What the Great Bow Is in 5e
The great bow is a martial ranged weapon in D&D 5e that appears in the Player's Handbook. It is one of the few martial ranged weapons available to characters without relying on multiclassing or specific subclass features. Its size and reach make it distinct from simpler ranged options, and its damage and range values are designed to reward characters who invest in proficiency and Strength or Dexterity depending on their build.
Official Definition and Key Properties
Weapons in D&D 5e are defined by cost, weight, damage, range, and special traits such as ammunition, finesse, heavy, loading, long, reload, thrown, two-handed, or versatile. The great bow carries the ammunition and two-handed traits, which means it requires two hands to wield and consumes arrows or similar ammunition. It also has long range, giving it distinct tactical uses at different distances. The following table summarizes these core attributes.
| Attribute | Verified Detail | Source Type |
|---|---|---|
| Weapon Type | Martial Ranged (Great Bow) | Player's Handbook |
| Category | Ranged | Player's Handbook |
| Damage | 1d8 | Player's Handbook |
| Damage Type | Piercing | Player's Handbook |
| Weight | 5 lb. | Player's Handbook |
| Range | 150/600 ft. | Player's Handbook |
| Properties | Ammunition, Heavy, Long, Two-Handed | Player's Handbook |
How the Great Bow Works in Combat
Using a great bow in play requires understanding its range profile and the trade-offs of the heavy and long properties. Because it is heavy, it cannot benefit from the finesse property unless the character uses a feat or class feature that changes how damage is calculated. Its long range means the weapon’s effectiveness increases as distance grows, making it valuable in open terrain and tactical encounters. The two-handed requirement limits shield use unless the character uses a Shield spell, a shield with the arrow catch property, or a house rule permitting a shield and great bow together.
Resolving Ranged Attacks and Cover
When making a ranged attack with a great bow, many of the same rules that apply to other ranged weapons apply. Line of effect, cover, and range bands determine whether an attack hits. At long range (beyond 100 feet), attacks suffer disadvantage unless the attacker has the Sharpshooter feat, which ignores that disadvantage and can also ignore half cover. The general attack roll procedure is to roll a d20, add relevant modifiers (such as Dexterity or Strength for attack, proficiency if proficient, and other bonuses), and compare the result to the target’s Armor Class. If you roll a natural 1, the attack misses regardless of modifiers; a natural 20 is a critical hit, provided the attack is not impossible due to conditions like total cover.
Critical Hits and Damage Multipliers
All ranged weapons in 5e score a critical hit on a natural roll of 19–20, doubling all damage dice rolled for that attack. For a great bow, this means both the 1d8 damage dice are doubled. When modifiers such as Strength or Dexterity apply, they are also doubled on a critical hit. If the Sharpshooter feat is in play, the damage dice are rolled without the penalties that the feat normally removes, since those penalties are tied to the attack roll, not the damage roll.
Class Options and Feats for the Great Bow
Although the great bow is a martial weapon, not every class has it on their proficient list by default. Characters can still use it, but they do not add their proficiency bonus to attack rolls unless they gain proficiency through class features, a feat, or a magical property. Certain subclasses have strong interactions with the great bow, and specific feats further enhance its performance.
Classes and Subclasses with Proficiency
- Fighters (including some Battle Master and Champion paths) typically gain martial weapon proficiency, which includes the great bow.
- Rangers are proficient with martial rifles and, by extension in many interpretations, martial bows like the great bow, though the official PHB text lists simple and martial ranged weapons without specifying names. Consult your DM if strict adherence is desired.
- Paladins who take the Oath of the Ancients can use Channel Divinity to enhance mobility, indirectly improving how they engage with great bow opportunities.
- Rogues can use the great bow if they invest in crossbows or another method to gain proficiency, though sneak attack typically applies only when within 5 feet of the target.
Feats and Abilities That Improve Great Bow Use
Feats can remove limitations or boost the great bow’s effectiveness. The Sharpshooter feat eliminates the disadvantage on attack rolls at long range and allows you to take a -5 penalty to ignore half cover for a +10 damage bonus. The Archery fighting style adds +2 to attack rolls with ranged weapons, assuming you are not also using a shield or carrying a load that imposes disadvantage. Other feats, such as Mobile or Polearm Master (homebrew adaptation), can influence positioning and action economy when using the great bow in tactical combat.
| Option | Benefit | Source Type |
|---|---|---|
| Sharpshooter feat | Ignore long range disadvantage and half cover for +10 damage | Player's Handbook |
| Archery fighting style | +2 ranged attack rolls | Player's Handbook |
| Crossbow Expert feat | Does not apply to great bow, as it is not a crossbow | Player's Handbook |
| Fighter weapon mastery | Adds proficiency bonus to attack rolls with martial weapons | Player's Handbook |
Practical Uses in Campaigns
The great bow shines in environments where engagement ranges are long or where enemies approach in predictable patterns. It is effective against single targets at a distance and can be used to threaten key objectives such as doors, narrow choke points, or elevated positions. In campaigns with siege elements or large battlefields, the weapon’s reach and damage make it a strong option for controlling space. Because it consumes ammunition, resource planning becomes part of tactical decision-making, especially in extended campaigns.
Comparing the Great Bow to Other Martial Ranged Weapons
When compared to other martial ranged weapons, the great bow’s two-handed nature and long range set it apart. Unlike crossbows, it does not require loading, allowing for repeated attacks with the loading property on a single turn if the attack action is used with the Extra Attack feature. The trade-off is the need to manage ammunition and the inability to easily combine it with a shield. Players who prioritize damage and control over tactical positioning may prefer hand crossbows or light crossbows, while those focused on burst range and damage may favor the great bow.
| Weapon | Damage | Range | Properties |
|---|---|---|---|
| Great Bow | 1d8 piercing | 150/600 ft. | ammunition, heavy, long, two-handed |
| Hand Crossbow | 1d8 piercing | 120/600 ft. | ammunition, finesse, loading, light |
| Light Crossbow | 1d8 piercing | 120/600 ft. | ammunition, two-handed, loading |
| Longbow | 1d8 piercing | 150/600 ft. | ammunition, heavy, two-handed, versatile |
Acquiring and Pricing
In standard campaigns, the great bow is typically treated as a martial ranged weapon with a cost of 50 sp and a weight of 5 pounds, as listed in the Player’s Handbook. Some Dungeon Masters may adjust availability based on setting, but these values are widely accepted references. Magical versions of the great bow may appear as rare or very rare items, granting additional properties such as bonus damage, elemental effects, or utility abilities. Players should verify any homebrew or campaign-specific pricing and properties with their DM before integrating them into builds.
Frequently Asked Questions
Below are concise answers to common questions about the great bow in 5e. These answers reference the standard rules found in the Player's Handbook and widely adopted table practices.
- Can a great bow be used with a shield? Not while wielding the great bow in two hands, because it has the two-handed property. A shield can be used only if the DM allows a homebrew arrow catch mechanism, a shield spell, or another rule that frees a hand.
- Does the great bow work with Sneak Attack? Yes, if you are within 5 feet of the target and have a way to touch them (such as the Sharpshooter feat’s close-quarters bonus or a class feature that reduces range), Sneak Attack dice can apply.
- Can I use the Great Weapon Fighting style with a great bow? No, Great Weapon Fighting is limited to melee weapons that use Strength. Ranged weapons use Dexterity (or Strength for some specific cases), so this style does not apply.
- Is the great bow considered a martial weapon for class prerequisites? Yes, it is a martial ranged weapon, so classes or features that require martial weapons typically include it.
- How does ammunition work with the great bow? The weapon requires one piece of ammunition per attack. The DMG provides rules for tracking and replenishing ammunition, and groups may opt for variant rules such as downtime crafting or limited recovery between adventures.
Integrating the Great Bow Into Your Character
Building a character around the great bow involves balancing weapon choice with class features, feats, and roleplay expectations. Because the weapon is two-handed and requires ammunition, you may emphasize a steady, patient playstyle focused on positioning and resource management. If you rely on Dexterity for attack and damage, consider the Archery fighting style and the Sharpshooter feat to maximize effectiveness. If you build around Strength, be mindful that you will not add your Strength modifier to damage rolls unless the DM allows a house rule or a specific feature such as the Tavern Bard’s "Bardic Weapon" reflavored as a brawny archer style. Discuss your concept with your DM to confirm how Strength-based or Dexterity-based damage will be handled and whether optional rules such as variant weapon training are in play.