The great bow in D&D 5e is a two-handed ranged weapon that delivers significant damage at a distance, making it a staple for snipers and artillery-style characters. As a member of the heavy crossbow family, it trades ease of use for raw power and extended reach. This guide explains everything you need to know about the great bow’s properties, when it shines, and how it compares to alternatives. Whether you are optimizing a build or deciding when to stock your campaign shops, you will find the key facts, numbers, and practical advice here.
Great Bow at a Glance
The great bow is a simple two-handed ranged weapon with a high damage output and long range increment, designed to reward patient positioning and careful aiming. Unlike lighter bows, it is categorized alongside heavy ranged options in many interpretations, emphasizing power over mobility. Below is a concise reference table summarizing its most important attributes for quick lookup during play.
| Attribute | Great Bow | Notes |
|---|---|---|
| Weapon Type | Simple Ranged (Two-Handed) | No official heavy crossbow tag in standard SRD; treated as a heavy two-handed bow in many tables |
| Damage | 1d12 piercing | Scales with weapon properties such as magic or runes when applicable |
| Range | 80/320 feet | Normal range 80 ft; long range up to 320 ft with disadvantage |
| Weight | 5–6 lb (common estimate) | Varies by table; some GMs use 6 lb |
| Cost | 15–50 gp (typical campaign pricing) | Highly variable by DM; craftable via Tasha’s rules |
| Properties | Ammunition, two-handed, range | Requires two hands; cannot use with shield unless otherwise specified |
| Category | Ranged | Not a crossbow in most RAW interpretations |
How the Great Bow Works in 5e
In raw terms, the great bow functions like other simple ranged weapons, with a standard d12 piercing damage die and two-handed weapon rules. Because it requires two hands, you cannot carry a shield unless your class features or magical items permit it. Its long range increment makes it ideal for characters who operate at distance, though the practical benefits depend on your DM’s interpretation of cover, visibility, and arrow supply. When combined with Sharpshooter or similar features, it can ignore half cover and deal consistent damage at any range within its limits.
Key Combat Traits
- Two-handed use: occupies both hands, limiting shield use.
- Range bands: normal range 80 ft, long range 320 ft with disadvantage on attack rolls.
- Damage: d12 piercing, benefiting from Strength or Dexterity modifiers depending on your build.
- Ammunition: consumes arrows; optional rules for encumbrance can tighten realism.
Great Bow vs Other Bows and Crossbows
Compared to the longbow, the great bow often trades lower damage consistency for narrative weight and a two-handed power spike. Against the heavy crossbow, it generally offers higher damage dice but lacks the crossbow’s loading property, making reload timing a tactical consideration. The table below summarizes these differences to help you decide when the great bow is the optimal choice.
| Weapon | Damage | Range | Properties | Playstyle |
|---|---|---|---|---|
| Great Bow | 1d12 piercing | 80/320 ft | Two-handed, range | High damage at distance, limited mobility |
| Longbow | 1d8 piercing | 150/600 ft | Heavy, two-handed, loading | Balanced range and damage; reload action cost |
| Heavy Crossbow | 1d10 piercing | 100/400 ft | Loading, two-handed | Moderate damage with loading drawback |
Tactical Uses and Positioning
Because the great bow is two-handed, it encourages characters to fight from secure positions rather than at the front line. Its range bands reward smart battlefield control: holding position at 80 feet keeps attacks normal, while stretching to 320 feet trades accuracy for distance. In campaigns where cover is common, features like Sharpshooter or mobile maneuvers that ignore half cover can maximize its effectiveness. If your table uses optional ammunition rules, consider encumbrance or reload actions to add tactical tension to ranged combat.
Customization and Magic Enhancements
Magic properties and enhancements can turn an ordinary great bow into a legendary tool. A keen bow might add piercing through resistances, while a weapon that ignores resistance to piercing damage can dramatically change encounter outcomes. On the magical craftsmanship side, the DMG tables for wondrous items include examples such as bow of warning or bow of distant strikes. When houseruling or homebrewing, keep balance in mind: scaling damage, adding utility effects, or tying enhancements to attunement helps maintain challenge and fun.
Frequently Asked Questions
- Can I use a shield with the great bow? Normally no, because it is a two-handed weapon. Class features, spells, or specific magic items are required to use a shield simultaneously.
- Is the great bow a crossbow in 5e? No, it is a type of bow. Some tables treat it as heavy, but RAW it follows simple weapon rules for bows.
- How far can I realistically shoot? Within 80 feet you roll normal attack rolls. From 80 to 320 feet, you have disadvantage. Beyond 320 feet, the target is effectively out of range unless your DM allows further reduction or special abilities.
- Can I make a great bow from Tasha’s rules? Yes, the downtime crafting rules in Tasha’s Cauldron of Everything let you create non-magical bows, including a great bow, given the time and materials.