As an Action you may choose to Charge Up your Weapons. As a weapon is upgraded so to can you choose to Charge Up for consecutive Actions, allowing you to power devastating weapon attacks and combinations. Each higher-level weapon has access to all Charge Up abilities of the lower tier weapons. Below is a list of Weapon Charge Up abilities each weapon has access to.
Swords:
@Cutlass +1 - Charging for one Action, can provide advantage to your next attack roll.
@Herald Sword +2 - Charging for two Actions; The next attack you make will be three attacks, each of these attacks can damage two targets as long as they are within 5' of each other.
@Claymore +3 - Charging for three Actions; Spin your sword in the air, knocking any flying creatures up to 20' above you prone, you make a free attack on any creature knocked prone with this.
@Masamune +5 - Charging for four Actions; You unleash a devastating whirlwind, hitting all enemy targets within a 20' radius of you.
@Excalibur +5 - Charging for five Actions; Unleash a devastating flurry of blows, Attack Six times with advantage, each of these attacks can damage all targets within 5' of you.
@Gigas Sword +6 - Charging for six Actions; Focus a lethal attack on a single target, if your next attack hits, your target is reduced to 0 hit points unless immune to instant death effects.
@Dragon Buster +7 - Charging for seven Action; Launch your ultimate sword technique to deal Mana damage to your target.
Axes:
@Lode Axe +1 - Charging for one Action, can provide advantage to your next attack roll.
@Stout Axe +2 - Charging for two Actions; The next attack you make will be three attacks, each of these attacks can damage two targets as long as they are within 5' of each other.
@Pyrite Axe +4 - Charging for three Actions; Spin your axein the air, knocking any flying creatures up to 20' above you prone, you make a free attack on any creature knocked prone with this.
@Battle Axe +4 - Charging for four Actions; You unleash a devastating whirlwind, hitting all enemy targets within a 10' radius of you, this whirlwind lasts for two rounds.
- Charging for five Actions; Unleash a devastating flurry of blows, Attack Six times, each of these attacks can reduce the AC of the target by 1 for the next minute.
@Great Axe +6 - Charging for six Actions; Focus a lethal attack on a single target, if your next attack hits, your target is reduced to 10 AC, if your target's AC is 10 or lower, their AC is reduced to 0.
@Doom Axe +7 - Charging for seven Action; Launch your ultimate axe technique to deal Mana damage to your target.
Spear:
@Steel Lance +1 -Charging for one Action, can provide advantage to your next attack roll.
- Charging for two Actions; The next attack you make will be three attacks, each of these attacks can damage two targets as long as they are within 10' of each other.
@Partisan +3 - Charging for three Actions; Spin your spear in the air, knocking any flying creatures up to 30' above you prone, you make a free attack on any creature knocked prone with this.
@Halberd +4 - Charging for four Actions; You unleash a devastating whirlwind, hitting all enemy targets within a 30' radius of you.
@Coral Spear +5 - Charging for five Actions; Unleash a devastating flurry of blows, Attack Six times with advantage, each of these attacks can damage all targets within 10' of you.
@Gigas Lance +6 - Charging for six Actions; Focus a lethal attack on a single target, if your next attack hits, your target is reduced to 0 hit points unless immune to instant death effects.
@Daedalus Lance +7 - Charging for seven Action; Launch your ultimate spear technique to deal Mana damage to your target.
Glove:
@Power Glove +1 -Charging for one Action, add a throw to your next attack, if your next attack lands, hurl your target to the ground, knocking them prone and adding 1d6 bludgeon damage.
@Noodle Claws +2 - Charging for two Actions; The next attack you make will be three attacks, each of these attacks can damage two targets as long as they are within 5' of each other.
- Charging for three Actions; Launch into the air; Can attack a flying creature that is up to '50 away from you and knock them prone. Can attack a creature on the ground by using this height to land a massive crescent kick adding up to 5d10 crushing damage to the attack.
@Heavy Glove +4 - Charging for four Actions; You unleash a devastating whirlwind, hitting all enemy targets within a 5' radius of you, this whirlwind can last for 3 consecutive rounds, and you have a movement speed of 10' each turn.
@Hyper-Fist +5 - Charging for five Actions; Unleash a devastating flurry of blows, Attack Six times with advantage, each of these attacks can damage all targets within 5' of you. You can repeat this action for two consecutive rounds.
@Griffin Claws +6 - Charging for six Actions; Focus an attack on a single target, if your next attack hits, your target is rendered unconscious unless immune to this effect.
- Charging for seven Actions; Launch your ultimate technique to deal Mana damage to your target.
Bow:
@Short Bow +1 -Charging for one Action, can provide advantage to your next attack roll.
@Long Bow +2 - Charging for two Actions; The next attack you make will be three attacks. You can repeat this action for two consecutive actions.
@Great Bow +3 - Charging for three Actions; Aim for a gauranteed hit, doubling your bow's maximum fire distance and knocking any flying creatures hit prone.
@Silver Bow +3 - Charging for four Actions; You unleash a devastating volley, hitting all enemy targets within a 30' radius of an area in the bow's range.
@Elfin Bow +5 - Charging for five Actions; Unleash a devastating flurry, Attack Six times with advantage. This Action can be repeated for 3 consecutive rounds, but you cannot change targets.
- Charging for six Actions; Focus a lethal attack on a target line. Fire a piercing arrow that can strike up to four targets on that line. Targets hit are reduced to 0 hit points unless immune to instant death effects.
@Doom Bow +7 - Charging for seven Action; Launch your ultimate arrow technique to deal Mana damage to your target.
Pole Dart:
-Charging for one Action, can provide advantage to your next attack roll.
@Light Trident +2 - Charging for two Actions; The next attack you make will be three attacks, each of these attacks can damage two targets as long as they are within 5' of each other and in a single line.
@Sprite's Spear +2 - Charging for three Actions; Double your Pole Dart throw distance and throw two Pole Darts. These attacks can knocking any flying creatures hit prone.
@Silver Pilum +4 - Charging for four Actions; Sweep nearby enemies within '10 of you, any creature hit is knocked prone. Then make three Pole Dart throw attacks.
@Imp's Fork +5 - Charging for five Actions; Unleash a devastating flurry of blows, Attack Six times with advantage, each of these attacks can knock a creature back '10.
@Elf's Harpoon +6 - Charging for six Actions; Focus a lethal attack on a single target, if your next attack hits, your target is knocked prone as well as pinned down by the Pole Dart. Removing the Pole Dart requires a 20 Strength Check before the creature can stand.
@Dragon Dart +7 - Charging for seven Action; Launch your ultimate Pole Dart technique to deal Mana damage to your target.
Boomerang:
@Lode Boomerang +2 -Charging for one Action, can provide advantage to your next attack roll.
@Chakram +2 - Charging for two Actions; The next attack you make will be three attacks, each of these attacks can damage your target twice.
- Charging for three Actions; Take aim, double your Boomerang throw distance. Knocking any flying creatures hit prone, this attack can damage the target twice.
@Chakra Hand +4 - Charging for four Actions; Choose four lines 30' long and throw a split-boomerang along them. Each creature on this line must make a Dexterity saving throw of be hit by your Boomerang twice.
- Charging for five Actions; Unleash a devastating flurry of blows, Attack Six times with advantage, each of these attacks can damage their target twice.
@Cobra Shuttle +6 - Charging for six Actions; Focus a lethal attack on a single target, if your next attack hits, your target is reduced to 0 hit points unless immune to instant death effects.
- Charging for seven Action; Launch your ultimate Boomerang technique to deal Mana damage to your target.
Whip:
@Black Whip +2 -Charging for one Action, can provide advantage to your next attack roll.
@Backhand Whip +3 - Charging for two Actions; The next attack you make will be three attacks, each of these attacks can damage two targets as long as they are within 15' of each other.
@Chain Whip +4 - Charging for three Actions; Double your Whip's attack range. The next attack you make will be three attacks, each of these attacks can pull the target '10 closer to you.
@Silver Whip +4 - Charging for four Actions; You unleash a devastating whirlwind, hitting all enemy targets within a 20' radius of you.
@Morning Star +5 - Charging for five Actions; Unleash a devastating flurry of blows, Attack Six times with advantage, each of these attacks can inflict pain. Targets hit must succeed on a Wisdom saving throw of be frightened of you for 1d4 rounds.
@Hammer Flail +6 - Charging for six Actions; Focus an attack on a single target, if your next attack hits, your target is restrained unless immune to this effect.
@Gigas Flail +7 - Charging for seven Action; Launch your ultimate whip technique to deal Mana damage to your target.