Base Class: Ranger
Most archers, and bows, are intended for use on game. Even bowmen who train for war lack the strength or legacy to truly hone their craft. Warbowmen are different. Using bows seven feet tall, with a draw weight of 160 lbs, their weapons have the power to cut through armor from a half a mile away. It takes three generations to create a competent warbowman, and their legacy does not come to an end easily.
Mettle to Bear
At 3rd level, you gain proficiency in warbows, as well as fetcher's tools. The Warbow may also be used as a quarterstaff for melee attacks.
Warbow: DEX + Prof bonus to hit. 1d10 + STR + DEX piercing. Requires 15 STR to wield.
Range: 300/900. Heavy. Two-handed. Ammunition. 5lbs
Like Butter
At 7th level, your strength is such that armor doesn't save your opponents. Targets within 100 feet gain no benefit from armor when you target them with the warbow. You also ignore resistance to piercing.
Collateral
At 11th level, if your target dies from your attack, you may make an attack against one creature standing in a 30ft cone behind them at will.
Warbow Upgrades
At 15th level, you gain one of the following features of your choice.
Compound Recurve
You add a reverse curve to your bow, adding a system of pulleys to assist you in drawing it. The force on the arrow is well above 500 lbs now, and the arrows you fire are steel bars, but the effective draw weight for you remains at 150 lbs. Your damage dice for the warbow increases to 2d10.
Higher Draw
You upgrade your bow, making it two feet longer and giving it a draw weight of 200 pounds. Your range with the warbow becomes 900/2700, and the Armor Piercing range increases to 300 feet.
Left-side Draw Pulley
You add a pulley system to your bow, reducing the effective draw to a paltry 90 pounds. The reduced weight makes the bow much easier to control, allowing you to fire much more quickly. You gain an additional Extra Attack.
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