Fighter
Base Class: Fighter

An Whistler is a very unique form bardic magic that some fighters have figured out how to tap in. Learning how to cause items to whirl around the battle field to attack there opponents with a whistle that taps into the tune of the world around them. Expanding there reach in comabt.

Whistler's bond

At 3rd level, you have learned how to tap into the magic around you with the tune of your whistle. You perform the ritual over the course of 1 hour, which can be done during a short rest. The Ammunition (Such as a arrow,bolt, or bullet) must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once bounded with this piece of ammunition it can not break under no condition unless you are incapacitated.

You can have up to three bounded Ammunition this way. If you attempt to bond with a fourth ammunition, you must break the bond with one of the other three.

Magic ammunition such as +1,+2,+3 ammunition that is bonded does not loose its enchantment. However Slayer arrows and other similar ammunition will loose its effect after one successful attack with it making it a normal piece of ammunition of its type. However it still is bonded to you after its magical properties are gone.

As a attack action you may whistle your Bonded Ammunition to attack a target  using a ranged weapon attack using Charisma as your attack modifier. You can only use one of your ammunition for this attack unless told otherwise from a Whistler's Tune. If you have more then one attack you can command the arrow to go after another target.The damage for the ammunition starts as a 1D4 piercing damage. At 7th,11th,17th of this class the damage increases by one step. Example 7th level it will be a D6,11th it will be a D8, 17th it will be a D10.

Whistler's Tunes

At the 3rd level you learn to unleash your Whistler's Bond Ammo to do different effects. When you gain this feature, you learn two Whistler's Tunes option of your choice (See "Whistler Tunes Options" bellow)

Once per turn when you use your Whistler's Bond Ammunition as part of the Attack action, you can apply one of your Whistler's Tunes to that ammunition. You decide to use the option when the ammunition hits a creature, unless the option doesn't involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Whistler's Tune option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.

Whistler's Tune Options

The Whistler's Tune feature lets you choose options for it at certain levels. The options are presented here in alphabetical order. They are all magical effects, and each one is associated with one of the schools of magic.

If an option requires a saving throw, your Whistler's Tune save DC is calculated as follows:
Whistler's Tune save DC = 8 + your proficiency bonus + your Charisma modifier


Banishing Tune: Using a tune that originates from the Feywild. The creature hit by this ammunition must succeed on a Charisma saving throw or be banished there.

While banished in this way, the target's speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.

After you reach 18th level in this class, a target also takes 2d6 force damage when the arrow hits it, and when they come back must make another Charisma save or be charmed by you for the next minute.

Mind Piercing Tune: Your tune causes the ammunition to sing with psychic energy. The ammunition flies threw the creatures mental state and body dealing a additional 2d6 psychic damage, that target has to succeed a Wisdom saving throw, or the next attack to the target has advantage to it.

After you reach 18th level in this class, the psychic damage increase to 4d6, and the next two attacks to it has advantage.

Nauseous Tune: Your tune causes a targets within a 30 foot long long 5 foot wide to succeed a Concentration saving throw, or they take 2d6 poison damage and have the poisoned condition. If saved they take half damage and are not poisoned.

After you reach 18th level in this class, the poison damage is increased to 4d6, the poison damage ignores resistance, and there speed is reduced by 10 feet.

Piercing Tune: Your tune causes your ammunition to glide into both in and out of the ethereal plane.

When you use this option, you don't make an attack roll for the attack. Instead, the arrow shoots forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The ammunition passes harmlessly through objects, ignoring cover,and effecting any target in the ethereal plane. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the ammunition, plus an extra 1d6 force damage. On a successful save, a target takes half as much damage.

The force damage increases to 2d6 when you reach 18th level in this class, if a creature hit in the etheral plane with this tune they must succeed a Constitution Saving throw or be pulled into the material plane unable to go back for 1d4 rounds.

Healing tune: Your tune causes your arrow to heal a target equal to double its damage dice + your charisma modifier if it hits.

After you reach 18th level in this class, Healing to a target is now four times its damage dice + your charisma, and if you instead hit a Undead,Fiend, or Fey creature with ammunition it takes that amount of radiant damage instead of healing.

Blinding Tune: If you hit a creature with your ammunition the creature takes 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be unable to see or be blinded until the start of your next turn.

After you reach 18th level in this class, the psychic damage is now 4d6, and if the creature is blinded from this tune it is now instead blinded for 1d4 rounds and must make a Wisdom saving throw to become unblinded after the first turn of it being blinded.

Magic Ammunition

At 7th level, your ammunition is consider magical if it is not already for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Tune Redirection

At 7th level, you learn how to direct an errant ammunition toward a new target. When you make an attack roll with a Whistler's Bond Ammunition and miss, you can use a bonus action to reroll the attack roll against a different target within 60 feet of the original target.get

Additional Whistler's Tune

You gain an additional Whistler's tune option of your choice when you reach 7th level.

Additional Whistler's Tune

You gain an additional Whistler's tune option of your choice when you reach 10th level.

Improved Whistler's Bond

When you reach 10th level, you may have one of your Whistler's Bond Ammunition to ignore the magical limitations of your bond. Allowing you to use a slayer's ammunition or similar magical ammo to not loose its effects after a successful use of it. Only one of your Bond's can be effected this way.

World's Guiding Tune

Starting at 15th level, your magical tunes is available whenever battle starts. If you roll initiative and have no uses of Whistler's tunes remaining, you regain one use of it.

Additional Whistler's Tune

You gain an additional Whistler's tune option of your choice when you reach 15th level.

You gain an additional Whistler's tune option of your choice when you reach 15th level.

You gain an additional Whistler's tune option of your choice when you reach 18th level.

Greater Improved Whistler's Bond

You may bond to one additional ammunition similar to slayer ammo and it keep its magical effect after a successful hit with it when bonded

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