Recreational Fishing Rules by Faemon (Fab Fishing & Tours) Australia

**FISHING**

RECREATIONAL FISHING OPTIONAL RULES by Faemon (Fab Fishing & Tours) Western Australia.

This ancient pastime and hunting method is loved by many. It can be meditative or a social occasion and many enjoy it.

Use these rules if you want a more in depth roleplaying fishing experience.

It might be easier for players to have a separate fishing sheet for their player.

The following applies to all normal, non-legendary, non magical fish.

Any legendary or magical fish, may have extra difficulties.

**LANDING LARGE FISH**

Generally, when catching small fish, the rod and strength of the individual can lift the fish up to the bucket, or where it is needed to land.

But for fish of 70cm or larger, a character might need assistance so that the line or rod does not break.

When fishing, a character must have a suitable location to be able to reach and grab the fish once it has been reeled in. For example a character fishing off a boat, hooks a large shark and eventually brings it close to the hull. The character cannot lift the shark out of the water with the fishing rod and line because it is too big that the line would snap and therefore needs assistance or a gaff.

If a large fish is caught and a suitable grabbing spot is not available, or the character doesn't have assistance, the character loses a big fish 75% of the time, losing the hook in the process.

**REQUIREMENTS**

Fishing Equipment:

Characters must have the equipment to fish. If the following requirements are met, the character can fish.

FISHING ROD:

Characters require a fishing rod to engage in fishing. It can be purchased from general stores or acquired through quest rewards. Comes with a spool of line. (Assuming regular 20lb hemp line)

HOOKS:

Hooks can be metal or bone. Bone hooks will break more often if a larger fish comes on, for the hook size, or 1 is rolled.

When a character wants to fish and has met the requirements, they then work out the modifiers below, against the DC list below.

They MAKE TWO checks;

a Fishing Check for the first part, in attracting and hooking the fish.

The DM then rolls the type and size. This allows the DM to determine how long the fish battle duration lasts and the strength and finesse needed to pull it in.

Then the characters final check, a Strength check for the second part, to battle and bring it in.

DC MODIFIERS:

Characters may receive bonuses or penalties to their Fishing check based on many factors.

Things like the weather conditions, water conditions, using fishing-specific magic or abilities, or having knowledge of local fishing techniques.

Use the following as a base for modifiers:

Time of Day: Fishing during specific times of the day may affect success rates. For example, fishing during the early morning or evening might provide a -1 bonus due to increased fish feeding activity. A migration run, could also give a -1 Bonus.

Weather Conditions: Different weather conditions can impact fishing.

Rain: -1 bonus due to increased fish activity.

Fog: +1 penalty due to reduced visibility and difficulty in locating fish.

Storm: +2 penalty due to turbulent waters and fish seeking shelter.

Heatwave: +1 penalty Fishing during a heatwave.

Strong Currents: Fishing in areas with strong currents can make it more challenging to catch fish. Apply a +2 penalty to the Fishing check.

Wind Havoc: Wind can play havoc with the line and in casting. Can range from a +2 penalty on bad days, to -2 on good days.

Disturbed Waters: Fishing in waters that have been recently disturbed, such as after a passing ship or a violent underwater creature, can decrease the chances of catching fish. Apply a +1 penalty to the Fishing check.

Fishing Gear Quality: Characters who possess high-quality fishing gear, such as a mastercrafted fishing rod, can receive a bonus to their Fishing check. This could be a -1 or -2 bonus. Characters could also possess low-quality fishing gear, penalty +1 or -+2.

Bait Quality: Characters can receive a bonus or penalty according to their Fishing check if they have high or low-quality or rare bait.

This could be up to -2 bonus or as much as +2 penalty.

Lure Quality: Characters can receive a bonus or penalty according to their Fishing check if they have high or low-quality or rare lure.

This could be up to -2 bonus or as much as +2 penalty.

Nature: Characters with Nature can add -2 Bonus to their Fishing check. Through knowing the cycles of nature and the fish.

Survival: Characters with Survival can add -2 Bonus to their Fishing check. Through knowing enough to catch a feed.

Sailing: Characters with Sailing have a -1 Bonus to their Fishing check. Through experience and time spent on the water.

Expertise: Characters with proficiency in Fishing can add their proficiency bonus to their Fishing check, this include Cast Netting.

Fishing Knowledge: Characters who have specific knowledge of local fishing techniques (including lures) or the habits of certain fish can receive a bonus. This could be granted by NPCs providing helpful tips or through the use of spells like "Hunter's Lore." This could also be through careful study, such as in books researching species of fish. The bonus could be up to a -3 Bonus to the DC of the Fishing check.

Fishing Blessing: Characters who have received a blessing or favor from a deity or nature spirit related to fishing can gain a bonus on their Fishing check. The bonus could range from -1 to -3 Bonus to their DCs, depending on the significance of the blessing.

Magical Assistance: Characters with access to fishing-related spells or abilities can receive a bonus to their Fishing check. Max -2.

Polluted Waters: Fishing in polluted or contaminated waters can make it difficult to find healthy fish. Apply a +2 penalty to the DC of their Fishing check.

Fishing Pressure: If a fishing spot has been heavily fished recently, the fish may be wary and less likely to bite. Apply a +2 penalty to the DC of their Fishing check if in a very active spot. Apply a +1 Penalty if close to an active spot.

Cast Netting in murky water +1 Penalty to DC.

Cast Netting in very dirty water provides a +2 Penalty to DC.

Very Remote locations could give the fisher a bonus 1 to the DC of their Fishing Checks.

**FISHING CHECK DC**

A Wisdom (Survival) check.

The DC (Difficulty Class) for the check is determined by the DM based on discussions with the player about equipment used, the fishing location and quality of baits. Characters with proficiency in Fishing may use their proficiency bonus.

List of DCs

Very Easy: DC 5

Rod Fishing in a stocked pond with an abundance of fish.

Using highly effective bait and rod fishing in ideal weather conditions.

Cast Netting in a stocked pond with an abundance of fish.

Beginner: DC 8

Using basic bait and rod fishing in fair weather conditions with schools of common fish everywhere.

Easy: DC 10

Rod Fishing in a small pond with easily accessible and common fish.

Amateur: DC 12

Using high-quality bait and having regular weather conditions.

Rod Fishing in a calm lake with abundant fish in fair weather conditions.

Cast Net Fishing in calm shallow water with abundant fish in fair weather conditions.

Pesky: DC 14

Rod Fishing in a river with average fish population.

Using standard bait and rod fishing during regular weather conditions.

Using standard quality fishing lures in regular weather condititions with easily accessible common fish.

Moderate: DC 15

Rod Fishing in a murky swamp with vegetation and obstacles.

Using bait that attracts opportunistic scavengers and rod fishing during unpredictable weather conditions.

Cast Netting in a river with average fish population.

Using standard quality fishing lures that are the wrong type for the fish, and fishing in calm water with abundant fish in fair weather conditions

Using standard quality fishing lures, that are the right type for the fish, and fishing in moderate water conditions, with swift and agile fish.

Tricky: DC 16

Rod Fishing in a rocky river with swift currents and/or agile fish.

Using standard bait and rod fishing during mildly adverse weather conditions.

Using standard Lures and rod fishing during mildly adverse weather conditions.

Hard: DC 18

Rod Fishing in a fast-flowing river with agile and elusive fish.

Using average bait and rod fishing during challenging weather conditions.

Nimble: DC 19

Ice rod fishing in a frozen lake with fast-moving fish beneath the ice.

Using specialized ice-rod-fishing techniques and lures in frigid weather conditions.

Rod Fishing off rocks and cliff faces with average fish populations in calm weather.

Using standard Lures and rod fishing off rocks and cliff faces during mildly adverse weather conditions.

Challenging: DC 20

Rod Fishing deepsea or turbulent waters with elusive fish.

Using less effective bait or rod fishing during adverse weather conditions.

Cast Netting during mildly adverse weather conditions.

Precise: DC 22

Rod Fishing in a crystal-clear lake with highly skittish and elusive fish.

Using delicate presentation techniques and rod fishing during calm weather conditions.

Cast Netting in a crystal-clear lake with highly skittish and elusive fish.

Formidable: DC 23

Rod Fishing in a treacherous swamp with hidden dangers and elusive swamp-dwelling fish.

Using specialized bait and rod fishing during extreme weather conditions off easy locations such as a sandy beach.

Rod Fishing off rocks and cliff faces with average fish populations in challenging weather conditions.

Difficult: DC 25

Rod Fishing in a remote, pristine lake with rare and elusive fish.

Using specialized bait or lures and rod fishing during specific environmental conditions.

Cast Netting in a fast-flowing river with agile and elusive fish.

Cast Netting during challenging weather conditions.

Hazardous: DC 27

Rod Fishing in treacherous waters infested with dangerous creatures.

Using specialized techniques to avoid predators and rod fishing during hazardous weather conditions.

Rod Fishing during the annual migration of a massive school of legendary fish.

Using special knowledge and specific bait to attract the attention of the legendary fish.

Epic: DC 28

Rod Fishing in the depths of a mystical underwater cavern, encountering legendary aquatic creatures.

Using rare and enchanted bait or lures and rod fishing during rare celestial alignments.

Legendary: DC 30

Rod Fishing in a legendary or magical fishing spot.

Seeking to catch a unique, mythical fish with incredible rarity and value.

Mythical: DC 33

Rod Fishing in a legendary waterfall or sacred pool guarded by powerful water spirits, deity or elemental.

Requiring divine intervention, rare artifacts, or intricate rituals to have a chance at success.

Using enchanted bait crafted from rare ingredients and rod fishing during a celestial alignment of great significance.

Impossible: DC 35

Rod Fishing in an otherworldly plane with extraplanar fish of unimaginable power and rarity.

Requiring ancient, legendary artifacts as bait and rod fishing during a once-in-an-age celestial event.

**FISHING RESULTS:**

FAILURE: If the Fishing check fails, the character doesn't catch anything on that attempt. They can choose to try again or move to a different fishing spot.

A roll of 1 means the bait came off during the cast or as the bait sunk, or that a tangle has occured. This might take 1d10 min to fix and possibly a little bit of line lost. Untangling lines- 1d10 min - int modifier in min.. (min 1 min)

After pulling their line up and re-baiting the hook, they can choose to cast again, or change location in which case, would be cause to go over modifiers again.

BAIT on?

Talk to the DM about how often, you may check your hook, if there is no bait on. This might be every few minutes to every half an hour.

A player can make a fishing check once per turn as long as the hook is not occupied by a fish, to determine if it 'feels' like the bait is still on the hook. If they think the bait is still on the hook, they may choose to keep the line in the water instead of winding in to check.

SUCCESS: If the Fishing check is successful, the character hooks a fish. The DM rolls on the ENCOUNTER table below to determine what fish and the size.

If the campaign calls or DM needs, they can create their own unique fish or table.

STRENGTH: The Fight and reeling it in.

If all has gone well and the player successfully hooks a fish biting the lure/bait, have them now make a Strength (Fishing) check to battle and reel the fish in.

This is not just about skull dragging a heavy weight, but finesse and control of your strength to play the fish, bringing it in, feeling the line, and its limit without snapping the line but always keeping the tension on the line.

Characters with proficiency in Fishing are able to use their Dexterity instead of Strength in this check.

If the result is a 12 or higher the check succeeds.

SUCCESS means they have fought the fish and bring it as close as possible to the line caster. For example, fishing on a calm beach, could mean that it can be pulled right up on to the sandy shore.

For large fish of 70cm or bigger, the player must work out another method of picking the fish up.

This could be by hand if they can reach and have the strength to lift it, or by using a gaff if they're on a boat or on rocks and cannot reach by hand. Other characters could also provide assistance then, once the fish has been 'landed'.

Check the strength table above, according to the fish size, to see the average duration for the fight.

**STRENGTH FAIL**

If they fail the check, the fish jumped off the hook and is lost.

If a roll of 1 is rolled, both the fish and rod holders line tension were too great against each other at a particular moment in time, snapping the line in the process. The hook and fish are lost.

**STRENGTH REQUIREMENT**

A Person must meet the minimum Strength requirement for the size of the fish they can hook and battle.

If the size is to large, consider the fight lost as the fish yanks hard on the rod.

The player has two options; to let go, losing the rod to the depths as it is pulled under.

Or to hold on. In which case, the fish snaps the line and takes the hook.

**STRENGTH TABLE**

Minimum                   Size            Duration of Fight   Ave # of meals(Varies according to fish. Choose base ave value or use the range for specific fish)

Minimum Str 14     Required 6.1m-8m        3d12\*10min -

Minimum Str 12    Required 4.1m-6m   5d6\*10min 165 or 90-225meals

Minimum Str 10     Required 2.1m-4m        4d6\*10min 60 or 55-65meals

Minimum Str 9      Required 1.1m-2m        2d4\*8min 20 or 15-26meals

Minimum Str 8      Required 91cm-1m        1d6\*10min 15 or 14-17meals

Minimum Str 8      Required 81-90cm        1d4\*6min 10 or 8-13meals

Minimum Str 8      Required 66-80cm        2d3\*4min 7 or 4-10meals

Minimum Str 8      Required 51-65cm        1d3\*2min 3 or 2-4meals

Minimum Str 6      Required 26-50cm        1d2+1min 2 or 1-3meals

Minimum Str 5      Required Tiny 25cm or less   1 min 1 or 0.5-1.5 meals NOTE: 0.5 could leave the character still hungry

The size of the fish caught, will determine the duration of the fish battle and the amount of meals the fish provides once prepared, in the str table above.

**SIZE MEASUREMENTS**

Fish are measured tip to tip generally unless otherwise specified. That is, tip of the nose or front, to the tip of the tail or backend.

A ray, is measured in width, wing to wing.

A jellyfish and octopus is measured by circumference. (octopus including arms)

A squid is measured tip to tip of the hood. (not including tentacles)

**DURATION OF FIGHT**

If you pull an octopus or squid that is one size monster category larger than yourself, make an initiative and AC check when bringing it all the way in, or removing it from the hook.

If the following species are caught the DM deducts 70% of the duration for the fight and go down one strength level requirement. (minimum 1min duration)

Eels, Pikes, Minnow, Snooks, Lobster, Jellyfish, Shrimp, Prawn, Seahorse, Squid

Example: Caught a pike of 100cm and the fight time rolled 5\*10=50 min. deduct 70% and the fight for this pike was 35min.

**MEALS**

If the following species are caught the DM deducts 50% of the total meals (Rounded down, minimum 1 meal)

Eels, Minnow, Pikes, Snooks, Lobster, Seahorse

Example: Caught a Minnow, of 70cm. Normal meal rolled is 7meals.. The amount of meat on this minnow therefore, is good for 3 meals.

**BERLEY**

Characters can put fish attractant in the water.

COST: 2-5sp for a regular bottle of Berley. Each bottle has 4-5 uses.

Berleying the Water provides: +1/-1 modifer for catching fish check and +1/-1 modifer on the fish table movement by DM, depending on the type of berley used.

Sometimes berley can make things worse, as predatory fish may come in and change the dynamics or fish not of the casters desire turn up.

One use of berley should last on average 1-2 hours, depending on water and wind turbulence.

**LIVE Fish BAITS (Minnows and non minnows)**

The process of puting a live bait out, requires having a live specimen of a suitable size fish for the hook size.

The character then carefully and with surgical precion inserts the hook into the fish in a position that does not hit any vital organs for that species.

Sometimes the fisher gets it wrong.. and the fish may die with 3-15min, even if kept in oxygenated water.

Once a bait has been carefully hooked it is cast out carefully as to not stun or kill the fish on impact. Sometimes other methods can be used such as slide baiting.

When live baiting, it is considered the fisher is using what he thinks is best at the time.

Baiting a Live bait requires certain knowledge.

The character can make a Fishing check using heir Int or Dex modifier bonues, to bait the live specimen correctly against a DC12.

If successful, the bait stays alive indefinately as long as it has oxygenated water. The fish is unable to hunt and is always tired, so can stay alive until it starves.

The character doesnt know for certain if the chance was succesful and as long as the bait goes in the water, assumes it is alive, until checking.

If the live baiting check fails, the fish dies 3-15min later from a vital piercing.

If a 1 is rolled, the live bait flies off the hook and into the water, on first cast.

A Live bait can stay on a hook usually a lot longer than bait, if done correctly.

The caster still checks every 3 mins, but no bait is used and the line and live bait can be re-cast.

Predatory fish are known to take large fish in proportion to themselves.

For the game, a predatory fish needs to be at least the same size of the live bait or larger to attempt a feed.

Some fish will attack others several times larger so if the DM knows, can adjust accordingly.

The caster then makes the normal fishing check to hook up species and size, and the normal strength check after the duration to bring it in after the fight.

Once a fish has taken a live bait, roll on the table below to see if the bait returns alive, damaged, in pieces, or gone.

**LIVE Fish BAITS Table**

Percentile Chance Result Description

100 Enchant/DM Random DM choice. Something happens. Either to the bait, or it accidently becomes

81-99 Alive The live bait survives the fish's attack unharmed and remains usable.

56-80 Damaged The live bait is damaged during the fish's attack but can still be used.

31-55 In Pieces The live bait is torn apart into pieces by the fish's attack and rendered useless.

06-30 Gone The live bait is completely crushed and consumed or swallowed by the fish and disappears.

02-05 Injured The live bait is injured but still alive, requiring special care 1-5min to be usable.

01 Encounter/DM Random DM choice. Something happens. Either to the bait, or it accidently hooks an encounter of some sort.

**BAITS:**

Characters need suitable bait or lures to attract fish. The availability and effectiveness of different bait types can vary based on the setting.

Common baits include worms, insects, and small fish.

**Table of Baits - Freshwater**

Bait Gold Piece Value Potential Bonuses (different from quality)

Live Worms 1 sp per dozen +1 bonus vs. whitings, herrings, minnows

Live Crickets 5 cp per dozen +1 bonus vs. fish that primarily feed on insects

Minnows 5 sp per dozen +2 bonus vs. carnivorous fish

Live Maggots 2 sp per dozen +1 bonus vs. herrings, or bottom-feeding or carrion-eating fish

Live Grubs 1 sp per dozen +1 bonus in freshwater environments

Insect Larvae 5 cp per dozen +1 bonus vs. fish that primarily feed on insects

Shrimp 1 sp each +1 bonus when fishing in coastal areas, within 200m

Small Fish (non minnows) 1 sp per chunk +2 bonus vs. fish that prey on smaller fish

Leeches 5 cp each +1 bonus vs. freshwater fish attracted to scent

Crawfish 1 sp each +1 bonus in areas with rocky or muddy bottoms

Cut Fish Pieces Varies +1 bonus vs. fish that are attracted to injured prey

Whole Dead Baits Varies +1 bonus vs. fish that are attracted to larger prey

Live Fish Bait Varies +2 bonus vs. predatory fish that target live fish prey or injured prey

This requires that the DM has an idea on the fish types and species.

Bonuses are different from quality and quality of bait only affects dead baits.

A dead shrimp for example, could be fresh at 0 bonus to DC, live at +1 bonus to DC or really stinky and old at -1 to DC, but at all times will still have +1 bonus up or down on the fish table chart by the DM, when fishing in coastal areas, within 200m.

A bait is dead unless otherwise specified.

The DM can move the fish table roll, up or down according to the bait bonus, to try get the required fish.

FISHING TACKLE COST: 1gp

- A fishing tackle set, includes a 1 x fishing rod, 1 x fishing net, a few metal hooks (x3) and bait (32 pieces).

This cost assumes a standard fishing rod suitable for common fishing activities.

If a character has to change line, it may cost 5sp per spool. A spool of fishing line, may last 14 full solid days fishing before having to be changed.

OPTIONAL: A DM may choose to use line snaps to shorten the duration a spool would last or if kept out in harsh conditions for long periods could also shorten line life.

It's important to note that prices may vary depending on the campaign setting, the availability of equipment in the region, and the specific rules set by your Dungeon Master. Always check with your DM for the final say on the cost and availability of items in your game.

FISHER BACKGROUND

You have spent your life fishing. From as soon as you could hold a rod you have been around fishing and have experienced in many facets of your life.

From camping with your parents as a child, to living on a river boat in a fishing village. You are familiar with a certain region and you fish often.

Choose one water area or region on your campaign map with your DM. You know this area of water and the surrounding coast or bank very well, understanding the waters and weather conditions and can safely navigate the area to fish it to its full potential.

SKILL PROFICIENCIES: Survival, Nature, +1 Sailing

TOOL PROFICIENCIES: Fishing Kit, Choose one type of partial Navigators kit for charting in a particular warer region/area.

This represents one familiar fishing area you've had a lot of fishing experience.

This area may include many different fishing types and conditions. For example, this might be a 50mile stretch of coastline, which includes, sandy beach, rocky cliffs and reefy lagoons, OR it might be a river mouth and the area of ocean surrounding it.

If outside, and partially cloudy or clear a fisher always knows which direction is North.

If the weather is fully overcast the character makes a fishing check adding proficiency bonus with a +3 bonus to check if they have Survival).

FISHER STARTING EQUIPMENT

A rod and reel. Two spools of line. A tackle box with a set of specialised fishing hooks, pliers, sinkers and assorted sorts of tackle.

48x pieces of regular cut bait, an iron pan and a pouch of cooking spices, a shovel, a lamp, an old fishing rag.

(a)A small filleting knife and bucket OR (b)A bait belt pouch (with 7 x regular cut baits) and waders.

A Cast Fishing Net and a set of common fishing clothes.

A belt pouch containing 10 gp.

TOOLS

FISHING KIT: This tackle box and kit contains a variety of different sized metal hooks, sinkers, swivels and floats for different types of fishing conditions.

It also has a measurement scale to measure the fish and a small book on the local fish and baits available.

The tools also provide a fishing identification book of species from one type of area. For example, an identification book on warm freshwater species OR an identification book on cold saltwater species.

Proficiency with this kit allows you to add your proficiency bonus to your ability check to identify new species of fish the fisher is not familiar with, baits (this can cover live baits) and water vegetation required for fish habitat or food.

The kit also provide charts and knowledge enough to easily understand and navigate one locale region of water.

The character can choose at creation and the fisher is familiar with these waters and this region in particular.

**IDENTIFYING FISH**

A character doesn't always know what they've caught unless;

-it is a Common species,

-they've caught it before and identified it before,

-they have a fisher guide with them,

-magical assistance

-they have survival and make a check. They know if something looks venomous or poisonous and if a fish is edible. Though not the eating quality nor the effects of the venom or poison.

-they have a fish identification book for the water temperature and type, which can be found in the fishing starter equipment or most general stores.

(Such as an identification book on warm freshwater species OR an identification book on cold saltwater species).

General stores will usually always have an identification book for the local area, though not always the rarer species.

Such books also usually contain a little bit about the fish as well as the description, eating quality and whether they are poisonous or venomous and how to prepare, eat and use the fish.

**FISHING with ARTIFICIAL Baits - LURES**

There are various types of fishing lures that anglers use to attract fish.

Lure quality, lure technique and fish behaviour are all very important aspects of lure fishing.

Here are some common types:

Spinnerbaits: These lures have one or more spinning metal blades attached to a wire frame with a skirted body. The blades create vibrations and flash, imitating a wounded baitfish.

Crankbaits: Crankbaits are hard-bodied lures with a bill or lip that causes them to dive underwater when retrieved. They come in different shapes, sizes, and diving depths to imitate different prey species.

Jigs: Jigs consist of a weighted head and a trailing skirt or soft trailer. They are versatile lures that can be used in various fishing techniques, including flipping, pitching, and jigging.

Topwater Lures: These lures are designed to stay on the water's surface and create commotion or mimic struggling prey. Examples include poppers, buzzbaits, and floating frogs.

Jerkbaits: Jerkbaits are long, slender lures with a realistic fish or minnow profile. They are designed to be twitched or jerked through the water to imitate injured baitfish.

Swimbaits: Swimbaits are soft or hard-bodied lures that imitate the swimming motion of fish. They come in various sizes, from small baitfish imitations to large swimbaits for targeting trophy fish.

Spoons: Spoons are metal lures shaped like a spoon or elongated teardrop. They have a wobbling action when retrieved and are effective for various species, including trout and pike.

**USING LURES:**

The way a lure is attached is very important and a fisher knows this. They also know the main stress point is the join of the constant casting and retrieval of the lure.

For this reason, many lures are lost over time, when an angler does not continually check the line and re-tie the lure.

Apply a 1d3% culminative chance of losing the lure to the depths at every cast. This resets, when the lure is re-tied.

Apply a 1d3% culminative chance the lure breaks or gets destroyed on impact of any predatory fish, or any fish over 50cm. This resets, if the fisher has sufficient repairing ingredients and equipment.

FISHING CHECK

Use the same method as for Rod Bait Fishing.

A Roll of 1 indicates 50% chance, the lure has lost a hook on striking or maybe getting hooked on a rock before coming free with a hook less.

STRENGTH CHECK

Use the same method as for Rod Bait Fishing.

If they fail the check, the fish jumped off the lure and the fish is lost.

If a roll of 1 is rolled, both the fish and rod holders line tension were too great against each other at a particular moment in time, snapping the line in the process. The lure and fish are lost.

**FISHING Cast NETS**

A cast net must be at least one size larger than the creature to be netted.

A character can use a Cast Net, one size larger than they are.

The following rules are for a Large Cast net being used to catch anything Medium sized and smaller.

A cast net can be used by an individual, one size smaller than the net size. Example; A large Cast net can be used, by a Medium-sized individual with a special technique.

A cast net is most effective only in Shallow water under 3m and are usually used to get bait fish and pansized eating species.. A cast net used off a boat in deep water, allows the fish to escape down.

Cast nets are typically thrown out into the water in a circular motion, and then the weights allow it to sink coming together when pulled back slowly, to capture fish within its radius.

DETAILS

A character uses the same system as the Recreational Rod Fishing rules to fish with nets and uses the same tables to choose Rarity and Typesof fish, but there are a couple changes.

FISHING CAST NET CHECK

Skilled fishermen can perform quicker and more efficient casts, while beginners or challenging fishing conditions might extend the time taken.

Fishing (Cast Net) Check = Dexterity + Wisdom ability scores, then divide by two. The modifier is the normal modifer for that ability score result.

If a character has magical bonuses, say +1 magical bonus to Dexterity mod, these are added after and only once. A character with +1 to Dex and +1 to Wis can not add +2 to the Fishing Cast Net check.

If a net was cast in the same spot as the last cast a penalty of +3 to the DC is applied.

If a net is cast within 10m of tha last cast, a penalty of +1 to DC is applied.

Other modifiers can be found in the DC table below for the DM to check, so they can add or subtract DC modifier penalties and bonuses to Cast Netting.

TYPE AND SIZE

The type of fish and size are then rolled once, to determined type and size of all fish caught in that instance. This is done before rolling the Strength check.

Every fish of the same species caught in the net, is approximately the same size, the size rolled.

A success means those fish were caught.

A character that has failed in there Cast Net Fishing check, takes 5-15min to cast the net out, pull it back in, and prepare it for the next cast.

If a character rolls a 1 in there Cast Net Fishing check, they've tangled it on casting. Taking 5-15min just to untangle it.

Strength for Cast Netting

The character needs the Strength to be able to pull a cast net in, especially a full one.

Use the Strength table below, using the average size of total fish caught in the net, to determine Strength needed to pull a Large cast net in.

A fail means after the duration, the fish escape and the net needs to be re-set and re-cast.

If a 1 is rolled on the Strength check, and the catch is of Medium or smaller type fish, the caster stuffs up the pulling, and the fish escape.

If a 1 is rolled on the Strength check, and the catch is 91cm or larger, a hole in the net has been torn, and it must be mended.

A torn cast net, might catch only a quarter of it's usual catch.

DURATION of Cast Net Fishing

The time it takes to fish with a cast net can vary based on different variables such as the size and type of fish being targeted.

Check the Cast Net Fishing Duration table below, to check for duration of the time it takes for an instance of cast net fishing.

A character that has succeeded in there Cast Net Fishing check, determines the duration, by the average size of total fish caught adding any modifiers.

Example: If i caught 5 fish all approx size 69cm, the duration would be 9-25min.

If the following species are caught the DM deducts 50% of the duration for the fight. (minimum 5-15min duration)

Eels, Pikes, Minnow, Snooks, Lobster, Jellyfish, Shrimp, Prawn, Seahorse, Squid

Example: Caught 5 pike of 90cm and the fight time rolled 5\*10=50 min. deduct 50% and the fight for this cast net pull was 25min.

**Cast Net Fishing Duration Table**

Average Size of Total Fish caught in Large Net   Duration of Time to cast net and pull in, preparing it for casting again.

Average 81-90cm                  10-25 min

Average 66-80cm                    9-25 min

Average 51-65cm                   7-20 min

Average 26-50cm                   6-18 min

Average Tiny 25cm or less         5-15 min

**Large Cast Net Table**

Result Medium> Fish Caught     Species

1-5 1 -

6-10 1d3 All Same Species

11-15 1d4+1 All Same Species

16-18 1d6+1 1 fish different

19 1d6+2 1 fish different

20 2d4+2 2 fish different

Explanation:

Fish Caught: The number of total fish caught in the net.

Species: Indicates whether the caught fish are all of the same species or have one or two fish different species.

If there are different fish they are usually of the same type. Roll again on Fish table to determine fish type and size.

**FISH TRAPS**

A fish trap is a device created to trap fish. There are several types, but usually it consists of a hole for entry to the attacted bait placed in the center, which the fish finds too dificult to be able to navigate to exit.

A fish trap can only catch fish that are half the size of the trap or smaller.

Preparation:

Equipment: Characters will need suitable fish traps. The quality of the equipment may influence the success rate. Check the Modifiers table above for equipment quality.

Location: Characters must be able to place the fish trap, for the trap to function correctly. This requires, hard flat rock or soft sand.

The location also needs to be able to be calm enough for the trap to sit unaided and without himdrance. Use the Modifier table above, to determine location modifiers.

Bait: Characters choose to use bait to attract the desired fish. Check the Bait table above to determine any preferences.

Baits are usually large chunks that do not dissolve easily in the water, or last many bites from fish.

Setting Traps:

The DC (Difficulty Class) can vary based on the complexity of the terrain, water conditions and weather conditions. Check the DC table above for the baseline.

Character Skill:

Characters roll a fishing check (Wis + Wis mod) when placing and setting the fish trap.

Characters with survival or nature gain a +2 to this check.

A result of 1 means the trap malfunctioned or was damaged either by current movement, a fish, crap or creature of some kind.

It was closed the whole time and no suitable sized fish other than tiny pickers were able to enter the trap, stripping the bait in the process.

Waiting:

Time: Determine how long characters need to wait before checking the traps. Each trap has it's own minimum time of decent checking and retrieval, however a good base line would be 2d6\*10 minutes of a regular opera type fish trap.

If the check was successful, the DM rolls on the Fish trap results table below.

The DM then rolls on the rarity table to determine which fish species swim into the trap.

Based on the result, you'll know how many fish are caught and whether they belong to the same species or multiple species.

From there you can roll on the rarity table as normal to determine type of fish.

Once you have selected the fish, check the minimum size, making sure it is no larger than half the radius or length of the trap.

THe fish  much be at least half the size or smaller and if it isnt, pick another, roll another, or forfeit those fish.

Table Fish Trap Results:

01-30: 1-3 Fish of the Same Species

31-50: 2-5 Fish of the Same Species

51-70: 4-6 Fish of the Same Species

71-85: 1-3 Fish of the Same Species, 1-2 Fish of Different Species

86-95: 3-6 Fish of the Same Species, 1-3 Fish of Different Species

96-100: 2-5 Fish of the Same Species, 1-3 Fish of Different Species. 1-3 Fish of Different Species

Checking Traps:

Strength Check: Characters make a strengh check to determine their success in retrieving the traps without losing any fish or damaging the trap. T

If succesful the character pulls it up and catches the fish.

If the check fails, there are 2d6 fish that have escaped in the process of retrieval.

If a 1 is rolled the trap is totally empty. If it had fish caught, they've escaped.

The bait is always gone after a fish trap duration.

**COOKING, EATING, PRESERVING and STORAGE of FISH**

Raw fish if untreated, could last for 1d2 days if kept in cool and dry conditions.

Cooked fish could last for 1d2 days if kept in cool and dry conditions.

A fish that is in the High quality range, can be eaten safely raw. Like Sushi.

A fish that is in the Low quality range, is typically used for pet food mostly and in some cases can be difficult to make pleasurable to consume. However, despite its taste and texture, if safe to consume it will easily keep someone alive.

A fish in the Medium quality range, can be used consumed and enjoyed very easily. Could also be consumed easily for most any pet food.

The following are methods of preserving fish and storage of approximately 10 meals of fish, without the use of any magical or divine means of refrigeration or preservation.

**METHODS OF PRESERVING FISH and STORAGE**

**Salting**: lasts 3d4 Months (cool and dry conditions)

Salting was a popular method of preserving fish. Fish were cleaned, gutted, and then heavily salted. The salt helped draw out moisture from the fish, inhibiting the growth of bacteria and microorganisms that cause spoilage. The salted fish were often dried or stored in barrels for long-term preservation.

Salted fish can last for several months or even up to a year if stored in cool and dry conditions. The heavy salting and moisture removal help inhibit bacterial growth and preserve the fish.

After cleaning and heavily salting 10 meals of fish, the fish would then need to be left to cure in a cool and dry place for 1d12+2 days.

Salting 10 meals of fish, requires 250grams of salt.

**DRYING**: lasts 3d4 Months (dry conditions)

Drying, or air-drying, involved hanging fish in the open air or on racks to remove moisture. The fish were typically cleaned, gutted, and then left to dry under the sun or in well-ventilated areas. The drying process helped reduce the water content, making it difficult for bacteria to grow. Dried fish could be stored for an extended period and rehydrated before consumption. Dried fish can last for several months to a year when stored properly. The drying process removes moisture, which helps prevent spoilage.

10 meals of fish needs to be hung or placed on drying racks. The Drying process could take 1d12+2 days.

**SMOKING**: lasts 2d4+1 Weeks (cool and dry conditions)

Smoking was another common method. Fish were hung in a smokehouse or over a fire, where the smoke from burning wood would partially cook and preserve them. The smoke acted as a preservative and added flavor. The heat and smoke helped dry the fish and deter spoilage.

Smoked fish can last for a few weeks to a couple of months if stored in a cool and dry place. The smoking process helps to dry the fish and adds preservative properties to extend its shelf life.

After cleaning, the 10 meals worth of fish needs to be exposed to smoke and heat for 3d8 hours to adequately smoke and partially cook the fish for preservation and consumption, depending on the smoking method and desired flavor.

(average 0.1kg/per hour) of wood chips, chunks, or logs should be sufficient to smoke 10 meals of fish.

**FERMENTING**: lasts 3d4 Months (cool and dry conditions)

Fermentation was utilized in certain regions. The fish, such as herring, would be layered in barrels with salt and left to ferment over a period of time. The fermentation process produces lactic acid, which helps preserve the fish and contributes to its distinct flavor.

Fermented fish, such as salted herring, can last for several months or even longer, depending on the fermentation process and storage conditions. Properly fermented fish develops a tangy flavor and can be stored for an extended period.

Fermentation is typically only used for preserving smaller fish species. The process of fermenting 10 meals worth of fish can take 3d8 weeks, during which the fish is layered with salt and left to ferment in barrels.

Fermenting 10 meals of fish, requires 250grams of salt, and about the same amount in spices. Some fermenting recipes include other ingredients such as sugar or wine.

**PICKLING:** lasts 3d4+1 Weeks (cool conditions)

Pickling involved submerging fish in a brine solution or vinegar. The acidic nature of the brine or vinegar prevented the growth of bacteria and helped preserve the fish. Pickled fish could be stored in jars or barrels.

Pickled fish can last for several weeks to a few months when stored in a cool place. The acidity of the brine or vinegar helps inhibit bacterial growth and preserve the fish. However, the texture and quality of pickled fish may deteriorate over time.

After being cleaned, the 10 meals worth of fish is submerged in a brine solution or vinegar. Depending on the recipe and desired flavor intensity, the fish needs to be left in the pickling solution for a certain period to allow the flavors to develop and preserve the fish. This can take 3d3 days to complete.

Pickling 10 meals requires; 2 litres of vinegar, 200grams of salt, 200grams of sugar, 2 tablespoons of pickling spices such as whole peppercorns, mustard seeds, dill seeds, coriander seeds, bay leaves, and clove.

Other options from cultural differences or regions, may preference differently including thinly sliced onions, garlic cloves, chili flakes or something else.

**POISONOUS AND VENOMOUS FISH**

An experienced fisher is always wary of their catch. They will always seek to identify any catch before attempting to eat it, never consuming a fish they do not already know.

Once the character successfully captures a venomous fish, they must handle it with extreme caution.

Most venomous fish have venomous spines or other defense mechanisms that can cause harm.

The character should use protective gear like gloves to avoid direct contact with the fish.

If a non experienced fisher handles a fish with venomous spikes without protection, they make a Dex+ Dex mod check against a base DC of 12, to see if they get spiked while removing the hook.

A character using a rag or cloth adds a bonus of +1 to the check.

Fishing gloves provide full protection from normal natural fish spines.

Fishing Pliers provide a +2 to check for any character that attempts to remove a fish with venomous spikes from a hook.

Having knowledge from experiencing the fish before or a book provides a +1 to check, in knowing a bit better how to handle the fish. This is not culminative.

If the fish has just been caught within the last 3 min. it is in fight or flight and still very lively, putting up a fight, the fisher receives a -2 to check.

If the fish is dead, it makes things a bit easier and the fisher receives a +2 to check.

Alternatively any character can cut the line, losing the hook, but also doing so safely, without making any check.

An experienced fisher knows how to handle the fish but mistakes can still happen.

If an experienced fisher holds a venomous spiked fish without protection to remove the hook, they make a d20 check with a roll of 1 resulting in them failing and getting spiked.

Most venom just causes pain and swelling to a small local area, when spiked into a humanoid or land animal.

Some venoms however, can be extremely toxic to the body possibly resulting in death.

If a fish is venomous or poisonous, the DM can create the appropriate saves and DC's.

A fish that is not safe to consume for humanoids, may still be safe to consume for pets, though that is not always the case.

A fish that is in the High quality range, can be eaten safely raw. Like Sushi.

A fish that is in the Low quality range, is typically used for pet food mostly and in some cases can be difficult to make pleasurable to consume. However, despite its taste and texture, if safe to consume, it will easily keep someone alive.

A fish in the Medium quality range, can be used consumed and enjoyed very easily. Could also be consumed easily for most pet food.

A poisonous fish can be safely cut up and used for bait.

A fish that is poisonous is rarely safe to eat for land animals, but no problem for aquatic or avian animals.

A venomous fish can be used for consumption or pet food safely, if the spikes are removed prior.

GP Value in the tables below, are the uncooked average priced. Cooked or prepared fish, can be 7-10% higher in value.

Fish and fish parts, can be used in some alchemical, poison or potion recipes.

If the venomous spikes are removed from a fish and it is a venomous fish, it might become safer to handle or in some case even eat, however it is almost impossible to extract poison.

If a fish with the spikes, has the extraction process attempted, whether failed or success, the fish is considered destroyed.

**EXRACTING VENOM from FISH**

Identify and Locate Venomous Fish:

The character needs to research or consult with knowledgeable individuals or books, to identify venomous fish species that can produce potent venom.

The DM determines the type of poison per species of fish.

Extract Venom:

To extract the venom, the character needs a container, such as a vial or a specially designed apparatus.

With delicate precision, they must carefully milk the venomous fish, often by applying pressure or stimulating the venom glands while ensuring they don't harm themselves in the process.

It's essential to exercise caution during this step to avoid any accidental exposure to the venom.

The character makes an Alchemy (Int) or fishing skill (Int) check against a DC of 12 to extract venom succesfully from fish.

Those proficient in Alchemy or fishing can use and add their proficiency bonus to the check for extraction in fish.

An alchemist's kit or poisoner's kit also provides a +2 to check.

Nature Skill: provides a +2 bonus to this check.

Fishing gloves provide full protection from being accidentally spiked, but a -1 to check for extraction.

A fully detailed book on the fish or knowledge gained from genuine experience of another: +2

It's a very slow and steady process, which requires calm, still and concentration.

If successful the character extracts the venom.

A roll of 1 might see the character accidentally spike himself, unless wearing fishing gloves or having some other protection. If a character also has Survival, they gain advantage on this check, avoiding the spikes last split second.

The normal methods for poisons now apply for this item, since the fishing expertise has come to an end and the poison gets stored for use.

This venom can now be used as a poison of the INJURY or INGESTED type. Venom from fish can only be of these poison types unless specifically stated.

How much a character has extracted can vary depending on the potency of the toxins. Some can do very much damage with minute amounts where others are mild even with large amounts.

As a base line, consider the amount from one extraction of venom enough to coat 3 piercing ammunition or enough to coat one long or short sword blade.

**STORAGE**

After successfully extracting the venom, the character transfers it to a secure and sealed container.

Ideally, the container should be resistant to corrosion and leakage to prevent accidental exposure or contamination. Vials are perfect for this and habitually used.

**Utilize the Poison**

The character can now utilize the extracted poison for various purposes.

Fish venom as a poison must be put into the blood stream via piercing/slashing or used as ingested. This is determined by the DM and type of poison of the fish.

A character can coat their weapons with it to add a venomous effect for example. Applied poison in this manner drys in 1 min under normal conditions and it empties the vial.

The amount extracted is enough to be used to lightly coat one normal blade, such as a long sword or short sword or enough to coat 3 piercing ammunition.

They can also create potions or concoctions with alchemical knowledge or research, or use the poison as an ingredient in spellcasting or crafting magical items.

If a climate is warm, it is generally expected the freshwater fishing are all warm water species and likewise if cold, expected to be freshwater cold species.

This is the first roll made after a succesful fishing check, to determine what table to exact the fish from.

DM Can choose or Roll Below

**RARITY TYPE**

01-05 table 1 Rare (Deep Lake/River, Warm Water)

06-25 table 2 Uncommon (Top Water or Shallow Lake/River, Warm Water)

26-50 table 3 Common (Grassbed River/Lake, Warm Water)

51-74 table 4 Common (General Area (River/Lake Warm Water)

75-94 table 5 Uncommon (Rocky Area Lake/River, Warm Water)

95-99 table 6 Rare (Deep Lake/River, Warm Water)

00 Misc catch.. DM Misc, Legendary Table below

**SUBTERRANEAN RARITY TYPE (According to Fresh or Salt Water)**

01-05 table 1 Rare

06-25 table 2 Uncommon

26-50 table 3 Common

51-74 table 4 Common

75-94 table 5 Uncommon

95-99 table 6 Rare

00 Misc catch.. DM Misc, Legendary Table below

There are no Day/Night tables for Subterranean fish.

**MISC., Legendary Table**

Percentile Roll Misc. Item

01 Creature from the monsters handbook is caught. DM chooses or rolls aquatic encounter.

02 Lost relic

03-04 A wooden branch that was struck by lightning somewhere, and fell to the water

05-09 Rotted scroll case (5% chance of map or scroll inside)

10-15 Old broken fishing lure, repairable (5% chance works)

16-20 Old Boot (5% chance of a pearl or gem inside)

21-23 Old key 01-49 or rusted fishing knife 50-100

24-27 Usable rusty anchor (must have str 12 or higher to lift from the mud or sandy bottom)

28-31 A skull fragment or humanoid bone (5% chance venomous fang or shark tooth embedded)

32-36 a rotted purse with 1d3sp inside

37-41 Broken bottle (5% chance of rotten map or scroll inside)

42-47 Ancient fossil of extinct species (5% chance it triggers a scrying event from a wizard seeking it)

48-53 Old tarnished intricate silver spoon (5% chance has a symbol or engraving)

54-57 Torn cloth piece/leather piece

58-62 A fist sized deepsea shell (5% chance it is occupied by a sea creature) /piece of coral-ocean

63-67 Shark tooth from a rare species, with some cartilidge scraps to be cleaned off

68-71 Rusted dagger (5% sheathed)

72-75 Small intricate silver Key

76-80 Small rock (5% chance to snag the line on a rock on the bottom)

81-85 Small broken furniture piece (5% chance of rotten art piece)

86-90 If ocean a sealed old bottle (5% chance of message or map inside), Roll again if not ocean.

91-95 Broken Fishing Rod, repairable (5% chance in working order)

96-97 Small broken piece of jewellry (5% chance intact)

98 Roll Fish table opposing the day/night cycle you originally rolled. Example, If you are fishing in the day, roll the night table once instead.

99 Roll this table again once and also the fish table once to select a fish.

Make the fish (in rarity) one level higher, increasing fish size by one level also.

If a fish is already Rare and goes up a size, it becomes legendary.

100 Roll again adding magic DM's Choice. (01-49 Negative/50-100 Positive). If this is the second time rolled and a fish is the target, the magic can be added to the fish instead.

Warm Fresh Water Tables

Cold Fresh Water Tables

Warm Salt Water Tables

Cold Salt Water Tables

Venom and Poisonous Fish

Skills (Expanded and Optional)

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