Ranger Archetype
Sea Dog
These rangers are master fishermen, capable of netting and
harpooning deadly prey. They excel at capturing dangerous
sea creatures but can also apply their skills against anything
else unfortunate enough to draw their ire. Once a target is Sea Dog Spells
harpooned or netted by a sea dog, escape becomes painfully Ranger Level Spells
difficult as the ranger reels in its prey.
As their name implies, most sea dogs come from coastal or 3rd snare**
seafaring backgrounds, with many being career fishermen or 5th earthbind*
sailors. However, some specialize in freshwater hunting and
prefer to stalk rivers and large lakes.
9th water walk
Sea dogs are notorious for obsessing over specific beasts 13th locate creature
that have eluded their nets. The more times the creature slips
through their grasp, the more the sea dog fixates on
17th maelstrom*
capturing its quarry. Epic nautical quests have arisen out of
the fisherman's burning desire to hunt down particularly Wisened Sailer
dangerous and elusive sea monsters. 3rd-level Sea Dog Feature
You gain proficiency with your choice of cartographer's tools,
Sea Dog Magic navigator's tools or water vehicles, and you gain a swim
3rd-level Sea Dog Feature speed equal to your move speed.
You learn one or more additional spells when you reach Additionally, whenever you make a skill check to interact
certain levels in this class, as shown in the Sea Dog Spells with a body of water or an aquatic creature, if you have
table. These spells count as a ranger spell for you, but they proficiency in that skill, you apply double your proficiency
don't count against the number of ranger spells you know. bonus to the check.
Additionally, your ranger spells that target a flat surface Finally, if you would apply your Dexterity modifier to the
can target the surface of water, so long as the surface AC granted by armor, you may apply your Wisdom modifier
remains relatively calm. Running water does not impede instead.
locate creature for you, and you can use it to sense creatures
in the same body of water as you up to a mile away. *Found in Elemental Evil Player's Companion
**Found in Xanathar's Guide to Everything
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
If you win the contest and the rope doesn't snap, you can pull
Combat Angler
the rope along with you as you move or pull it towards
3rd-level Sea Dog Feature
yourself while standing still. If the opposing creature doesn't
You can use a bonus action to use a net or make an attack
drop the rope or is tethered to it, it will be pulled along as
with a harpoon. You can mark a creature with hunter's mark
though you are grappling it.
as part of the same bonus action.
You can't engage in a tug-of-war contest using a hand that
Additionally, if a target creature is in water and you are out
is holding other objects (including other ropes).
of the water, you have advantage on attacks with harpoons
and nets against it and on tug-of-war checks against it. (You
New Condition: Tethered
are considered out of the water while swallowed by a
If a creature is attached to a rope (such as via a lasso,
creature.)
harpoon, or a secure tie), it is tethered to that rope. Creatures
immune to the grappled condition can't be tethered.
Rope Master
Any creature that succeeds in a tug-of-war contest against a
7th-level Sea Dog Feature
tethered creature using the attached rope is considered to be
You can now net Huge creatures, and the nets you use to
grappling it. The tethered creature can end the grapple by
restrain creatures and the tethers you have attached to
untethering itself, breaking the rope, or winning another tug-
creatures gain the following benefits:
of-war contest against the grappling creature.
Their AC and the DC of the check needed to break them
both increase by an amount equal to your Wisdom
modifier.
The damage needed to break them increases by an
amount equal to half your ranger level (rounded up).
Dogged Fisherman
11th-level Sea Dog Feature
As your determination and technique have grown, you’ve
become unwilling to allow yourself to be bested by your
catches. You have resistance to bludgeoning, slashing, and
piercing damage caused by the weapon attacks of creatures
you have tethered.
Leviathan Hunter
15th-level Sea Dog Feature
When a creature attempts to use teleportation or interplanar
travel to escape your nets or tethers, it must first make
Charisma saving throw against your spell save DC. On a
success, the creature can use that magic to escape. On a
failure, the creature can’t escape and wastes the use of the
spell or effect.
Additionally, once per turn, when you damage a creature
restrained or tethered by one of your nets or harpoons with a
weapon attack, you can deal additional damage equal to a roll
of its hit dice.
New Ability Check: Tug of War
Contests
A tug-of-war contest is a special type of opposed Strength
check between two creatures on either end of a rope.
While you're holding or tethered to a rope that is also held
by or tethered to another creature no more than one size
larger than you, you can use the Attack action to make an
opposed Strength check against the other creature to try to
pull the rope towards yourself.
If you're able to make multiple attacks with the Attack
action, this attack replaces one of them.
If you are more than one size larger than the opposing
creature, you automatically win this contest. If the results of
both checks are higher than the rope's break DC, the rope
snaps.
Harpoons
The following content can
be used to add harpoon
weaponry to your game world.
The Harpoon Master feat can
help players specialize in using
these weapons, and the statistics
for the Rope Qualities can be used
to upgrade the reliability of harpoon
tethers and net weapons.
Harpoon Weapons
Harpoon Gun
ranged weapon (martial, crossbow)
Damage: 1d6
Damage Type: Piercing Feat: Harpoon Master
Properties: Ammunition (range 30/120), harpoon, loading,
You've learned how to use harpoons to maximum effect in
special
combat. When you take this feat, you gain the following
Cost: 90 gp, ammo: 2gp (1gp for the bolt, 1gp for the rope)
benefits.
Weight: 4 lb
Your Strength or Dexterity score increases by 1, to a
Harpoon Spear maximum of 20.
melee weapon (martial, spear) Creatures you've hit with harpoons have their speed
Damage: 1d6 reduced by 15 feet until they've removed the harpoon.
Damage Type: Piercing If a creature is concentrating on a spell and ends its turn
Properties: harpoon, thrown (range 20/60), special, versatile while impaled by a harpoon you hit it with, it must
(1d8) succeed on a DC 10 Constitution saving throw to maintain
Cost: 2 gp (1gp for the spear, 1gp for the rope) concentration.
Weight: 4 lb
Rope Quality for Nets & Harpoons
Harpoons Players can gain access to higher-quality rope for nets and
All harpoon spears and ammunition are attached to a harpoon tethers by paying more gold. The following table
harpoon rope. By default, harpoon ropes have 10 AC, a Break describes the gp cost for each level of quality. Each table row
DC of 12, and can be cut with 5 damage. can be used to describe a net or the rope and supplies needed
Tethering The Target. When you hit a creature or object to attach a tether to a harpoon. In the case of nets, the gp cost
with a harpoon attack, it is tethered to the harpoon's rope. If describes the overall cost of the net. In the case of harpoon
you miss, the target isn't tethered, and you can use the rope to spears and gun bolts, the gp cost describes the added cost of
pull the harpoon back to yourself as an object interaction. upgrading the item's quality, which can also be done when
When you tether a creature this way, you may immediately replacing a snapped tether.
make a tug-of-war contest against it (no action required.)
Rope Qualities
Removing The Harpoon. Any creature that can reach the
harpoon can use an action to remove it, thus ending the Break DC Break DC Cumulative
tethered condition. Doing so deals an additional 1d6 weapon
Cost (Harpoon) (Net) Rope AC Damage to Cut
damage to the tethered creature. 1gp 12 10 10 5
Replacing Harpoon Ropes. If you recover a harpoon
spear or a harpoon gun bolt with a snapped rope, you can
50gp 15 13 13 10
replace the rope over 10 minutes, using 1gp worth of rope 200gp 18 16 16 15
and other supplies. This can be done over the course of a
short or long rest, replacing up to 10 harpoon ropes during a Tethering Nets. You can add a rope tether to a net, which
short rest and up to 20 during a long rest. doubles the cost of the net. When you hit a creature with a
tethered net, you may tether your target the same way you
Art Credit tether with a harpoon. The tether has the same DC to snap,
Deadeye Quartermaster - Josh Hass, Wizards of the Coast AC to hit, and damage needed to break as the net it's attached
Moby Dick - James Edwin McConnell to, and a creature that breaks free of the net is no longer
Deadeye Brawler - Jesper Ejsing, Wizards of the Coast bound by the tether.
3
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Change Log
1.0.0
Public release
1.1.0
Specify that being swallowed by a creature is considered
being out of the water for Combat Angler
Rework Dogged Fisherman
1.2.0
Update referenced weapons
1.3.0
Update with new rope and tug of war mechanics
2.0.0
Rerelease with updates
Referenced Content
Harpoon Weapons 2.0.0
Rope Quality for Nets & Harpoons 1.1.0
Harpoon Master 1.0.0
This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.