A scaled down version of the much larger musket, the arquebus is the long gun most adventurers are likely to encounter, as it strikes a good balance between size and power. An arquebus usually has a full stock, but many only have a cut-down stock.
Spelljammer crews carry arquebuses as their long gun of choice.
As far as can be determined, the arquebus is good for making gods-awful noise that will either scare the Nine Hells out of an enemy, or possibly anger the target into attacking with even more ferocity.”— Grymwand, a professional mercenary
Fire. The arquebus fires a shot, dealing 1d12 + 4 piercing damage. The range is 40/120, or 80/240 while proned.
Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 action or bonus action to reload. This action requires two hands.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score (10 - DEX modifier), 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 equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Ammunition. All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
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: Damage: Piercing, Prone, Loading, Range, Two-Handed, Ammunition (Firearms), Slow
Previous Versions
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