Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than 10, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC 14). If your check fails, you may try again with another action. Creatures who use a firearm without being proficient increases the roll requirement from 10 to 12.
Proficiency with a Musket allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Notes: Bonus: Magic, Damage: Fire, Damage, Combat, Loading, Range, Two-Handed, Ammunition (Firearms), Slow