Bow - 15 Currency - Common

1d12 + DEX Piercing, Ranged 150ft (600ft)

Weapon Ability: When you choose to make an attack roll with this weapon, you can choose to make two attacks but they’ll be both be at disadvantage

Variants: Longbow, Shortbow

Dusters - 5 Currency - Common

1d6 + DEX Piercing, Melee, Dual Wielding

Weapon Ability: Once per turn, if you make a successful attack roll with this weapon, you can choose to inflict an Ear, Eye, or Neck Grievous Wound

Variants: Brass Knuckles, Knuckle Dusters

Mace - 15 Currency - Common

1d8 + DEX Slashing, Melee, Throwable

Weapon Ability: Once per turn, if you make a successful attack roll with this weapon on a limb of a character, they cannot use that limb until the end of their next turn

Variants: Flail, Morning Star

Rapier - 10 Currency - Common

1d8 + DEX Piercing, Melee

Weapon Ability: Once per turn after making an attack roll with this weapon, you can use the Disarm or Retreat Special Actions as a free action.

Variants: Scimitar, Sabre

Sling - 1 Currency - Common

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

Weapon Ability: You gain Opportunity Attack : Combat ability with this weapon even if you don’t have the normal ability. The normal rules from the Opportunity Attack : Combat ability apply.  

Variants: Slingshot

Spear - 5 Currency - Common

1d6 + DEX Piercing, Melee With 5ft Extra Range, Throwable

Weapon Ability: Attack rolls made at full melee range with this weapon, which would be from 10-15ft range, are made with one less level of disadvantage.

Variants: Polearm, Javelin, Lance

Whip - 2 Currency - Common

1d4 + DEX Slashing, Melee, Ranged 15ft (25ft)

Weapon Ability: Once per round after making an attack roll with this weapon, you can use the Grapple Special Action as a free action or reaction. When using the Grapple Special Action this way, use your Dexterity plus the weapon’s bonus instead of your strength when rolling to grapple.

Variants: Lasso, Lash