Base Class: Ranger
Rangers with an affinity for music can learn to tap into the secret magic of wind. By whistling tunes learned from the old secrets of birds and elementals, Whistlers control the flow of air, guiding weather and directing the flight of objects with controlled gusts and trills. This makes many Whistlers valued travelling companions, for what could be better than a practiced wilderness guide that can keep the bad weather away while whistling a pleasant tune?
Guiding Tune
Also at 3rd level, you’ve learned to whistle magical tunes to guide the flight of your projectiles. Once per turn when you make a ranged weapon attack as part of the Attack action, you can use your bonus action to apply one guiding whistle option to that missile (eg arrow, bolt, javelin, dagger). This feature only affects weapons that deal piercing damage. Additionally, you can use your action and whistle or play a wind instrument to manipulate a missile or tiny object you can see within 30 feet that isn’t being worn or carried. Small billows of wind under your control cause the target to hover, move up to 30 feet, dance harmlessly in the air, or do small tricks such as flip over and spin.
Accelerate
You cause the missile to accelerate and pierce through material. The missile can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, or 2 feet of wood or dirt. If the missile hits a creature without having passed through any barriers first, the creature takes an extra 1d8 weapon damage from that attack.
Halt
You stop the missile and hold it in midair. Do not make an attack roll. Instead, the target creature must succeed on a Wisdom saving throw against your spell save DC or become frightened of you until the end of its next turn, when the missile drops harmlessly to the ground.
Sidewind
After your attack hits or misses a target, the missile curves to hit a second target within 15 feet of the original target and within range of your weapon. Make a ranged weapon attack against the second target. On a hit, it takes 1d8 piercing damage.
Skyward
After you miss an attack against a creature, you cause the missile to shoot upwards, distracting them. The next time an attack is made against that creature, add 1d4 to the attack roll.
Spin
You cause the missile to spin and rotate, stabilising it. Double your weapon’s attack range for this attack.
U-Turn
After resolving your attack, the missile returns to your quiver or empty hand.
Song Of Clearing
At 7th level, you can push back the weather with a magical tune. While traveling, you can whistle or play a tune on a wind instrument that magically clears natural weather effects in a 15-foot radius around you, such as rain, snow, wind, or mist.
Air Burst
At 11th level, you can whistle or play a wind instrument as a reaction to summon a quick burst of air. A creature or object of size Large or smaller that you can see within 30 feet of you is pushed 10 feet in the direction of your choice, including up or down. If a creature is unwilling to be pushed, it must make a Strength saving throw. On a successful save, it isn’t pushed. You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain all expended uses when you finish a long rest.
Birdstorm
At 15th level, you can use an action to summon a swirling storm of magical birds around you for 1 minute. The birds fly around you in a 30-foot radius. When you use this feature, you can designate any number of creatures you can see to be unaffected by it. The area is difficult terrain for affected creatures, and unaffected creatures in the area have half cover from affected creatures. When an affected creature enters the area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, the creature takes 4d8 slashing damage. On a success, the creature takes half as much damage. Additionally, you can sacrifice birds to protect your allies. If another creature in the birdstorm’s area takes damage, you can use your reaction to reduce that damage by a number equal to half your ranger level. Once you use this feature, you can’t use it again until you finish a long rest.

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