Armaments
Armaments are just as important to your character as any other feature; they should be unique and purely you. Your armament currency is equal to your small martial modifier + 2, meaning even characters without martial can make simple weapons. With every level up, you can upgrade or rebuild your weapons. It could be your own skill at forging, getting more training, or going to the shop - however you want.
You start with 3 armaments. They start as a d4 of damage and can be either Stab, Slash or Blunt. Each of these armaments requires one hand to hold it. You don’t split your armament currency between them; instead it is equal for each armament you make. If you decide to forgo one of your three armaments, you gain half, rounded down, your armaments currency to divide between the other armaments. Your devotion will give one of your Armaments a free upgrade.
Using someone else's armament allows you to use the damage die of the weapon; if it’s turned into a ranged attack, use it as such. Besides that, you won’t be able to use their properties.
Alternate Damage: This weapon can utilize an additional type of damage. Choose any you have access to (magical weapons, devotion, etc). [Armament Cost: 1]
Attached: An attached weapon gives an opponent a penalty when trying to disarm you. [Armament Cost: 1]
Casting: You can cast spells through this armament. [Armament Cost: 1]
Climb: You suffer no disadvantage to climbing while this armament is active. [Armament Cost: 1]
D6: You change your damage die to a D6. [Armament Cost: 1]
Disarm: You can use this armament to try to disarm someone, using your martial modifier to achieve it. [Armament Cost: 1]
Dual: A dual weapon can be used with another dual weapon. While both are active you may take an action with each for just one action. You only roll to attack once and add your modifier to damage once. [Armament Cost: 1]
Entangled: Instead of an attack, use this weapon to grapple someone, using your martial for the roll. [Armament Cost: 1]
Hidden: This armament isn’t clear it is a weapon by passing glance, a successful perception roll over your Martial or Stealth save will reveal its danger. [Armament Cost: 1]
Reach: You can hit an enemy that is now two spaces away from you. [Armament Cost: 1]
Recall: When you throw your weapon, it will return to you automatically. [Armament Cost: 1]
Throw: When you throw this armament it will reach anywhere within your range. If you want to throw further, it will start from the end of your range. [Armament Cost: 1]
Trip: You can spend an action to try to trip your opponent with your armament, using your martial for the roll. [Armament Cost: 1]
Shove: You can shove with this armament, using your martial for the roll. [Armament Cost: 1]
Attached +: An attached + armament gives someone a plenty + when they try to disarm it. [Armament Cost: 2]
Concussive Strike: When you deal blunt damage you can either cause the dazed condition if you spend an extra action on a direct hit, or spend an action to do no damage and try to achieve the dazed condition on a direct hit. [Armament Cost: 2]
D8: Your damage die goes up to a D8. [Armament Cost: 2]
Deep Cut: When you deal slash damage you can either cause the bleeding condition if you spend an extra action on a direct hit, or spend an action to do no damage and try to achieve the bleeding condition on a direct hit. [Armament Cost: 2]
Extra Die: You add an extra damage die to your armament; it starts as a d4 and can be upgraded. [Armament Cost: 2]
Hands Free: This armament doesn't take space in your hand. [Armament Cost: 2]
Maiming: When you deal damage you can either cause the slowed condition if you spend an extra action on a direct hit, or spend an action to do no damage and try to achieve the slowed condition on a direct hit. [Armament Cost: 2]
Object Breaker: This armament does extra damage against objects and structures. [Armament Cost: 2]
Pierce: When you deal stab damage you can either cause the pierced condition if you spend an extra action on a direct hit, or spend an action to do no damage and try to achieve the pierced condition on a direct hit. [Armament Cost: 2]
Ranged: Your weapon now does a ranged attack that can go as fast as double your range. [Armament Cost: 2]
Shield Breaker: When you land an indirect hit on an enemy, if you go to hit that enemy again on the same round you will gain a bonus. [Armament Cost: 2]
Alternate Attack: This weapon counts as a Melee and Ranged Weapon. You don’t suffer any consequences using it close range. [Armament Cost: 3]
Area of Cone: You can do an alternative to your attack for an extra action as if it’s a cone that can go up to half your range. [Armament Cost: 3]
Area of Line: You can do an alternative to your attack for an extra action as if it’s a line that can go up to your range. [Armament Cost: 3]
Area of Sphere: You can do an alternative to your attack for an extra action as if it’s a sphere that can go up to ¼ of your range. If used on a range attack, the sphere starts from the target you hit. [Armament Cost: 3]
Body: Your body is your armament; it is unable to be taken from you. [Armament Cost: 3]
Coating: When you add extra damage from potions or spells, it lasts for the whole round. [Armament Cost: 3]
D10: Increase your damage die to a D10. [Armament Cost: 3]
Ranged +: You can shoot a ranged attack within triple your range. [Armament Cost: 3]
Reach +: This weapon can now do a melee attack to anyone within 3 spaces of you. [Armament Cost: 3]
Second Hit: On a direct hit you deal more damage, roll another die that is one lower than your weapons. No lower than d4. [Armament Cost: 3]
Sweep: When you hit a target you can also hit two other spaces beside them. [Armament Cost: 3]
Tight Spot: when you are grappled you can use this armament to its full ability. [Armament Cost: 3]
Armour Breaker: On a direct hit you do full damage to armour and half to the target directly. [Armament Cost: 4]
Cover: You can spend an action to create cover; you can’t attack with this armament when it’s activated. Any indirect hits miss you, besides mental. [Armament Cost: 4]
Ranged ++: You can do a ranged attack within 4 times your range. [Armament Cost: 4]
D12: Your damage die becomes that of a d12. [Armament Cost: 5]
Defence: Gives your PA & LA a defence of 5 (Check Defence Rule) [Armament Cost: 5]
Ranged +++: You can make a ranged attack equal to 5 times your range. [Armament Cost: 5]
Reach ++: You can make a melee attack to anyone within half your range. [Armament Cost: 5]
Resist: While welding your armament you gain resistance to one damage type your armaments have access to. [Armament Cost: 5]
Shield Breaker +: When you land an indirect hit on an enemy and attack them again, you gain a bonus+ to your attack roll. [Armament Cost: 5]
Defence +: Gives your PA & LA a defence of 10. [Armament Cost: 10]
Defence ++: Gives your PA & LA a defence of 15. [Armament Cost: 15]
Defence +++: Gives your PA & LA a defence of 20. [Armament Cost: 20]
Two Handed: With this feature your armament takes up both your hands. (Can no longer have body or hands free) You gain 5 armament currency for having this property on the weapon with it.
Stationary: This weapon needs an action to be set up and can’t be moved. Anyone can use this weapon and if summoned it counts as being set up. You gain 10 armament currency for having this property on the weapon with it.