Call of the Arsenal
Master the art of the ever-changing arsenal, wielding a multitude of weapons with supernatural precision. Switch between arms to overwhelm your foes.
Arsenal Savant: You can switch weapons without marking Stress. Whenever you attack with a weapon you did not use for your previous attack, you gain a +1 bonus to the attack roll. If the Trait used for the attack is different from the one used for your previous attack, this bonus increases to +2.
You always have advantage on rolls made to understand how to use a weapon, learn about its history, wield or craft it. This benefit does not apply to attack rolls or other rolls made as part of combat.
Edge: Take an additional domain card of your level or lower from a domain you have access to.
Awaked Arsenal: You can equip Magic Weapons. When you attack with a weapon you switched to, it gains a Weapon Feature of your choice for that attack. If the weapon already has a Feature, you can add another, but it cannot have the same Feature more than once.
Leverage: Take an additional domain card of your level or lower from a domain you have access to.
Sovereign Arsenal: When you succeed on an attack roll, you deal an extra d6 Physical or Magic damage (your choice) for each Feature the weapon used for the attack has.
Once per Long Rest, you can mark 2 Stress to add a Weapon Feature of your choice for your weapon until the scene ends. If the weapon already has a Feature, you can add another, but it cannot have the same Feature more than once.
Superiority: Take an additional domain card of your level or lower from a domain you have access to.