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:
- 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).
- String Break. Your bowstring snaps. Assuming you have a spare string, it requires 1 minute to replace it.
- 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.
- Self Inflicted Wound. You manage to slice yourself with your own arrow, roll normal damage and half it.
- 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.
- 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.
- Wild Knock. You overextend yourself going for the kill. Opponents gain advantage attack rolls against you until the start of your next turn.
- 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).
- 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.
- 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.
- 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.
- 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.
Previous Versions
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