Weapon (musket), uncommon

Damage: 2d10 piercing damage Ammunition: Medium Ball, Gunpowder Range: 25/ 100ft 

A well made matchlock muzzleloader capable of firing a variety of medium size balls with the aid of gunpowder. Devastating at medium range yet lacking at long range and suffering from a long reload, the Arquebus is powerful weapon for the patient adventurer.

Actions:

Fire: You point the firearm at your target and squeeze the trigger, letting loose a large cloud of fire and smoke as it propels your ammunition forward. On a hit the target takes 2d10 piercing damage and must make a DC 15 Constitution saving throw or gain the Bleeding condition for 5 turns. On a hit or a miss, the target must make a DC 10 Wisdom saving throw or become Frightened for 2 turns. Upon firing, you must take the "Load Powder", "Ram Ball" and "Prime Pan" actions before you can use the "Fire" action again.

Load Powder: You take a small container of gunpowder off of your person and pour it down the barrel of the Arquebus. This action expends one use of any "gunpowder" of your choice.

Ram Ball: You take a Medium sized ball and ram it down the barrel of the Arquebus with the ramrod. This action uses one "ball" of medium size that you choose.

Prime Pan: You take a small amount of gunpowder and prime the pan of the Arquebus. The action does not use any additional item.

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

Drifting_Hans

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