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Shortbow

Weapon

Common

Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to use the Search Action.
Range. A weapon that can be used to make a ranged attack has a range shown in the table. The range lists two numbers, the first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have DisADV on the attack roll. You can't attack a target beyond the weapon's long range.
Two-Handed. This weapon requires two hands when you attack with it.
Bow. When you attack a creature with a bow, you gain a bonus to your damage roll equal to your prof. bonus if the target is farther than 30ft away from you.You only gain this benefit if you are proficient with the weapon.
Piercing. On a critical hit, the target becomes Impaired until the end of your next turn.

Martial Special Attacks

When you land any attack in combat you can choose to make it a Special Attack by expending one of your extra attacks. The additional bonuses below are either added immediately to the attack you just landed for extra effects OR expended before you make the attack for ONE all-in strike.
Each of these Martial Special Attacks have certain requirements and if the target needs to make a save, it's always against your Martial Save DC.

Bow. When you make an attack against a target within 30ft, you can forgo 1 extra attack to gain ADV on the attack and gain additional movement equal to half your speed. On a hit, you don’t provoke Opportunity Attacks from the target until the start of your next turn.
Pinpoint Attack. On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target is Impaired until the end of their next turn.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Stagger (Combo). On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target becomes Vulnerable to the next source of Slashing, Piercing, or Bludgeoning damage before the start of your next turn. You can only do this once per combat.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
Sunder Armor. On a hit against a creature wearing armor, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target takes 1 extra die of damage from the attack and loses 1 level of Defense for 1 minute.
Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)

Type Damage Damage Range
Simple Ranged 1d6 Piercing 80/320ft.



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