Weapons

Weapon Cost Damage Weight Properties
Simple Melee Weapons
Club/Tonfa 1 sp 1d4 bludgeoning 2 lb. Light
Dagger/Sai/Tanto 2 gp 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 2 sp 1d8 bludgeoning 10 lb. Two-handed
Handaxe/Ono 5 gp 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 5 sp 1d6 piercing 2 lb. Thrown (range 30/120)
Light Hammer 2 gp 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace 5 gp 1d6 bludgeoning 4 lb.
Nunchaku 1 sp 1d4 Bludgeoning 2 lb. Finesse, light
Quarterstaff/Bō 2 sp 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle/Kama 1 gp 1d4 slashing 2 lb. Light
Spear/Yari 1 gp 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Simple Ranged Weapons
Dart/Shuriken 5 cp 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Shortbow/Yumi (Hankyu) 25 gp 1d6 piercing 2 lb. Ammo (range 80/320), two-handed
Sling 1 sp 1d4 bludgeoning Ammo (range 30/120)
Martial Melee Weapons
Battleaxe/War Ono 10 gp 1d8 slashing 4 lb. Versatile (1d10)
Flail/Chigiriki 10 gp 1d8 bludgeoning 2 lb.
Glaive/Naginata* 20 gp 1d10* slashing 6 lb. Heavy, reach, two-handed
Greataxe/Great Ono* 30 gp 1d12* slashing 7 lb. Heavy, two-handed
Greatsword/Ōdachi* 50 gp 2d6* slashing 6 lb. Heavy, two-handed
Hachiwara 2 gp 1d4 piercing 1 lb. Finesse, light, special
Halberd* 20 gp 1d10* slashing 6 lb. Heavy, reach, two-handed
Jitte 2 gp 1d4 bludgeoning 1 lb. Finesse, light, special
Kamayari 5 gp 1d8 piercing 3 lb. Reach
Lance 10 gp 1d12 piercing 6 lb. Reach, special
Longsword/Katana 15 gp 1d8 slashing 3 lb. Versatile (1d10)
Maul/Tetsubo* 10 gp 2d6* bludgeoning 10 lb. Heavy, two-handed
Morningstar 15 gp 1d8 piercing 4 lb.
Nagamaki* 30 gp 1d10* slashing 4 lb. Two-handed
Ōtsuchi* 10 gp 1d12* bludgeoning 20 lb. Heavy, two-handed
Pike/Omi Yari* 5 gp 1d10* piercing 18 lb. Heavy, reach, two-handed
Rapier/Tsurugi 25 gp 1d8 piercing 2 lb. Finesse
Scimitar/Wakizashi 25 gp 1d6 slashing 3 lb. Finesse, light
Shortsword 10 gp 1d6 piercing 2 lb. Finesse, light
Trident 5 gp 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War Pick 5 gp 1d8 piercing 2 lb.
Warhammer/Kanabo 15 gp 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 2 gp 1d4 slashing 3 lb. Finesse, reach
Martial Ranged Weapons
Bajōzutsu* 250 gp 1d8* piercing 3 lb. Ammo (30/90), firearm, loading
Blowgun 10 gp 1 piercing 1 lb. Ammo (range 25/100), loading
Longbow/Yumi (Daikyū) 50 gp 1d8 piercing 2 lb. Ammo (range 150/600), heavy, two-handed
Net 1 gp 3 lb. Special, thrown (range 5/15)
Revolver* 150 gp 1d6* piercing 5 lb. Ammo (range 30/120), light, light firearm, loading
Rifle* 250 gp 1d8* piercing 10 lb. Ammo (range 80/320), firearm, loading, range, two handed
Sniper* 750 gp 1d10* piercing 18 lb. Ammo (range 100/400), heavy, heavy firearm, loading, two-handed
Tanegashima* 500 gp 1d10* piercing 10 lb Ammo (40/120), heavy firearm, loading, two-handed

Special Weapons

Weapons with special rules are described here.

Hachiwara:  +1 AC when wielded in offhand.

Jitte:  +1 AC when weilded in offhand.

Lance: You have disadvantage when you use a lance to Attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

Net: A Large or smaller creature hit by a net is Restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, Bonus Action, or reaction to Attack with a net, you can make only one Attack regardless of the number of attacks you can normally make.

Firearms require the relevant proficiency to use effectively. They are also marked with an asterisk (*) to signify damage rolls are done with exploding die. On a maximum damage roll, the dice can be re-rolled and added to the total damage done. 

Critical Hit Effects

Damage Type Effect
Bludgeoning Target is knocked prone, or 5ft in any direction. If already prone, stuns the target until the start of their next turn.
Slashing Disarm the target. If already disarmed roll an extra damage die. 
Piercing Inflicts a bleed that does 1d4 damage at the start of it's turn for the amount of turns equal to half to damage done. If already bleeding, the damage goes up to 2d4 and the rounds in effect is reset. This is cumulative. 
Acid Target's AC is reduced by one until the end of your next turn. If already reduced, target's AC is reduced by two until the start of their next turn. 
Cold Reduces target's speed by 10 until the end of your next turn. If already reduced immobilizes until the start of your next turn. 
Fire

The target is set ablaze, dealing a 1d4 burn at the start of their turn. The same effect as piercing, except fire damage.

Force Same effect as bludgeoning
Lightning Target cannot take reactions until the start of your next turn.
Necrotic The target has disadvantage on attack rolls with weapons until the end of it's turn as it's body withers.
Poison The target suffers the poisoned condition until the start of your next turn.
Psychic The target has disadvantage on spell and ranged attacks until the end of it's turn as it's mind is assaulted, distracting it. 
Radiant The target's spirit is overloaded with power and is stunned.
Thunder The target is deafened until the end of your next turn. If already deafened, the target is knocked prone until the start of it's turn and deafened for a minute. 

Weapons

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