Weapons

Weapon Damage is indicated below. You will also add your Strength Modifier to Melee Weapon Attacks, and Dexterity Modifier to Ranged Weapons.

Dual Wielding

Any Character can wield two light weapons. 

Light Melee (1d6)

Club 1 gp – 1 kg
Dagger 2 gp – 1kg (ranged)
Handaxe 5 gp 2kg (ranged)
Quarterstaff 1 gp 2 kg.Versatile (+2)
Sickle 1 gp 1kg
Spear / Trident 1 gp 1kg. Versatile (+2) (ranged)
Mace 5 gp bludgeoning 2 kg
Rapier / Scimitar 25 gp  1 kg
Shortsword 10 gp 1 kg

Medium Melee (1d6+2) (Strength greater than 14 required)

Morningstar 15 gp 2 kg.—
Flail 10 gp 1kg.—
Battleaxe 10 gp 2 kg.Versatile (+2)
Longsword 15 gp 2 kg.Versatile (+2)
Warhammer 15 gp 2 kg.Versatile (+2)

Heavy Melee (2d6) (Strength greater than 16 required)

Greatclub 1 gp 5kg.Two-handed
Glaive / Halberd 20 gp 3 kg Two-handed
Greataxe 30 gp 4 kg. Two-handed
Greatsword 50 gp 3 kg Two-handed

Light Ranged Weapons (1d6)

Handaxe 5 gp 1 kg (range 20/60)
Spear / Trident 1 gp 1kg (range 20/60)
Dagger 2 gp 1kg (range 20/60)
Crossbow, light 25 gp 3kg Ammunition (range 80/320), loading, two-handed
Shortbow 25 gp 1kg Ammunition (range 80/320), two-handed
Sling 1 gp —Ammunition (range 30/120)

Heavy Ranged Weapons (1d6+2)

Crossbow, heavy 50 gp 6kg. Ammunition (range 100/400) loading, two-handed
Longbow 50 gp 1kg. Ammunition (range 150/600) two-handed