“Don’t complain, just work harder. That way you can save those that need saving.” 

Characters are limited to training up to one armor and one weapon type max per character. Once learned, the selection cannot be changed. This downtime follows the general rules for all training downtime as found here.

    • Only one item from each table; Weapons (either A/B) + Armors (either C/D) may be learned.

Armor Proficiency. Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can’t cast Spells.

Weapon Types (A)

Weapon Types  
Club Dagger
Greatclub Handaxe
Javelin Light Hammer
Mace Quarterstaff
Sickle Spear
Crossbow, light Dart
Shortbow Sling
Battleaxe Flail
Glaive Greataxe
Greatsword Halberd
Lance Longsword
Maul Morningstar
Pike Rapier
Shortsword Scimitar
Trident War pick
Warhammer Whip
Blowgun Crossbow, hand
Crossbow, heavy Crossbow, light
Net Longbow
Double-Bladed Scimitar  

Exandria Firearms (B)

Armor Types  
Palm Pistol Pistol
Musket Pepperbox
Blunderbuss Bad News
Hand Mortar  

Armor Types (C)

Armor Types  
Padded Chain Shirt
Leather Scale Mail
Studded Leather Breastplate
Hide Half plate
Ring mail Chain mail (13)
Splint (15) Plate (15)
Spike  

Armor Shields (D)

Metal Non-Metal

(13) and (15) are the required strength for the armor and reduces the wearer’s speed by 10 feet unless the wearer has a Strength score equal to or higher than the listed score.