Bard
College of Fishery
The college of fishery are bards who spend their time looking for the next big catch. Their Collage spend their time teaching bards how to fish and how to inspire allies through the use of fishing terminology.

Cast and reel
Starting at the 3rd level, you learn how to effectively use a fishing rod and grappling hook in combat. On your turn you can throw your hook at a creature, making a ranged weapon attack using your dexterity modifier. On a hit the creature takes damage equal to your bardic inspiration die + your dexterity modifier and is pulled 10 feet closer to yourself.
The range for this attack is 60/120 feet.
The amount you can pull a creature increases by 10 feet each time your bardic inspiration die increases.

Bait
Starting at the 3rd level, as an action you can spend a bardic inspiration die to throw a magical piece of bait onto a space within 20 feet of yourself. This bait smells absolutely delicious and takes a form of your choice. When a creature comes within 10 feet of the bait they take a penalty to wisdom, dexterity and strength checks and saving throws equal to the number rolled on your bardic inspiration die. In addition a creature that starts their turn within 10 feet of the bait must make a wisdom saving throw versus your spell dc, which on a fail they must immediately move up to their movement towards the bait and eat it. When the creature eats the bait they take piercing damage equal to your bardic inspiration die and the bait disappears. If the bait isn’t eaten within 4 hours it disappears.

Hook line and sinker
Starting at the 6th level, when you roll a critical hit with your fishing rod or grappling hook, the hook gets deeply lodged in your target. While the hook is lodged in your target, they cannot move away from you and they take 1d4 piercing damage at the beginning of each of their turns. They can pull the hook out with a strength saving throw versus your spell save dc, which on a success they take 1d4 piercing damage and are no longer grappled.

Chumming
Starting at the 14th level, when you reduce a creature to 0 hit points you may use a reaction to summon a swarm of spectral flying quippers that can breathe air on the dead creature’s space.
These quippers have the following stats:

Swarm Of Quippers
Medium swarm of tiny beasts, unaligned
Armor Class 13
Hit Points 28 (8d8-8)
Speed 0 ft., swim 40 ft, fly 40 ft.
STR 13 (+1)
DEX 16 (+3)
CON 9 (-1)
INT 1 (-5)
WIS 7 (-2)
CHA 2 (-4)
Damage Resistance Bludgeoning, Piercing, Slashing
Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
Senses Darkvision 60 Ft., passive Perception 8
Challenge 1 (200 XP)

Blood Frenzy. The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.


Actions

Bites (swarm has more than half HP). Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: (4d6) piercing damage.

Bites (swarm has half HP or less). Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: (2d6) piercing damage.


These quippers take their turn immediately after yours and you can command them to attack any creature (no action required). The quippers disappear after 1 minute or until they drop to 0 hit points.
You may use this ability a number of times per short or long rest equal to your charisma modifier.