Base Class: Bard
Bards of the College of Bows are entertainers that use their mastery of ranged weapons to perform daring stunts. Be it shooting apples off heads or knife throwing these bards use their weapons to entertain, even still they are highly trained warriors that often use their talents to live double lives. They travel as they wish, be it with troupe or alone, and perform during the day. When night falls these bards may take up a different profession, that of an assassin or vigilante.
Bonus Proficiencies
When you join the college of Bows at 3rd level, you gain proficiency with martial ranged weapons.
If you're proficient with a simple or martial ranged weapon, you can use it as a spell casting focus for your bard spells.
Fighting Style
At 3rd level, you adopt a particular 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 you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Close Quarters Shooter (UA).
When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks.
Archer's Tempo
At the end of a long rest you may choose one ranged weapon that you have proficiency with (if a magical weapon requires attunement, you must be attuned to said weapon before you can make it a favored weapon) , this weapon because your favored weapon. Making a successful attack role with your favored weapon grants one stack of Archer's Tempo. Missing an attack or not attacking in a turn causes you to lose 1d4 stacks of Archer's Tempo. Stacks max out at 12 and disappear when unconscious or a minute after your last successful attack against a creature. Once per turn expending a use of bardic inspiration activates your stacks of Archer's Tempo. Stacks can be activated only once per turn and are not consumed on use.
Minor 3rd. At three stacks of Archer's Tempo you can use your magic to further harm your enemies. The damage increases equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn.
Minor 6th. At six stacks of Archer's Tempo you shots hit much harder. Attacks against creatures your size or lower push back targets by up to 5 feet + the number rolled on the bardic inspiration die.
Major 9th. At nine stacks of Archer's Tempo you have had a successful warm-up. In you have at least two successful attack roles in a turn (at least one must be with your favored weapon) you can take an additional shot with your favored weapon.
Perfect 12th. At twelve stacks of Archer's Tempo your magic empowers your shots. Archer's Tempo stacks no longer require use of bardic inspiration to activate.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Chromatic shot
Starting at 14th level, whenever you fire a nonmagical arrow you can infuse it with magic or choose acid, cold, fire, lightning, poison, or thunder as the damage type for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The magic fades from the arrow immediately after it hits or misses its target.
Previous Versions
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