Revolver
When a revolver is loaded, it holds up to 6 bullets. The revolver only needs to be loaded after all of its ammunition has been fired. Loading a revolver (which holds 6 bullets) requires an action. A revolver can be used to make one ranged attack per bullet loaded into it.
Ratcheting crossbow
This crossbow has a large winding wheel affixed to its drawstring which feeds into extra machinery along the stock that catches and pulls the string back again after it is fired. Winding a ratcheting crossbow for a single bolt requires a bonus action or action, and it can be wound to prepare two bolts. Masterwork ratcheting crossbows can be prepared to fire up to four bolts, or be constructed smaller (with statistics like a hand crossbow).
Shotgun
When this weapon is used to make an attack roll with advantage, the attack becomes a critical hit if both d20 rolls would result in a hit. When this weapon is used to make an attack roll with disadvantage and only one attack roll would result in a hit, you instead deal 1d4 piercing damage (adding no bonuses to damage from ability score modifiers or enchantments)
Geared slingshot
Constructed much like a crossbow, this shoulder-mounted weapon bears a striking resemblance to a miniature catapult. It is typically used to fire hand-sized rocks but any Tiny object can be used as ammunition instead.
Sword pistol
When this weapon is used to hit a target with a melee weapon attack, you can use your reaction to fire the gun in the handle, gaining a 1d6 expertise die on an immediate ranged weapon attack against the same target.
Ring blade
This metal hoop has sharpened edges that make it deadly whether thrown or used in hand. It costs only 1 exertion point to use the Ricochet combat maneuver with this weapon. In addition, when you throw this weapon, you may make the attack with disadvantage, and on a hit it returns to your hand.
Spear-thrower
A spear-thrower can be used to increase the effectiveness of a javelin, spear, or trident. A weapon thrown in this manner deals an additional 1d6 damage when the target is within its normal range.
Net
A corporeal Large or smaller creature that cannot move through a space one inch or smaller who is hit by a net is restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. A net has AC 10, 5 hit points, and is immune to bludgeoning damage.