A Deadeye uses Dexterity as their primary ability score.

Progression is mostly like Rogue Assassin with some extra goodies thrown in.

Proficiencies
This subclass shares all the same proficiencies as Rogue, with the addition of Heavy Crossbow which is the "real" weapon type behind the 2h guns.

Deathwish and Heartpiercer
The Deadeye begins the game with a "western"
sniper rifle called "Deathwish" and a pistol/blade called "Heartpiercer" which is equipped in the melee slots (much like the Gunbreaker). You will want to summon the Deadeye armory chest asap to get a second Heartpiercer so you can dual wield them. These weapons will level scale with you well into Act 3 where you can purchase a final Legendary version from a vendor in Lower City. Alternately, you can use the forge system to combine existing vanilla game weapons with a firearm template from your armory chest. More about the forge in this article.

The Deathwish rifle has some special properties. Since it is a scoped weapon I wanted to make it more difficult to use at close range and also encourage the use of Heartpiercer as the situation warrants.
  • If you are flanked by enemies the weapon is unable to be used.
  • You are unable to target enemies at 3m or closer.
  • If you are targeting an enemy between 4-16m you will do regular damage.
  • If you are targeting an enemy beyond 16m you will do bonus scaling damage.

The Heartpiercer also has a little something extra, an ability called Black Powder which is just a regular shot that has a chance to blind your target for 2 turns.

Progression
Gains the standard Gunslinger progression abilities in addition to those listed below. Abilities with no description will be either a Rogue or Ranger ability which you can look up on the BG3 Wiki. 13+ progression uses Rogue abilities from Expansion which is the recommended 13+ addon mod for Gunslingers. Those abilities are standard D&D RAW abilities for 13+.

Deadeye Maneuvers
The Deadeye has a special set of maneuvers in addition to standard Rogue Assassin abilities. The maneuvers are fueled by Ka and are presented to you as reaction abilities.

You pick 3 maneuvers from a list of 9 total at level 3. Then pick two more at 7th, 10th, and 15th levels. At each of those levels you will be given the opportunity to swap one maneuver out for another.

Maneuvers
  • Overkill - Spend 3 Ka to deal extra damage, scales with level and starts at 3d6.
  • Sap - Spend 1 Ka. Target has disadvantage on attack rolls and saving throws until the end of its next turn.
  • Riposte - Spend 1 Ka to retaliate when a creature misses you with a melee attack. Damage equal to a roll of your Ka die plus your Dexterity modifier.
  • Ironsides - When a melee attack hits you, spend 3 Ka to increase your AC by 3 until the beginning of your next turn. If your new AC would cause the attack to miss then it misses.
  • Kick - Spend one Ka to kick an attacking enemy and push them back 5 feet.
  • Recede - Spend 2 Ka to unlock both Umbral Shroud and Shadow Step as free actions. After using Shadow Step you have advantage on your next ranged
    attack roll
  • Countershot - 1 Ka. Counterspell, but with gunfire.
  • Deadeye's Cunning - Spend 1 Ka. When you shoot a target at close range, you can make a melee attack against it as a free action.
  • Rebuke - 1 Ka. React to your attacker by returning fire.

Level 1

  • Proficiency Bonus: Stealth
  • Sneak Attack
  • Fighting Style: Two Weapon Fighting
  • Summon Deadeye Chest
Level 2
  • Cunning Action: Dash
  • Cunning Action: Disengage
  • Cunning Action: Hide
Level 3
  • Assassinate Ambush
  • Assassinate Initiative
  • Assassinate Resource
  • Hunters Mark
  • Umbral Cloak
Level 5
  • Uncanny Dodge
Level 6
  • Shadow Step
Level 7
  • Evasion
  • Stillness of Mind
Level 9
  • Infiltration Expertise
Level 11
  • Gunslinger Precision - 1 extra die to damage rolls
Level 14
  • Blindsense
Level 15
  • Wisdom Saving Throw Proficiency
Level 17
  • Enhanced Gunslinger Precision - 2 extra die to damage rolls
Level 18
  • Elusive
Level 20
  • Stroke Of Luck

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Tet42