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Ranger Angler v1-0

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458 views3 pages

Ranger Angler v1-0

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mikeg4rci4
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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ANGLER MAGIC

Starting at 3rd level, you learn an additional spell when you


reach certain levels in this class, as shown in the Angler
Spells table. The spell counts as a ranger spell for you, but it
doesn’t count against the number of ranger spells you know.
Angler Spells
Ranger Level Spells
3rd entangle (looks like a large fishing net)
5th rope trick
9th water walk
13th black tentacles
17th hold monster

ANGLER WEAPONS
Starting at 3rd level when you choose this archetype, using
a net at long range doesn’t impose disadvantage on the
attack roll with it. Furthermore, you can magically repair
a destroyed net you’re holding using an action. Once you
have the Extra Attack feature, attacking with the net does
not prevent you from making a second attack as part of the
Attack action.
In addition, javelins, spears, and tridents are considered to
be finesse weapons for you.

REEL IN
Also at 3rd level, when you hit a creature with a weapon
attack, that creature takes an extra 1d4 force damage from the
attack as it’s pierced by a spectral hook, which remains until
the end of your turn. A creature is hooked while the hook
remains.
You can use a bonus action on each of your turns to pull
any hooked creature that’s Large or smaller up to 5 feet
toward you, or 10 feet if it’s underwater. If you hit a creature
with a thrown weapon on your turn, that weapon is magi-
Angler Ranger
cally pulled back to your open hand or dropped at your feet
(your choice) as part of this bonus action. Alternatively, you
can use a bonus action to magically pull any weapon you’ve
NEW RANGER ARCHETYPE thrown on your turn back to your open hand, provided that
you can see the weapon within 60 feet of you. You choose
Rangers guard the realms against all manner of evil, both which affected creatures or weapons are pulled each time you
natural and unnatural. These intrepid hunters are as capable use this feature.
of felling great beasts as they are hiding in plain sight. Mas-
ters of tracking and survival skills, rangers are often the first SEA LEGS
to discover and warn others of impending danger, calling
upon natural magics to aid them in their attempts to rid the By 7th level, you’re at home on the water and can resist the
world of corruption. Depending on their origin and focus, a push and pull of its tides. You gain a swimming speed equal
ranger is just as likely to be seen traversing cursed swamps to 10 + your walking speed, and can hold your breath for up
as they are to be leaping from rooftops in new and mysteri- to 10 minutes. If you’re moved against your will, the distance
ous planes of existence. you’re moved is reduced by 10 feet (to a minimum of 0 feet).
You also have advantage on saving throws against being
knocked prone, and if you’re more than 5 feet away from a
ANGLER target that’s prone, your attack rolls against it aren’t made
with disadvantage as a result of that condition.
Anglers are rangers that revel in maritime battles of attrition
and grit. While anyone can be a fisher, an Angler uses the
lessons they’ve learned on the water as a basis for how they
hunt across the multiverse.

2 THE GRIFFON'S SADDLEBAG


BARBED
Starting at 11th level, the force damage from Reel In increases
to 1d6. Further, when you use the bonus action from that fea-
ture, any creature affected by it, even if it isn’t moved, can’t
make opportunity attacks against you for the rest of the turn.
In addition, nets you throw have an escape DC equal
to your ranger spell save DC. Whenever a creature fails to
escape from a net that you threw or an entangle spell that you
cast, that creature immediately takes 1d6 piercing damage
and is moved horizontally up to 5 feet in a direction of your
choice. Moving a creature in this way also moves the net it’s
restrained by, and if a creature is moved outside the area of
an entangle spell you cast in this way, it is no longer affected
by the spell.

MASTER ANGLER
By 15th level, your skill as an angler is unmatched. You can
now move a creature of any size using the bonus action from
Reel In. Further, the maximum distance you can move a crea-
ture with it is doubled, and you can choose to push, rather
than pull, any creature affected by it, as if by a crashing wave.
When you push a Medium or smaller creature in this way, it
must also make a Strength or Dexterity saving throw against
your ranger spell save DC (its choice). On a failure, the crea-
ture is knocked prone.

3
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