Weapons
Simple Melee Weapons
Club 3 cp 1d4 bludgeoning 2 lb. Light
Chain 6 sp 1d4 bludgeoning 5 lb. Reach, two handed
Hatchet 10 sp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 11 cp 1d6 piercing 2 lb. Thrown (range 30/120)
Knife 5 sp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Hammer 4 sp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 12 sp 1d6 bludgeoning 4 lb. —
Quarterstaff 25 cp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 2 sp 1d4 slashing 2 lb.
Light Spear 2 sp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
War Fan 25 sp 2lbs 1d4 slashing finesse, light, special (if you are prof in martial weapons as a reaction you can use the war fan defensively to gain +1 to your AC, if you do you cannot attack with that war fan on your next turn)
Unarmed strike — 1 bludgeoning Finesse
Simple Ranged Weapons
Akuni 3 cp 1/12 lbs 0 piercing light, thrown 20/60
Boomerang 15 cp 1/5 lbs 1d4 bludgeoning finesse, light, thrown 20/60 special (if you miss with a thrown attack make a dex check DC12 if you succeed it returns to your hand, if you are prof in martial weapons add your prof to this check)
Crossbow, light 1 gp 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 3 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow 50 sp 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling 5 cp 1d4 bludgeoning — Ammunition (range 30/120)
Martial Melee Weapons
Arming Sword 75 sp 1d8 piercing 2 lb. Finesse
Battleaxe 30 sp 1d8 slashing 4 lb. Versatile (1d10)
Flail 30 sp 1d8 bludgeoning 2 lb. —
Glaive 50 sp 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 90 sp 1d12 slashing 7 lb. Heavy, two-handed
Greatspear 45sp 1d10 piercing 5lb. Heavy, reach, versatile (1d12)
Greatsword 1 gp 2d6 slashing 6 lb. Heavy, two-handed
Halberd 50 sp 1d10 slashing 6 lb. Heavy, reach, two-handed
Kopesh 45sp 2d4 slashing 4lb. Heavy
Lance 25 sp 1d12 piercing 6 lb. Reach, special
Longsword 50 sp 1d8 slashing 3 lb. Versatile (1d10)
Maul 30 sp 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar 45 sp 1d8 piercing 4 lb. —
Scimitar 70 sp 1d6 slashing 2 lb. Finesse, light
Shortsword 30 sp 1d6 piercing 2 lb. Finesse, light
Trident 15 sp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War Pick 15 sp 1d8 piercing 2 lb. —
Warhammer 40 sp 1d8 bludgeoning 2 lb. Heavy, Versatile (1d10)
Whip 6 sp 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
Crossbow, hand 3 gp 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading Crossbow, heavy 2 gp 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 2 gp 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Ammunition
Arrows (20) 3 sp 1 lb.
Crossbow bolts (20) 3 sp 1 1/2 lb.
Sling bullets (20) 1 cp 1 1/2 lb.
Armor
Light Armor
Reinforced Cloths 10 sp 11 + Dex modifier — Disadvantage 8 lb.
Leather Jerkin 20 sp 11 + Dex modifier — — 10 lb.
Studded Leather 1 gp 12 + Dex modifier — — 13 lb.
Medium Armor
Hide 25 sp 12 + Dex modifier (max 2) — — 12 lb.
Chain shirt 150 sp 13 + Dex modifier (max 2) — — 20 lb.
Scale mail 2 gp 14 + Dex modifier (max 2) — Disadvantage 45 lb.
Breastplate 4 gp 14 + Dex modifier (max 2) — — 20 lb.
Half plate 10 gp 15 + Dex modifier (max 2) — Disadvantage 40 lb.
Heavy Armor
Ring mail 2 gp 14 — Disadvantage 40 lb.
Chain mail 10 gp 16 Str 13 Disadvantage 55 lb.
Splint 20 gp 17 Str 15 Disadvantage 60 lb.
Plate 50 gp 18 Str 15 Disadvantage 65 lb.
Shield
Bracers 15 sp +1 — — 2 lb.
Shield 25 sp +2 — — 6 lb.