#### Blunderbuss Weapon, martial weapon, ranged weapon, 750 gp, 15 lb. 1d12 Piercing **Ammunition** (**Range** 20/60; Shot), **Heavy**, **Loading**, **Two-Handed** Mastery: Scatter --- ***Ammunition.*** You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon’s range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. ***Range.*** A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second is the weapon’s long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can’t attack a target beyond the long range. ***Heavy.*** You have Disadvantage on attack rolls with a Heavy weapon if it’s a Melee weapon and your Strength score isn’t at least 13 or if it’s a Ranged weapon and your Dexterity score isn’t at least 13. ***Loading.*** You can fire only one piece of ammunition from a Loading weapon when you use an action, a Bonus Action, or a Reaction to fire it, regardless of the number of attacks you can normally make. ***Two-Handed.*** A Two-Handed weapon requires two hands when you attack with it. --- This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. ***Scatter.*** Being within 5 feet of an enemy doesn’t impose Disadvantage on your ranged attack rolls with this weapon.