Embarking…

Weapons

Simple Melee WeaponsCostDamageWeightProperties
Club1sp1d4 bludgeoning2 lb.Light
Dagger2gp1d4 piercing1 lb.Finesse, light, thrown (range 20/60)
Greatclub2sp1d8 bludgeoning10 lb.Two-handed
Handaxe5gp1d6 slashing2 lb.Light, thrown (range 20/60)
Javelin5sp1d6 piercing2 lb.Thrown (range 20/60)
Light Hammer2gp1d4 bludgeoning2 lb.Light, thrown (range 20/60)
Mace5gp1d6 bludgeoning4 lb.
Quarterstaff2sp1d6 bludgeoning4 lb.Versatile (1d8)
Sickle1gp1d4 slashing2 lb.Light
Spear1gp1d6 piercing3 lb.Thrown (range 20/60), versatile (1d8)
Torch Mace (see below)6gp1d4 bludgeoning (+1 fire if lit)2 lb.Special
Torch Staff (see below)12gp1d6 bludgeoning (+1 fire if lit)7 lb.Heavy, special, two-handed, versatile (1d10)
Unarmed Strike1 bludgeoning
Simple Ranged WeaponsCostDamageWeightProperties
Crossbow, Light25gp1d8 piercing5 lb.Ammunition (range 80/320), loading, two-handed
Dart5cp1d4 piercing1/4 lb.Finesse, thrown (range 20/60)
Shortbow25gp1d6 piercing2 lb.Ammunition (range 80/320), two-handed
Sling1sp1d4 bludgeoning1/4 lb.Ammunition (range 30/120)
Martial Melee WeaponsCostDamageWeightProperties
Battleaxe10gp1d8 slashing4 lb.Versatile (1d10)
Flail10gp1d8 bludgeoning2 lb.
Glaive20gp1d10 slashing6 lb.Heavy, reach, two-handed
Greataxe30gp1d12 slashing7 lb.Heavy, two-handed
Greatsword50gp2d6 slashing6 lb.Heavy, two-handed
Halberd20gp1d10 slashing6 lb.Heavy, reach, two-handed
Lance10gp1d12 piercing6 lb.Reach, special
Longsword15gp1d8 slashing3 lb.Versatile (1d10)
Maul10gp2d6 bludgeoning10 lb.Heavy, two-handed
Morningstar15gp1d8 piercing4 lb.
Pike5gp1d10 piercing18 lb.Heavy, reach, two-handed
Rapier25gp1d8 piercing2 lb.Finesse
Scimitar25gp1d6 slashing3 lb.Finesse, light
Shortsword10gp1d6 piercing2 lb.Finesse, light
Trident5gp1d6 piercing4 lb.Thrown (range 20/60), versatile (1d8)
War pick5gp1d8 piercing2 lb.
Warhammer15gp1d8 bludgeoning2 lb.Versatile (1d10)
Whip2gp1d4 slashing3 lb.Finesse, reach
Martial Ranged WeaponsCostDamageWeightProperties
Atlatl (for Javelins only)5spmakes javelin 1d8 piercing2 lb.makes javelin range (60/120)
Blowgun10gp1 piercing1 lb.Ammunition (range 25/100), loading
Crossbow, hand75gp1d6 piercing3 lb.Ammunition (range 30/120), light, loading
Crossbow, heavy50gp1d10 piercing18 lb.Ammunition (range 100/400), heavy, loading, two-handed
Longbow50gp1d8 piercing2 lb.Ammunition (range 150/600), heavy, two-handed
Net1gp3 lb.Special, thrown (range 5/15)

Atlatl

An atlatl is essentially a stick with a handle on one end and a hook or socket that engages a light spear or “dart” on the other. The flipping motion of the atlatl propels a light spear much faster and farther than it could be thrown by hand alone.

See [https://en.wikipedia.org/wiki/Spear-thrower] for more info.

Torch Mace

A torch mace has a short wooden haft with a weighted head, often flanged. The head is hollow, with gaps for air flow, so has less impact than a regular mace. However, it is designed to hold a bundle of jute fiber coated in sulfur and lime that can be ignited like a torch. It emits bright light in a 20-foot radius and dim light for an additional 20 feet. The flame persists for 1 hour and burns even in heavy rain. The materials required to make a new bundle cost 1sp (5cp each for sulfur and lime).

A creature hit with a burning torch mace takes an additional 1 fire damage.

Torch Staff

A torch staff is a polearm with a heavy weighted head, often flanged. The head contains a hollow designed to hold a bundle of jute fiber coated in sulfur and lime that can be ignited like a torch. It emits bright light in a 20-foot radius and dim light for an additional 20 feet. The flame persists for 1 hour and burns even in heavy rain. The materials required to make a new bundle cost 1sp (5cp each for sulfur and lime).

A creature hit with a burning torch staff takes an additional 1 fire damage.