4183454-Fishing System
4183454-Fishing System
4183454-Fishing System
n the midst of heroic epics and epic battles of Fishing for common and rare fish. During a short
I
Dungeons & Dragons, there’s a quiet art often rest, the DM will ask you to roll 1d4, 1d6, 1d8, 1d10, or
forgotten by intrepid adventurers: fishing. While 1d12 depending on the quality of the fishing location, at
dragons roar and spells are cast, the silent their choice. Based on the number rolled, the DM will
fishermen cast their lines into serene waters, roll the same amount of times from the table of common
patiently waiting for the catch of the day. or rare fish, and at the end of the short rest, you will
have that quantity of fish.
An Underappreciated Fishing for legendary fish. Once you identify a
legendary fish location and which fish it is, the task will
Practice in RPGs not be so simple or peaceful. Each legendary fish has its
Despite its importance, the world of Dungeons & own character sheet, and you must face the fish in a
Dragons often sidelines fishing in narratives. However, battle following the normal combat rules.
for those seeking to explore tranquil waters, there are What do I do with the fish? You can eat or sell it. Each
secrets to be discovered and rewards to be earned. In a fish can feed a different amount based on the
setting where the fight against darkness is constant, preparation method used, at the DM’s discretion. The
fishing offers a welcome break, an opportunity for price of each fish is described next to its name.
reflection, and a way to find more subtle treasures.
As adventurers wield magical swords and enchanted A Customizable Rule
artifacts, fishermen handle simple rods and common This rule can be changed as desired. Want an individual
baits. Their stories may not be sung in epic songs, but system for each fish and don’t mind the amount of dice
their hearts beat to the gentle rhythm of the waves. In a rolled? More focused on realism? Anything you want to
world where the extraordinary becomes routine, fishing do in terms of a “fishing system” is easy with the base of
remains a simple and fundamental activity, waiting to be this homebrew, feel free to change anything you want at
explored. your table.
Identifying Fish and A Bigger Rod
Evaluating the It’s normal for fishing adventurers to want better rods
and equipment for fishing, thus making fishing easier.
Location The DM can use this table of equipment as an example
Upon arriving at a body of water, the Dungeon Master for adventurers’ improvised items as well.
decides if there are fish, what their quality is, and if they
are plentiful or scarce. The DM may decide everything
on their own or roll dice for it.
Impossible DC (1-6). Identification of a fishless
location, and the place has no form of life for fishing.
Easy DC (7-15). Identification of common fish, and
the location is considered good for fishing.
Moderate DC (16-19). Identification of rare fish, and
the quality of the location is assessed as average.
Difficult DC (20). Recognition of legendary fish, and
the quality of the location is assessed as excellent.
Adventurers can make a survival check to determine
the quality of the location for fishing.
Fishing
Just like in real life, you can fish with anything, but the
best fishermen carry the best rods, nets, and spears,
which make it much easier to fish. Once you arrive at a
fishing location where the DM has already established
the rarity of the fish, you start fishing and can spend a
short rest fishing with a rod, not counting as strenuous
activity.
Piercing Weapons
Spears, Rapiers, and Tridents are used for waters
Fishing Equipment fishing standing up or diving and being patient, a
strenuous and tiring task. You can use any piercing
Name Cost Bonus fish in 1 hour of fishing Weight
damage weapon you have and its quality (-1, 0, +1,
Fishing Rods
+2, +3) provides a bonus on the amount of fish you
Improvised
Rod
1 cp -1 4,5lb
caught during 1 hour, equal to its bonus.
Common Rod 5 cp 0 3 lb
Sturdy Rod 25 gp +1 5 lb
Fishing Rods
Superior Rod 50 gp +2 5,5 lb Improvised Rod. A sturdy branch with a rope tied to
Master’s Rod 100 +3 4,5 lb the tip. Simple, easy to use, and can help in moments
gp without better resources.
Baits Common Rod. The standard equipment for aspiring
Live Bait 1 gp A pot full with 3d12 baits 2 lb fishermen, it offers basic functionality without
Handcrafted 10 gp One bait only, but it’s never 1 lb compromising the experience too much.
Bait consumed Sturdy Rod. Designed to withstand fights with more
Legendary 1000 Attracts the legendary fish of 10 lb ou challenging fish, the sturdy rod is a solid investment
Bait gp the area 10 lb or more mais for fishing enthusiasts.
Superior Rod. Favored by advanced fishermen, this
rod perfectly balances flexibility and durability.
Fishing Rods Master’s Rod. The epitome of fishing engineering,
allow you to take a short rest while this rod is highly coveted by professional fishermen
Fishing Rods
fishing and work anywhere, but they need baits. and masters of the hook.
Their bonus (-1, 0, +1, +2, +3) provides a bonus on Baits
the amount of fish you caught during 1 hour, being
the die of the amount of fish + the bonus. Live Bait. A bucket full of wriggling creatures,
teeming with the promise of luring fish to the
Bait surface.
Baits are essential for fishing rods and are Handcrafted Bait. A meticulously crafted bait to
consumed after you catch a fish with them. It’s mimic the movement and color of the fish’s prey.
possible to find live baits in nature by rolling a Legendary Bait. Legendary baits can be anything as
survival test. long as it can attract the legendary beasts lurking in
the depths. From pieces of meat to potions made
Net
Nets require two people to be managed and are used specifically to attract each creature.
for deep waters, usually on boats or ships. You can
use any net you have and its quality (-1, 0, +1, +2, +3)
provides a bonus on the amount of fish you caught
during 1 hour of fishing as represented by the table
below.
Bonus Extra Dice
-1 None
0 +1d4
+1 +2d4
+2 +2d6
+3 +2d12
Crocodile
Large beast, unaligned
Skills Stealth +2
Senses passive Perception 10
Languages –
Challenge 1/2 (100 XP)
Hold Breath. The crocodile can hold its breath for 15 minutes.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (1d10 + 2) piercing damage and the target is grappled
(escape DC 12). Until this grapple ends, the creature is
restrained, and the crocodile can’t bite another target.
Crystal Catfish
Large beast, neutral
Piranha
Tiny beast, unaligned
Armor Class 13
Hit Points 1 (1d4 - 1)
Speed 0 ft., swim 40 ft.
Skills Stealth +5
Senses passive Perception 10
Languages –
Challenge 5 (1,800 XP)
Hold Breath. The giant crocodile can hold its breath for 30
minutes.
Actions
Multiattack. The crocodile makes two attacks: one with its bite
and one with its tail.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit:
21 (3d10 + 5) piercing damage, and the target is grappled Dragon Piranha
(escape DC 16). Until the grapple ends, the target is restrained, Medium beast, chaotic neutral
and the crocodile can’t bite another target.
Tail. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Armor Class 15 (natural armor)
Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a Hit Points 52 (7d8 + 21)
creature, it must succeed on a DC 16 Strength saving throw or Speed 0 ft., swim 60 ft.
be knocked prone.
STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 2 (-4) 12 (+1) 5 (-3)
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 20 (+5) 6 (-2) 15 (+2) 18 (+4) 22 (+6) 14 (+2) 18 (+4) 16 (+3) 20 (+5) 15 (+2)
Condition Immunities paralyzed, poisoned Saving Throws Str +10, Con +8, Wis +9
Senses darkvision 100 ft., passive Perception 12 Damage Immunities cold; bludgeoning, piercing, and slashing
Languages Aquan, understands Common but can’t speak from non-magical attacks not made with adamantine
Challenge 10 (5,900 XP) Damage Resistances fire
Condition Immunities exhaustion, charmed, paralyzed
Senses darkvision 100 ft., passive Perception 15
Amphibious. The Deep Water Serpent can breathe air and Languages Aquan, Common
water.
Challenge 9 (5,000 XP)
Actions
Bite Attack. Melee Attack: +9 to hit, reach 10 ft., one target. Hit Amphibious. The Phoenix Fish can breathe air and water.
22 (3d10 + 5) piercing damage.
Tail Strike. Melee Attack: +9 to hit, reach 15 ft., one target. Hit
Actions
19 (3d8 + 5) bludgeoning damage. Icy Touch. Melee Spell Attack: +11 to hit, reach 10 ft., one target.
Constrict. Melee Attack: +9 to hit, reach 10 ft., one target. Hit Hit 22 (4d8 + 4) cold damage.
The target is grappled (escape DC 16). Until this grapple ends, Call of the Depths. The Elder of the Eternal Tides magically
the target is restrained, and the Deep Water Serpent can’t summons 2d4+2 aquatic creatures of challenge rating 1 or
constrict another target. lower (chosen by the DM), which appear in unoccupied spaces
within 60 ft of it and act as allies of the Elder. It can’t use this
ability again until it completes a long rest.
Crushing Wave (Recharge 5-6). The Elder of the Eternal Tides
releases a wave of aquatic energy in a 60-foot cone. Each
creature in that area must make a DC 17 Strength saving
throw, taking 45 (10d8) bludgeoning damage on a failed save,
or half as much damage on a successful one.
Phoenix Fish
Large elemental, neutral good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 12 (+1) 13 (+1) 18 (+4) 8 (-1) 16 (+3) 14 (+2) 10 (+0) 13 (+1) 14 (+2)
Saving Throws Dex +7, Str +6, Cha +9 Saving Throws Dex +4, Str +1
Skills Stealth +12 Condition Immunities charmed, exhaustion
Damage Resistances necrotic, psychic Senses darkvision 100 ft., passive Perception 11
Condition Immunities frightened, charmed Languages Aquan, Common
Senses darkvision 60 ft., passive Perception 12 Challenge 2 (450 XP)
Languages Common, Infernal
Challenge 6 (2,300 XP)
Water Breathing. The Full Moon Char can only breathe
underwater.
Water Breathing. The Twilight Salmon can only breathe
underwater. Actions
Moonlight. Ranged Spell Attack: +5 to hit, range 60 ft., one
Actions target. Hit 8 (1d8 + 4) radiant damage.
Shadow Touch. Melee Spell Attack: +9 to hit, reach 5 ft., one Sea Song. Once per day, the Full Moon Char can sing a mystical
target. Hit 16 (3d8 + 3) necrotic damage. melody. All creatures within a 30 ft radius gain disadvantage on
Fog of Forgetfulness. Once per day, the Twilight Salmon can Wisdom and Charisma checks for 10 minutes.
create a cloud of dark mist in a 60 ft radius around itself. The
area is heavily obscured, and creatures within are blinded
unless they can see through magical darkness.
Aurora Boreal Salmon
Large elemental, chaotic good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 13 (+1) 13 (+1) 4 (−3) 10 (+0) 4 (−3) 14 (+2) 18 (+4) 14 (+2) 16 (+3) 12 (+1) 20 (+5)
Skills Stealth +5, Perception +4 Saving Throws Str +4, Dex +8, Int +6
Senses darkvision 60 ft., passive Perception 14 Damage Resistances radiant
Languages – Condition Immunities charmed
Challenge 1 (200 XP) Senses darkvision 60 ft., passive Perception 13
Languages Celestial, Common
Challenge 4 (1,100 XP)
Underwater Camouflage. The giant octopus has advantage on
Dexterity (Stealth) checks made while underwater.
Hold Breath. While out of water, the giant octopus can hold its Hold Breath. The star dolphin can hold its breath for 30
breath for 1 hour. minutes.
Water Breathing. The giant octopus can breathe only
underwater.
Actions
Cauterizing Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one
Actions target. Hit 10 (2d6 + 3) radiant damage or heal the same
Tentacles. Melee Weapon Attack: +5 to hit, reach 15 ft., one amount, at the dolphin’s choice.
target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is Stellar Leap. Once per day, the star dolphin can teleport itself
grappled (escape DC 16). Until this grapple ends, the target is and up to five creatures that fail a DC 16 saving throw, up to 80
restrained, and the octopus can’t use its tentacles on another feet to any direction.
target.
Celestial Silver Marlin Kraken
Large celestial, neutral Titanic monstrosity, chaotic evil
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 17 (+3) 16 (+3) 14 (+2) 15 (+2) 18 (+4) 30 (+10) 11 (+0) 25 (+7) 22 (+6) 18 (+4) 20 (+5)
Saving Throws Str +8, Dex +7, Int +4, Wis +4, Cha +4 Saving Throws Str +17, Dex +7, Con +14, Int +13, Wis +11
Damage Immunities necrotic damage Damage Immunities lightning; bludgeoning, piercing, and
Damage Resistances bludgeoning, piercing, and slashing from slashing from non-magical attacks
nonmagical attacks Condition Immunities frightened, paralyzed
Condition Immunities charmed, paralyzed Senses truesight 120 ft., passive Perception 14
Senses truesight 60 ft., passive Perception 14 Languages understands Abyssal, Celestial, Infernal, and
Languages Celestial, Common Primordial but can’t speak, telepathy 120 ft.
Challenge 7 (2,900 XP) Challenge 23 (50,000 XP)
Water Breathing. The celestial silver marlin can breathe only Amphibious. The kraken can breathe air and water.
underwater. Siege Monster. The kraken deals double damage to objects and
structures.
Actions Freedom of Movement. The kraken ignores difficult terrain, and
Celestial Spear. Melee Spell Attack: +8 to hit, reach 10 ft., one magical effects can’t reduce its speed or cause it to be
target. Hit 18 (3d8 + 5) piercing damage plus 9 (2d8) radiant restrained.
damage.
Divine Charge. When the celestial silver marlin moves at least Actions
30 feet straight toward a target and then hits it with a celestial Multiattack. The kraken makes three attacks: one with its bite
spear attack on the same turn, the target takes an extra 27 and two with its tentacles. It can use Tail Swipe in place of its
(6d8) damage. If the target is a creature. two tentacle attacks.
Bite. Melee Weapon Attack: +17 to hit, reach 20 ft., one target.
Hit: 20 (3d6 + 10) bludgeoning damage.
Tentacle. Melee Weapon Attack: +17 to hit, reach 20 ft., one
target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target
is grappled (escape DC 18).
Fling. The kraken can throw a held object or grappled creature
up to 60 feet in a random direction.
Lightning Storm (Recharge 5–6). The kraken magically creates
three bolts of lightning, each of which can strike a target the
kraken can see within 120 feet of it.
Legendary Actions
The kraken can take 3 legendary actions, chosen from the
options below:
Tentacle Attack or Fling. The kraken makes one tentacle attack
or uses its Fling.
Lightning Storm (Costs 2 Actions). The kraken uses Lightning
Storm.
Ink Cloud (Costs 3 Actions). While underwater, the kraken expels
an ink cloud in a 60-foot radius.
Moon Orca Dragon Turtle
Huge beast, neutral good Gargantuan dragon, neutral
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
23 (+6) 15 (+2) 18 (+4) 2 (-4) 12 (+1) 7 (-2) 25 (+7) 10 (+0) 20 (+5) 10 (+0) 12 (+1) 12 (+1)
Saving Throws Str +10, Dex +8 Saving Throws Dex +6, Con +11, Wis +7
Damage Resistances cold Damage Resistances fire
Condition Immunities charmed, exhaustion Senses darkvision 120 ft., passive Perception 11
Senses darkvision 60 ft., passive Perception 11 Languages Aquan, Draconic
Languages understands Aquan but can’t speak Challenge 17 (18,000 XP)
Challenge 8 (3,900 XP)
Amphibious. The dragon turtle can breathe air and water.
Hold Breath. The moon orca can hold its breath for 30 minutes.
Actions
Actions Multiattack. The dragon turtle makes three attacks: one with its
Lunar Bite. Melee Attack: +10 to hit, reach 10 ft., one target. Hit bite and two with its claws. It can replace its two claw attacks
26 (3d10 + 6) piercing damage, and if the target is a creature of with one tail attack.
one size smaller than the orca or smaller, it must make a Bite. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Constitution saving throw DC 17, taking an additional 10 (3d6) Hit: 26 (3d12 + 7) piercing damage.
radiant damage on a failed save, or half as much damage on a Claw. Melee Weapon Attack: +13 to hit, reach 10 ft., one target.
successful one. Hit: 16 (2d8 + 7) slashing damage.
Tail. Melee Weapon Attack: +13 to hit, reach 15 ft., one target.
Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a
creature, it must succeed on a DC 20 Strength saving throw or
be pushed up to 10 feet away from the dragon turtle and
knocked prone.
Steam Breath (Recharge 5–6). The dragon turtle exhales scalding
steam in a 60-foot cone. Each creature in the area must make a
DC 19 Dexterity saving throw, taking 52 (15d6) fire damage on
a failed save, or half as much damage on a successful one.
Being underwater does not grant resistance against this
damage.
Ancient White Shark Singing Whale
Huge beast, neutral Gargantuan beast, neutral good
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
24 (+7) 13 (+1) 19 (+4) 2 (-4) 12 (+1) 9 (-1) 30 (+10) 10 (+0) 20 (+5) 14 (+2) 15 (+2) 18 (+4)
Saving Throws Str +15, Dex +2, Con +15, Int +6, Cha +6
Damage Immunities cold
Damage Resistances bludgeoning, piercing, slashing from non-
magical attacks
Condition Immunities frightened, charmed
Senses darkvision 120 ft., passive Perception 12
Languages Aquan, understands Common but can’t speak
Challenge 20 (25,000 XP)
Amphibious. The Blue Leviathan can breathe both air and water.
Actions
Bite Attack. Melee Attack: +16 to hit, reach 10 ft., one target. Hit
36 (4d12 + 10) piercing damage.
Tidal Wave. The Blue Leviathan can use an action to slap its tail
onto the water, creating a massive wave. All creatures within a
30 ft cone must make a DC 24 Strength saving throw or take 55
(10d10) bludgeoning damage and be pushed back 20 ft.
Creatures that succeed on the saving throw take half damage
and are not pushed.
Call of the Depths. Once per day, the Blue Leviathan can emit a
mystical call heard by all marine creatures within a 2-mile
radius. Creatures friendly to the Leviathan will move toward it
to assist as they can.
Mermaid
Water fey, chaotic good
Actions
Hypnotic Song. The Mermaid can use her song to charm
creatures. All creatures that hear her sing must make a DC 17
Wisdom saving throw or be charmed for 1 minute or until the
mermaid takes damage. Charmed creatures must move
towards the mermaid at their normal pace on each of their
turns.
Mermaid’s Touch. Melee Attack: +6 to hit, reach 5 ft., one target.
Hit 12 (3d4 + 5) psychic damage. The target must make a DC
17 Wisdom saving throw or be charmed by the mermaid until
the end of the mermaid’s next turn.
Draining Kiss. The Mermaid kisses a creature charmed by her or
a willing creature. The target must make a DC 16 Constitution
saving throw against this magic, taking 32 (5d10 + 5) psychic
damage on a failed save, or half as much damage on a
successful one. The target’s hit point maximum is reduced by
an amount equal to the damage taken. This reduction lasts
until the target finishes a long rest. The target dies if this effect
reduces its hit point maximum to 0.
Aboleth must succeed on a DC 14 Constitution saving throw or become
diseased. The disease has no effect for 1 minute and can be
Large aberration, lawful evil
removed by any magic that cures disease. After 1 minute, the
diseased creature’s skin becomes slimy and translucent, and it
Armor Class 14 (natural armor) can’t regain hit points unless it is underwater. The disease can
Hit Points 135 (18d10 + 36) only be cured by heal or another disease-curing spell of 6th
Speed 10 ft., swim 40 ft. level or higher. When the creature is out of water, it takes 6
(1d12) acid damage every 10 minutes unless moisture is
STR DEX CON INT WIS CHA applied to the skin before 10 minutes have passed.
21 (+5) 9 (−1) 15 (+2) 18 (+4) 15 (+2) 18 (+4) Tail. Melee Attack: +9 to hit, reach 5 ft., one target. Damage: 15
(3d6 + 5) bludgeoning damage.
Saving Throws Con +6, Int +8, Wis +6 Enslave (3/Day). The aboleth targets one creature it can see
Skills History +12, Perception +10 within 30 ft. of it. The target must succeed on a DC 14 Wisdom
Senses darkvision 120 ft., passive Perception 20 saving throw or be magically charmed by the aboleth until the
Languages Undercommon, telepathy 120 ft. aboleth dies or is in a different plane of existence from the
Challenge 10 (5,900 XP) target. The charmed target is under the aboleth’s control and
can’t take reactions, and the aboleth and the target can
communicate telepathically with each other over any distance.
Amphibious. The aboleth can breathe air and water.
Whenever the charmed target takes damage, it can repeat the
Mucous Cloud. While submerged, the aboleth is surrounded by
saving throw. On a success, the effect ends. No more than once
transformative mucus. A creature that touches the aboleth or
every 24 hours, the target can also repeat the saving throw
hits it with a melee attack while within 5 ft. of it must make a
when it is at least 1 mile away from the aboleth.
DC 14 Constitution saving throw. On a failure, the creature is
diseased for 1d4 hours. The diseased creature can only Legendary Actions
breathe underwater.
Telepathic Probe. If a creature communicates telepathically with The aboleth can take 3 legendary actions, choosing from the
the aboleth, it learns the creature’s greatest desires if the options below. Only one legendary action option can be used at
aboleth can see the creature. a time and only at the end of another creature’s turn. The
aboleth regains spent legendary actions at the start of its turn.
Actions Detect. The aboleth makes a Wisdom (Perception) check.
Tail Swipe. The aboleth makes an attack with its tail.
Multiattack. The aboleth makes three tentacle attacks.
Psychic Drain (Costs 2 Actions). One creature charmed by the
Tentacle. Melee Attack: +9 to hit, reach 5 ft., one target. Damage: aboleth takes 10 (3d6) psychic damage, and the aboleth regains
12 (2d6 + 5) bludgeoning damage. If the target is a creature, it
hit points equal to the damage the creature takes.
Common Fish
Small beast, neutral
Damage Resistances -
Condition Immunities -
Senses darkvision 9 m, passive Perception 11
Languages -
Challenge 1/8 (25 XP)
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