Club : 1 Silver

1d6 + STAT Bludgeoning, Melee, Dual Wielding

Club Ability : Before you take your attack action, you can choose to make two attacks instead of one as a free action, but they will be at disadvantage

Dagger : 2 Gold

1d4 + STAT Piercing/Slashing, Melee, Throwable, Dual Wielding

Dagger Ability : If you target someone’s back, according to the attack on limbs rules, you roll 4d4 damage instead

Handaxe : 5 Gold

1d6 + STAT Slashing, Melee, Throwable, Dual Wielding

Handaxe Ability : If you hit someone has is wearing armor or has a shield, they have -2 to their AC until the beginning of your next turn.

Creature’s can only be inflicted by this ability once per combat round.

Mace : 5 Gold

1d6 + STAT Slashing, Melee, Throwable

Mace Ability : If you hit someone who isn’t wearing a helmet of some kind, they get concussed until they are healed. This means that they have disadvantage on saving throws.

Creature’s can only have 1 instance of “Concussed” at a time.

Quarterstaff : 2 Silver

1d8 + STAT Bludgeoning, Melee, Two-Handed

Quarterstaff Ability : If you are attacked by a ranged weapon, you can use your reaction to roll your damage dice and add to your AC only for that one attack

Sickle : 1 Gold

1d6 + STAT Slashing, Melee, Throwable, Dual Wielding

Sickle Ability : If you attack someone who has blood of some kind, you can use your bonus action to heal for half the damage you dealt with it that turn.

Polearm : 1 Gold

1d8 + STAT Piercing/Slashing, Melee, Throwable

Polearm Ability : Attacks can be made at full melee range, 10ft, without disadvantage. Your throwing range also increases by 10ft

Sling : 1 Silver

1d4 + STAT Bludgeoning, Ranged 30ft (120ft)

Sling Ability : You gain Opportunity Attack with this weapon even if you don’t have the normal ability. Your Opportunity Attack is available if any creature within 15ft of you moves away from you.

Longsword: 15 Gold

1d8 + STAT Slashing, Melee, Versatile (1d10)

Longsword Ability : If you are attacked with a melee weapon, you can use your reaction to roll your damage dice and add to your AC only for that one attack

Scimitar : 25 Gold

1d6 Slashing + STAT, Melee, Versatile (1d8), Dual Wielding

Scimitar Ability : After successfully making an attack with this weapon, you can use a free action to use sleight of hand or the disarm action using your attacking bonus with the weapon

Shortsword : 10 Gold

1d6 + STAT Piercing, Melee, Dual Wielding

Shortsword Ability : When unequipped, you can make 1 attack with a shortsword as a free action per turn as long as you successfully hit a creature with another weapon

Warhammer : 15 Gold

1d8 + STAT Bludgeoning, Melee

Warhammer Ability : If you hit someone wearing armor, their armor class while wearing that set is permanently reduced by 1 unless repaired.

This ability can only be applied to a set of armor once.

Light Crossbow : 2 Gold

1d8 + STAT Piercing, Ranged 80ft (120ft), Two-Handed

Light Crossbow Ability : After missing a shot with your light crossbow, you can one more time at disadvantage as a free action as long as there is a surface for your shot to ricochet off of

Shortbow : 1 Gold

1d6 + STAT Piercing, Ranged 80ft (320ft)

Shortbow Ability : If you use your shortbow on your action, you can make an attack with it as a bonus action in the same turn

Spear : 1 Gold

1d6 + STAT Piercing, Melee (Extra 5ft Range), Throwable

Spear Ability : If you’re also holding a shield, double the bonus to your armor class the shield gives you