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

Doubleshot1 focus1st degree Deadeye free action
When you make a ranged weapon attack, you can load a second piece of ammunition into the attack. If you hit, the creature takes additional damage equal to a roll of your superiority die. This attack cannot fire into the long range of your weapon, and cannot flourish, but it can inflict a critical hit. Once you use this maneuver, you cannot do so again this turn.
Farshot Stance1 focus1st 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 Shot1 focus1st 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.
Trickshot1 focus2nd degree Deadeye action
When you make a Charisma check, you can make a ranged weapon attack instead. The DM is the final arbiter on if your sharpshooting skills would allow you to use this maneuver.

2nd Degree Maneuvers

Blindshot1 focus3rd 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.
Countershot2 focus2nd 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, reduce the original attack roll by the difference plus a roll of your Superiority Die. If the attack still hits, it deals half damage.
Quickdraw3 focus2nd 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. If the attack hits, it deals extra damage equal to a roll of your Superiority Die.

3rd Degree Maneuvers

Covering Fire1 focus1st 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. When a creature would move or make an opportunity attack, it can choose to no longer be affected by Covering Fire. When it does, make an attack roll against the creature with disadvantage. If the attack hits, deal damage with your ranged weapon plus a roll equal to your Superiority Die. You may spend a flourish from this attack to reapply Covering Fire to the target.
???? focus4th degree Deadeye bonus action (stance)
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Spread Shot5 focus3rd degree Deadeye action
Each creature of your choice in a 60-foot Cone makes a Dexterity saving throw, taking damage equal to your ranged weapon plus three rolls of your Superiority Die on a failed save or half as much damage on a successful one. If you have the Extra Attack feature, you can use this maneuver while taking the Attack action by replacing two of your attacks and spending 1 extra focus.

4th Degree Maneuvers

Horizon Shot3 focus5th 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.
???? focus4th degree Deadeye bonus action (stance)
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Read the Wind3 focus5th degree Deadeye bonus action
Until the end of your next turn, your AC can't be lower than your Passive Wisdom (Perception) score, and whenever you make a Dexterity or Wisdom ability check or a Dexterity Saving Throw, roll your Superiority Die and gain the result as a bonus to the d20 Test.

5th Degree Maneuvers

???? focus4th degree Deadeye bonus action (stance)
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Heartseeker9 focus4th 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.

IDES: Rain arrows that deal damage each turn? Arrows that cause a wind tunnel that speeds up allies and slows enemies? Arrows that bounce or pierce through enemies

6th Degree Maneuvers

ManeuverX focus6th degree Deadeye ACTION
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ManeuverX focus6th degree Deadeye ACTION
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7th Degree Maneuvers

ManeuverX focus7th degree Deadeye ACTION
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ManeuverX focus7th degree Deadeye ACTION
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8th Degree Maneuvers

ManeuverX focus8th degree Deadeye ACTION
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