Club : 1 Silver
1d6 + STAT Bludgeoning, Melee, Dual Wielding
Club Ability : When you choose to attack with a Club, you can choose to make two attacks but they’ll be both 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