A non-magical, custom ordered compound bow. Accessories can be attached for more utility and performance.
Overdraw. While wielding this longbow, you can use your bonus action to overdraw the arrow. When overdrawn, you gain the following effects:
- At normal range, the attack ignores resistance to piercing damage by non-magical effects. Magical ammunition can be used.
- At normal range, the attack gains a bonus 1d4 damage.
- At long range, the attack does not impose disadvantage.
- The weapon's misfire score increases to 1.
Misfire. Whenever you make an attack roll with this weapon, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use this weapon without being proficient increase the weapon’s misfire score by 1.
Proficiency with a Longbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Damage: Piercing, If your weapon misfires, the weapon malfunctions. To fix it, you must spend an action to do a tinker's check (DC equals 8 + misfire score). If the check fails, your weapon breaks and must be repaired out of combat., Ammunition, Heavy, Range, Two-Handed, Slow
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