This armguard improves the fighter class traits and adds some traits. these are the traits that are given:
Dwarven Shapeshifting Weapon: Musket Form. the hit roll of this weapon is (1d20 + your constitution ability modifier + your proficiency bonus). this weapon at ranged range, does (2d10 + your Constitution ability modifier) force damage or (2d10 + your Constitution ability modifier) fire damage or (2d10 + your constitution ability modifier) piercing damage. this weapon at melee range, does (2d10 + your constitution ability modifier) bludgeoning damage or (2d10 + your constitution ability modifier) piercing damage or (2d10 + your constitution ability modifier) slashing damage. the ranged range of this weapon is up to 120 feet without disadvantage to your hit rolls with the holy lance and 121 feet to 300 feet with disadvantage to your hit rolls. the melee range of this weapon is 5 feet to 30 feet. this weapon form looks like a Brown Bess Musket with it's socket bayonet permanently attached to that Brown Bess Musket. this weapon is a two handed weapon. 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.
Dwarven Shapeshifting Weapon: Pistol Form. the hit roll of this weapon is (1d20 + your constitution ability modifier + your proficiency bonus). this weapon at melee range and ranged range, does (2d10 + your Constitution ability modifier) force damage or (2d10 + your Constitution ability modifier) fire damage or (2d10 + your constitution ability modifier) piercing damage. the melee range of this weapon is up to 30 feet. the ranged range of this weapon is 31 feet to 90 feet. this weapon is a one handed ranged weapon. 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.
Dwarven Shapeshifting Weapon: Bazooka Form. the hit roll of this weapon is (1d20 + your constitution ability modifier + your proficiency bonus). this weapon at ranged range, does (2d10 + your constitution ability modifier) force damage or (2d10 + your constitution ability modifier) fire damage or (2d10 + your constitution ability modifier) cold damage or (2d10 + your constitution ability modifier) acid damage or (2d10 + your constitution ability modifier) poison damage. the ranged range of this weapon form is up to 120 feet. this weapon form does double damage to creatures and things that are larger than you. this weapon form is a two handed weapon. this weapon form looks like a M1 Bazooka except it fires explosive comets. 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.
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.
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.
Dwarven Ballistic Armor. your armor class, minus the armor class benefit of a shield, is (15 + your strength modifier) or (15 + your dexterity modifier), whichever calculation gives you a higher armor class. this is trait affects you regardless of what armor you have on. also, you have resistance to magical sleep and immunity to critical hits.
Dual Wielder Expert. you can dual wield non ranged two handed weapons and one handed weapons without having disadvantage put in the use of the second weapon. dual wielding weapons allows you to attack twice per action you use to attack something.
Shield Weapon. any shield you equip is now a thrown weapon and a melee weapon. the range of the shield is 5 feet for melee and 90 feet for thrown range. hit roll of the shield is either (1d20 + your strength modifier + your proficiency bonus) or (1d20 + your dexterity modifier + your proficiency bonus). the damage roll for the shield can be either (2d6 + your strength modifier) bludgeoning damage or (2d6 + your dexterity modifier) bludgeoning damage.
Notes: Immunity: Critical Hits, Immunity: Magical Sleep
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