Deadeye Maneuvers
Ranged, Control, Observant
Ranged combat is potent; so much so that archers and riflemen quickly find themselves some of the first targets in battle. Deadeyes are superlative ranged combatants, not only for the deadly accuracy of their attacks, but also the myriad tricks they’ve mastered to find their foes and keep them at a safe distance. Most Deadeye maneuvers can only be used with ranged or throwing weapons.
Classes: Arcane Warrior, Bloodhunter, Fighter, Marshal, Ranger, Rogue, Slayer
1st Degree Maneuvers
| Doubleshot | 1 focus | 1st degree Deadeye action (attack) Take the attack action. Once when you make a ranged weapon attack, you can load a second piece of ammunition into the attack. If you hit, add your Superiority Die to the attack's damage. This attack cannot fire into the long range of your weapon, and cannot flourish, and cannot inflict a critical hit. |
| Eagle Eye | 1 focus | 1st degree Deadeye free action When you make a Perception or Investigation check, you can add a roll of your Superiority Die to the result. |
| 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. |
2nd Degree Maneuvers
| Blindshot | 1 focus | 2nd 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, reduce the original attack roll by the difference plus a roll of your Superiority Die. If the attack still hits, it deals half damage. |
| 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. If the attack hits, add your Superiority Die to the attack's damage. |
3rd Degree Maneuvers
| Spread Shot | 4 focus | 3rd 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. |
| Suppression | 5 focus | 3rd degree Deadeye bonus action (stance) While you maintain this stance, your movement speed is halved, and at the start of your turn, you may choose a point within the normal range of a ranged weapon you are wielding. Creatures in a 20-foot radius centered on that point have their movement speeds halved, and they cannot take reactions until the start of your next turn. When a creature would move or take a reaction, it can choose to no longer be affected by Suppression until the start of your next turn. When it does, make an attack roll against the creature with disadvantage. If the attack hits, deal damage with your ranged weapon plus your Superiority Die. You may spend a flourish from this attack to reapply the effects of Suppression to the target until the start of your next turn. Each round of Suppression uses 20 ammunition. |
| Zephyr Stance | 3 focus | 3rd degree Deadeye bonus action (stance) While you maintain this stance, you can spend flourishes with ranged weapon attacks to magically conjure 5-foot wide lines of wind between you and the target, to a maximum length of 60 feet, that blast away from you. Each creature that starts their turn in the line must succeed on a Strength saving throw or be pushed a number of feet away from you equal to 5 + a roll of your Superiority Die. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you, but may move 2 feet for every foot it moves when moving away from you. Each gust lasts a number of rounds equal to the maximum result of your Superiority Die. |
4th Degree Maneuvers
| Horizon Shot | 3 focus | 4th 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. |
| Piercing Shot | 2 focus | 4th degree Deadeye free action When you flourish with a ranged weapon attack, you can expend it cause the attack to penetrate through the target and hit another. Make another attack roll against a creature in a straight line behind your target that is in your weapon's range. On hit, add your Superiority Die to the attack's damage. You can use Piercing Shot on attacks granted with Piercing Shot. |
| Read the Wind | 3 focus | 4th 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
| Heartseeker | 9 focus | 5th 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. |
| Piercing Gaze | 4 focus | 5th degree Deadeye bonus action Roll your Superiority Die. For a number of minutes equal to the result, you magically enhance your senses, gaining Darkvision to 120 feet, or increase your Darkvision by 90 feet if you already have it. Within this darkvision, you have truesight, can tell if a creature is possessed by a ghost or parasite, and can see through solid objects. |
6th Degree Maneuvers
| Overwatch | 10 focus | 6th degree Deadeye bonus action (stance) When you enter this stance, roll your Superiority Die and designate a 100-foot cube you can see as your killzone. While you maintain this stance, your movement speed is halved, and when you see a creature move into or within the killzone, you can make a ranged weapon attack against the target as long as you have line of sight and it is within range. If you hit, add your Superiority Die to the attack's damage. After you have made a number of attacks with Overwatch equal to the number rolled, this stance ends. As a bonus action on subsequent turns, you can move your killzone. |
| 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. |

