The goals of this house rule is to make archery more realistic, to balance it's damage output compared to melee weapons, and to simply make it more interesting than RAW. Weapons **Shortbow:** 1d6 piercing damage (60/180 ft.), two-handed, quickdraw, mount-capable. **Longbow:** 1d10 piercing - ammunition (150/350 ft.), heavy, two-handed, volley 15ft. **Composite Shortbow:** 1d6 piercing damage (60/180 ft.), two-handed, propulsive, quickdraw, fragile, mount-capable. **Composite Longbow:** 1d10 piercing - ammunition (150/350 ft.), heavy, two-handed, propulsive, volley 15ft, fragile. **Hand Crossbow:** 1d6 piercing - ammunition (30/120 ft.), light, loading, misfire 1, mount-capable. **Light Crossbow:** 1d8 piercing - ammunition (80/240 ft.), loading, two-handed, misfire 1, mount-capable. **Heavy Crossbow:** 1d10 piercing - ammunition (100/300 ft.), heavy, loading, two-handed, misfire 1. **Properties:** - Fragile - The greatest strength of composite bows is also their greatest weakness. The hide glue and sinew used to back the bow and adhere horn to core wood is susceptible to heat and moisture changes. After getting wet, the bow's damage die is decremented by one step and it gains the misfire 1 property. A misfire that occurs under these circumstances can only be repaired during a short or long rest. In extremely cold conditions, the damage die of the bow is incremented by one step, and in extremely hot conditions, the damage die of the bow is decremented by one step. - Misfire - When - Mount-Capable - Attacks with this bow are not made at disadvantage while mounted. - Propulsive - You add half your Strength modifier (if positive) to damage rolls with a propulsive ranged weapon. If you have a negative Strength modifier, you add your full Strength modifier instead. - Volley - This ranged weapon is less effective at close distances. Your attacks against targets that are at a distance within the range listed take a –2 penalty.