fisher level.  

Level 6: Underwater Camouflage

You gain advantage on Stealth checks while underwater.  

Level 8: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Level 9: Evasive Maneuvers

Your experience navigating treacherous waters has made you exceptionally agile. You can use the Dash action as a bonus action on your turn. Additionally, when you take the Dash action, difficult terrain doesn’t cost you extra movement, and you have advantage on Dexterity saving throws until the start of your next turn.  

Level 10: Master Angler

Your experience and skill allow you to catch even the rarest and most elusive of fish. You can always find a fish when you attempt to catch one, regardless of environmental conditions.  

Level 12: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Level 14: Tidal Surge

You can summon the power of the river to aid you in battle. As an action, you can cause a surge of water to push back enemies. All creatures within a 20-foot radius must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be pushed back 15 feet and knocked prone. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all uses after a long rest.  

Level 16: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Level 17: Master of the Waters

You have become one with the aquatic environment, gaining the following benefits:  
  • Aquatic Adaptation: You gain a swimming speed equal to twice your walking speed, and you can breathe underwater.
  • Waterborne Stealth: You can use the Hide action as a bonus action while you are submerged in water.
  • Predatory Strikes: When you hit a creature that is submerged in water with a weapon attack, the attack deals an additional 2d6 damage.
 

Level 19: Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Level 20: Legendary Fisherman

You become a legendary figure among anglers. You gain immunity to being charmed or frightened by aquatic creatures, and you can call upon the spirit of the river to guide your actions. Once per long rest, you can reroll a failed attack roll, ability check, or saving throw.
subclass options:

Shoreline Protector

Level 3: Guardian of the Waters

You gain proficiency in heavy armor and shields. You also gain the ability to protect your allies. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.  

Level 7: Anchor Throw

You can throw your trident or spear with incredible force. When you make a ranged attack with a thrown weapon, you can choose to make it a special attack. If the attack hits, the target is restrained and takes an additional 2d6 piercing damage. The target must use an action to make a DC 15 Strength check to free itself.  

Level 11: Deflecting Wave

You can use your reaction to create a wave of water that deflects an attack. When you or a creature within 5 feet of you is hit by an attack, you can use your reaction to reduce the damage by 1d10 + your Wisdom modifier.  

Level 15: Guardian’s Stand

You can plant yourself firmly in place to protect an area. As a bonus action, you can enter a defensive stance for 1 minute. While in this stance, you cannot be moved against your will, and you have advantage on Strength saving throws and checks.  

Level 18: Tidal Shield

You gain resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons while you are within 10 feet of a body of water.  

Deepwater Hunter

Level 3: Ambush Predator

You gain proficiency in Stealth checks. When you attack a creature that hasn’t taken a turn in the combat yet, you have advantage on the attack roll, and the attack deals an extra 1d6 damage.  

Level 7: Silent Swimming

You gain a swimming speed equal to your walking speed, and you can move stealthily at full speed while swimming.  

Level 11: Hunter’s Strike

When you hit a creature with an attack, you can use your bonus action to make an additional attack against the same creature.  

Level 15: Water’s Veil

You can cast Greater Invisibility on yourself once per long rest without expending a spell slot.  

Level 18: Apex Predator

You have advantage on attack rolls against any creature that is swimming. Additionally, when you hit a creature that is swimming with an attack, that creature is stunned until the end of its next turn.  

River Mystic

Level 3: Mystical Angler

You gain the ability to cast spells. Choose two cantrips from the Druid spell list. You also learn two 1st-level spells of your choice from the Druid spell list. You can cast each of these spells once per day. Wisdom is your spellcasting ability for these spells.  

Level 7: Healing Waters

You can use your knowledge of the river to heal others. As an action, you can touch a creature and restore hit points equal to 1d8 + your Wisdom modifier. You can use this feature a number of times equal to your Wisdom modifier (minimum of once) and regain all uses after a long rest.  

Level 11: River’s Boon

You can cast Water Breathing and Water Walk once per day each without expending a spell slot.  

Level 15: Nature’s Ally

You can summon a water elemental to assist you. You can cast Conjure Elemental (water elemental only) once per long rest without expending a spell slot.  

Level 18: Mystical Guardian

You can cast Control Water once per day without expending a spell slot. Additionally, when you cast a spell that deals damage, you can choose to change the damage type to cold or bludgeoning.

Created by

Morgatron247.

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