Biting Zephyr
Warriors that know Biting Zephyr 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.
1st Degree
Covering Fire
1st degree biting zephyr maneuver
Exertion Cost: 1 exertion point
Casting Time: Part of an attack
Range: Your ranged weapon's range
Target: A number of creatures up to your proficiency bonus
Duration: Until the start of your next turn
Classes: Fighters, Gunslingers, Rangers, Rogues
Making a volley of attacks to dissuade enemies, you force opponents onto the defensive by unleashing death from above so an ally can move into position.
As part of a weapon attack, choose a number of allies equal to your proficiency bonus. Until the start of your next turn, when they provoke an attack of opportunity, you can expend one piece of ammunition to prevent them from provoking the attack of opportunity.
When you prevent a creature from making an attack of opportunity, you can spend your reaction and an additional exertion point to make one attack against that enemy.
Double Shot
1st degree biting zephyr maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: Your ranged weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Gunslingers, Rangers, Rogues
As a bonus action, you can shoot two pieces of ammunition with one shot on your next attack. If you hit, you deal an additional weapon damage die, but you cannot add any other damage to it such as your dexterity modifier, sneak attack, or smite.
Point Blank Shot
1st degree biting zephyr maneuver
Exertion Cost: 1 exertion point
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Stance, until the start of your next turn.
Classes: Fighters, Gunslingers, Rangers, Rogues
As a bonus action, you adopt an aggressive stance to exert your pressure even when using weapons intended for range at a point blank distance. Until the end of your turn, being within 5 feet of a hostile creature does not impose disadvantage when making a ranged attack using a weapon.
In addition, when a hostile creature that you can moves 5 feet or more away from you, you can use your reaction to make a ranged weapon attack against it.
Far Shot
1st degree biting zephyr maneuver
Exertion Cost: 1 exertion points
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Stance, until the start of your next turn.
Classes: Fighters, Gunslingers, Rangers, Rogues
As a bonus action, you focus your vision and hone your senses to be more accurate at longer distances. Until the end of your turn, when you make a ranged attack, your range is increased by 30 feet, and your long range is increased by 60 feet.
2nd Degree
Trick Shot
2nd degree biting zephyr maneuver
Exertion Cost: Variable, 1 exertion point
Casting Time: Part of an attack
Range: Your ranged weapon's range
Target: 1 object or creature
Duration: Instantaneous.
Classes: Fighters, Gunslingers, Rangers, Rogues
Carefully judging the wind and everything else that might interfere, you unleash an impressive shot that delights all who see it. Make a ranged weapon attack against an unattended object. On a hit, you can use the result of the attack roll instead of making a Performance check.
You can also instead choose to use this against a creature, spending 2 exertion instead of 1. You make an impressive trick shot against an enemy, possibly frightening them in the process. Your attack deals an additional 2d6 damage, and the target must make a wisdom saving throw versus your maneuver save DC or be frightened of you until the end of your next turn.
Countershot
2nd degree biting zephyr maneuver
Exertion Cost: 1 exertion point
Casting Time: 1 reaction
Range: Your ranged weapon's range
Target: 1 enemy's ranged attack
Duration: Instantaneous.
Classes: Fighters, Gunslingers, Rangers, Rogues
With awe-inspiring skill, you attempt to snipe a projectile out of the air. When you see a ranged weapon attack made within range of your ranged weapon, you can use your reaction to attempt to deflect it. You make a ranged weapon attack against the projectile, which has an AC equal to it's attack roll. On a hit, the projectile misses its target.
On a successful deflect, you can spend 1 exertion point to make your shot ricochet into the attacking enemy, using the same attack roll you used to deflect, but with a -5 penalty. On a hit, you deal your weapons normal damage without any bonus damage such as sneak attack, smite, etc.
Certain projectiles, such as a thrown boulder, might be too heavy to be reflected by Countershot.
Quickdraw
2nd degree biting zephyr maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 reaction
Range: Self
Target: Self
Duration: Instantaneous.
Classes: Fighters, Gunslingers, Rangers, Rogues
With incredible swiftness, you are able to draw your ranged weapon unbelievably quick. When combat starts and you are surprised, you can use your reaction to draw your weapon, allowing you to make one weapon attack on your turn even though you are surprised.
3rd Degree
Blind Shot
3rd degree biting zephyr maneuver
Exertion Cost: 2 exertion points
Casting Time: 1 bonus action
Range: Self
Target: Self
Duration: Concentration, until the start of your next turn
Classes: Fighters, Gunslingers, Rangers, Rogues
You hone your senses, searching for unseen opponents. Each creature within 30 feet of you must succeed on a stealth check versus your perception check. On a failure, until the start of your next turn, any creatures that benefited from being unseen no longer gains the benefits against you. Additionally, you have advantage to hit any creatures that weren't unseen and failed the stealth check. If a creature that failed moves more than 30 feet away from you, you lose the benefits against them.
At the start of your next turn, you can spend another exertion point to keep the effects of this maneuver without needing to roll again.
Missile Volley
3rd degree biting zephyr maneuver
Exertion Cost: 3 exertion points
Casting Time: 1 action
Range: Your ranged weapon's range
Target: A number of creatures up to your proficiency bonus
Duration: Instantaneous
Classes: Fighters, Gunslingers, Rangers, Rogues
You unleash a torrent of bullets, causing a rain of death to fall from the sky. Choose a point within your ranged weapons range, and then make an attack roll against each creature within 10 feet of the point.
You can only make an attack against a number of creatures equal to or less than your proficiency bonus, and you must expend ammunition for each target. You also make a separate attack roll for each target.
Ricochet
3rd degree biting zephyr maneuver
Exertion Cost: 2 exertion points
Casting Time: Part of an attack
Range: Your ranged weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Gunslingers, Rangers, Rogues
You send a bullet bouncing off of objects and surfaces to hit your target. As part of a ranged weapon attack, you can ignore all cover on a target, including full cover, as long as the target isn't completely enclosed. Your attack also deals an additional 3d6 damage.
4th Degree
Ricochet
4th degree biting zephyr maneuver
Exertion Cost: 2 exertion points
Casting Time: Part of an attack
Range: Your ranged weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Gunslingers, Rangers, Rogues
You send a bullet bouncing off of objects and surfaces to hit your target. As part of a ranged weapon attack, you can ignore all cover on a target, including full cover, as long as the target isn't completely enclosed. Your attack also deals an additional 3d6 damage.
Heartseeker
4th degree biting zephyr maneuver
Exertion Cost: 3 exertion points
Casting Time: 1 bonus action
Range: Your ranged weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Gunslingers, Rangers, Rogues
As a bonus action, you roll twice for your next ranged attack roll. If both of the attack rolls would hit, your attack becomes a critical hit. If only one of the attacks would hit, you still hit like normal.
Dive for Cover
4th degree biting zephyr maneuver
Exertion Cost: 3 exertion points
Casting Time: 1 bonus action
Range: Your ranged weapon's range
Target: 1 creature
Duration: Instantaneous
Classes: Fighters, Gunslingers, Rangers, Rogues
As a bonus action, you roll twice for your next ranged attack roll. If both of the attack rolls would hit, your attack becomes a critical hit. If only one of the attacks would hit, you still hit like normal.
5th Degree
Hear the Wind
5th degree biting zephyr maneuver
Exertion Cost: 3 exertion points
Casting Time: 1 bonus action
Range: Your ranged weapon's range
Target: 1 creature
Duration: Concentration, until the end of your next turn
Classes: Fighters, Gunslingers, Rangers, Rogues
As a bonus action, you concentrate your senses on the sounds of incoming projectiles. Until the end of your next turn, you gain blind sight out to a range of 20 feet, and when you are hit by a ranged attack, you can make a perception check versus the attack roll of the projectile that hit you. On a success, you sidestep the projectile, and it misses you.
When the effects of this maneuver end, assuming it was not from losing concentration, you can spend 1 exertion point to continue the effects of this maneuver until the start of your next turn.
Horizon Shot
5th degree biting zephyr maneuver
Exertion Cost: 4 exertion points
Casting Time: 1 bonus action
Range: Your ranged weapon's range
Target: 1 creature
Duration: Concentration, Stance, until the end of your next turn
Classes: Fighters, Gunslingers, Rangers, Rogues
You focus on one target with all of your senses. As part of an attack against a creature, you mark them until the start of your next turn. While marked, the target is considered in your weapon's normal range as long as you can see them. Additionally, the target does not benefit from half or three-quarters cover, and once per turn you can deal an additional 4d6 damage to the target when you hit them with a ranged weapon attack.