1st-Level Enhancement
Calling I: As a maneuver, you can teleport this item to your hand if it is within 20 squares. You don't need line of effect. If you have line of effect, you may additionally teleport one size 1S or smaller object adjacent to this item to an unoccupied space adjacent to you.
Clinging I: Grants an edge on Climb and Ride tests and tests to maintain hold on climbed creatures.
Defending: You can't be flanked.
Disguise: You can use a maneuver to cause this shield/weapon to take the form of any size 1T item that you have been in the presence of—a paper fan, opera glasses, and so forth. The shield/weapon loses none of its protective qualities while transformed into this other item.
Phasing I: [same as armor enhancement]
Stance: As a maneuver, you can alter your stance for a -1 speed and +1 stability. Alternatively, you can alter your stance for a +1 speed and whenever another creature attempts to force move you, you treat your size as one size smaller than it is. Returning to a neutral stance also requires a maneuver.
Swordbreaker I: Once per turn when an adjacent enemy uses a melee strike ability, you can use a free triggered action to use the Grab maneuver against that enemy.
Trapping I: As a maneuver, you can create up to 4 invisible magic sigil traps within burst 2. Only 8 traps can be active at a time. Choose a different square and acid, fire, or poison damage for each trap. When an enemy enters a trapped square, they take 2 damage and the sigil is destroyed. Damage weakness is only applied once per creature per turn.
Additionally or alternatively, you can have each trap utter a short phrase aloud or telepathically only to you.
Warning: Choose one creature keyword at creation (e.g., goblin, kobold, etc.). The object glows when within 30 squares of a creature with that keyword. Neither you nor your allies within line of effect can be surprised by creatures with that keyword.