Muskets are martial, ranged weapons that fire off a singular bullet at long ranges that deal 1d12 piercing damage on a hit and have the Ammunition, Loud, Reload and Two-Handed properties. They have a normal range of 80 feet and a long range of 240 feet.
Ammunition
You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon.
Loud
The sound of the weapon discharging alerts all hearing creatures within 500 feet. This range is doubled in echoey locations, such as cave systems, and where sound travels faster, such as underwater.
Reload
You can only fire off one shot with this weapon before you need to take an action to reload.
Two-Handed
This weapon requires two hands when you attack with it.
Piercing Shot.
You fire a shot from your weapon packed with destructive force. It flies in a straight line a number of feet up to your weapon’s normal range. Each creature whose space the ammunition passes through must make a Dexterity saving throw. A creature takes piercing damage equalling a number of d6s equal to your proficiency bonus on a failure, or half as much damage on a success. The shot stops early after it passes through the space of a Huge or larger creature, or through an object more than 1 foot thick or with an AC of 17 or higher.
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