#### Double-Barrel Shotgun Weapon, simple weapon, ranged weapon, 175 gp, 8 lb. 2d6 Piercing **Ammunition** (**Range** 20/60; Shell), **Firearm**, **Recoil**, **Reload** (2), **Two-Handed** Mastery: Scatter --- A classic design with two loaded barrels, the Double-Barrel Shotgun trades ammo capacity and range for reliability and firepower. ***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. ***Firearm.*** You don’t add your ability modifier to the weapon’s damage, unless otherwise stated. Firearm ammunition is destroyed upon use. ***Recoil.*** After you make an attack with this weapon, you can’t make ranged attacks beyond the weapon’s normal range until the end of the current turn. ***Reload.*** This weapon can be used to make a number of attacks before it must be reloaded. If you are proficient with the weapon, reloading it takes an Action or a Bonus Action; otherwise, reloading it takes an Action. ***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.