D&D 5E [Let's Read] Why Slay Dragons When You Could Be FISHING?

Libertad

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Finally, a sourcebook asking the important questions! Why Slay Dragons When You Could Be FISHING (abbreviated as WSDWYCBF from here on out) is a detailed mini-game supplement for 5th Edition. It converts all matter of fishing techniques to the Dungeons & Dragons ruleset, from iconic angling, spear-fishing, trawling, and even magic and explosives. Understanding that the lakes and oceans of fantasy realms can have quite fantastical ecologies, this book covers how such worlds can influence the art of fishing, from various types of real-world and fictional aquatic animals, more exotic methods such as harpoon-equipped submarines prowling oceanic trenches, and stat blocks for when certain catches end up fighting back!

WSDWYCBF isn’t one to treat its fishing minigame as an entirely separate gaming element in campaigns, for there are various in-game benefits to engaging with the sub-system. Harvesting materials from caught creatures can be used to craft equipment, while experience points are rewarded based on the rarity and difficulty of a caught creature. Furthermore, while Fishing Checks typically make use of the Survival skill, specific Fishing Styles are drawn from all of the ability scores save Constitution, allowing a wide variety of characters to participate.

The Introduction of the book covers the basic core components of Fishing, a broad term for catching creatures in bodies of water; or lakes of lava and other such exotic environments. Fishing is considered an Activity, a new term that the book came up with that is done during short/long rests that does not interfere with the rest period. The book uses the generic term “fish” for what kinds of creatures can be caught, and “anglers” for participating PCs and NPCs. The text acknowledges that this is more for convenience, as both terms are more specific and technical in the real world: for example, frogs aren’t fish but can be caught. Activities typically take an hour to do, and Fishing Activities in particular are a six-step process (five, really). First, participating anglers roll initiative to determine what order they resolve their Activity; they all choose an Angling Style determine what ability score they’re using for their Fishing Checks; each angler rolls on the Fishing Table which is basically a d100 “random encounter” table for the environment in which they’re fishing; if the table nets them a fish, they move into a Fishing Encounter where they roll a Fishing Check against a Catch DC based on the fish species to see whether they catch it or it gets away. Some fish are Lunkers, which require multiple checks but have a higher gold piece and experience point value when caught, and some are dangerous enough to fight back and are Combat Catches which are resolved as traditional fights. The next angler repeats the process with their own rolls, and once everyone’s had a turn then the Fishing Activity is over.

What can characters do with caught fish? Well, every fish in this book has an experience point and gold piece value based on their level, which runs from ⅛ to 20. This doesn’t correspond to Challenge Rating or Hit Dice and instead to the overall challenge of catching them, as most fish are individually harmless and the difficulty is based more on rarity, elusiveness, and defensive abilities to wriggle out of hooks/nets/etc. Caught fish can be sold in marketplaces, although dead fish* and incomplete/rotting remains reduce their corresponding price. Anglers can Carve fish as part of an Activity, representing harvesting useful and valuable Fish Parts from them. Carving is a Survival check whose DC and number of Activities are based on the fish’s size and Level. Successfully harvested Fish Parts are the value of the parent fish, but considered to be double in value to fishmongers and for the purposes of crafting projects, so it’s another way to make even more money. Failing the check only grants Fish Parts equal to half the market value of the fish. Combat Catches do not reduce the market value of a dead fish’s remains, which is a nice conciliatory gesture.

*Certain Fishing Styles and other situational factors can risk killing a fish, but generally speaking accidentally killing a catch isn’t something that happens in most circumstances.

The Introduction then provides various optional rules for Gamemasters, such as foregoing rolling checks for Carving and only requiring Activities if speedier play is desired. There’s also some miscellaneous non-optional rules after this based on situation, such as specialized equipment for unusual fishing spots like frozen lakes or lava pits, or anglers who are in it for the sport can release a caught fish to remove 1 Fishing Ordeal. A Fishing Ordeal is stackable condition that represents things going wrong, resulting in a -1 on subsequent Fishing Checks and -5 on the Fishing Table result. There’s also a table of fines for unauthorized or environmentally irresponsible fishing whove value is based on party level, and competitive fishing tournaments provide recommended gold piece values for their prizes also based on average party level.

Thoughts: While the book itself is rather weighty in page count, the core resolution for fishing is actually quite simple, amounting to a rolled random encounter and a Survival check to see if a fish is successfully caught. Carving a caught fish more or less follows this same result, albeit can take a potentially longer time Activity-wise if the fish is Medium or larger. The fines and prizes being based on party level feel a bit too metagamey, as the fines by mid-levels are so prohibitive even for minor infractions that they’d send most people outside the nobility into debt. Another concern that I have is that in spite of the openness of Fishing Styles, being a Survival skill check means that the fishing mini-game is going to be most appealing to those classes and subclasses that can get double proficiency in that skill. Games that don’t use much in the way of non-core options or feats will see Bards and Rogues excel the most and not outdoorsy types. That being said, the book later acknowledges this, so it provides an optional rule under Fishing Styles where a character can train to gain expertise in Survival checks for that particular Style only. But in making that optional and not a default rule seems like an oversight to me.

Character Options

It wouldn’t be a proper mini-game sourcebook without new options on the player-facing side of things! From new lineages,* spells, and subclasses to Fishing Styles and advanced Fishing Techniques, we got quite the number of stuff! So much so that we’ll cover only half of them in this post.

*The book uses the term “folk” instead of races.

There are four new races in this book, all of which are various kinds of anthropomorphic animal beings. They all operate on the Tasha’s method of ability score increases, being +2/+1 to two different abilities of choice, and for sizes the player chooses whether they’re Small or Medium at character creation. And all of them but the Lottle have Darkvision out to 60 feet.

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The Raccling are, quite predictably, raccoon-people who originated from the fairy realms and have an inherent curiosity to explore the world and its many mysteries. They have advantage on scent-based Perception checks by default, but their three subraces provide different traits. Lotorites are gourmands with a Climb speed, advantage on saves vs being Poisoned, and can Disengage or Hide as a bonus action and get +5 feet to speed when doing the former. Tanookin are based off of the mystical raccoon people of Japanese folklore and have a natural pouch that can hold an additional 30 pounds of weight for carrying capacity. Once per long rest they can transform into an immobile statue that is very hard to break and has various defensive benefits. The Embertails are the last subrace, having a magical control over fire, manifesting as learning to cast a new fire-related spell at 1st, 3rd, and 5th level not unlike a tiefling’s racial spellcasting, and they can reroll any result of 1 on the damage dice of fire spells they cast.

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The Cavis are humanoid capybara whose cultural details depend highly on their subrace. The base race has a natural bite attack that can break through fibrous plants and wooden surfaces over time, they add 10 to their movement speed when running on all fours while their hands are empty, can communicate with Tiny and Small beasts, and once per long rest can make a prayer to spirits who answer in subtle ways no more powerful than a Cantrip or revealing the presence of something hidden. Capya is our first subrace, of semi-aquatic beings who enjoy the simple things in life and are always happy to make new friends, have a swim speed, can carry another same-size or smaller creature while swimming without being encumbered, and a number of times per long rest equal to Proficiency Bonus can add a d4 to an adjacent character’s d20 result as a reaction. Tundrafoot are more cautious than their Capy cousins on account of living in harsh frozen climates, where resources are scarce. They have resistance to cold damage and advantage on saves against the effects of extreme cold, gain proficiency in Nature or Survival, and their vision is unaffected by blizzards and other cold weather conditions. The Starborn are those who have a deeper-than-normal connection with spirits and have fur patterns that tend to look like stars in the night sky. They learn their choice from one of three utility cantrips (Druidcraft, Thaumaturgy, Spare the Dying), are proficient with Navigator’s Tools and can see and navigate by the stars even when the sky’s overcast, and at dawn they roll a d20 and can save up the result to spend on a roll later much like the Divination Wizard’s Portent Dice.

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Groakii are humanoid frog-people who have many qualities of their animal kin such as amphibiousness, hatching from eggs as tadpoles, and long tongues. They are divided into two subraces which are based on what environments they traditionally inhabit. The Groakii race by default has a greatly increased jumping distance, can breathe air and water, and as a bonus action can use their prehensile tongue to grab and manipulate objects up to 15 feet away and grapple Tiny creatures with advantage. The Groak’ar is a subrace that primarily lives in trees and grow winglike flaps of skin that let them glide through the air, and are known for building expansive treetop communities that rely on wind power and grow bountiful gardens. They have a climbing speed, once per long rest can cast Spider Climb, and can glide safely to the ground provided they are not wearing heavy armor (medium armor reduces the rate at which they can glide). The Groak’ma are the subrace that primarily lives underwater in various wetlands, whose settlements are mostly submerged, and they mastered various hydro-powered innovations of water wheels, dams, and other structures to empower various technology in their habitats. They have a swim speed, ignore difficult terrain due to mud and water, their jumping distance is even better, and their long jumps ignoring opportunity attacks and reduce fall damage by 10 feet provided they jump from a higher elevation.

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The Lottle are our last race, being based off of the axolotl. Like the raccling they have an innate sense of wonder for the world, but they manifest this desire most commonly by traveling, as their fondness for experiencing new things discourages them from becoming too settled in one place. Not all are nomadic, and when lottle do settle down it’s often in small river and lakeside villages. Their default race lets them breathe air and water, they can regrow lost limbs and extremities over 1d4 weeks, learn one Bard cantrip of their choice, and once per long rest can add one more hit die rolled when spending hit dice to heal. Lottle are separated into two subraces: the Hapigo are the most known by other races and are nomadic jacks-of-all-trades that tend to follow occupations that would make them appreciated in wider society. They have advantage on saving throws vs being frightened, advantage on Stealth checks while swimming, and can express magical abilities via emotional support such as Guidance at will for Charisma checks, and cast Heroism and Calm Emotions once per long rest (or appropriate spell slot) each. The Brackilottle are lottle who live in saltwater environments, who tend to be a bit rougher around the edges personality-wise than the Hapigo. They have resistance to thunder damage and advantage on saves against effects which would deafen them, can Dash or Disengage as a bonus action while swimming, and gain proficiency in one saving throw of their choice on top of what is ordinarily provided by class.

Thoughts: Beyond just being “furry” lineages, each of the new races are more benevolently-minded and good-aligned in feel, being quite sociable and teamwork-minded rather than violent and xenophobic. Their cultural details are rather brief in comparison to other races, but as this book is primarily focused on fishing that is to be expected. In regards to their overall power and usability, the raccling’s subraces are strongly geared towards certain builds: the Lotorite’s bonus action disengage and hide will be superfluous for Rogues, but this combined with their Climbing speed makes them very good at using ranged kiting-based tactics. The Tanookin’s statue transformation is of limited use as it makes them unable to do anything while in that form save change back; the Embertail more or less pushes the character into becoming a spellcaster, as their subrace abilities will be wasted if they don’t take advantage of getting spells like Fireball and Flame Strike.

The Cavis’ default traits are overall rather situational, although their bonus speed when on all fours can be good for Monks who don’t have to bother with weapons or held foci/spell components. The once per long rest cantrip-like effect isn’t anything special, and in fact would come off as rather weak if not for the “be pointed towards a hidden thing” that makes it rather useful. The Tundrafoot subrace feels too situational and underpowered in comparison to the other subraces’ much more useful abilities.

The Groakii’s default traits aren’t really anything special, as even the enhanced jumping can fall off quickly in comparison to outright flight or a Ring of Jumping if they don’t find some ability to enhance their base movement speed. As for their subraces, they both have their advantages, with the Goark’ar’s climbing and gliding being quite broadly useful. The Goak’ma’s swimming speed is more situational, but being able to literally jump out of opportunity attacks is a nice feature.

For the Lottle, the base abilities are rather reactive and likely of situational use, albeit both subraces have very strong options. The Hapigo’s limited Guidance for Charisma is great for helping out the party face (less helpful if someone has the actual cantrip), and the Brackilottle’s bonus saving throw proficiency is a clear winner for just about any build.

WSDWYCBF provides us with 12 Subclasses, one for each of the core classes. They’re all organized alphabetically in regards to their parent class, save for the Fighter which is first for some reason, so I’ll be starting with that one in going by the book’s order.

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The Battle Angler Martial Tradition represents warriors who blend the maneuvers of angling with more traditional fighting styles, being able to combine fishing rods and hooks with traditional weapons. They are a front-loaded subclass starting out with three abilities: they can convert a melee weapon of their choice once per rest into a rigged weapon which grants it the Reach property for only the Fighter and can remain this way indefinitely. They can also push or pull targets struck with Rigged Weapons up to the weapon’s reach, and a number of times per long rest equal to Proficiency bonus they can knock a Large or smaller creature prone with a Rigged Weapon. At 7th level they double the reach of Rigged Weapons when using Action Surge and gain advantage on their next attack roll, at 10th level they can knock a push/pulled creature into another dealing damage and automatically knocking both of them prone, at 15th they ignore size limits for whatever creatures they can move/knock prone, and their 18th level capstone lets them once per short or long rest cause a target struck with such a weapon to become Paralyzed for one round on a failed Wisdom save.

Thoughts: The Battle Anger is focused solely on melee attacks, but being able to turn any weapon into a reach weapon and imposing forced movement on creatures without a saving throw or contested skill check are really strong options for the Fighter to have. Combined with supplementary choices such as the Bugbear race, the Enlarge/Reduce spell, and other reach-based abilities, this all makes the Battle Angler a very good choice. And as the forced movement isn’t limited per turn or per rest and neither is slamming creatures into each other, the subclass has the potential to do quite a spread of damage to multiple opponents.

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The Barbarian Path of the Maelstrom represents those warriors who call upon the fury of the ocean itself to fuel their fighting prowess. Their class features focus heavily on buffs/debuffs, situational damage, and forced movement, and relevant saving throw DCs make use of the Barbarian’s Constitution bonus. Starting at 3rd level they can take one of two Tidal Vortex stances when they enter a rage: Whirlpool pulls Large and smaller creatures within 10 feet towards them, while High Tide pushes them away instead. At 6th level the Barbarian can perform a Cyclone Strike as an action, dealing AoE damage to those within melee range who fail a Dexterity save, and the damage and reach increases by level. Also at 6th, 10th, and 14th levels they learn (and can swap out) Volitions that can further modify their Tidal Vortexes, such as ignoring size limitations of targets, granting temporary hit points to allies within range of the Vortex, imposing the Restrained condition on those who fail the save vs forced movement, etc. Only one such Volition can be applied at a time, so players won’t be able to chain stacking/multiple effects with them. At 10th level the Barbarian gains a broad number of immunities to things that can reduce or negate their speed and movement as long as they’re raging, and their 14th level capstone grants them an at will bonus action that deals lightning damage equal to their rage damage when moving in a line up to 15 feet.

Thoughts: I think that the multi-target close-range AoE is a pretty neat feature, and the Volitions are a good means of stacking on various buffs and debuffs to targets. And since the Tidal Vortex doesn’t take any actions or concentration to maintain as long as the Barbarian is raging, they don’t have to worry about trading it out for base action and attacks or having it forcefully dispelled. But the Cyclone Strike does cost an action, so in order for it to be of better use than an Extra Attack the subclass is at its best in fights with multiple opponents rather than fighting single strong opponents. As all of the Maelstrom Path’s subclass features only work while raging, it has no real out-of-combat or utility uses, but then again that’s never been what the Barbarian class is known for.

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The Bard College of Fisher’s Tradition represents mages who rely on the power of storytelling to inspire others and make their otherwise fictional accounts have a bit more effect in reality. Starting out they gain proficiency in Deception, learn some bonus spells that are found later in this book, and can use fishing poles or tackles as spellcasting foci. Via spending Bardic Inspiration as a bonus action, they can grant themselves or an ally the benefits of one of ten Fisher’s Tales, providing a minor boon for the next minute. For example, Tale of the Broken Line grants advantage on the affected person’s attack rolls but enemies have advantage against them, while Tale of the Whopper grants proficiency with a single weapon and said weapon can be wielded as if it had the Finesse property. Tale of the Lakeside Camping is a pretty good use for out-of-combat healing, as it grants a creature recovered hit points per round equal to the Bard’s Charisma modifier. At 6th level they can imagine a Conjured Tale into existence a number of times per long rest equal to their Proficiency Bonus, taking on the form of a floating fish. As a bonus action on the Bard’s part, the fish can help an ally or deal force damage with a tail whip attack. For 14th level capstone abilities, the Conjured Tale moves twice as fast, and the Bard can maintain 2 Fisher’s Tales at a time instead of 1.

Thoughts: The College of Fisher’s Tradition is a rather weak subclass on account that it’s a bit too thinly spread in regards to reinforcing any particular strong points. The various Fisher’s Tales are broad in focus but their abilities tend to not be encounter-defining, and the Conjured Tale’s helper fish pales in comparison to similar companions. Compare this to the Dancing Item from the College of Creation which can deal more damage, Lore’s Cutting Words and bonus spells that can come from any class, or Eloquence’s amazing social skills and allies being able to keep Bardic Inspiration if they fail the roll. Fisher’s Tradition has some stiff competition, and sadly it doesn’t measure up.

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The Deep Waters Cleric Domain Represents deities who hold influence over the crushing, cold depths of the ocean floor. The subclass grants proficiency with heavy armor, and a number of times per long rest equal to Proficiency Bonus the cleric can grow barnacles over their skin as an action, manifesting as temporary hit points equal to twice their class level. Their bonus spells center around water and debuffing, such as Bane, Water Breathing, and Hold Person, with Greater Invisibility being the odd one out. Their Channel Divinity manifests as an aura of extreme pressure, being a selective speed-halving and damage-dealing AoE that the Cleric can move up to 30 feet as an action. At 6th level the cleric gains resistance to cold damage as well as a swimming speed. They get a Divine Strike dealing bonus cold damage at 8th and 14th level, and their 17th level capstone is activated as an action up to six times per long rest (based on their Proficiency Bonus), a powerful single-target effect that brings the full force of the deep sea to a single target. This deals force damage along with a host of various debuffs such as grappled, drowning, restrained, and blinded if the target fails a Constitution save.

Thoughts: While not much at low levels, the personal-effect temporary hit points add up over time, and free proficiency with heavy armor is nothing to sneeze at. Their Channel Divinity is a pretty potent means of battlefield control even if it doesn’t do that much damage, and unlike most other kinds of effects it doesn’t require concentration, only ending when the cleric dies or is incapacitated. That being said, the focus on a commonly-resisted damage type and the capstone being potent yet single-target means that it’s not an overall strong domain, eclipsed by existing choices such as Forge and Light.

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Circle of the Tides Druid represents those spellcasters whose sacred charge is to protect the waterways of the natural world. Their bonus spells center around weather-based AoE stuff like Control Water, Downpour,* and Call Lightning. Initially they gain access to Wild Shape forms with swim speeds right off the bat and up to Challenge Rating 1, and all their other Beast forms gain swim speeds and can hold their breath for prolonged periods. At 6th level they can impose forced or bonus movement on those who are damaged or healed by their spells (which goes great with Downpour given it can do both), their CR cap for creatures whose swim speed is double their walking speed is their level divided by 3,** and gain a swim speed equal to their walking speed and can breathe underwater. At 10th level they can use Wild Shape to conjure a swirling vortex on land or in sea (stronger in the latter) that imposes forced/restrained movement on those so affected, and can change into swarms of Tiny creatures when Wild Shaping into an aquatic Beast. Their 14th level capstone grants them a fly speed as they can “swim” like they’re in the sea, and their 10th level vortex gets a greater radius, can be selective in targets, and is always treated as being in water.

*a new spell in this book.

**this is the same as a Moon Druid’s CR cap, albeit limited by the above.

Thoughts: The good thing about this subclass is that the bonus spells it gets are pretty good, and being able to impose forced movement whenever they cast a damaging spell makes them good battlefield controllers when combined with AoE stuff. However, the 10th level vortex feature feels rather underpowered on account that its effects can be replicated by lower level “hindering terrain” stuff, if only on a smaller radius. Furthermore, while being able to take on bigger aquatic animal forms is nice, this makes the subclass very situational based on environment, and the Moon Druid is still overall better at that shtick.

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The Way of the Octopus Monk is mastered by martial artists who learned the movements of their namesake via observing the animal in its natural habitat. They specialize in limber, quick strikes and grapples, using their ki to supernaturally enhance their agility. They are a very front-loaded subclass, gaining proficiency in Athletics and Acrobatics, a swimming speed, and can spend a ki point as a reaction to counterstrike an attacking creature and move up to 15 feet away from them without triggering opportunity attacks. They can also spend a ki point as a bonus action while grappling a creature, restraining them for the duration of the grapple but the Monk cannot use any Actions while using this trait (but at 17th level they can act normally).

At 6th level the Monk can do an opportunity attack once per round without expending a reaction, and can spend 1 ki point to make two unarmed attacks as part of an opportunity attack. They can also contort their body to squeeze into narrow spaces and move at half speed through them. At 11th level they can perform an Octostrike as an enhanced version of Flurry of Blows that lets them spend additional Ki points to trigger additional abilities based on how many of the attacks missed. For example, they get an immediate use of Stunning Strike if two of their attacks miss. Their 17th level capstone makes them immune to the Restrained and Stunned conditions.

Thoughts: Being able to do a reaction-based counterattack is a good use of a Monk’s action economy, as combined with their bonus action Flurry of Blows and default Attack action they can get in a lot of hits. This does cost them heavily when it comes to ki points, and as most of their features require spending such points they’re a subclass that means to be rather conservative with its abilities. Imposing the Restrained condition on a grappled target is an excellent debuff, although as Strength isn’t a useful stat for Monks they are limited in how well they can do this even with Athletics proficiency. As the subclass doesn’t let them ignore a creature’s size like the Battle Angler does, this makes the Octopus Monk rather weak at higher levels when larger monsters become more common.

Thoughts So Far: I really like the base fishing minigame, and how it is simple in execution in being a skill check but avoids becoming too boring and predictable. We’ll cover this deeper in the next post, but it does this via the addition of various types of fish, random encounters based on environment, and special Fishing Styles and Techniques grant characters special ways of evening the odds. The investment in gold and downtime in improving oneself at the minigame is a good means of providing stuff for PCs to spend gold on, but can also be a good investment in getting a lot of that gold back based on the value of fishes they catch.

For the new races, subclasses, and spells, I overall liked the new options and didn’t find too many blatantly overpowered things so far. I do like the new races, even if I felt that some subraces were better choices than others. The Battle Angler is my favorite of the subclasses covered in this post, due to the mental image it conjures and because it looks like it would be fun to play. The Bard and Monk subclasses didn’t look all that appealing, and while the Cleric and Druid don’t look to be able to compete with the stronger core options they do look efficient and thematic for aquatic campaigns.

Join us next time as we cover the rest of the subclasses, Spells, and Fishing Styles and Techniques!
 
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Libertad

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Character Options, Part 2

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The Paladin Oath of the Admiral represents those holy warriors in leadership positions, taking care of those under their charge. Their Tenets revolve around being a responsible military officer, being dutiful to those above you, and doing right by the people serving under you. Their oath spells are heavily based on enchantment and emotion such as Command, Zone of Truth, Fear, and Telepathic Bond. Initially they gain proficiency with Navigator’s Tools and Water Vehicles, their Channel Divinity is a war cry that deals AoE psychic damage and can force enemies to flee if they fail a Wisdom save, and alternatively they can expend Channel Divinity as a reaction to grant an additional attack to an ally taking the Attack action. Their 7th level aura adds bonus radiant damage to weapon attacks, with an increased aura and doubling that damage at 18th level. At 15th level once per long rest they can appoint an ally to be their Divine Lieutenant, who also generates their own Aura of Loyalty and can let the Paladin activate their Channel Divinity to originate in the Lieutenant’s space. Their 20th level capstone ability isn’t an alternate form like most paladin oaths, but instead summons a barrage of holy artillery weapons to rain down as a 15 foot sphere on a space within 60 feet, dealing 8d6 radiant damage. The paladin can order another barrage as an action every round for 1 minute, at which point the artillery disappears.

Thoughts: While they don’t get a swim speed like many of the other subclasses here, gaining water vehicle proficiency is still appropriate given the themes of this book. AoE and psychic damage are good abilities for a Paladin to have, as those two elements aren’t readily available for them by default. Granting additional attacks and bonus damage makes the subclass of most use in parties composed of physical attackers, and the Divine Lieutenant’s additional aura can be very useful when combined with bonus companions like summoned creatures. The 20th level capstone feels kind of weak as most paladin abilities of this level are broader in benefits, even if the damage that they can deal with it over time is not too shabby.

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The Leviathan Hunter Ranger pursues the biggest, deadliest creatures of the sea, and they tend to have a reputation for obsession bordering on madness. Starting out they gain a swimming speed equal to their walking speed whenever they Dash, are proficient in Navigator’s Tools and Water Vehicles, gain Coast as a bonus Favored Terrain, and learn Hunter’s Mark and don’t expend a spell slot when casting it as a 1st level spell. But that’s not all! They gain new and improved uses of Hunter’s Mark initially and as they gain levels in this class, such as gaining a stackable +1 bonus to AC (maximum +3) each time they hit a marked target with a ranged attack until they’re hit by said target, gaining immunity to the Charmed and Frightened condition of abilities used by the marked target, dealing +2d6 extra target on top of the spell damage, etc. In fact, there’s way too many benefits to list here specifically, but in general this subclass highly emphasizes the role of a single-target debuffer type.

Thoughts: There’s really only one class feature that specifies size category of targets (can pseudo-grapple them where you basically can climb and move all around them Shadow of the Colossus style), so the Leviathan Hunter is less “slayer of giants” and reflects more the obsessive hunter a la Captain Ahab. As for the class’ functionality, Hunter’s Mark has been kind of a spell tax for the Ranger in general barring some alternative builds, so granting the spell with enhanced uses for free really helps them in the damage department. Being able to cast the base version without expending a spell slot turns it into something the Ranger should always be using unless they want to concentrate on another type of spell. The various boons they can get as a result of this make the subclass a worthwhile choice in my view.

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The Poacher Roguish Archetype represents hunters who rely on traps to catch their prey, often due to hunting protected species. The save DC of traps are based off of the Rogue’s Intelligence modifier, so this isn’t the subclass for those who chose it as a dump stat. Starting out the Rogue gets proficiency in Nature, Survival, and firearms if they exist in the setting. They can also create and place traps in a square as an action, and as the class doesn’t list a per-rest refresh rate or resource cost, I presume that this is an at-will ability. The Poacher starting out can set three different kinds of traps: a snare, which deals AoE damage plus Sneak Attack against those who trigger it, a Sentry that lasts for 10 minutes and can be commanded as a bonus action to make a ranged attack roll on targets within 60 feet, and a Sensor that lasts for an hour and lets the Poacher see through it up to 120 feet in any direction provided that they’re within 1 mile. Poachers also learn Trap Specialist options to modify the aforementioned traps in various ways, and learn more options as they level up. For example, the Deafening Blast Sentry option emits an AoE attack that deafens targets who fail a Constitution save, while the Leg Clamp Snare option grapples affected targets who fail the Dexterity save and they need to make an Athletics check to break out. At higher levels the Poacher gains various non-trap related abilities, such as being able to cast Hunter Mark’s a number of times equal to their Proficiency Bonus per long rest, dealing +2d6 Sneak Attack damage with ranged weapons against targets that cannot see them, and their 17th level capstone lets them learn the actions, traits, lair actions, and legendary actions against a creature they observe for 1 hour.

Thoughts: The Poacher is a subclass that shines when the party can prepare ambushes ahead of time and choose the terrain in which they fight. Given that there’s no apparent limitations to how many traps can be set up at once, a Poacher can lay a lot of traps in an area even with just a minute. The Sentry requiring the Rogue’s bonus action helps cut down on action economy abuse, but the snares are not so limited. Given that they apply Sneak Attack, this can be a great way to deal a lot of damage to multiple targets. Furthermore, the Sensor is great for scouting purposes. All around a very strong subclass; possibly too strong, even.

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The Merfolk Sorcerer Bloodline represents mages who gained supernatural singing powers from their fin-tailed ancestors. Their bonus spells tend towards indirect buffs and debuffs such as Healing Word, Silence, Polymorph, and Conjure Elemental, and they learn the Harmony* cantrip for free and can sing as part of casting a spell with a verbal component. They gain two new metamagic options for spells with verbal components, the first letting them add their casting modifier to damage dealt with spells, and the ability to reroll the dice of healing spells and taking the better die roll. At 6th level they gain temporary hit points whenever they cast a leveled spell with a verbal component, become immune to the charmed condition as well as any effects of magical silence and can speak/cast normally in them, at 11th level they can sing a charming melody that also lets them read a target’s thoughts, and their 18th level capstone is a Song of Doom that can deal psychic damage and also charm a target if they fail a save.

*Another new spell in this book.

Thoughts: Given that most spells have a verbal component, the Merfolk Bloodline is quite strong. They’re almost always going to get temporary hit points as long as they have spell slots due to this, and being immune to magical silence is a good means of allowing party members to selectively shut down enemy spellcasters without worrying about affecting the Sorcerer. Gaining immunity to the Charmed condition at 6th level is another strong option, as that applies to a huge amount of mind-affecting abilities in 5th Edition. The latter-level special songs don’t feel as potent in comparison, as by the time they kick in they’re the kinds of things that can be replicated by lower-level spells. That being said, they have multiple uses based on Proficiency Bonus per long rest, so they can free up the Sorcerer to do such effects without using precious spell slots.

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The Dream Whale Warlock Patron is an entity that is perpetually asleep within the deep ocean. Those who come into contact with its mind discover that its dream is a seemingly infinite world of its own, and these warlocks can tap into some of the Dream Whale’s power. The subclass’ expanded spell list is themed around mind-affecting and water spells such as Sleep, Detect Thoughts, Water Walk, and Modify Memory. One of their 1st level abilities lets the warlock summon Dreaming Waters at will, which can move to cover a target and grant them various potential buffs and debuffs. Initially these Waters can let the affected warlock or an ally roll their Charisma save as an action to make up for a failed Intelligence or Wisdom save vs a spell, while Fade Into Dreaming lets the warlock cast Sanctuary on a target affected by Dreaming Waters. Their Dreaming Waters ability gains new and improved uses at higher levels, such as auto-dispelling the Charmed condition, imposing disadvantage on attack and ability checks on unwilling targets as well as forcing such targets to make concentration saves to cast spells, the Waters treat itself as the point of origin when the Warlock casts spells, and can last until the next long rest instead of for 1 minute as its 14th level capstone. For other class features, the Warlock also gains advantage on saves vs charm and fear effects, resistance to psychic damage, and as their other capstone can once per long rest bring themselves and up to 5 willing creatures into the Dream to grant them a short rest and various buffs.

Thoughts: This subclass is very much in the “team player” side of things, given that Dreaming Waters is something that can apply to allies as well. While the base version can be used at will, several of the higher-level abilities are still limited use, usually based on Proficiency Bonus per long rest. Being able to auto-end the charmed condition is a very strong ability, as is forcing enemy casters to make concentration checks to use magic at all. Granting resistance to psychic damage and saves vs charm and fear effects makes them quite invaluable against aberrations and opponents that impose mind-affecting maladies. However, this also makes these features rather situational based on what kinds of enemies the DM pits against the party. But as such things are quite common, it’s not as situational as other subclasses previously covered and I’d rate this patron quite highly.

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The Wizard School of Schools represents those arcane sages who study the creatures of the sea, learning to draw power from them. Starting out at 2nd level they can conjure up to 3 ethereal flying fish that can shed light and grant advantage on Perception checks to the Wizard in helping sense hidden things. Their 6th and 10th level abilities are limited use in Proficiency Bonus per long rest, the former putting an illusory camouflage on multiple willing targets that imposes disadvantage on enemy attacks while the camouflaged targets are adjacent to each other. The latter ability is a magical stream of summoned fish that help move the wizard, granting them increased movement speed and letting them avoid opportunity attacks to themselves and allies to which they pass adjacent to. Their 14th level capstone can only be used once per long rest, conjuring a defensive sphere made up of ethereal fish for up to 1 minute (or until concentration breaks) that acts as a buffer of bonus hit points that take damage first.

Thoughts: While the various abilities gained aren’t bad per se, the School of Schools falls short of other Wizard subclasses on account that its abilities are easily replicated by existing spells which the Wizard has in spades. The avoidance of opportunity attacks and increased speed sound neat, but as it takes an Action to use a Wizard who wants to get out of melee range is going to fall back on Misty Step and other such tricks. Advantage on Perception can help boost passive Perception, but as the Wizard isn’t Wisdom-based and doesn’t get Perception as a class skill they’re likely not going to be the primary scout. Additionally, the HP buffer capstone helps shore up a Wizard’s hit points, but in requiring concentration it’s competing with a lot of existing high-level spells the Wizard may be better served in using. It’s for these reasons that this subclass rates lowly for me.

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WSDWYCBF gives us 19 new Spells for every core class, with the Druid winning out in getting 11 of them and the Warlock and Wizard getting only 3. The remainder of the classes get around 6-8 of the spells, which I’d say are decent amounts. As a lot of these spells can be summed up briefly, I’m going to include my Thoughts as part of their write-ups.

Comfort is a 1st level spell that grants 2d6 + casting modifier temporary hit points to a touched creature, lasting for 4 hours and higher level slots allow additional targets to be affected. This is blatantly better than Heroism in that it’s longer lasting, provides a higher number, and isn’t restricted by concentration, so the only thing it loses out on is granting Frightened immunity.

Corrosive Smite is a 1st level paladin spell that deals bonus acid damage to a weapon attack and imposes a -2 penalty to a target’s AC if they fail a Constitution save. Due to bounded accuracy as well as the fact that there’s not many ways to directly lower AC, this is a pretty strong spell.

Dispelling Smite is a 5th level paladin spell that deals bonus radiant damage and basically acts as a melee-reach Dispel Magic cast at 5th level. Although the Paladin’s primary ability score is most likely Strength and not Charisma (meaning they’ll not have as good odds of dispelling as primary casters), this is still a good two-in-one spell combining dispelling and bonus damage.

Downpour is a 5th level spell that summons a rain cloud for a minute, and the caster can choose from one of three rain types each turn: blinding rain that imposes the Blinded condition on a failed Constitution save, pounding rain that deals bludgeoning damage equal to the caster’s Wisdom modifier, and soothing rain that heals an equal amount of damage instead. There’s not a lot of AoE spells that directly impose blindness out of conditional factors like Color Spray’s HP-based effect or Darkness’ stationary nature, so that effect of Downpour is pretty strong. The healing rain can affect more potential targets and may be more cost-efficient than Mass Cure Wounds. Presuming a caster with 20 Wisdom, a single target exposed for the full duration can heal 50 damage vs a one-time 3d8+5 damage. It’s also a Cleric (and Druid, Ranger, and Warlock) spell, so it’s not something the iconic “healer” class would need to gain access to via unorthodox methods.

Fable’s Folly is a 1st level spell that targets a single character as a bonus action, forcing them to subtract 1d6 from the next damage roll that they make, with higher level slots adding an additional 1d6. Since it’s a bonus action and not reaction it’s not as useful in reducing guaranteed damage, so it requires some care in its use.

Geyser is a 3rd level AoE spell that deals fire and bludgeoning damage to creatures in a 20 foot cube. It also knocks targets prone on a failed Strength save. Sadly as it’s competing with Fireball that deals much more damage (8d6 vs Geyser’s 6d6) and prone is an easy condition from which one can recover, it doesn’t rate as highly IMO.

Harmony is a cantrip that is Concentration and lasts for 1 round, granting a targeted creature +1d4 on their next attack roll. It’s basically Discount Bless, but as it requires the caster to give up their own action and requires Concentration it’s not as useful as say, Guidance which has ample out of combat uses.

Inspiring Smite is a 1st level paladin spell that deals bonus psychic damage and lets an ally within 60 feet add +1d4 to their next attack, save, or ability check. I’d say this is rather nifty, and as it can stack with Bless it’s a good means of getting major bonuses to a roll.

Magic Whistle is a 1st level spell that sets up a 15 foot radius centered on the caster for a minute. Whenever a creature makes an ability or tool check within the radius, they add the caster’s spellcasting ability modifier to the roll. It requires concentration, so it’s rather situational save for some min-max builds, as tool checks aren’t typically the kinds of things that see much use in campaigns by default. As for ability checks, it’s competing heavily with Guidance which is a cantrip, so I can’t see most players picking this.

Marking Smite is a 2nd level paladin spell that deals 1d8 bonus radiant damage and marks the target, causing them to suffer another 3d8 radiant damage the next time they’re damaged with an attack. As the default Divine Smite deals 3d8 bonus radiant damage via a 2nd level slot, this deals 1d8 more than that choice but it’s contingent on the target being damaged a second time. While this is likely to happen in most battles and the smite has a generous 1 minute window, it requires sustainment by concentration. This can be a net loss if someone manages to break said concentration during that time.

Missive is basically the Sending spell but 4th level, as it can transmit up to 100 words instead of 25 and appears on a magically-conjured piece of paper. As it’s blatantly better than the lower-level core spell, this is the kind of thing that a PC would either wait 2 levels for in order to take or swap it out as a known spell if their class allows that as an option once they qualify. I don’t like this, as the spell overlaps too much and is just blatantly better than an existing option.

Phantasmal Flood is a 4th level spell that creates an illusory flood of water, dimming and extinguishing non-magical light sources and imposing difficult terrain and the frightened condition on those who fail a Wisdom save while within it. It has a very large AoE as a 60 foot cube, so few other illusion spells of equivalent or lower level match it that can be cast as an action. It is competing with Phantasmal Killer that also imposes the frightened condition automatically, but is single-target and deals damage instead. Overall, I’d rate this a pretty good spell, as it has a good multi-target debuff and means of locking down enemy movement.

Phasing Smite is a 3rd level paladin spell that makes their weapon ethereal, deals bonus force damage, and lets them teleport up to 30 feet. The teleport takes place after the weapon attack is made, so it cannot be used to close the gap between the paladin and enemy. It’s a good means of dealing full damage to ethereal creatures in making the weapon able to affect them, although its usefulness falls off rapidly once the paladin gets an actual magic weapon. Teleporting up to 30 feet is more situational as the paladin typically doesn’t want to break off from melee unless they want to use the smite to get closer to a more deadly target.

Raging Torrent is a 3rd level AoE spell that deals bludgeoning damage, the prone condition, and forced movement. While the last part allows for a save, it still causes some forced movement, making it quite good for battlefield control. Like Ice Storm, it continues to persist for the caster’s concentration.

Sensory Deprivation is a 4th level spell that imposes the Blind and Deafened conditions on a target that fails a Constitution save and also silences them. It has no partial effect on a success, but higher-level slots let the spell affect additional targets. A good spell to use when shutting down enemy spellcasters.

Surge is a 1st level evocation spell that deals 2d10 damage on a successful attack roll and the prone condition on a failed Strength save. It’s competing with Catapult, which has a longer range of 90 feet vs Surge’s 30, and that spell can deal higher average damage of 3d8 rather than 2d10. For these reasons I rate this spell as being underpowered.

Tall Tale is a cantrip cast as a reaction when a creature within 30 feet succeeds on an attack roll. If they fail a Charisma save they subtract 1d4 from said attack roll, possibly turning it into a failure. This is the kind of spell that’s situationally useful, but like with Shield (a leveled spell) the party will appreciate having it once it really matters in blocking a potentially deadly hit.

Unholy Smite is a 1st level paladin spell that deals bonus necrotic damage and heals the caster in hit points equal to the necrotic damage dealt. The bonus damage is a d6 rather than the default smite’s d8, and as necrotic has a lot more enemies resistant to it it’s generally not as useful as an outright replacement. But letting the paladin regain hit points is a useful thing to have, freeing up their Lay on Hands, and is more thematically appropriate for dark knight types.

Waterspout is a cantrip that summons a vortex of water that can be commanded to move by the caster, and when in water it can suck up small objects adjacent to it and be commanded as an Action to expel a damaging spray to a target within 30 feet of the vortex. As far as damaging cantrips go it’s quite short range, as the vortex must be adjacent to the caster at all times, and it can only be cast within a body of water of appropriate size. As most damaging cantrips don’t have environmental prerequisites, this is a poor option.

Thoughts: While we have several winners like several of the Smites, Downpour, and Phantasmal Flood, there’s one too many spells of questionable balance that I wouldn’t allow for blanket access to them in games I run. I’d advise DMs to use caution in allowing spells from this book, operating on a case-by-case basis.

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Fishing Styles represent an angler’s general method and equipment they use in plying their trade, and determines mandatory equipment as well as what ability score is used for the Survival check while fishing; Bomb Fishing uses no score due to its unwieldy method. Everyone automatically knows the Still Fishing Style, but proficiency in Survival grants an angler one other Basic Fishing Style. Basic Styles can be learned for 100 gold pieces over the course of 5 Activities, but Advanced Styles have steeper costs and sometimes prerequisites like being ideal or exclusive to certain environments. If the optional rule for learning expertise is being used, a character can gain double proficiency in a certain Style by spending 1,000 gold and 10 Activities.

The five Basic Styles are Noodling (catching with hands and feet, Strength), Fly Fishing (making the lure’s movements mimic that of an insect, Dexterity), Tinker Fishing (using advanced equipment and technology to fish, Intelligence), Still Fishing (casting a line with bait into the water and waiting for a bite, Wisdom), and Enchanted Fishing (using magical cantrips as bait, Charisma; DM can rule that a caster can use their primary spellcasting modifier for checks). The Advanced Styles also have their associated ability scores, but usually have additional benefits and sometimes penalties during their use. For example, Bomb Fishing uses explosive devices, which let the angler roll 5 times at once on the Fishing Table, but kills caught fish under Level 10 and imposes 5 Fishing Ordeals. Trap Fishing, meanwhile, sets up fish traps up to the angler’s proficiency bonus and takes 1 hour for each one to set up, and Fishing Table and Check results are rolled for each of them at the next dawn to see what they caught.

Fishing Techniques are special moves and tactics that an angler can use to better their odds and landing catches. All but one of the Techniques are separated into Novice, Adept, and Expert levels. The latter two require additional gold and Activities to learn and usually grant incremental bonuses and modifiers to the base ability. There’s 23 Techniques to learn, and 17 of those can only be used a certain number of times per long rest, usually 2 or 3 times. Some of the more interesting Techniques include Chumming (dump a bunch of bait into the water at once, granting a bonus to Fishing Table Rolls for potentially more valuable catches but increases the Catch DC in making them harder to catch), Eldritch Offering (say a prayer to an entity of murky motives, gain Fishing Ordeals automatically but a caught fish can be twice or triple its market value), Flash Stun (use a spell or item that creates a flash to overwhelm a fish’s senses granting advantage on the Fishing Check and bonuses on the check for Adept and Expert rank), Impale (throw a spear once you hook a fish, Catch DC is lowered and grants 2 successes on a successful roll instead of 1, but Tiny fish are automatically caught and killed), Rage Pull (Barbarian does a special kind of Rage separate from the class feature, adding their Rage Damage bonus to Fishing Checks but suffer Fishing Ordeals equal to the damage), and Song of Calm Waters (use Bardic Inspiration to make weather more favorable in the fishing spot for a number of hours based on whether it’s Novice, Adept, or Expert level).

Thoughts: There’s an awful lot of Styles and Techniques present, and I love how they have something for most character types. Other fishing-based minigames are often too simple in just making straightforward ability checks or only focus on the “fishing rod and hook” style. WSDWYCBF outdoes itself here, and the fact that there’s several obviously magical Techniques to learn also help answer the inevitable question of players wanting to know if their spellcasting PCs can use their magic to land better catches.

Thoughts So Far: The remaining subclasses are pretty strong and flavorful options, barring the Wizard’s. The spells were the weakest point for me for reasons outlined above. I really like the concept of Fishing Styles and Techniques in helping strengthen the mini-game and giving PCs increased investment in getting better at it over time via learning and enhancing their Techniques. While it may look like a gold sink, the value of caught and carved fish, combined with the crafting system we’ll cover in the next post, means that PCs can get a lot of that gold back in the form of nifty items.

Join us next time as we take a tour of fishes both mundane and magical in Fishing Catches, and check out new items and a crafting system in Equipment!
 

Libertad

Hero
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Fishing Catches

Note: I realize that the posts for this review can be quite long, so I’ll be breaking them up into smaller readable chunks. This won’t affect the daily posting rate, as I already wrote drafts for every chapter in this book, but it does mean I may post 2 times a day instead of once.

This is the lengthiest chapter in WSDWYCBF, detailing 240 different types of Fish as well as submerged Junk that can be caught. In lieu of a full stat block barring Combat Catches, fish use a consolidated list of traits: Level determines their overall difficulty in catching via a Catch DC which is 10 + Level (fractionals are DC 8 to 10) and the Experienced Points reward to a party upon a successful catch; Weight is randomly rolled with an average in parenthesis; and the fish’s Market Value. In comparison to monsters of equivalent CR, fish give out a tenth of the Experience Points. For example, a CR 8 monster gives out 3,900 experience, but a Level 8 fish gives out 390. As for Market Value, fish at the lower tiers are individually not very expensive, starting at 2 copper at Level ⅛ to 40 gold at Level 5. It’s by late Tier 2 that fishes can be very lucrative on an individual basis, with 100 gold at Level 7, 450 gold at Level 11, all the way up to 21,000 gold at Level 20.

On its own, fishing isn’t enough to replace the experience and treasure won from traditional adventures, and as it requires successive Activities to take place during long rests it is more of a side activity. The only real concern I’d have is players asking if they can have their PCs fish off-screen during significant periods of downtime to accumulate gold and experience. But given the involved nature of this mini-game, it doesn’t look to be made for that, in much the same manner that declaring your PC goes delving during Downtime doesn’t necessarily get them offscreen gold and experience. It would get boring after one month alone, having a single player roll dozens of Survival checks for that.

While a Fishing Encounter is typically a simple dice roll when triggered, there are several ways the book keeps things from getting monotonous. Lunkers are special types of fish that require multiple successful rolls to catch, and have a multiplier for the XP and Market Value based on the amount of successes and total dice rolls allowed. Some fish have Fishing Encounter Actions they can use, usually only once for that Encounter, to impose complications on the angler.

Another thing readers might notice is that the Catch DC increases quite a bit. A 5th level fish is a respectable DC 15 which isn’t out of bounds of most PCs, but Tier 3 onwards the target number gets very large. Add onto this the penalties from Fishing Ordeals and some fish that can utilize special moves and Lunkers requiring multiple rolls, this stacks the odds further against players.

WSDWYCBF alleviates this via several ways. I already mentioned the possibility of training for expertise in Fishing Styles and Fishing Techniques that can aid rolls, but the Equipment chapter later on has magic items that grant static +1 to +3 bonuses for various kinds of checks. As these items have gold piece values, can be crafted using the new rules for said sub-system later on, and can be bought from merchants detailed in sample regions later in this book, PCs who want them won’t be completely reliant on DM Fiat. This makes the higher Catch DCs much less punishing for PCs, but it also forces characters who want to be good at fishing at higher levels to really specialize in it.

For reasons of brevity, I will not be covering every single fish here. Instead I will be highlighting ones which are particularly interesting and notable. Most fish detailed are of the Beast type, but some more exotic creatures have other types like Aberration, Elemental, and Fiend.

The Battlerock Blowfish is a creature that lives along rocky coastlines, puffing up with poisonous spikes to deter predators. Anglers who handle the fish without gloves risk becoming Poisoned for an hour if they fail a Dexterity save.

The Blind Glassfish is a psionic creature with translucent keratin flesh, using a crystalline organ in its head to sense its surroundings via psionics. This grants it unmatched hearing and can sense even magical energies this way.

The Blinker Eel developed the ability to cast Dimension Door as a defense mechanism, forcing an angler to reroll a successful Catch and allowing the eel to escape on a failed roll.

Clicking Olm is a salamander that emits a magical aura to blind nearby creatures, causing most would-be predators to avoid it. An angler who catches the creature can safely extract a portion of Fish Parts each day from the creature without killing it via the Merciful Carving ability, but a greedy angler who does so anyway suffers 10 Fishing Ordeals. A lot like the goose that lays the golden egg. There’s two other fish in the book that have Merciful Carving, so while it may sound like they can generate a lot of gold over time it isn’t very much for their Tiers of play.

The size-changing Dollfish biologically transfers itself into smaller life forms spat out of its body in order to evade predators, meaning that its Market Value decreases for each failed Fishing Check. While this is a neat ability from a gamist perspective, I can see many players opting to ask if they can harvest the now-dead bodies left behind to make up for losses.

The Dragonkoi can teach an angler who releases it a Fishing Technique called Altered Fortune, where up to 3 times per long rest an angler can reroll a failed Fishing Check. Killing it imposes 10 Fishing Ordeals on the angler, as it’s believed to have mystical properties.

The Flashbang Mussel will emit a blinding flash on anglers, causing them and adjacent creatures within 5 feet to be blinded for 1 minute on a failed Wisdom save. Flashbang Mussels can also be used as items that do the same thing, but with a higher DC to resist. As the duration doesn’t allow a new saving throw every round and has to be waited out, it’s a really potent technique.

Fortunefish have scales that create the optical illusion of words, causing many people to use their scales for divination purposes. Successfully carving Fish Parts from a Fortunefish allows someone to roll a d20, record that result, and replace any attack, save, or ability check they make with that result until the next dawn.

The Greater Void Shark is not a Combat Catch, oddly enough. To anglers who hook it, it will instead offer boundless knowledge for its freedom albeit at a potential cost. The angler then makes a Wisdom save, and if they fail they fall unconscious for 24 hours and suffer 10 Fishing Ordeals, but on a success they gain proficiency with Survival or expertise if already proficient.

The Hope Minnow is considered a sign of good luck by many, for it survives in the most dangerous environments despite its tiny, weak frame. An angler who releases it after being caught causes the next fish caught within the next 24 hours to double in Market Value.

The dolphin-like Nowei-Nowei is a friendly animal that often swims near coastal communities, and land-dwellers enjoy its presence. An angler who releases the fish after it is caught causes the animal to retrieve sunken items as a gift, letting the angler roll 5 times on the Junk Table which are automatically found and caught.

The Rift Maw is actually a tear in reality studded with teeth and a long tongue of some unfathomable creature. If it is “caught,” the angler instead rolls two times on the Fishing Table, adding 45 to any result of 45 and lower. The fish caught this way is strange and altered, using the Market Value of the Rift Maw instead of its base value.

The Screaming Scallop developed a self-destructive defensive technique that discourages predators from cracking others open in the future. If its shell is opened as an action, it releases a scream that is clearly audible for up to 300 feet, deafening creatures for 1 minute on a failed Constitution save. The scallop dies after emitting this scream, so it’s technically a one-use consumable.

The Spicesquid emits a powdery substance that is edible and can be used as a flavoring for various meals. If caught and trained as a Companion, you can knock it up another notch with Supreme Spice once per day. It’s a consumable worth 100 gold pieces that can be applied to any source of food. It removes an additional Fishing Ordeal and heals 1d8+1 hit points or adds that in addition if the food that already magically heals, such as Hero’s feast.

The Angler is a magical type of anglerfish that is actually sentient. It views fishers as sporting competition and enjoys pitting its skills against them. If someone manages to successfully catch it, the Angler offers a magical orb that can be used to contact the fish once while in a Deep Ocean environment, granting the effects of a Legend Lore spell but without requiring material components. Should someone kill and carve it, the Fish Parts are worth double its Market Value (the fish is 21k gold by default, 42k when so doubled).

While they’re statted out in the back of the book, I feel it pertinent to discuss Combat Catches and Companions here.

Companions are basically harmless CR 0 creatures that PCs can adopt as pets. A Companion can bond to a single character after a successful check is made, the specific check in question depending on the Companion’s prerequisites. They understand the languages of creatures they are bound to, and while so bound are Safe From Death. This means that whenever they’re reduced to 0 hit points, they somehow escape the dangerous situation and return during the next long rest. Several Companion creatures in this book can be obtained via random Fishing Table results or as the result of side-quests in the region-based chapters. Companions all share the same stat block, although their size and type can vary. Generally speaking they don’t really provide anything substantial to a PC like a familiar or animal companion would; they’re more for flavor if anything.

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As for Combat Catches, these detail 19 fish that will fight back once caught, forcing the angler and their companions to roll initiative and thus kill/subdue it. An awful lot of these new monsters are pretty high level, with 6 being Tier 3 (CR 14 to 16), 4 being Tier 4 (17 to 25), and 5 are Tier 2 (6 to 10). Only 4 fit within Tier 1, at CR 1 to 4.

The Combat Catches include the following:

Boot Mimic: it’s a Mimic…that looks like a boot!

Blind Dragonfish: blind serpent that is a CR 17 Beast and not a Dragon but has a poisonous Miasma Breath weapon.

Centurion Snapper: aggressive CR 16 Beast whose slam attacks can knock targets unconscious on a failed Strength save.

Champion Pebble Penguin: CR 10 Beast that is naturally telepathic, can make a sliding attack as a bonus action, and can shoot magical ice at range.

Elemental Whale: CR 17 good-aligned elemental that wields the weather and elements as weapons, has various attacks and abilities that involve elemental battlefield control style stuff.

Everfall River Snake: just a boring old CR 1 Beast that’s a big eel.

Eyeless Bilge Hunter: CR 3 Beast with blindsight that can survive and move around on land up to 1 hour.

Gaping Voidfish: CR 16 Beast with a huge mouth that can swallow and grapple Medium size and smaller creatures.

Guardian Trifish: CR 16 Beast that has Magic Resistance, resistance to nonmagical physical damage, immune to Charm and Frightened conditions and can bite up to 3 times per action.

Pelagic Orb: a phenomenon of unknown origins that causes a swarm of mundane fish to swim together as a violent orb, a CR 14 swarm of Small Beasts that can shoot magical Eldritch Blasts as well as bite.

Phobos: CR 20 Aberration that is a physical manifestation of fear, has various attacks that impose the Frightened condition and regains hit points when damaging Frightened creatures.

Primordial Chaosfish: CR 25 Fiend that switchs between six elemnetal forms with their own resistances, vulnerabilities, damage types, summoned elementals, and movement speeds.

Rattlehydra: CR 14 Monstrosity that is basically a hydra that spits poison and can grapple and constrict targets like a snake.

Shocking Asp: CR 8 Beast that is a big snake that can emit an electrical AoE field.

Teratorma: CR 16 Aberration that looks like a mass of composed fin and teeth motivated by endless hunger, has a bite attack and regains hit points from damaging creatures with blood.

Titan Snapping Turtle: CR 6 Beast, basically a big tough turtle with a long-reach bite attack.

Typhoon Shark: CR 10 Beast with Magic Resistance and can generate AoE cyclones as a rechargeable attack.

Venomserpent: CR 4 Beast that has blindsight and a poisonous bite attack.

Wyvern Shark: CR 9 Beast that can fly in the air for 1 turn and whose bite attacks are so traumatic they continue dealing necrotic damage unless magically healed or a successful DC 15 Medicine check.
 

Libertad

Hero
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But it’s not just living things that are of interest to anglers. Junk covers all sorts of bric-a-brac someone can pull up from fishing. While a lot of such Junk is of questionable value, sometimes an angler might net a nice prize. Like fish, Junk can be caught on a Fishing Table with results differing by environment. A few Junk items are related to the side-quests of NPCs detailed in the regional chapters, and some Junk is unique meaning it can only be obtained once. Some of the more interesting Junk includes an Ancient Automaton (a humanoid construct that can be trained as a Companion), Behemoth Lure* (an angry aboleth with enhanced stats that is a Combat Encounter), Bone Shiv (can be used as a dagger worth 250 gold, carved from a large creature), Box of Screams (a magical box with creepy faces carved on it, when opened once per long rest can emit screaming voices that are an AoE attack imposing the frightened condition), Brittle Tablet* (an ancient stone tablet that summons a hostile Pit Fiend when touched or read), Espionage Briefcase (waterproof container filled with highly sensitive political material of a long-dead kingdom), Farewell Letter (correspondence from a sailor writing their final moments on a sinking ship, professing their love for their partner and two daughters), Fish’s Shadow (an immaterial shadow that somehow got caught by the angler and struggles as though it were the real thing, dissolves in direct sunlight), Glowing Snail (a snail that emits natural light and can be attached to any surface, worth 500 gold), Knuckle Dusters (a simple melee weapon worth 10 gold that enhances one’s unarmed strikes to deal 1d4 bludgeoning damage if they don’t already do that much), Message in a Bottle (a treasure map that can be deciphered on an Investigation check with retries once per short rest, leads the party to a chest full of gold and precious objects), and an Onyx Tablet (has Infernal writing, a character who speaks the language and expends an 8th level spell slot destroys the tablet and opens a portal to the Hells).

*Not to worry, the Combat Encounters occur only in environments of appropriate level, so 1st level parties won’t experience a TPK from inadvertently summoning an archdevil!

Thoughts: All of the listed fish fit into the Fishing Tables in the sample environments that make up the rest of this book, so lazy DMs won’t have to do much work in crafting their own tables to insert these aforementioned fish into campaigns. I really like how the book emphasizes how otherwise mundane animals would evolve and adapt to the strange environments of fantasy worlds, and granting many fish unique abilities in evading capture works on both a gamist level for providing challenge and also a verisimilitude level for plausible world-building. One concern that I do have is that while most fish don’t have proper stats, quite a bit of them have rather nifty abilities that will cause a Druid or Polymorph enjoyer to query about the possibility of shapeshifting into otherwise small and harmless animals with powerful features. While it’s clear that it’s not in the spirit of the mini-game, on the verisimilitude and game balance level it may feel too artificial if a DM simply says “no” without a clever explanation. Last but not least, the Spicesquid’s ability to make an expensive piece of food once per day can open up an awful lot of free money to PCs. And given that the following section and several shops have monetary values for a lot of good equipment, this is something that DMs should look out for.

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Equipment

Unless you plan on fishing with your hands, every good angler is in need of some gear, and this chapter’s got it in spades! We start things out with some new Crafting Rules that are simple enough to fit on a single page. Basically, building an item is a Crafting Project and requires proficiency in an appropriate tool associated with the kind of artisanship being used. A character dedicates an Activity to building the item, and their progress is measured in the Material Value of resources. The quality of their tools determines how much gold pieces’ worth of Material Value they can commit to per Activity, Much like magic items, such tools have qualities ranging from Common to Legendary in granting a bonus on relevant tool checks. While gold pieces can be used to purchase typical resources on a one-for-one basis, Potential Ingredients are materials considered highly appropriate for the item’s creation and count as double their value for Crafting Projects. Once the total amount of effective gold pieces equals the item’s market value, the item is created.

The upside of this crafting system is that it allows characters to effectively purchase items for half price if they have enough Potential Ingredients. And to further encourage interaction with the fishing mini-game, harvested Fish Parts count as Potential Ingredients for all items detailed in this book, even for things that may not exactly make sense like cannons and diving suits. Then again, with how many fish are outright magical in this book I suppose it can be justified via An Artificer Did It.

Moving onto new items proper, they’re divided based on appropriate categories. For brevity I won’t detail every item listed, instead focusing on the most interesting ones. The book also provides a new rule for attunement, where some items in this book require a user attune to it but don’t take up any attunement slots. Several of them aren’t necessarily weak or trivial magic items either, so I’m a bit unsure as to the design decisions behind this choice. Additionally, every item in this book has a listed price in gold pieces, even magical items.

Adventuring Gear details items typically sported by dungeon-delvers, explorers, questing knights, and similar RPG protagonists and swords-for-hire. We have mounts such as an Actual Arachnid that can climb up walls or a Dunestalker Goat-Elk that can scale steep inclines, an autoswimmer diving suit that grants a swim speed and sheds light, various kinds of magical gear that grant +1 to +3 bonuses for various checks for the fishing mini-game,* Frost Rods that can flash freeze caught fish to make them easier to catch up to 3 times per long rest, Hiking Boots that ignore caltrops and difficult terrain in mountainous environments, and Rain Gear that lets one fish without penalty during rainy weather and won’t suffer Exhaustion from rain-related weather effects.

*Such as Barbed Gloves for the Noodling Style and the Carving Blade for harvesting Fish Parts.

Armor details new sets of protective gear, such as the Hermitshell Armor which is a +1 half plate that lets the wearer hide inside the armor to gain various defensive benefits; or the Mail of Hooked Chains, a +2 Chain Mail that can animate one of its chains as an action to be used as a slashing reach weapon that can then grapple struck enemies as a bonus action.

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Consumables details various kinds of bait and bobbers whose market value is based on the environments in which they’re used. Using environment-appropriate bait grants +10 to the Fishing Table result, while an appropriate Bobber lets the angler roll an additional d20 for a Fishing Check and chooses which result to keep. The six more mundane and lower-level environments are very affordable for PCs, ranging from 1 to 10 gold pieces, but the Tier 3 environments of Arctic, Desert, Underground, and Ocean jump up to 100 gold pieces, while bait and bobbers for the Tier 4 Deep Ocean and Hells are 1,000 gold pieces each.

The bulk of Consumables are covered by Food, items which are consumed during Activities to grant boons to the eater. They all remove at least 1 Fishing Ordeal, and they have a Meal Effect that is typically single-use that must be spent in the next hour or long rest. All such Effects can only apply once for a character until the next long rest, preventing possible abuse of more powerful abilities stacked on top of each other. The Baked Stuff Flat Fish lets a character regain an expended spell slot up to 3rd level, Dragonfire Soup lets someone add 1d4 to their next Fishing Check, Meal O’Plenty grants a free bonus Hit Die for recovering damage during a rest, and Pebblefish Poppers heal 1d6+1 hit points and grants the effect of True Strike to the consumer’s next attack roll within the next hour.

Miscellaneous covers items that don’t fit anywhere else: three different one-use Manuscripts written in Infernal parchment let a reader sacrifice an aspect of their talents (ability score, skill, or tool proficiency) by reducing or losing it in exchange for raising or gaining another; Naval Mines are bombs that explode when a creature or object of at least Small size moves within 5 feet, dealing force damage in a 10 foot radius; Prisma Paint is a consumable item with 5 charges that can either grant advantage on tool checks with Painter’s Supplies or cast Color Spray; Drop of Moonlight is a piece of water from the moon that fell to the planet, and has 7 charges that can either cast Moonbeam or consumed to gain the permanent ability to transform into a Beast of CR 2 or less once per short rest for up to one hour.

Poisons, Potions, and Oils are three different categories, but I’m covering them together for convenience. Oil of Bone Growth and Oil of Iron Blood are applied to non-magical melee weapons and armors respectively, granting them a magical +1 enhancement bonus for the next hour. Burrowing Slayer is a poison that deals 8d10 necrotic damage initially and for every 24 hours they fail a Constitution saving throw, and also reduces their maximum hit points by that amount. Friendly Neighbor is a poison that deals poison damage, the Poisoned condition, and causes a creature to become paranoid for 24 hours and be wary of all other creatures for that time. Fine Wine is a potion that causes a drinker’s Strength to increase by 2 but their Intelligence and Wisdom to decrease by 2 for one minute. Panic Potion causes the drinker to shift into the Ethereal Plane once they hit 0 hit points, dropping to one hit point instead and can choose to return to the Material Plane at any point later, healing more damage once they do so. Polymorph Potion lets the drinker cast Polymorph on themselves but they don’t have to maintain concentration. Potion of Fairy Vision grants darkvision and the ability to see invisible creatures for 1 hour, but the drinker is blinded for 1 hour once that duration wears off. Potion of Twinned Essence lets the drinker maintain concentration on two spells at once. Primal Potion lets a drinker choose to succeed on one failed saving throw made within the next hour.

We’ve got quite a bit of Thrown and Weapons items for offensively-minded characters. For the former category we got various Elemental Bombs that deal 3d6 of certain energy damage types in a 10 foot radius, Flashbulbs that can blind targets, Mist Bombs that generate mist similar to the Fog Cloud spell but for up to 10 minutes, and the powerful Maw Bomb that deals force damage, pulls targets closer to the point of detonation, and turns the area into difficult terrain. We also have 23 different types of weapons, such as the Battle Fishing Rod that can rig weapons onto it to gain the Reach and Versatile properties; the sun-enchanted Brightblade shortsword that deals radiant instead of piercing damage and can cast Flame Strike once per long rest; the Ether Oar favored by extraplanar mariners for its ability to cast Dimension Door once per long rest and strike enemies up to 30 feet away 3 times per short or long rest by tearing holes in space-time; the coral-studded Razor’s Razor spear once wielded by a famous merfolk that can let the wearer launch themselves in a charge attack to deal bonus damage, grants advantage on Performance checks, and can add the wielder’s Charisma modifier to damage once per turn; the Roper-Tendril Whip made from the namesake monster that grants the wielder similar abilities to grapple and reel in struck targets; and the mundane Harpoon and Reinforced Spiked Net weapons, the former of which is a finesse reach and thrown weapon which can attack with both ends as per Two-Weapon Fighting, and the latter that can restrain and pull in targets and the wielder can deal damage to them as a bonus action.

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Of the various categories, the Wondrous Items have the most by far, with 32 new items. They include such pieces like the Bag of Aquatic Holding which are extradimensional spaces filled to the brim with water that doesn’t count against its weight and are designed to hold fish and other items that need constant submersion; the Clockwork Crystal that has 20 charges which it can feed into attached magic items, restoring their charges on a one-for-one basis; the Cup of Infinite Tea that can refill its contents with tea once per day that removes 1 Fishing Ordeal when drunk; the Eternal Beacon that provides 500 days’ worth of continual light and are typically mounted on lighthouses and sea vessels; the Full Moon Amulet that grants +1 to AC and saving throws (doesn’t stack with Cloak of Protection), can let the wielder reroll a natural 1 once per day, and cast the Moonbeam spell once per day; the Gazing Eye talisman that grants x-ray vision at will and can cast Arcane Eye once per long rest without material components; Hearthfire Lantern which can be magically lit at will for 1 hour per gold piece placed into the lantern (doesn’t specify if the gold is consumed or not, meaning it may have potential infinite use depending on the DM’s call) and makes those within its light immune to negative consequences from cold temperatures; the Living Aquarium, a specially-trained noncombatant water elemental that can comfortably house aquatic creatures within itself; the Mask of the Blobfish that is at once gross and pitiable to behold, letting the wearer become amorphous 3 times per long rest to squeeze through small openings and once per long rest can force an attacker to choose someone else to attack instead if they fail a Wisdom save; the Mounted Cannon, which can fire once per minute yet requires no ammunition, dealing 4d10 fire damage as a ranged weapon attack; the Resonant Flute, which once per long rest can cast Shatter when played with a high one, and also once per long rest auto-dispel any affect that would inflict the Charmed, Deafened, or Frightened conditions as a reaction by playing a piercing note; and the Sharkbite Necklace, which 3 times per long rest as a reaction can halve the damage dealt by a non-magical bludgeoning, piercing, or slashing attack.

Thoughts: I really like a lot of the new items provided, and I also enjoy the inclusion of a crafting system that works well with the fishing mini-game. Giving a gold piece value to everything here is helpful in being used with said crafting system, but in so doing it does make me concerned that PCs at higher tiers of play can easily end up with a lot of powerful items. For instance, while they’re a pricey 2,000 gold, the potion that lets someone maintain concentration on two spells at once is going to have any spellcaster worth their salt make a beeline for crafting them during downtime. And Clockwork Crystals can be potentially broken when used to restore charges of very potent magic items.

I do like the inclusion of various items designed for underwater exploration, particularly the autoswimmer. And including special bait, bobbies, and magic items granting numerical bonuses on Fishing Checks for certain Styles rewards players who spend gold (and therefore resources) on making themselves better at fishing. The universal applicability of Fish Parts for crafting every item in this book also opens up such gear to PCs who invest heavily in the mini-game as a bit of an early reward.

I also like the addition of Food as a rest-based consumable resource; they’re not something that can be chowed down on in the middle of combat to gain their effects, so limiting them to Activities (and therefore short and long rests) feels both balanced and plausible. It also helps out with the easy-going feel of fishing, of characters setting down for a meal while catching fish on the beach or a lake.

Thoughts So Far: My overall opinions can be summed up in the individual Thoughts listed above, but overall the in-depth system looks robust and flavorful enough to not get old after a few tries. My main concerns are aspects where mechanics brush hard against verisimilitude, where even if done for the sake of game balance I feel can be done in a less clunky, more plausible way.

Join us next time as we check out some sample environments for fishing and questing, such as sunny Plains and scenic Mountains!
 

Libertad

Hero
Environments, Part 1

The remainder of WSDWYCBF is dedicated to covering twelve general terrain types. Eight of them conveniently map up to favored terrain for the Ranger, with the other four covering Urban, Ocean, Deep Ocean (the lightless depths of the sea), and the Hells which represents Lawful Evil lower planes and not fiendish realms in general. Each terrain follows a formula in covering common geography, dangers, and seasons whose weather can alter Fishing Table Rolls and Fishing Checks for the very worst kinds of weather,* as well as a Weather Table to determine the current climate, Fishing Tables based on where the angler is fishing such as in a pond or stream, and Local Anglers, Shops, and Quest Hooks (and rewards!) for populating the terrain with interesting characters and locations. One thing I’d also like to note is that in regards to NPCs, there’s a higher than usual number of non-binary characters. It mostly comes across via listed pronouns as opposed to backstory and subplot stuff.

*In the event that players are crazy enough to fish in the middle of a tornado or blizzard.

One thing I take a little issue with is that the terrain types listed hew closely to specific Tiers or level ranges. Plains, Forest, and Urban are all within Tier 1 (level 1 to 4), and Coast, Mountains, and Wetlands are within Tier 2 (5 to 10). Arctic, Desert, Underground, and Ocean are well above most published adventures and campaigns at Tier 3 (11 to 16), with Deep Ocean and Hells at Tier 4 (level 17+). While I understand that the Epic Tier environments are the kinds of places most low-level adventurers aren’t going to be visiting in most campaigns, the level ranges (and thus average Catch DC of local fish) means that the book as it stands may not line up well for adventures in said environments that fall outside these ranges. Starting your campaign in an Arabian Nights-style desert realm with port cities as the major population centers? Well your Tier 1 PCs are going to have a bad time finding ideal fishing spots unless they hang out in town all the time!

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Plains are favored climates for civilization, with land perfect for farming. Bodies of water can be either artificially-made or natural rivers and lakes cutting through the plains. Local dangers to fishers often take the form of competing wildlife, such as predators laying in wait at watering holes and vermin and other small animals attracted to containers full of bait. Spring is the ideal season for fishing, as summer droughts and chilly winters cause fish to recede into the depths away from the sweltering sunlight or conserve their energy in a torpor state during the coldest days.

Two NPCs of note include the druid Regina Starr who is well-liked in the nearby hometown, and the wizened old raccling Jembone Jenkins who runs a fishing and tackle shop out of his shack. The three Quest Hooks include finding Jembone’s old fishing hook he lost in the nearby lake during his childhood years, a friendly fishing competition with Regina, and returning two halves of a Broken Boomerang (can be found on a junk table) to Fredirico at the local fish stand.

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Forests are filled with life everywhere you look, and the preponderance of fey spirits suffuses the creeks, brooks, and rivers just as much as the burrows and treetops. Forest rivers are home to many bottom feeders that roam the muddy river beds, and ponds are overgrown with all manner of vegetation. Local dangers include your typical hostile plants and animals as well as mischievous fey and their many magical traps. Spring and summer are ideal times for fishing, as the water levels are highest, albeit unexpected flooding can be a risk for would-be anglers.

The sample NPCs include the half-elf scholar Endiel Sa’Val who has a positive relationship with local spirits, and the dryad Ainsley Tangleroot who has lived for untold generations in the forest and makes for a friendly conversation partner to passersby. The local shops include a gnome selling Living Aquariums and an elf who sells special Vine Tackles (part of the Vine Advanced Fishing Style) and other plant-based fishing supplies. The two side quests involve Ainsley hiring the PCs to hunt down and deal with a magical eel-like fish known as the Turagi that is causing damage to the ecosystem (better rewards if transported alive), and finding an abandoned shrine which can grant favorable weather on Weather Table results if a Moonchaser Carp (magical ethereal fish) is offered to the shrine.

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Urban population centers are traditionally built near bodies of water, from coastal ports to farming towns based along rivers. Aqueducts, canals, and sewers have an impact on local wildlife, with aquatic creatures adapting over time to live there. The book recommends combining Urban results with other environments in this book based on local climate, but everything in this section can be used in a self-contained manner. The most frequent dangers to fishers is the human(oid) element of civilization itself, from restrictive rules and regulations on fishing, polluting workshops and magical labs, and political tensions and xenophobia that often pick traveling anglers as perfect targets for scapegoating.

The sample NPCs include Erd, an amnesiac gnoll who dresses in a childlike shark onesie who knows a lot about castoff alchemical experiments in the sewers, and a goblin child named Rifkin who is protected by a ghostly friend by the name of Dew. The side quests involve Rifkin requesting the party to rescue a sapient fish held prisoner in the aquarium of a local noble, finding the ingredients for a memory-restoring recipe for Erd that is at risk of killing them if the PCs don’t find a non-lethal means, and the city placing a bounty on an Eyeless Bilge Hunter that attacked and ate some sewer workers. The two shops include an alchemy-themed curio shop, and a tiefling who can install different kinds of fancy fountains. The latter will buy rare fish off PCs to populate aquariums.

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Coasts are the dividing line between two worlds, the well-known terrestrial kingdoms of land and the vast expanse of undersea realms. Coastlines are hotbeds of activity, from tourists relishing sunny climates with cool ocean breezes to ports that see ships come and go to far-off lands. Aquatic life can be found everywhere, from swimming among coral reefs, getting trapped in coves that fill and empty to the rhythm of the tides, and hiding within masses of seaweed, sand, and shells. Local dangers include pirates and brigands, oceanic monsters who come ashore to hunt and raid, and seagulls who aren’t typically life-threatening but an ever-present annoying thief eager to steal an angler’s honest catch. While seasonal changes affect coastal fish to a lesser extent than in other environments, stormy monsoons and other storms are a major hindrance (if not outright danger) to would-be anglers.

The two sample NPCs include Cyrus Clum, a white dragon disguised as a dragonborn who sells frozen foods known as Chillcones (a consumable Food covered earlier in this book), and the cavis Dyna Might whose past activities in using explosives for fishing put her on poor relations with the town guard. Dyna runs one of the two shops in this section, selling Elemental Bombs and SeaCentaur Mines that are actually beneficial in removing toxic elements from bodies of water. The other shop is a bait and tackle business that sells a variety of mundane gear and some specialty items such as gear for Stilt and Surf Fishing Styles and a Frost Rod. The three sample quests include helping Cyrus find a unique gem known as the Dazzling Diamond to pay off his father’s loans; a local fishing tournament that has three separate rewards for heaviest fish, tiniest fish, and highest-level fish; and helping Dyna make amends for accidentally destroying a well-guarded coral reef by placing a SeaCentaur Mine in its center.

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Mountains have bodies of water that are remote, from rivers that come down from the permafrost peaks to scenic lakes and hot springs. While the innate temperature of hot springs means that few creatures can live in them in the real world, in the fantasy realms of D&D fish with magical biology can easily adapt to such hostile environments. Mountain lakes are home to larger than usual fish on account that they need to be big and strong in order to swim upstream. Local dangers include the terrain itself as well as the remoteness from most population centers, and caves are often home to dragons and other vicious monsters. Wild magic has been known to run through the sky, twisting wildlife.

Local NPC anglers include the lizardfolk Redthroat who took up a peaceful life of fishing after sustaining heavy injures during their warrior days, and the good-aligned yet shy mimic known as Pole who’s garnered a bit of a reputation as a mysterious fisher. Local villagers are hoping to find and befriend Pole. The only shop in this section is a general goods store run by a kobold who sells a variety of adventuring gear. The three side quests include finding ways to get Pole to open up and attend a local festival; persuade a dragonborn to let visitors into a local hot spring, as he is convinced that a Phoenixfish living in it (and that he can’t catch) will help save his failing restaurant; and proving the existence of a Redblue Bass Lunker, a fish whose color looks different to every viewer.

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Wetlands are unsurprisingly filled with fish. But they aren’t the friendliest of places for anglers on account of overgrowth, difficult terrain, and hostile wildlife, thus the higher Tier than usual. Wetlands can come in different varieties, from your stereotypical marshes to shrub swamps. Local dangers include disease-bearing insects, camouflaged terrain that looks solid, and all kinds of predators from venomous snakes to alligators and supernatural creatures such as undead lurking beneath the waters. The seasons greatly affect the potential for fishing, with winter and spring raising water levels and serving as spawning season for many animals, while warmer weather sees water levels drop which makes for better hunting for predators due to less mobility for fish. While fog is a limiter on sight, it can also provide shade that encourages fish to come to the surface and ironically makes them easier to catch.

Sample NPCs include the dragonborn Ol’ Granny Ridgeback who is a bit of a famous figure at a local tavern/restaurant, and the suspicious-looking Fitz who is actually a serial killer that sacrifices victims to an eldritch entity known as “the Hunger.” The first sidequest involves giving Granny Ridgeback her first prosthetic hook that can be found as Junk, allowing her to share a story of the beast that took her hand along with a material reward. The second sidequest involves Fitz, who can grant them access to a fishing spot with huge bonuses on Fishing Table Rolls that inevitably runs out, forcing the party to rely on him in finding other spots. Eventually they will hook the Hunger that will try to grapple and drag an angler down, but the entity is willing to parley in exchange for things like all of the angler’s captured fish, a limb, or a sacrifice in their stead. The only shop in this section is a general store that sells all sorts of mundane equipment but has various kinds of specialized magical gear for fishing.

Thoughts So Far: I like how the terrain types go into detail on environment and climate and how it affects the wildlife, and it sounds plausible enough from a real-world perspective that I presume the author drew on scientific resources for this. The sample NPCs, shops, and quests are welcome additions that work nicely with making said regions feel more alive. My main points of criticism are that some quests rely on random chance to complete, like managing to get the right result for Junk in order to find something for an NPC. I’ve also talked about the level-locking terrain, and how it limits WSDWYCBF’s applicability for a lot of campaigns unless the DM reduces Catch DCs (and thus gold and experience points) for local fish across the board.

Join us next time as we finish up this book with the remaining terrain types!
 

Whizbang Dustyboots

Gnometown Hero
This kind of eccentric* product is the best thing about the OGL. There's zero chance that WotC would ever produce something like this for D&D, but for the people who really want to drill down on fishing in their 5E games, the wider market (and modern funding and distribution systems) are there.

* There are multiple capybara subraces, people.
 

Libertad

Hero
Environments, Part 2

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The Arctic is a frigid, deadly environment, and the lack of farmable land means that civilizations living so far north find alternative means of sustenance. The freezing temperatures mean that many bodies of water are frozen over, giving rise to specialized equipment to cut through the ice. The scarcity of resources means that anglers guard their hunting grounds with their lives, as the food obtained there can mean the difference between living another day or starving to death.

The two NPC anglers are Grille, a tiefling who possesses unique ice-related magic and is far older than he appears, and Quarin the lich, who lives in a lonely tower where she sells magical items and some fishing equipment adapted to the environment. The only quest in this section is helping a Pebble Penguin recover its psionic pebble that got stolen by a larger, meaner pebble penguin. Helping the penguin out will earn them as a companion, letting the angler auto-succeed at a Fishing Check once per day as they dive into the water to catch the fish.

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The Desert sounds like one of the worst places to find fishing spots, but beyond oases one can learn to fish beneath the sands themselves. Quicksand is home to creatures that adapted to live in such deadly environments, and various burrowing animals move through dunes. Beyond the extreme environment, deserts hold many dangers such as predators desperate to find their next meal, buried ruins that contain magic and monsters, and fiends eager to prey upon desperate locals willing to make deals with literal devils if it means survival.

The two NPC anglers include the satyr Ali Crow, who lives in a small town and is valued for their ability to brew medicine. They run a local shop selling healing potions and water-related magic items. The other NPC is a gunslinging prospector by the name of Ferdinand Silverstorm, leading a mercenary group engaging in fracking to unearth subterranean valuables. One of the sidequests involves the town hiring the PCs to put a stop to Ferdinand’s fracking, but another quest involves Ferdinand hiring the PCs to covertly retrieve items from the town to repair his equipment. The other shop besides Ali Crow’s clinic is a machinist kobold who talks rapidfire like an auctioneer and sells various mounts and vehicles.

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Underground is one of the most iconic places for adventurers to explore, so it goes without saying that PCs will be interested in seeing what kinds of fish they can retrieve from subterranean rivers and lakes. The lack of weather and vegetation often means that still bodies of water look crystal-clear, and are common sources of limestone, sediment, and crystalline formations made of minerals. The dangers of subterranean fishing include all the typical hazards that come from dungeon and fantasy RPG cliches, as well as cave-ins, difficult three-dimensional navigation, and caverns filled with poisonous and/or explosive gasses.

The two local anglers include the dwarf Bismuth Hookinhand who runs a tackle shop and recently came to good terms with their family after becoming a druid and finding a new and improved way to fish (they prefer the traditional hook and line over magic). The other NPC is the rock gnome Mauhan, who speaks in sign language and keeps to themself. The two quests involve slowly gaining Mauhan’s trust, which can happen over a period of several fishing Activities and will have Mauhan give the party some items and random Junk as a reward. The other involves retrieving a Decorative Hook as a Junk item obtained from fishing, which if given to the Hookinhand family will have the party be rewarded with different kinds of items depending on which family member it’s given to. The other shop besides Hookinhand Tackle is a halfling who sells light sources and healing potions, located next to an animated idol known as Ghoti who can be fed fish to answer questions about the surrounding region.

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The Ocean covers the majority of the planet’s surface in most Material Plane settings, far beyond the coasts and continental shelves. These seemingly endless voids of water are home to sea creatures of all sizes, sunken ships and civilizations alike, and countless islands that can hold all kinds of terrain. The dangers of the sea are countless, from titanic leviathans and pirates to whirlpools and storms that can destroy ships and send them adrift. As a unique template representing creatures tainted by Lovecraftian energies from the ocean floor, the Eldritch Fish Trait increases the Catch DC by 5 but also the Market Value and Weight of such fish by 50%. If they’d be a Combat Catch, they have temporary hit points and +1 to their Proficiency Bonus.

The two NPC anglers include the goblin Djoon, who is a teller of tall tales and possesses some rather potent Wizard spells for a being of their otherwise humble stature, and the other one is the weresquid Edart Moslin who is a recluse due to his curse. The first quest involves Djoon coming alongside the party’s fishing trip, and during a combat encounter will make use of their magic to aid the party. They will reveal their backstory of being a soldier in a far-off navy, where an arcane mishap teleported Djoon and allowed them to start a new life. The other sidequest involves Edart hiring the PCs to find and capture any Eldritch Fish as part of some undefined research that the DM is encouraged to flesh out themselves. The only shop is Sheep’s Ships which sells various kinds of sea vessels, ranging from sailboats all the way up to warships.

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The Deep Ocean represents the lightless depths of the bottom reaches of the sea, from the vast stretches of abyssal plains* to trenches cutting through the earth’s crust. Such remote realms are weirder and creepier in a fantasy setting, home to eldritch forces that existed before the first civilizations and wicked beings who fashion nightmares from darkness. The skeletal remains of whales and sunken ships add to the sense of unbelonging, and foreign creatures must possess great magic or state-of-the-art suits in order to survive in the crushing depths.

*The marine term, not the planar.

The NPCs, shop, and quests all revolve around a submarine known as the Death Whistle and its inhabitants. Captain Chig Wire is the cavis captain of the vehicle, working for an undefined military organization conducting exploration missions of the ocean floor. Palas Takk is a raccling quartermaster with a fondness for gambling who is rather cagey about their past. Takk sells equipment specialized for the Deep Ocean, such as the Autoswimmer suit and Harpoon Guns. The first sidequest involves high-stakes gambling with Palas, and in addition to gold the PCs may win a one-use Lucky Deck from Takk that can make an upcoming d20 roll a natural 20. The other sidequest involves helping Captain Chig’s crew plug up a Lovecraftian portal with explosives at the bottom of a trench, and involves fighting a Phobos, a CR 20 Aberration that is heavily centered around fear-based debuffs and force damage . The final sidequest involves finding Captain Chives’ now-bony lost limbs that were taken while he was fighting monsters. The cavis will give the party magic items, gold, and bait suitable for the Deep Ocean in exchange for returning them.

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The Hells is our only extraplanar terrain type in the book, which is basically a stand-in for Baator or whatever fiery realm that devils come from in the DM’s setting. There is fishing to be had here, not in watery lakes and streams but in lava rivers, howling crags holding pools of phantasmal fish, and soul pits that are literal whirlwinds of captured spirits. The dangers of Hell go without saying, from the extreme environments to the devils who are either hostile and xenophobic towards outsiders or suspiciously ingratiating in finding yet more mortal marks ripe for contracts.

The two NPC anglers include Valester, a devil who works as an attorney who specializes in persecuting other devils who violate contracts and Hell’s laws, and Kam Ordos the satyr who lives in a forest grove. As to why such a being would in Hell, Kam claims that they were a former archfey who became a devil as the result of a bargain that worked against their favor. The two quests include helping out Valester fabricate evidence against another devil that involves taking the blood of said devil and blood from a rare fish only caught in the Hells, and the other quest involves helping Kam find fish in order to perform ritual that will destroy a cancerous organic growth sprouting from the landscape that is making the area increasingly unrecognizable. The only shop is a shack owned by a round floating devil named Barboz, who sells equipment designed for fishing in magma and lava as well as healing potions and a Mail of Hooked Chains.

Thoughts So Far: I am fond of the weird and unconventional locations and characters in these sections, from the deep-sea submarine to the idol that answers questions in exchange for fish. I’m not as fond of the Ocean, thematically speaking, as it hinges closer to the eldritch horror side of things. While that can work for certain campaigns, I would’ve preferred an emphasis on the more prominent monsters and aspects of oceanic creatures in default D&D. Merfolk, sahuagin, storm giants, and locathah would certainly be living in this terrain and have their own methods of fishing, which I would’ve liked to see. I was expecting to see a mention of the River Styx for the Hells, as it’s both open source and also a prominent fixture of the Lower Planes in several D&D settings.

Final Thoughts: Why Slay Dragons When You Could Be Fishing is a strong first entry for Io Publishing, and the mini-game looks appealing and rewarding enough to adopt into a 5e campaign without much change. Providing additional character options, along with various locations and side quests, makes it valuable to both players and Dungeon Masters alike. The interweaving of various game elements, from the Market Value of fishes and Carving valuable Parts to the crafting system and sample shops, make the otherwise disparate contents of the book well-connected. While the book does have some low points, they aren’t enough to bring the positives down, so I heartily recommend WSDWYCBD to those on the lookout for interesting and engaging mini-games.
 

Split the Hoard


Split the Hoard
Negotiate, demand, or steal the loot you desire!

A competitive card game for 2-5 players
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