The musket is a large handheld long gun which requires a fork rest in order to fire; not having the rest levies a –2 penalty to hit. Muskets count as oversized items for encumbrance purposes. Muskets require two hands to use.
A musket can be used as a mêlée weapon. This requires two hands and inflicts 1d6 points of damage.
Flintlocks replace the lit match with a small piece of flint which, when the trigger is pulled, strikes a piece of steel called the frizzen to cause a spark that ignites the powder in the priming pan, discharging the gun. The benefits of not needing to carry, or reload while holding, a lit match to use firearms are obvious.
Cost: 180 sp
Damage: 1d10 piercing
Ammunition: powder, shot (or cartridge)
Traits: ammunition, exploding, loading(3), misfire(1-2), two-handed
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 cannot recover and reuse expended firearm ammunition.
Firearms are breach-loading weapons, and ammunition is loaded by jamming the bullet (a round ball), black powder, and wadding to secure it all, down the barrel. A ramrod is very often included in the stock below the barrel to aid in loading. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon (see “Improvised Weapons”).
Exploding. Exploding weapons are very effective against heavily armored creatures. When firing against an opponent with medium or heavy armor the attacker gains advantage. Any time maximum damage is rolled, you may re-roll damage and add to the total. A player can continue rolling and adding damage as long as the roll results in maximum damage.
Items with the exploding property are extremely flammable. Whenever you fail a Dexterity saving throw against fire, you take 1d4 fire damage for each loaded item you possess with the exploding property.
Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Loading requires undistracted attention, which takes a number of actions equal to the loading value. If you are damaged while loading a weapon, you must make a Concentration check of DC10 or 1/2 of the damage taken (whichever is higher) or lose that round’s progress. You cannot load a weapon while incapacitated.
Misfire. If your attack roll equals the misfire value or less, the attack misses regardless of any modifiers or the target’s AC. In addition, the firearm is jammed and must be cleared out and adjusted. This takes one round in addition to the loading time. Certain firearms are extremely unreliable in damp conditions. Items with a misfire value of 2 or higher add an additional point to their misfire value in damp conditions, and cannot be used in wet conditions like rain.