this armguard gives traits to you if you are a rogue. these are the traits that are given:
Traits Of Darkness. you manually increase your intelligence score to make your intelligence ability score equal to your charisma ability score. this is only done once but it happens only to paladin class characters that become rogue class characters through the Armguard of the Paladin's Paladin To Rogue Transformation trait.
Playing Cards Of Death. the hit roll of this weapon is (1d20 + your intelligence ability modifier + your proficiency bonus). these weapons as melee weapons or as thrown weapons do (2d8 + your intelligence ability modifier) slashing damage or (2d8 + your intelligence ability modifier) force damage or (2d8 + your intelligence ability modifier) piercing damage or (2d8 + your intelligence ability modifier) psychic damage. these weapons each have a thrown range of up to 90 feet. these weapons have a melee range of up to 15 feet. this weapon looks like playing cards like cards from a game like uno, contact rummy, or solitare but those cards are easily used like weapons and are magically created into existence cards. this weapon can be used for playing a card game. this weapon can be used as a one handed weapon or a two handed weapon. Mastery Property of this weapon: If If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. Extra Mastery Property effect of this weapon: If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Scythe Of Death. the hit roll of this weapon is (1d20 + your intelligence ability modifier + your proficiency bonus). these weapons as melee weapons or as thrown weapons do (2d8 + your intelligence ability modifier) slashing damage or (2d8 + your intelligence ability modifier) force damage or (2d8 + your intelligence ability modifier) necrotic damage or (2d8 + your intelligence ability modifier) psychic damage or (2d8 + your intelligence ability modifier) cold damage. this weapon has a thrown range of up to 300 feet. this weapon has a melee range of up to 30 feet. this weapon looks like the grim reapers scythe but it is magically created into existence. this weapon is so magically light in weight that it can be used as a one handed weapon or a two handed weapon. this weapon is only used when you are on a steed. Mastery Property effect of this weapon: If your attack roll with this weapon misses a creature, you can deal damage to that creature equal to the ability modifier you used to make the attack roll. This damage is the same type dealt by the weapon, and the damage can be increased only by increasing the ability modifier. Extra Mastery Property effect of this weapon: If you hit a creature with this weapon, you can force the creature to make a Inteligence saving throw (the DC of the saving throw equals 1d20 + your Intelligence ability modifier + your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Cloak Of Darkness. your Playing Cards Of Death give you an bonus armor class of +2 at character level 5 to character level 10, then at level 11 to character level 16, the bonus armor class is +3, and at character level 17 and character levels above character level 17, the bonus armor class is +4. because of this, manually subtract any equipped shield's given bonus to your armor class.
Ranged Weapon Weakness. you have disadvantage to hit rolls and attack rolls when using the ranged range or thrown range of a weapon at melee range.
Robbery. as a action or bonus action, you can roll a 1d20 to see if you can steal an item, an armor, or a weapon from a target (the target can't be one of your fellow party members) you can see. on a 11 or higher roll of that 1d20 roll, you succeed in stealing that item, armor, or weapon from the target. on a 9 or lower roll of that 1d20 roll, you don't succeed in stealing that item, armor, or weapon from the target.
Mounted Feat. you don't have to make any roll to ride or stay on any steed or control any vehicle but this doesn't apply to any steed or vehicle that doesn't want you to ride it or control it. also, any steed you ride wears a magically created saddle and reins that shows that you have established the ultimate steed to rider bond with that creature. also your summoned steeds cannot attack creatures while you aren't having to do death saving throws but your summoned steeds can't be killed.
Kidnapper (rogue level 10 ability only). you can roll a 1d20 to see if you can use magic to magically steal a target's (the target cannot be a party member) infant child. on a 11 or higher roll of that 1d20 roll, you succeed in magically stealing a infant that belongs to the target but if the target has no children then you magically create the targets infant from a teaspoon of biological matter (biological matter has to have the targets dna in it) magically taken from the target. the infant after it is created or magically stolen appears in your arms but restrained with magically created rope. on a 9 or lower roll of that 1d20 roll, you don't succeed in stealing the targets infant. the target knows if you have kidnapped it's infant and the target knows if you created its biological infant.
Armor Of Darkness. your armor class, minus the armor class benefit of your Magic Shield Of Darkness, is (14 + your Intelligence modifier).
Undead Calvary. you have a large sized undead mount as your summoned steed and a undead Dolphin mount. at level 10 you also have a type of undead adult dragon as a mount that is also large sized as another summoned steed you have. a type of undead adult dragon as a mount that is also large sized has a walking speed of 60 feet, a swimming speed of 60 feet, a burrowing speed of 60 feet, and a flying speed of 60 feet. your summoned steeds look like they are zombies or living skeletons. when you summon your large size version of a undead dragon, it can look like either a Vampire Dragon, a Dracolich, a Mummy Dragon
Key Of Darkness. you can shoot a sickly green colored ray from your weapon that unlocks any lock that isn't locked by magic without needing to make an ability check to try to unlock that lock.
Tap To Open. you can tap your melee weapon on an container three times to open it without having to make an ability check and that container will magically open. this ability only works on unlocked containers not locked containers.
Infinite ammo (additional Trait). any ranged weapon you have equipped automatically creates its own ammo when you attack something with it. also, any weapon you equip that has the thrown property, returns to your hand immediately after you use it to make a ranged attack roll.
Dual Wielder. you can do two attacks per action you use.
Defy Gravity. you can stand, walk, and run on walls and ceilings without needing to make an ability check. you can even attack things while you are upside down or standing sideways on walls and ceilings.
Condition Effect Attack. If you succeed on your hit roll against a creature, that creature must roll a 1d20 roll to avoid being afflicted with a bad condition like unconscious. if the creature rolls a 10 or less on that 1d20 roll, you roll a 1d12 to see what condition the creature has for 3 rounds. if the creature rolls a 11 or higher on that 1d20 roll, the creature avoids getting a condition. on that 1d12 roll the conditions and the numbers they apply to are, Number 1: blinded, Number 2: charmed, Number 3: deafened, Number 4: frightened, Number 5: incapacitated, Number 6: paralyzed, Number 7: petrified, Number 8: poisoned, Number 9: prone, Number 10: restrained, Number 11: stunned, and Number 12: Unconscious.
Ballistic Shield. if you have a shield in one of your hands, when a creature that succeeds in their hit rolls against you, that creature has to roll a 1d20 to see if the damage that creature does is not nullified by your shield. if the creature rolls a 12 or higher on that 1d20 roll, your shield does not nullify the attack but if the creature rolls a 11 or lower on that 1d20 roll, your shield does nullify the attack. also, ranged attacks against you, have disadvantage in hit rolls and attack rolls while you have a shield equipped and in one of your hands.
Stronger Over Time. any weapon's damage die roll (minus the ability modifier) is increased at certain levels, at level 5, double the base roll, at level 11, triple the base roll, at level 17, quadruple the base roll.
Necromancer. you have modified spells and other spells that you can cast because you are also a necromancer. these are the spells:
Animate Dead. Choose a pile of bones of a dead creature or a mostly intact corpse of a dead creature within 120 feet from you. The target becomes an Undead creature: A animated Skeleton or a Zombie or a Ghoul or a Ghast or a Wight or a Mummy. On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 300 feet of you (if you control multiple creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete. at any character level, you can only have 1 to 2 animated undead as your allies in battle per combat situation unless the dungeon master says otherwise. if a animated undead is killed then it turns back into a skeleton or corpse but can be returned to animated undead once 6 hours have passed. you can have an unlimited amount of animated undead creatures under your command and you can choose to unanimate any of them. you do not lose control of your animated undead creatures. also this spell is a cantrip.
Word of Recall. using 1 action, You and any willing creatures that are your allies or your party members which are located up to 300 feet from you, instantly teleport to a previously designated sanctuary. You and any creatures that teleport with you appear in the nearest safe place that is far enough away from where you used this word of recall spell. this is a cantrip. this spell can also be used to return to the last place you used this spell. this spell can also be used to teleport to and from your bastion.
Tent Of Darkness. using 1 action, you magically create a 10 feet by 10 feet tent that magically has a pocket dimension space in it that looks like an apartment with enough bedrooms for you and your party members. the tent lasts 24 hours or until you use this spell again. this magically created tent is soft enough to sleep extremely well inside it. the inside of the tent is a magically safe place. only creatures you allow inside the tent can enter the tent. this is a cantrip.
Esuna. using 1 action, you choose a creature that you can see within 15 feet from you. This spell ends the charmed, petrified, paralyzed, blinded, deafened, and poisoned conditions on the target. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet). this spell is a cantrip.
Cure Wounds. using 1 action, a creature you touch regains a number of Hit Points equal to 2d8 plus your intelligence ability modifier. The healing increases by 2d8 at certain character levels, character level 3 (4d8), character level 5 (6d8) character level 7 (8d8), character level 9 (10d8), character level 11 (12d8), character level 13 (14d8), character level 15 (16d8), character level 17 (18d8). this spell is a cantrip.
Healing Word. as a bonus action, a creature of your choice that you can see within 120 feet from you, instantly regains Hit Points equal to (2d4 + your intelligence ability modifier). The healing is increased by 2d4 at certain character levels, character level 3 (4d4), character level 5 (6d4) character level 7 (8d4), character level 9 (10d4), character level 11 (12d4), character level 13 (14d4), character level 15 (16d4), character level 17 (18d4). this spell is a cantrip.
Greater Spare the Dying. using a action, choose a creature within 15 feet from you that has 0 Hit Points and is not dead. That creature becomes Stable condition. this spell is a cantrip. Greater Spare the Dying Cantrip Upgrade 1. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet). Greater Spare the Dying Cantrip Upgrade 2 (character level 13 and female player character only upgrade). you can also use Greater Spare The Dying to revive a dead creature that has been dead for no more than a century, didn’t die of old age, and wasn’t Undead when it died. This spell Greater Spare The Dying, also neutralizes any poisons that affected the creature at the time of death. This spell closes all mortal wounds and restores any missing body parts. Greater Spare the Dying Cantrip Upgrade 3 (character level 17 and female player character only upgrade). Greater Spare The Dying, also cures all magical contagions, and lifts any curses affecting the creature when it died. and if the creature was Undead, it is restored to its non-Undead form. The spell, Greater Spare The Dying, can also provide a new body if the original no longer exists, in which case that spell uses one of your egg cells to magically recreate the body but that means that whatever spirit occupies that new body is then genetically your son or daughter. The creature then appears in an unoccupied space you choose within 10 feet of you.
Dark Bolt. You use one action to hurl a bolt of darkness toward a creature within 120 feet from you. On a hit, it takes 4d6 necrotic damage or 4d6 cold damage, and the next attack roll made against it before the end of your next turn has Advantage. The damage increases by 1d6 at certain character levels, character level 3 (5d6), character level 5 (6d6) character level 7 (7d6), character level 9 (8d6), character level 11 (9d6), character level 13 (10d6), character level 15 (11d6), character level 17 (12d6). this spell is a cantrip.
Mass Healing Word (only gained at character Level 5). Using 1 bonus action, up to 12 creatures of your choice that you can see within 120 feet from you, regain Hit Points equal to 2d4 plus your spellcasting ability modifier. this spell is a 3rd level spell. The healing increases by 1d4 at certain character levels, character level 7 (3d4), character level 9 (4d4), character level 11 (5d4), character level 13 (6d4), character level 15 (7d4), character level 17 (8d4). this spell is a cantrip.
Mass Esuna (only gained at character Level 5). using 1 action, you choose up to 6 creatures that you can see within 120 feet from you. This spell ends the charmed, petrified, paralyzed, blinded, deafened, and poisoned conditions on the targets. this spell is a cantrip.
Mass Cure Wounds (only gained at character Level 9). using a action and a 5th level, A wave of healing energy washes out from a point you can see within 120 feet from you. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains Hit Points equal to 5d8 plus your intelligence ability modifier. The healing increases by 1d8 at certain character levels, character level 11 (6d8), character level 13 (7d8), character level 15 (8d8), character level 17 (9d8). this spell is a cantrip.
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