Ranger Conclave
Fishermans Conclave
Hunters of the Tide
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 or a ranged weapon for the first time on your turn that weapon deals 1d4 extra 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 gain a swim speed equal to your movement speed.
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 can cast spells underwater without verbal components. Additionally, you can hold your breath for up to 1 hour.
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 an action, when you hit a creature with a thrown or ranged weapon, you can force that creature 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 and each of these attacks gain the damage bonus effect from your Fishermans Mark. You must roll each attack separately.
- Monstrous Netting: As an action, You can cast the entangle spell without using a spell slot centered on a creature with your Fishermans Mark.
Hook, Line and Sinker
At 15th level, attacks with thrown and ranged weapons against creatures that are prone no longer have disadvantage for you. Additionally, when you hit a creature with a thrown or ranged weapon attack that are under the restrained or prone conditions can be marked by your Fishermans Mark without expending a use of the feature.
Art Credit
- Jessica Woulfe - https://www.artstation.com/artwork/VdQD5n
- Grace Liu - https://www.artstation.com/artwork/mdvly
- Nicolas Gardeazabal - https://www.artstation.com/artwork/deAJQ
Salmon
Medium, Rare Fish
- Armor Class 12
- Hit Points 13
- Speed 40ft swim
STR DEX CON INT WIS CHA 10 (0) 18 (+4) 16 (+3) 2 (-4) 4 (-3) 6 (-2)
- Saving Throws Con +5
- Skills Athletics +3, Acrobatics +5
- Damage Resistances Cold
- Senses Passive perception 10
- Challenge 0
Actions
Slam Melee weapon attack +4 to hit, reach 5ft, Hit 9 (1d8 + 4) bludgeoning damage
Cooking
Abundant Food: A salmon makes for a hearty meal. When you successfully cook salmon it counts as one size category larger for determining rations.
Optional: New Fishing Rules
Catching Fish
Fishing is a form of hunting that has been used in all cultures in history who had access to a body of water. Using Fishing tackle you can fish in any body of water, you then roll a Wisdom(Survival) skill check to determine if you can hook the fish with the DC being determined by the tables below. If you successfully hook the fish then must roll a contested roll of with your Wisdom(Survival) against the fishes Strength(Athletics) or Dexterity(Acrobatics). If you succeed in the contested roll you successfully reel in the fish (Multiple checks can be used for higher rarity/sized fish). If you fail the fish escapes and if you roll a 1 on the contested roll your line or rod will break and will need to be repaired.
| Fish Rarity/Monster CR | DC |
|---|---|
| Common (CR0 ~ 1/2) | 5 |
| Uncommon (CR1 ~ 2) | 10 |
| Rare (CR3 ~ 5) | 20 |
| Very Rare (CR6 ~ 10) | 25 |
| Legendary (CR12+) | 30 |
| Size | modifier |
|---|---|
| Tiny | -5 |
| Small | -3 |
| Medium | 0 |
| Large | +3 |
| Huge | +5 |
Cooking Fish
Adventuring is a hard life. With a cook along on the journey, you'll find all those fish you have caught make a tasty meal. Preparing and cooking fish over a campfire is all well and good but using some cooking utensils and some knowhow you can find rewarding ways to use your catches.
Components: Cook's utensils include a metal pot, knives, forks, a stirring spoon, and a ladle.
History: Your knowledge of cooking techniques allows you to recall and analyze different dishes, as well as recall information on certain ingredients.
Medicine: When cooking with a dangerous creature one must have both a deft hand and knowledge. Using the medicine you can analyze if ingredients contain poison and if it can be removed.
Survival: When cooking, you can make do with ingredients you scavenge that others would be unable to transform into nourishing meals for your companions. You can use the Survival skill to cook meals once all the ingredients have been prepared.
| Base Ingredient Rarity | Cooking DC |
|---|---|
| Common | 5 |
| Uncommon | 10 |
| Rare | 15 |
| Very Rare | 20 |
| Legendary | 25 |
| Base Ingredient Size | Rations made |
|---|---|
| Tiny | 1 for 1 person |
| Small | 1 for 2 people |
| Medium | 1 for 4 people |
| Large | 2 for 2 people |
| Huge | 2 for 4 people |
Prepared Meals: As part of a short rest, you can prepare a tasty meal that helps your companions regain their strength. You and up to five creatures of your choice regain extra hit points on each Hit Die spent during a short rest, provided you have access to your cook's utensils and sufficient food. You regain 1 hit point on each dice rolled on a successful meal and if you roll a 20 and pass the Cooking DC, you regain the maximum amount of hit points on the first hit die rolled and then 1 extra hit point per hit die rolled there after.
Selling Fish
Visiting a local fishmonger in town who may be interested in purchasing you catch. Below is a rough guide on the prices of fish by rarity however this will change depending on if that fish has some kind of medicinal properties or is considered a delicacy in that area. A general rule of thumb is the bigger the fish the more to the high end of the price ranges should be used.
| Fish Rarity | Value |
|---|---|
| Common | 5 ~ 10gp |
| Uncommon | 25 ~ 50gp |
| Rare | 100 ~ 500gp |
| Very Rare | 1,000 ~ 2,000gp |
| Legendary | 4,000+gp |
Catching Monsters
Sometimes when fishing in the open waters, perhaps by bad luck or by some kind of vindictive force you may instead of dragging up that tasty fish you instead drag up a very angry and toothy monster.