Fishermans Conclave
Conclave Spells
Ranger level Spells
3rd Create or Destroy Water
5th Locate Animals or Plants
9th Tidal Wave
11th Control Water
15th Maelstrom
Fishermans Mark
At 3rd level, When you hit a creature with a melee attack or
thrown weapon attack you can place a mark on that creature
for up to 1 hour. This mark grants you the following benefits
against marked creatures. You can place this mark a number
of times equal to your Wisdom modifier and you gain back all
uses of this feature after a long rest.
Your first attack each turn gains advantage if you are using
a ranged weapon or a weapon with the thrown property.
When you hit a creature with a thrown weapon for the
first time on your turn that weapon deals 1d4 extra
piercing damage. This bonus increases to 2d4 at 10th
level and 3d4 at 17th level.
You gain advantage on Wisdom (Survival) checks when
attempting to track the creature.
Advanced Equilibrium
Additionally, at 3rd level, years of standing on makeshift ships
and deep sea diving has given you an extraordinary sense of
balance. You gain advantage on saving throws against being
knocked prone. Additionally, you can hold your breath for up
to 1 hour.
Professional Diving
At 7th level, Your experience in the depths has trained your
body to become more resilient to aquatic environments. You
gain resistance to cold damage and you gain a swim speed
equal to your movement speed.
Superior Angling
At 11th level, you have become skilled with your Fishermans
Mark and have gained access to more powerful techniques.
You use techniques from this feature on creatures under your
Fishermans mark and if you hit that creature with a
technique from this feature the Fishermans Mark vanishes
from that creature.
Reel Them In: As a bonus action, you can force a creature
you can see to make a Strength saving throw against your
spell save DC or be dragged 10ft towards you and
knocked prone. If that creature is dragged within 5ft range
of you can use your reaction to make a melee attack
against it.
Fishermans Rain: As an action, you can make up to 3
attacks with a ranged or thrown weapons against a
creature. You must roll each attack separately.
Monstrous Netting: As an action, You can force a
creature you can see and any creatures within 10ft of that
creature to make a Wisdom saving throw against your
Spell Save DC or become restrained.
Hook, Line and Sinker
At 15th level, When a creature misses an attack against an
ally you can see, as a reaction, you can make a ranged attack
roll with a weapon with the thrown property and place your
Fishermans Mark that creature.
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