Weapon (musket), common

Arquebus. 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.

Arquebus 75 gp 1d8 piercing 7 lb. Firearm (range 80/320), heavy, two-handed, Misfire 3

 

Firearm. The firearm property functions as the Ammunition and Loading properties, except that you can forego one attack or use a bonus action to reload it in order to fire it again on the same turn. Reloading a firearm requires two hands.

Hooked. A weapon that has the hooked property is designed to be fired only when hooked onto a special fork (1 gp, 2 lb,) –or over a hard, stationary surface, such as a low wall. Hooking the weapon requires an action or a bonus action (the character’s choice). If the character moves after hooking the weapon, or drops the weapon, the weapon is no longer considered to be hooked. While a weapon with this property is not hooked, attack rolls with it are made at disadvantage unless the character's Strength score is equal to or higher than the number in brackets

Ammunition

Ammunition Cost Weight
Bullets (5) 1 gp 1 lb.
     
Handgunne Ball 3 gp 1 lb.

Bullets. Bullets are lead spheres used for single target attacks. When loaded with a bullet, a firearm functions as written.

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.

 

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: Loading, Range, Two-Handed, Ammunition (Firearms), Slow

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