Bows are the no-compromise ranged weapons, and as long as you have arrows, they offer a versatile and steady stream of ranged attacks. Bows always require 2 hands to use.
You can choose to make your next attack with disadvantage. If you do so, on a hit, the creature has their movement speed halved until your next turn.
Colossal Bow - Ammunition, Strength, Range 30 (100 Feet)
Action Point: 5
Ranged Attack
On a successful hit, you deal 4d6 + Attack power as sharp damage.
You can choose to make your next attack with disadvantage. If you do so, on a hit, the creature has their movement speed halved until your next turn.
Action Point: 5 // Willpower: 2
Ranged Special Attack
On a hit, you deal 4d6 + Power as sharp damage, and your arrow pierces through the target, hitting another target in a line with you and your target up to 10 meters (30 feet) behind the initial target. If your attack roll beats the second target's Defense, it takes the same amount of damage.
Heavy Bow - Ammunition, Agility, Range 45 (150 Feet)
Action Point: 4
Ranged Attack
On a successful hit, you deal 3d6 + Attack power as sharp damage.
You can choose to make your next attack with disadvantage. If you do so, on a hit, the creature has their movement speed halved until your next turn.
Action Point: 4 // Willpower: 2
Ranged Special Attack
This attack is made with two advantages. On a hit, you deal 3d6 + Attack power as sharp damage.
Standard Bow - Ammunition, Agility, Range 30 (100 Feet)
Action Point: 3
Ranged Attack
On a successful hit, you deal 2d6 + Half power as sharp damage.
You can choose to make your next attack with disadvantage. If you do so, on a hit, the creature has their movement speed halved until your next turn.
Action Point: 2 // Willpower: 1
Ranged Special Attack
This attack is made with disadvantage. On a successful hit, you deal 2d6 + Half Attack power as sharp damage.
Light Bow - Ammunition, Agility, Range 25 (80 Feet)
Action Point: 2
Ranged Attack
On a successful hit, you deal 1d6 + Half Attack power as sharp damage.
You can choose to make your next attack with disadvantage. If you do so, on a hit, the creature has their movement speed halved until your next turn.
Action Point: 2 // Willpower: 1
Ranged Special Attack
On a successful hit, you deal 1d6 + Half Attack power as sharp damage, and you can immediately take a free move action if you are in melee range of an enemy.