Keep in mind that melee carries risk that ranged attacks don't, so in order to preserve balance, your Trick Shots may need to be relatively weaker.
This "College of Arrows" may end up similar to the Arcane Archer.
Defensive Flourish ---> Distracting Shot
You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. The target subtracts the number rolled from their Wisdom(Perception) checks until the start of your next turn.
Could be used to hide between shots, a la Sniper, or to help your group evade a dangerous pursuer.
Slashing Flourish--->Splinter Shot
You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to one other creature of your choice that you can see within 5 feet of the target. The damage equals the number you roll on the Bardic Inspiration die.
Basically "Green Flame Blade" for your bow.
Mobile Flourish ---> Pinning Shot
You can expend one use of your Bardic Inspiration to cause the weapon to embed itself within the target, slowing its movement. The target take damage from the weapon as normal. Until the target uses an action to remove the arrow, its speed is halved.
I've done something like this awhile ago (College of Marksmanship). Though I probably need to update this homebrew since it is now one of my older homebrews (and after reading it, it definitely shows) and I've changed how I balance now.
Bards of the College of Marksmanship love to show off their skills with a variety of ranged weapons. Some of their shows may include the classic shooting an apple on the head trick, making crack shots at a number of falls objects, landing several robin hood shots or possibly conducting an elaborate stunt to win the sheers of the crowd. Due to this level of marksmanship, bards in this college end up being highly trained and skilled marksmen in their own right.
Marksman's Arsenal
When you join the College of Marksmanship at 3rd level, you gain proficiency with medium armor, longbow and the heavy crossbow.
If you’re proficient with a simple or martial ranged weapon, you can use it as a spellcasting focus for your bard spells.
Optional Rule. In addition, you gain proficiency with firearms.
Fighting Style
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Sleight of Hand
You ignore the loading property on ranged weapons you are proficient with.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Trick Shots
At 3rd level, you learn to perform impressive displays of martial prowess and speed. Once per turn, you can use one of the following trick shot options.
Deadeye. Whenever you take the Attack action on your turn, you can expend one use of your Bardic Inspiration to gain a bonus to your attack rolls with ranged weapons. The bonus equals the number you roll on the Bardic Inspiration die. In addition, for this attack your weapon attack scores a critical hit on a roll of 19 or 20.
Piercing Shot. When you make an attack against a creature with a ranged weapon, you can expend one use of your Bardic Inspiration to attempt to fire through multiple opponents. On a hit, the creature suffers bonus damage equal to your roll on the Bardic Inspiration die and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Each target after the first, does not receive the bonus damage.
Scoot n' Shoot. Whenever you take the Attack action on your turn, you can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You gain an additional 10 feet of movement, plus a number of feet equal to the number you roll on that die, until the end of your turn.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Master Marksman
Starting at 14th level, whenever you use a Trick Shot option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
The title says it all
I'm planning to brew this College of swords like(but with arrows) subclass for a PC of mine.
It will have the same 6th and 14th level features as the College of Swords.
It will give the Archery fighting style.
Instead of Blade Flourish, it will have Trick Shots. But they work just as same.
What do you think would be a fitting trick shot option?
Keep in mind that melee carries risk that ranged attacks don't, so in order to preserve balance, your Trick Shots may need to be relatively weaker.
This "College of Arrows" may end up similar to the Arcane Archer.
Defensive Flourish ---> Distracting Shot
You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. The target subtracts the number rolled from their Wisdom(Perception) checks until the start of your next turn.
Could be used to hide between shots, a la Sniper, or to help your group evade a dangerous pursuer.
Slashing Flourish ---> Splinter Shot
You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to one other creature of your choice that you can see within 5 feet of the target. The damage equals the number you roll on the Bardic Inspiration die.
Basically "Green Flame Blade" for your bow.
Mobile Flourish ---> Pinning Shot
You can expend one use of your Bardic Inspiration to cause the weapon to embed itself within the target, slowing its movement. The target take damage from the weapon as normal. Until the target uses an action to remove the arrow, its speed is halved.
This would be the easiest straight conversion.
I've done something like this awhile ago (College of Marksmanship). Though I probably need to update this homebrew since it is now one of my older homebrews (and after reading it, it definitely shows) and I've changed how I balance now.
Bards of the College of Marksmanship love to show off their skills with a variety of ranged weapons. Some of their shows may include the classic shooting an apple on the head trick, making crack shots at a number of falls objects, landing several robin hood shots or possibly conducting an elaborate stunt to win the sheers of the crowd. Due to this level of marksmanship, bards in this college end up being highly trained and skilled marksmen in their own right.
Marksman's Arsenal
When you join the College of Marksmanship at 3rd level, you gain proficiency with medium armor, longbow and the heavy crossbow.
If you’re proficient with a simple or martial ranged weapon, you can use it as a spellcasting focus for your bard spells.
Optional Rule. In addition, you gain proficiency with firearms.
Fighting Style
At 3rd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if something in the game lets you choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Sleight of Hand
You ignore the loading property on ranged weapons you are proficient with.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Trick Shots
At 3rd level, you learn to perform impressive displays of martial prowess and speed. Once per turn, you can use one of the following trick shot options.
Deadeye. Whenever you take the Attack action on your turn, you can expend one use of your Bardic Inspiration to gain a bonus to your attack rolls with ranged weapons. The bonus equals the number you roll on the Bardic Inspiration die. In addition, for this attack your weapon attack scores a critical hit on a roll of 19 or 20.
Piercing Shot. When you make an attack against a creature with a ranged weapon, you can expend one use of your Bardic Inspiration to attempt to fire through multiple opponents. On a hit, the creature suffers bonus damage equal to your roll on the Bardic Inspiration die and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Each target after the first, does not receive the bonus damage.
Scoot n' Shoot. Whenever you take the Attack action on your turn, you can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You gain an additional 10 feet of movement, plus a number of feet equal to the number you roll on that die, until the end of your turn.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Master Marksman
Starting at 14th level, whenever you use a Trick Shot option, you can roll a d6 and use it instead of expending a Bardic Inspiration die.
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