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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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