Deadeye Maneuvers
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, Ranger, Rogue, Slayer
1st Degree Maneuvers
| Doubleshot | 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 | 1 focus | 1st degree Deadeye bonus action (stance) While you maintain this stance, as long as you don’t move on your turn, you double the normal and long range of your ranged weapons. |
| Parting Shot | 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. |
| Trickshot | 1 focus | 2nd degree Deadeye action When you make a Charisma check, you can make an attack roll with a ranged weapon instead, as long as your sharpshooting can be used in some way. |
2nd Degree Maneuvers
| Blindshot | 1 focus | 3rd degree Deadeye free action When you make a ranged weapon attack and would have disadvantage for being unable to see the target, you may ignore that penalty until the end of your turn. |
| Countershot | 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 | 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. |
3rd Degree Maneuvers
| Covering Fire | 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. A creature targeted with this ability can try to avoid being pinned down (no action required.) If it does, make an attack roll against the creature with disadvantage. If the attack misses, the creature is no longer affected by Covering Fire. On a hit, deal damage as normal, and the creature suffers from the penalties as normal. |
| ??? | ? focus | 4th degree Deadeye bonus action (stance) ??? |
| Volley | 5 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. If you can use 4th Degree maneuvers, this maneuver affects creatures within 20 feet of a point, and if you can use 5th Degree maneuvers, it affects creatures within 30 feet of a point. |
4th Degree Maneuvers
| Horizon Shot | 3 focus | 5th degree Deadeye action (attack) Take the attack action and choose one target you can see within a number of feet equal to twice the long range of a weapon you are wielding. 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. |
| ??? | ? focus | 4th degree Deadeye bonus action (stance) ??? |
| Read the Wind | 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 as your AC if it is higher. |
5th Degree Maneuvers
| ??? | ? focus | 4th degree Deadeye bonus action (stance) ??? |
| Heartseeker | 9 focus | 4th degree Deadeye action Make a single ranged weapon attack with advantage against a creature within your weapon’s normal range. This attack completely ignores cover, including total cover as long as there is a space large enough for an arrow to fit between you and your target (you still have disadvantage if you cannot see the target. If both attack rolls would hit, the creature must succeed on a Constitution saving throw or die. Otherwise, the attack automatically flourishes as if it were a Called Shot, and deals additional damage equal to six rolls of your Superiority Die. If the attack flourishes, it instead inflicts a critical hit, and it if it would be a critical hit, it deals maximum damage. If you have the Extra Attack feature, you may use this maneuver by taking the Attack action, replacing two of your attacks with, and spending 1 additional focus. |
6th Degree Maneuvers
| Maneuver | X focus | 6th degree Deadeye ACTION Text. |
| Maneuver | X focus | 6th degree Deadeye ACTION Text. |
7th Degree Maneuvers
| Maneuver | X focus | 7th degree Deadeye ACTION Text. |
| Maneuver | X focus | 7th degree Deadeye ACTION Text. |
8th Degree Maneuvers
| Maneuver | X focus | 8th degree Deadeye ACTION Text. |

