Incendiary Bullet. Three times a day the pirate can add an extra 2d6 fire damage to the attack.
Poisoned Bullet. Three times a day the pirate can add an extra 2d6 poison damage to the attack. The targeted creature must make a DC constitution 15 if they succeed they take half damage.
Shocker Bullet. Two times a day the pirate can add an extra 1d8 lightning damage and if the target fails a DC constitution 15 they are stunned for two turns.
Explosive Bullet. Once a day the pirate can add an extra 4d6 fire damage and will all targets within 35ft of the bullet will take damage.
Multiattack. The pirate makes three melee attacks: two with its cutlass and one with its musket. Or the pirate makes two attacks with his musket and one with his sword.
Gun Sword. Melee Weapon Attack: +5 to hit, reach 15ft., one target. Hit: 6 (1d6 + 3) slashing damage. And 1d6 fire damage and 1d6 piercing
Steam powered Musket. Ranged weapon attack. 1d20+7 to hit. 40/125 ft range. 3d6+5 piercing damage. 2d8 fire damage.
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