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D&D Fishing Minigame

This document provides rules for a Dungeons & Dragons fishing minigame. It describes how to generate a fishing score each day by rolling dice, possibly rerolling some dice. Special rolls can multiply the score to determine what is caught from freshwater or saltwater tables. More challenging catches may have magical properties. Equipment like poles, line and lures can boost scores. Advancing as an Angler or Master Angler adds bonuses and dice. The most accomplished angler receives a magic Lucky Hat.

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Lucas Marques
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100% found this document useful (1 vote)
3K views2 pages

D&D Fishing Minigame

This document provides rules for a Dungeons & Dragons fishing minigame. It describes how to generate a fishing score each day by rolling dice, possibly rerolling some dice. Special rolls can multiply the score to determine what is caught from freshwater or saltwater tables. More challenging catches may have magical properties. Equipment like poles, line and lures can boost scores. Advancing as an Angler or Master Angler adds bonuses and dice. The most accomplished angler receives a magic Lucky Hat.

Uploaded by

Lucas Marques
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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D&D Fishing Minigame 

By Saffy Penrose 
 
For every 8-hour day you spend fishing, roll 5d6. If you are proficient with Fisher’s Supplies (see Fishing 
Equipment), you can reroll a number of dice equal to your proficiency bonus + your Wisdom modifier 
(minimum of 1). Otherwise, you can reroll a number of dice equal to your Wisdom modifier (minimum of 1). 
You can reroll the same dice more than once — use a d10 to count down your rerolls if you have difficulty 
keeping track. Afterwards, sum the results of ​all​ of the dice. If you rolled a special result, you may choose to 
multiply your sum by the corresponding modifier in the special result table to obtain your overall fishing 
score. Then consult the fishing table to determine what you caught. Fish caught with a score of 60 or higher 
may have special or magical properties. Consult your DM to determine what those properties may be! 
 
Special Result  Multiplier 
Full House  x2 
Four-of-a-Kind  x3 
Straight  x4 
Five-of-a-Kind  x5 
 

Fishing 
Overall Score  Freshwater  Saltwater 
5-19  Junk (roll on the Junk table)  Junk (roll on the Junk table) 
20  2d6 Minnows  2d6 Anchovies 
21  2d6 Bluegill  2d6 Sardines 
22  2d6 Crappies  2d6 Herrings 
23  2d6 Sunfish  2d6 Red Snapper 
24  2d6 Smallmouth bass  2d6 Shad 
25  2d6 Carp  2d6 Tilapia 
26  2d6 Perch  2d6 Halibut 
27  2d6 Quipper  2d6 Red Mullet 
28  1d6 Walleye  1d6 Albacore 
29  1d6 Bullhead catfish  1d6 Tuna 
30-31  2d4 Largemouth bass  1d4 Sea cucumber 
32-33  2d4 Pike  1d4 Giant trevally 
34-35  2d4 Salmon  1d4 Barracuda 
36-37  1d4 Lungfish  1d4 Blue Marlin 
38-39  1d4 Tiger trout  1d4 Sailfish 
40-44  1d4 Sturgeon  1d4 Pufferfish 
45-49  Giant salamander  Dorado 
50-54  Giant stingray  Giant octopus 
55-59  Giant catfish  Giant swordfish 
60-64  Stonefish  Lightning eel 
65-69  Goliath tigerfish  Darkclaw lobster 
70-79  Scorpion carp  Mightfish 
80-89  Void salmon  Sagefish 
90-99  Treasure (roll on the Treasure table)  Treasure (roll on the Treasure table) 
100-124  Ghostfish  Benthic Man O'War 
124-149  Silverfin flier  Kingfish 
150+  Legend  Imperial Manta Ray 
 
Fishing Equipment   
 
 
Fisher’s supplies.​ These supplies are a type of  Lucky Hat 
artisan’s tools that include a basic fishing pole  Wondrous item, artifact (requires attunement by a 
and a tackle box with a simple line, hooks, bait,  Master Angler) 
bobbers, and lures.    
​Improved Pole. T ​ his reinforced fishing pole is  This hat appears to be a worn, brown leather hat. 
of much higher quality than a basic pole. It grants  When you attune to the hat, you can change its form to 
any form you like, as long as it’s still a hat. While 
a +3 bonus to your overall fishing score (after any 
attuned, you can’t be blinded, charmed, deafened, 
multipliers).  frightened, petrified, or stunned against your will. You 
​Improved Line. T​ his mithril-infused line  become immune to disease, and you cease to age. 
enables you to reel in tougher fish. It grants a +1  In addition, whenever you fish, you catch twice as 
bonus to your overall fishing score (after any  many fish as you normally would. 
multipliers).  The wearer of this hat has a strong (but not urgent) 
​Improved Lures. ​These vibrant lures catch the  desire to smoke a pipe or chew on a good piece of 
eye of more elusive fish. They grant a +1 bonus to  straw. 
your overall fishing score (after any multipliers).   
 
Item  Cost  Weight 
Fishing Junk 
Artisan’s tools  d8  Junk 
Fisher’s supplies  5 gp  8 lb.  1  A whole buncha nothin! 
Improved Pole  12 gp  2 lb.  2  A ​crawling claw​ (see MM pg. 44) 
Improved Line  5 gp  —    3  A pile of sticks 
Improved Lures  8 gp  1 lb.  4  Seaweed 
  5  A slimy old boot 
Fishing Advancements  6  A damaged and forgotten crab trap 
  7  A waterlogged message in a bottle 
​Angler. Y
​ ou gain this advancement after  8  A functional net 
spending 30 or more in-game days fishing.​ You   
roll one additional d6 when you fish (total of 
6d6). In addition, you can choose to gain a +10 
Fishing Treasures 
bonus to your overall fishing score (after any  d10  Treasure 
multipliers) whenever you fish.  1  A ​trident of fish command 
​Master Angler. ​You gain this advancement  2  A ​ring of water walking 
after spending 100 or more in-game days fishing.  3  Mariner’s armor 
4  A medallion containing a ​stone of good luck 
You roll one additional d6 when you fish (total of 
5  A ​tentacle rod 
7d6). In addition, you can choose to gain an  6  A ​cloak of the manta ray 
additional +10 bonus to your overall fishing score  7  A clam containing a ​pearl of power 
(after any multipliers) whenever you fish. This  8  A gem-encrusted b​ owl of commanding water 
ability can be used along with the bonus granted  elementals 
from Angler.  9  An unstoppered d​ ecanter of endless water 
​Catch ‘Em All. Y​ ou gain this advancement  10  An ornate glass bottle containing a f​ olding 
when you have caught every type of fish in the  boat 
fishing table at least once (junk and treasure not   
included). ​You are gifted the ​Lucky Hat​ magic 
item through an encounter with a sea nymph. 
 
 
 

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