Vex, Disarm, Graze, Topple
40ft / 120ft Range
Special, Thrown
1d6 Piercing Damage
Masteries
Special Property
When mastered, the range on this weapon increases to 60ft /150ft.
Vex
If you hit a creature with this weapon, the next attack roll against this creature before the end of your next turn gains Advantage.
Disarm
If you have advantage on an attack roll and hit a creature, you can either
Cause the target to drop any tiny object they are holding or wearing if the lower of the two rolls would have also hit. The creature cannot pick up the object until the end of your next turn.
If the target can make weapon attacks, you cause the target to be unable to use the Weapon Attack (Claws, Bite, Slam, etc) that deals the most damage until the end of your next turn. If they could use it more than once on their turn by using a Multiattack, you only disable one use of that attack.
Graze
The first time on each of your turns you’d miss a target with an attack made with this weapon, you may deal damage equal to half of the damage the attack would have dealt to that target. This damage only accounts for the Weapon’s damage dice, the ability modifier, and power attack if applicable.
Topple
When you hit a creature with an attack using this weapon, you can force the creature to make a Strength saving throw. On a failed save, the creature falls prone. Once you have used this ability on a creature, you can not use it on that creature again until the start of your next turn.
If you use the Snag Mastery on the same attack, only one save is made for both effects.
Overwatch, Close Quarters, Cripple, Sharpshooter
90ft / 150ft Range
2-Handed, Heavy
1d8 Piercing Damage
Masteries
Overwatch
When a creature who is 15ft or more away from you makes a melee attack against a target other than you, you can use a reaction to make a ranged weapon attack against the target using this weapon.
Close Quarters
Ranged attacks made with this weapon while within 5ft of a hostile creature no longer have Disadvantage. The weapon gains a +1 to damage rolls against targets within 20ft.
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Sharpshooter
Ranged attacks made with this weapon do not suffer Disadvantage when firing at Long Range. The weapon gains a +1 to damage rolls against targets that are more than 20ft away.
Vex, Close Quarters, Cripple, Graze
80ft / 320ft Range
2-Handed
1d6 Piercing Damage
Masteries
Vex
If you hit a creature with this weapon, the next attack roll against this creature before the end of your next turn gains Advantage.
Close Quarters
Ranged attacks made with this weapon while within 5ft of a hostile creature no longer have Disadvantage. The weapon gains a +1 to damage rolls against targets within 20ft.
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Graze
The first time on each of your turns you’d miss a target with an attack made with this weapon, you may deal damage equal to half of the damage the attack would have dealt to that target. This damage only accounts for the Weapon’s damage dice, the ability modifier, and power attack if applicable.
Follow-Through, Cripple, Firing Force, Graze
40ft / 120ft Range
1d8 Bludgeoning Damage
Masteries
Follow-Through
If you roll a 1 or a 2 on this weapon’s damage dice you may instead treat the roll as having rolled its maximum value.
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Firing Force
You may use your Strength rather than your Dexterity when you make a ranged attack with this weapon.
Graze
The first time on each of your turns you’d miss a target with an attack made with this weapon, you may deal damage equal to half of the damage the attack would have dealt to that target. This damage only accounts for the Weapon’s damage dice, the ability modifier, and power attack if applicable.
Poisoner, Cripple, Sharpshooter, Vex
20ft / 100ft Range
Special
1d4 piercing damage
Masteries / Special Property
Special Property
When mastered, creatures have Disadvantage on the saving throw against any poison administered by this weapon.
Poisoner
You can use a bonus action to apply any poison to this weapon or its ammunition. Whenever you finish a long rest you create a number of doses of poison equal to your proficiency bonus that can only be applied to this weapon or its ammunition. Once applied, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature takes a number of d8s equal to your proficiency bonus of poison damage and becomes poisoned until the end of your next turn.
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Sharpshooter
Ranged attacks made with this weapon do not suffer Disadvantage when firing at Long Range. The weapon gains a +1 to damage rolls against targets that are more than 20ft away.
Vex
If you hit a creature with this weapon, the next attack roll against this creature before the end of your next turn gains Advantage.
Firing Force, Graze, Push, Topple
30ft / 90ft Range
2-Handed, Heavy, Powder, Special
2d6 Piercing Damage
Masteries / Special Property
Special Property
You have Disadvantage on attack rolls with the blunderbuss unless you have the powerful build trait or are large or bigger. Additionally, when mastered, you can use any number of actions on your turn to load shrapnel into this weapon and then blast it in a 15ft cone. Each creature in the cone must make a Dexterity saving throw, taking 2d8 piercing on a failed save and half as much on a success. Each extra action spent increases the damage by 2d8 and the area by 5ft.
Firing Force
You may use your Strength rather than your Dexterity when you make a ranged attack with this weapon.
Graze
The first time on each of your turns you’d miss a target with an attack made with this weapon, you may deal damage equal to half of the damage the attack would have dealt to that target. This damage only accounts for the Weapon’s damage dice, the ability modifier, and power attack if applicable.
Push
If you hit a creature with this weapon, you can push the creature up to 10 feet away from you if it is no more than one size larger than you.
Topple
When you hit a creature with an attack using this weapon, you can force the creature to make a Strength saving throw. On a failed save, the creature falls prone. Once you have used this ability on a creature, you can not use it on that creature again until the start of your next turn.
If you use the Snag Mastery on the same attack, only one save is made for both effects.
Vex, Cripple, Disarm, Stagger
120ft / 600ft Range
2-Handed
1d8 Piercing Damage
Masteries
Vex
If you hit a creature with this weapon, the next attack roll against this creature before the end of your next turn gains Advantage.
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Disarm
If you have advantage on an attack roll and hit a creature, you can either
Cause the target to drop any tiny object they are holding or wearing if the lower of the two rolls would have also hit. The creature cannot pick up the object until the end of your next turn.
If the target can make weapon attacks, you cause the target to be unable to use the Weapon Attack (Claws, Bite, Slam, etc) that deals the most damage until the end of your next turn. If they could use it more than once on their turn by using a Multiattack, you only disable one use of that attack.
Stagger
If you have advantage on the attack while using 2-hands to make an attack with this weapon and hit a creature, they suffer from the Dazed condition if the lower of the 2 dice would have hit.
Quick-Draw, Close Quarters, Flurry, Overwatch
30ft / 120ft Range
Light
1d6 Piercing Damage
Masteries
Quick-Draw
After rolling initiative, you may make one attack at advantage against any hostile creature that rolled higher than you. If no hostile creatures rolled higher than you, you can instead make this special attack at the start of your first turn.
Close Quarters
Ranged attacks made with this weapon while within 5ft of a hostile creature no longer have Disadvantage. The weapon gains a +1 to damage rolls against targets within 20ft.
Flurry
You may make the extra attack of the Light property with this weapon even if the other weapon you are wielding is not light. When you make the extra attack of the Light property with this weapon, you can make it as part of the Attack Action, instead of as a Bonus Action. You can still make this extra attack only once per turn.
Overwatch
When a creature who is 15ft or more away from you makes a melee attack against a target other than you, you can use a reaction to make a ranged weapon attack against the target using this weapon.
Firing Force, Push, Slow, Topple
90ft / 200ft Range
2-Handed, Heavy
1d10 Piercing Damage
Masteries
Firing Force
You may use your Strength rather than your Dexterity when you make a ranged attack with this weapon.
Push
If you hit a creature with this weapon, you can push the creature up to 10 feet away from you if it is no more than one size larger than you.
Slow
If you hit a creature with this weapon, you can reduce its Speed by 15 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn’t exceed 15 feet.
Topple
When you hit a creature with an attack using this weapon, you can force the creature to make a Strength saving throw. On a failed save, the creature falls prone. Once you have used this ability on a creature, you can not use it on that creature again until the start of your next turn.
If you use the Snag Mastery on the same attack, only one save is made for both effects.
Overwatch, Firing Force, Push, Topple
60ft / 120ft Range
2-Handed, Heavy
1d10 Piercing Damage
Masteries
Overwatch
When a creature who is 15ft or more away from you makes a melee attack against a target other than you, you can use a reaction to make a ranged weapon attack against the target using this weapon.
Firing Force
You may use your Strength rather than your Dexterity when you make a ranged attack with this weapon.
Push
If you hit a creature with this weapon, you can push the creature up to 10 feet away from you if it is no more than one size larger than you.
Topple
When you hit a creature with an attack using this weapon, you can force the creature to make a Strength saving throw. On a failed save, the creature falls prone. Once you have used this ability on a creature, you can not use it on that creature again until the start of your next turn.
If you use the Snag Mastery on the same attack, only one save is made for both effects.
Sharpshooter, Cripple, Slow, Vex
120ft / 600ft Range
2-Handed, Heavy
1d8 Piercing Damage
Masteries
Sharpshooter
Ranged attacks made with this weapon do not suffer Disadvantage when firing at Long Range. The weapon gains a +1 to damage rolls against targets that are more than 20ft away.
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Slow
If you hit a creature with this weapon, you can reduce its Speed by 15 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn’t exceed 15 feet.
Vex
If you hit a creature with this weapon, the next attack roll against this creature before the end of your next turn gains Advantage.
Sharpshooter, Bash, Rebuke, Stagger
40ft / 120ft Range
2-Handed, Heavy, Powder, Special
1d12 Piercing Damage
Masteries / Special
Special Property
If your Musket is affixed with a Bayonet, you may treat the Musket as a Finesse melee weapon that deals 1d8 Piercing Damage in addition to being a ranged weapon as normal.
Sharpshooter
Ranged attacks made with this weapon do not suffer Disadvantage when firing at Long Range. The weapon gains a +1 to damage rolls against targets that are more than 20ft away.
Bash
You may use a Bonus Action to shove or make a special attack. This attack uses the Properties of the weapon or shield, except that it may only target a single creature, deals a d4 of bludgeoning damage and cannot be a Power Attack.
Rebuke
When a creature enters your reach they trigger an opportunity attack, if you choose to attack you must use this weapon to make the attack.
Stagger
If you have advantage on the attack while using 2-hands to make an attack with this weapon and hit a creature, they suffer from the Dazed condition if the lower of the 2 dice would have hit.
Close Quarters, Firing Force, Sharpshooter, Topple
5ft / 15ft Range
Special, Thrown
No Damage
Masteries
Special Property
A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
Close Quarters
Ranged attacks made with this weapon while within 5ft of a hostile creature no longer have Disadvantage. The weapon gains a +1 to damage rolls against targets within 20ft.
Firing Force
You may use your Strength rather than your Dexterity when you make a ranged attack with this weapon.
Sharpshooter
Ranged attacks made with this weapon do not suffer Disadvantage when firing at Long Range. The weapon gains a +1 to damage rolls against targets that are more than 20ft away.
Topple
When you hit a creature with an attack using this weapon, you can force the creature to make a Strength saving throw. On a failed save, the creature falls prone. Once you have used this ability on a creature, you can not use it on that creature again until the start of your next turn.
If you use the Snag Mastery on the same attack, only one save is made for both effects.
Close Quarters, Cripple, Quick-Draw, Slow
30ft / 90ft Range
Light, Powder
1d10 Piercing Damage
Masteries
Close Quarters
Ranged attacks made with this weapon while within 5ft of a hostile creature no longer have Disadvantage. The weapon gains a +1 to damage rolls against targets within 20ft.
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Quick-Draw
After rolling initiative, you may make one attack at advantage against any hostile creature that rolled higher than you. If no hostile creatures rolled higher than you, you can instead make this special attack at the start of your first turn.
Slow
If you hit a creature with this weapon, you can reduce its Speed by 15 feet until the start of your next turn. If you hit the creature more than once with this property, the Speed reduction doesn’t exceed 15 feet.
Follow Through, Close Quarters, Cripple, Sharpshooter
120ft / 600ft Range
2-Handed
1d8 Piercing Damage
Masteries
Follow-Through
If you roll a 1 or a 2 on this weapon’s damage dice you may instead treat the roll as having rolled its maximum value.
Close Quarters
Ranged attacks made with this weapon while within 5ft of a hostile creature no longer have Disadvantage. The weapon gains a +1 to damage rolls against targets within 20ft.
Cripple
If you hit a creature with this weapon, that creature has disadvantage on its next attack roll before the start of your next turn.
Sharpshooter
Ranged attacks made with this weapon do not suffer Disadvantage when firing at Long Range. The weapon gains a +1 to damage rolls against targets that are more than 20ft away.