Deadeye Maneuvers

Updated: January 10, 2022, at 09:32 PM

Ranged, Control, Mobile

Not every battle requires making close contact with the enemy and there is an art to fighting from a distance, whether that be a few dozen feet or hundreds. Warriors that know Deadeye techniques are superlative ranged combatants, not only for the deadly accuracy of their attacks but also the myriad tricks they’ve mastered to routinely make shots that should be impossible.

Classes: Arcane Warrior, Bloodhunter, Fighter, Marshal, Minstrel, Ranger, Rogue, Slayer

1st Degree Maneuvers

Covering Fire (Cost: 1 focus)
1st degree Deadeye action
Choose a number of creatures equal to your proficiency bonus that you can see within your weapon’s normal range. Until the start of your next turn, those creatures have their movement speeds halved, and they cannot make attacks of opportunity. You expend 5 pieces of ammunition for each creature you choose.
Doubleshot (Cost: 1 focus)
1st degree Deadeye bonus action
The next ranged weapon attack you make uses two missiles instead of one. If you hit, the creature takes an additional die of damage. This attack cannot fire into the long range of your weapon, and cannot flourish, but it can inflict a critical hit.
Farshot Stance (Cost: 1 focus)
1st degree Deadeye bonus action (stance)
While you maintain this stance, as long as you don’t move on your turn, you increase the normal and long range of your ranged weapons by 50%.
Parting Shot (Cost: 1 focus)
1st degree Deadeye reaction
When a hostile creature you can see moves out of your reach, you can make an attack of opportunity against it with a ranged weapon you are wielding.

2nd Degree Maneuvers

Countershot (Cost: 2 focus)
2nd degree Deadeye reaction
When you see a missile from a ranged weapon attack enter into the normal range of a weapon you are wielding, you can use your reaction to shoot it out of the air. Make a ranged weapon attack. If your attack roll exceeds the ranged weapon attack’s roll, the missile is deflected and misses its target. Certain ranged weapon attacks (like those from creatures larger than you) may be too heavy to be deflected by this maneuver.
Quickdraw (Cost: 3 focus)
2nd degree Deadeye reaction
As long as you are not surprised, when combat begins, you can use your reaction to draw a weapon and make a ranged weapon attack with it.
Trickshot (Cost: 1 focus)
2nd degree Deadeye action
When you make a Performance check, you can make an attack roll with a ranged weapon instead, as long as your sharpshooting can be used in some way.

3rd Degree Maneuvers

Blindshot (Cost: 1 focus)
3rd degree Deadeye bonus action
Make a Wisdom (Perception) check against the passive Stealth score of a target you cannot see that is within 30 feet. On a success, you know the target’s location and do not have disadvantage on ranged attacks against it this turn.
Ricochet (Cost: 2 focus)
3rd degree Deadeye action (attack)
Take the Attack action, reducing the total number of attacks you make by one. Your attacks completely ignore a target’s cover, even total cover. Only targets that have total cover from being entirely enclosed cannot be targeted by these attacks, though you still have disadvantage attacking a target you cannot see.
Volley (Cost: 3 focus)
3rd degree Deadeye action
As an action, make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

4th Degree Maneuvers

Dive for Cover (Cost: 2 focus)
4th degree Deadeye reaction
When you are targeted by a ranged attack, you can use your reaction to move up to half your speed. If your movement ends adjacent to either a solid barrier as big as you are or a creature the same size as you or larger, until the beginning of your next turn you have three-quarters cover against ranged attacks (+5 bonus to AC and saving throws) as long as you remain adjacent to the barrier or creature. This can cause the triggering attack to miss.
Heartseeker (Cost: 3 focus)
4th degree Deadeye action
Make a single ranged weapon attack with advantage against a creature within your weapon’s normal range. If both attack rolls would hit, it is a critical hit. If only one of the rolls would hit, the attack flourishes. If the attack would have flourished, you deal an additional weapon damage die.
Juggler Stance (Cost: 2 focus)
4th degree Deadeye bonus action (stance)
While you maintain this stance, While you are wielding a weapon that does not have the heavy or special property, it gains the thrown (range 20/60) property.

5th Degree Maneuvers

Horizon Shot (Cost: 3 focus)
5th degree Deadeye action (attack)
Take the attack action and choose one target you can see. Until the start of your next turn, the target is considered to be within your weapon’s normal range and it gains no benefit from cover less than total cover, regardless of how far it is from you.
Read the Wind (Cost: 3 focus)
5th degree Deadeye bonus action
Until the end of your next turn, you gain blindsight to a range of 30 feet, and you can choose to use your Passive Perception score instead of your AC.
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