This armguard improves the paladin class traits and adds some traits. these are the traits that are given:
Paladin To Rogue Transformation. If a paladin willfully violates their oath and shows no sign of repentance, they switch their class to rogue and they exchange this Armguard of the Paladin wondrous item with the Armguard of the Rogue wondrous item.
Dual Keyblades Of Light. the hit roll of these holy weapons are (1d20 + your charisma ability modifier + your proficiency bonus). these holy weapons at melee range and thrown range, do (2d8 + your charisma ability modifier) radiant damage or (2d8 + your charisma ability modifier) fire damage or (2d8 + your charisma ability modifier) slashing damage. the thrown range of these holy weapons is 120 feet. the melee range of these holy weapons is 5 feet to 10 feet. this weapon is two weapons where you hold one of each keyblade in each of your hands. a keyblade is a key shaped longsword or a key shaped greatsword that is a magically summoned into existence weapon that is so light that it could be easily be wielded as a one handed weapon. a holy keyblade is the ultimate representation of a paladin that has kept his or her sacred oath as a paladin. your Dual Keyblades Of Light have a gold colored glow to them. Mastery Property 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.
Lance Of Light. the hit roll of this holy weapon is (1d20 + your Charisma ability modifier + your proficiency bonus). this holy weapon at melee range and ranged range, does (2d8 + your charisma ability modifier) radiant damage or (2d8 + your charisma ability modifier) fire damage or (2d8 + your charisma ability modifier) piercing damage. the ranged range of this holy weapon is up to 120 feet without disadvantage to your hit rolls with the Lance Of Light and 121 feet to 300 feet with disadvantage to your hit rolls with the holy lance. the melee range of this weapon is 15 feet to 30 feet. this weapon is a one handed weapon that only can be used while you are on a steed. this lance can fire a gold colored lasers at creatures and objects as an ranged attack. Mastery property of this weapon: 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.
Charge. if you move at least 15 feet towards a creature while you are on a steed, then, when you attack that creature but for 1 round only, you have advantage on hit rolls and damage rolls you roll to attack that creature with your Lance Of Light.
Holy Shield. your Dual Keyblades Of Light 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.
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.
Melee Calvary. you gain a free Warhorse mount as your summoned steed. you also gain a Dolphin as your summoned steed. at level 10 you gain a Large sized adult Platinum Dragon mount as another summoned steed you have. a large sized Platinum Dragon looks like a large sized adult Bahamut if it is male or a large sized adult Tiamat if it is female. a Large sized adult Platinum Dragon mount 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.
Supernatural Readiness Aura. You and your party members have Advantage on their Initiative rolls. this effect always applies to you but it doesn't affect allies that are more than 30 feet away from you.
Angelic Key. you can shoot a gold colored ray from your equipped 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 equipped 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.
Radiant Aura. you emanate sunlight up to 30 feet that brightens up that 30 foot area and does (1d12) radiant damage every round to evil creatures that enter that 30 foot emanation of sunlight.
Infinite ammo. 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.
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.
Angelic Attacks. If you succeed in rolling a hit roll against a creature that has fewer than 100 hit points, that creature must roll a 1d20 roll to avoid being slain instantly with radiant light. if the creature rolls a 10 or less on that 1d20 roll, the creature is instantly slain with radiant light. if the creature rolls a 11 or higher on that 1d20 roll, the creature avoids being instantly slain with radiant light. this ability only can be used with radiant damage dealing weapons.
Holy Armor. your armor class, minus the armor class benefit of a shield, is (14 + your charisma modifier).
Holy Warrior. you have certain cleric class spells as a paladin. and they are:
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 Light. 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 spellcasting 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 spellcasting 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 (only usable starting at character level 13). 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 (only usable starting at character level 17). 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 gametes 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.
Guiding Bolt. You use one action to hurl a bolt of light toward a creature within 120 feet from you. On a hit, it takes 4d6 radiant damage or 4d6 fire 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.
True Seeing (only usable starting at character Level 11). Using 1 action, For 12 hours, you and your party members have Truesight with a range of 60 feet. this spell is a cantrip.
Mass Healing Word (only usable starting 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 usable starting 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.
Laeral's Silver Lance (only usable starting at level 5). using 1 action, silver energy bursts out from you in a 120-footlong, 5-foot-wide line. Each creature of your choice in the Line rolls a 1d20 die roll. On a 15 or lower roll, a creature takes 3d10 Force damage and has the Prone condition. On a 16 or higher roll, a creature takes half as much damage only. Using a Higher-Level Spell Slot. The damage increases by 1d10 at certain character levels, character level 7 (4d10), character level 9 (5d10), character level 11 (6d10), character level 13 (7d10), character level 15 ( 8d10), character level 17 (9d10). this spell is a cantrip.
Mass Cure Wounds (only usable starting 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 spellcasting 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.
Dawn (only usable starting at level 9). using 1 action, the light of dawn shines down on a location you specify within 120 feet from you. for 1 minute, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a 1d20 roll, taking 4d10 radiant damage on a 15 or lower roll, or half as much damage on a 16 or higher roll. A creature must also make this 1d20 roll whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. The damage increases by 1d10 at certain character levels, character level 11 (5d10), character level 13 (6d10), character level 15 (7d10), character level 17 (8d10). this spell is a cantrip.
Flame Strike (only usable starting at level 9). Using 1 action, a vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within 120 feet from you, rolls a 1d20 die, taking 5d6 Fire damage and 5d6 Radiant damage on a 15 or lower roll or half as much damage on a 16 or higher roll. The damage increases by 1d6 at certain character levels, character level 11 (6d6), character level 13 (7d6), character level 15 (8d6), character level 17 (9d6). this spell is a cantrip.
True Seeing (only usable starting at character Level 11). Using 1 action, For 6 hours, you and your party members have Truesight with a range of 60 feet. this spell is a cantrip. True Seeing Upgrade. The range doubles when you reach character level 17 (120 feet).
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