Longbow Expert Image
Prerequisite: Requires Dexterity of 18 Requires Fighting Style: Archery (Ranger or Fighter) Level 10
 

Thanks to extensive practice with the longbow, you gain the following benefits: 

Expert Marksman: Attacking at long range doesn't impose disadvantage on your longbow attack rolls. Your longbow attacks ignore half and three-quarters cover.

Close Quarters Maneuver: When within 5 feet of a hostile creature you may make an Acrobatics check (DC 20), if successful the proximity doesn’t impose disadvantage on your longbow attack rolls, such attacks may be considered melee attacks. On a failed check, you fall prone and lose all movement. 

Rapid Longbow Attack: When you use the Attack action and attack with a longbow, you can use a bonus action to make an athletics check (DC 20) if successful you may make another attack with a longbow. On a failed athletics check, your turn ends, and roll a d12 to determine the effect:

  1. Weapon Break. Your bow shaft breaks and is now useless. (For a magical weapon roll an additional d12: on a 1-2 it breaks, 3-10 the string breaks, 11-12 the string is loose).
  2. String Break. Your bowstring snaps. Assuming you have a spare string, it requires 1 minute to replace it.
  3. Loose String. Your string comes loose. You lose this attack. Starting next turn you can make a sleight of hand check DC 15 to fix it. Each attempt takes one turn.
  4. Self Inflicted Wound. You manage to slice yourself with your own arrow, roll normal damage and half it.
  5. Ooops! You hit an unintended random target. Randomize all combatants within 30 feet and roll a second attack roll, if you beat their armor class roll damage as if they were your intended target.
  6. WTF? You launch a comically bad arrow nowhere near your intended opponent – it flies into a huge empty space taking your self confidence with it. Roll Wisdom Saving Throw (DC 15), or suffer disadvantage to attack rolls until you next score a hit on an opponent. 
  7. Wild Knock. You overextend yourself going for the kill. Opponents gain advantage attack rolls against you until the start of your next turn.
  8. A Little Accident. Either through fear, excitement, or simply needing to go; you soil yourself. 10% chance it’s only pee. Make a Charisma Saving Throw (DC 15), or become incapacitated until the end of your next turn (your whole next turn is used to clean yourself).
  9. Loss of Nerve. Man, your opponent looks tough. Make a Wisdom Saving Throw (DC 15). On a fail, you are frightened. After one turn you can attempt the saving throw again.
  10. So Long Bow! Roll an Athletics check (DC 15), or your weapon flies d12 feet out of your hand in a random direction. It costs a bonus action to pick it up. 
  11. Pulled Muscle (Upper Body). Roll a Constitution Saving Throw (DC 15) or the strain of your attack causes you to pull a muscle in your upper body. You have disadvantage in attack rolls and ability checks requiring upper body strength until you have completed three long rests, or received magical healing.
  12. Slip Up. You lose your footing. Roll An Acrobatics Check (DC 15) or fall prone. Your turn has ended and melee attacks have advantage on you.

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5/12/2023 1:54:51 AM
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Longbow Expert Image

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