Greatclub : 2 Silver
1d8 + STR Bludgeoning, Melee, Two-Handed
Greatclub Ability : When attacking with your Greatclub, you can choose to attack a surface within melee range. Every creature, except you, within melee range needs to make a DC 15 Fortitude Save or take 2d6 shock damage or half on success
Battleaxe : 10 Gold
1d8 + STR Slashing, Melee, Versatile (1d10)
Battleaxe Ability : If you choose to attack someone’s legs, not only do you roll with one less disadvantage, but if you successfully hit their speed is halved until the start of your next turn
Creature’s can only be inflicted by this ability once per combat round.
Greataxe : 40 Gold
1d12 + STR Slashing, Melee, Two-Handed
Greataxe Ability : When attacking with your Greataxe, you can make a bet with the DM. The DM will flip a coin; calling it correctly will make your attack crit, calling it incorrectly will make the attack automatically miss
Greatsword : 50 Gold
2d6 + STR Slashing, Melee, Two-Handed
Greatsword Ability : When you target a limb of a creature, you don’t need to expend an inspiration to try and cut off their limbs according to Losing Limbs rules
Maul : 60 Gold
2d10 + STR Bludgeoning, Melee, Two-Handed
Maul Ability : If successfully hit someone or something, you can use launch n’ lift on them as a free action without needing to grab them
Glaive : 20 Gold
1d10 + STR Piercing, Melee, Throwable
Glaive Ability : When you target a limb or body part on a creature, roll with one less disadvantage
Heavy Crossbow: 30 Gold
1d10 + STR Piercing, Ranged 100ft (400ft), Two-Handed
Heavy Crossbow Ability : If your attack is able to pierce through a target, you can use your bonus action to roll to hit something right behind the target you pierced through