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 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.
Covering Fire (1 point)
1st degree Biting Zephyr action
Making haphazard shots to dissuade enemies, you force opponents onto the defensive by unleashing death from above so an ally can move into position. 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, a chosen creature’s movement does not provoke opportunity attacks from creatures you can see as you pelt the area nearby with missiles. For each opportunity attack a chosen creature would have otherwise provoked, you expend one piece of ammunition or thrown weapon.
Doubleshot (1 point)
1st degree Biting Zephyr bonus action
You palm two blades or nock two arrows, launching both missiles at the same opponent. The next ranged weapon attack you make uses two missiles instead of one. On a hit, you deal an additional weapon damage die.
Farshot Stance (1 point)
1st degree Biting Zephyr bonus action (stance)
By arching your back and stretching your arms to their fullest extent, you make your ranged weaponry travel further than usual. When you use a weapon to make a ranged attack, increase its normal range by 20 feet and long range by 50 feet.
Point Blank Shot (1 point)
1st degree Biting Zephyr bonus action
With uncanny swiftness you ready a weapon normally only used at range, compensating for making an attack at an opponent within only a few feet and giving your enemies reason to be wary. Until the end of your next turn, being within 5 feet of a hostile creature who can see you and who isn’t incapacitated does not give you disadvantage when making a ranged attack using a weapon. In addition, when an adjacent hostile creature that you can see moves 5 feet or more away from you, you can use your reaction to make a ranged weapon attack against it.
Countershot (1 point)
2nd degree Biting Zephyr reaction
With awe-inspiring skill you unleash a thrown weapon or arrow, knocking a missile out of the air. 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 deflect it. Use a weapon to make a ranged attack against an AC equal to the attack roll of the missile. On a hit, the missile is deflected and misses its target. At the Narrator’s discretion, certain ranged weapon attacks (like a giant’s thrown rock) may be too heavy to be deflected by Countershot.
Quickdraw (2 points)
2nd degree Biting Zephyr reaction
With incredible swiftness you tear your weapon from its sheath and let fly a reckless attack. As long as you are not surprised, when initiative is rolled you can use your reaction to draw a weapon and make a ranged attack with it.
Trickshot (2 point)
2nd degree Biting Zephyr action
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 Charisma check to influence someone, and you gain an expertise die when doing so. Otherwise the kinds of trick shots you can make are at the Narrator’s discretion.
Blindshot (1 point)
3rd degree Biting Zephyr bonus action
By closing your eyes and focusing on the sound of the environment, you target an unseen foe with uncanny accuracy. Make an Awareness check against the passive Stealth of a target you cannot see that is within 30 feet. On a success, you know the target’s location and do not have disadvantage on your next ranged attack against it before the end of your turn.
Missile Volley (2 points)
3rd degree Biting Zephyr action
Seizing upon the moment you make the sky rain death, striking at a multitude of creatures in rapid succession. Make a ranged weapon attack against a number of creatures within 10 feet of a point you can see within your weapon’s range. You may only target a number of creatures equal to or less than your proficiency bonus, you must have ammunition for each target, and you make a separate attack roll for each target.
Ricochet (2 points)
3rd degree Biting Zephyr bonus action
With careful judgments of distances, materials, wind, and applied force you let loose a shot that bounces off of one or more surfaces to strike opponents crouching behind walls or otherwise hidden from sight by cover. On the next ranged weapon attack you make before the start of your turn, you can completely ignore a target’s cover. Only targets that have total cover from being entirely enclosed by an object or effect (such as inside of a chamber with no openings to shoot through or a sphere from wall of force) have cover against this attack, and you do not have disadvantage from attacking a target you cannot see.
Dive For Cover (2 points)
4th degree Biting Zephyr reaction
Under fire, you dive for cover. When you are targeted by a ranged attack, after it hits or misses you, you can use your reaction to move up to your Speed. If your movement ends adjacent to either a solid barrier as big as you are or a creature the same size as you or larger, until the beginning of your next turn you have three-quarters cover against ranged attacks (+5 bonus to AC and saving throws) as long as you remain adjacent to the barrier or creature.
Heartseeker (2 points)
4th degree Biting Zephyr action
You aim carefully at your opponent’s most vulnerable spot. Make a ranged weapon attack with advantage against a creature within your weapon’s normal range. If both attack rolls would hit, it’s a critical hit. If only one of the rolls would be a critical hit but the other roll would still hit, you deal an additional weapon damage die.
Mundane Missile Stance (2 points)
4th degree Biting Zephyr bonus action (stance)
By focusing on balance and heft you can throw whatever you have in hand with deadly accuracy. While you are wielding a weapon that does not have the heavy or special property, it gains the thrown property
Hear the Wind (3 points)
5th degree Biting Zephyr bonus action
You can literally hear the sound of incoming missiles and react to them easily. Until the end of your next turn, you gain blindsight to a range of 20 feet. When you are hit by a ranged attack, you make an Awareness check against a DC equal to the attack roll. On a success the attack misses you, and on a critical success you redirect it back at the attacker.
Horizon Shot (3 points)
5th degree Biting Zephyr action
No matter how far away a foe is, if you can see them they’re still in danger. When you activate this maneuver, you take the Attack action and make a ranged weapon attack, as well as any additional attacks granted by Extra Attack. Choose one target you can see. 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