Weapon (musket), rare (requires attunement)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren’t incapacitated

Stigner. The weapon can infuse the bullet in poison, adding 1d4 poison damage. If you score a critical hit using an infused bullet, the target must make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or be poison until the end of your next turn.

Reload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.

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, 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.

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. If you infused the bullet in poison, the explosion is weakened and deal damage only to the target.

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: Bonus: Magic, Bonus: Initiative, Damage, Combat, Loading, Range, Two-Handed, Ammunition (Firearms), Slow

Item Tags: Damage Combat

Sirithhyando

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