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.
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. A sling must be loaded to deal any damage when used in this way.
A weapon that can be used to make a ranged attack 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 indicates 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 weapon's long range.
Imporvised weapons
If a character uses a ranged weapon to make a melee attack, or throws a melee weapon that does not have the thrown property, it deals 1d4 damage. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.
Weapons: Club, Javelin, Light Crossbow, Sling, Whip, Longbow, Musket
The Slow property allows you to reduce a creature's Speed by 10 feet until the start of your next turn if you deal damage with the weapon.