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e been thinking a lot lately about the true versatility of bows and the lack there-in with bow

weapons. So, I wanted to put forth a few ideas. These are not specifically new bows so much as
adding new weapon properties to existing bows that create new bow types.

Warbow: Any bow with the war bow property has a higher draw weight and is deisgned to fire
war arrows. These bows require a minimum of 13 strength to draw and grants the bow the
Finesse property. Warbows increase the cost of a bow by 50g.

Composite: Composite bows are made out of several materials designed to increase the bow's
springiness. This increases a bow's normal range by 20ft and maximum range by 60ft. Composite
bows increase costs of a bow by 25g.

Favorable: Weapons with the Favorable trait roll two damage dice instead of one and selects the
higher number.

War Arrows: War arrows support heavier shafts designed to carry heavier heads. These heads
have different utility, but all war arrows reduce range on normal and maximum range by 50%,
except for Bodkin.

Bodkin: Bodkin arrows were designed for longer flight ranges. Bodkin arrows increase normal
and maximum ranges by 50%.

These arrows are 2sp each and weigh 10 arrows to the pound.

Broadhead: These arrows grant the Warbow the Favorable quality when used to deal Piercing
damage. Alternatively, they can be fired to deal Slashing damage without the Favorable quality
added.
The Favorable weapon property is only granted when used with Broadhead arrows. Because arrows,
themselves, do not have damage statistics, I needed it to apply to the weapon, hence the wording. I had
forgotten about Savage Attacker feat, but reading it over, it only applies to Melee attacks. This is only
applicable to Ranged attacks and costs an arrow to achieve. That said, I'm open to other suggestions.

These arrows are 5sp each and weigh 5 arrows to the pound.

Hammer: These arrows have a heavier, blunted head with three or four sides that end in shallow
points, enabling it to deal only Bludgeoning damage instead of the usual Piercing.

These arrows cost 5sp each and weigh 5 arrows to the pound.

Ripper: These arrows were considered so vicious that leaders of gentler gods sought to ban them
from war. These arrows have a specially designed barbed underside to the arrows to make them
difficult to remove. An enemy hit by one is considered impaled by the arrow and gains a
Disadvantage to all Dex related skill checks until it is removed. Removing the arrow requires a
Medicine check DC 12. On failure, the target takes an additional die of damage, based on the
original damage type.

These arrows cost 5sp a piece and weigh 5 arrows to a pound. These arrows may be banned for
use and sale in some areas.
Phoenix Arrows: These arrows have a band of phosphor imbedded in the arrow that, when lit,
heats the arrowhead up to hellish degrees, enabling the arrow to deal both piercing and fire
damage simultaneously. (I.e. While a longbow only deals 1d8 damage, it's considered both fire
and piercing damage, whichever is most favorable for the attacker.)

These arrows cost 1gp each and weighs 5 arrows to a pound.

Edited to correct range names and replace serrated with barbed in the Ripper arrow description.
The Warbow is simplified and now grants the Finesse weapon property.

Bow of Doubling
Rare magical weapon
This magical bow offers no bonuses to hit or damage, but it does have the unique property of
firing two arrows at a time. Whenever a non-magical arrow is fired from this bow, the bow
automatically creates and fires a second arrow.

If the first arrow hits its target, the second has Advantage; if the first shot misses, the second
arrow has normal probabilities to hit. All arrows shot from this bow, whether they hit or not, are
destroyed upon impact (or as soon as it is determined that they did not hit) and cannot be
recovered.

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