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Combat Maneuvers

Tip: Ctrl-click will select (and deselect) multiple options in a select list above.
Name Points Degree Tradition Action Type Summary
Blindshot 1 3rd degree Biting Zephyr Bonus Action Attack hidden targets without disadvantage.
Countershot 1 2nd degree Biting Zephyr Reaction Shoot a missile out of the air.
Covering Fire 1 1st degree Biting Zephyr Action Protect an ally from opportunity attack.
Dive For Cover 2 4th degree Biting Zephyr Reaction Use your reaction to take cover behind a creature or object when a ranged attack misses you.
Doubleshot 1 1st degree Biting Zephyr Action Fire two missiles and do extra damage.
Farshot Stance 1 1st degree Biting Zephyr Bonus Action (Stance) Increase the range of your missiles.
Hear the Wind 3 5th degree Biting Zephyr Bonus Action Concentrate on what you can hear to see what cannot be seen and deftly evade attacks.
Heartseeker 2 4th degree Biting Zephyr Action Aim for and exploit a foe’s weak spot with a dangerous shot.
Horizon Shot 3 5th degree Biting Zephyr Bonus Action Use a ranged weapon to attack to shoot a creature from as far away as you can see.
Missile Volley 2 3rd degree Biting Zephyr Action Attack a group of creatures within 10 feet of a focal point.
Mundane Missile Stance 2 4th degree Biting Zephyr Bonus Action (Stance) Give nearly any weapon the thrown property.
Point Blank Shot 1 1st degree Biting Zephyr Bonus Action Use a bonus action to make ranged weapon attacks in melee without disadvantage.
Quickdraw 2 2nd degree Biting Zephyr Reaction Use your reaction to draw a weapon and make a ranged attack when initiative is rolled.
Ricochet 2 3rd degree Biting Zephyr Bonus Action Ignore your target’s cover with a ranged attack.
Trickshot 1 2nd degree Biting Zephyr Action Perform an impressive trick with a ranged weapon attack.