Conflict blueprints should render multiple conflict weapons instead of just one.
Also adds Draconic Weapon Providence series to various places that check series by number
ConflictBlueprint uses `options` to display arbitrary values, but I think those are only available behind conditional statements. This adds those statements and checks if the key that will be used exists on the hash.
ConflictBlueprint was also inheriting from ApiBlueprint which requires a real object (with an ID), so instead we inherit from Blueprinter::Base