This armguard improves the cleric class traits and adds some traits. these are the traits that are given:
Dual Chakrams Of Light. this weapon comes in a pair of chakrams and therefore is two handed since you hold a chakram in each hand. the hit roll of this weapon is (1d20 + your wisdom ability modifier + your proficiency bonus). these holy weapons as melee weapons or as thrown weapons do (2d6 + your wisdom ability modifier) slashing damage or (2d6 + your wisdom ability modifier) radiant damage or (2d6 + your wisdom ability modifier) fire damage or (2d8 + your wisdom ability modifier) necrotic damage or (2d6 + your wisdom ability modifier) cold damage. these holy weapons each have a thrown range of 120 feet. these holy weapons each have a melee range of up to 10 feet. your Dual Chakrams Of Light is one your arcane focuses for your magic. 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.
Pike Of Light. the hit roll of this weapon is (1d20 + your wisdom ability modifier + your proficiency bonus). this holy weapon as a melee weapon or as a thrown weapon does (2d6 + your wisdom ability modifier) piercing damage or (2d6 + your wisdom ability modifier) radiant damage or (2d6 + your wisdom ability modifier) fire damage or (2d8 + your wisdom ability modifier) necrotic damage or (2d6 + your wisdom ability modifier) cold damage. this holy weapon has a melee range of up to 40 feet. this holy weapon has a thrown range of up to 90 feet. your Pike Of Light is one your arcane focuses for your magic. this weapon is a one handed weapon that is magically light in weight. 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.
Shield Like Weapons. your Dual Chakrams Of Light give you a bonus armor class of +2 at character level 1 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.
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 or when you are using your Dual Chakrams Of Light, 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 or Chakram equipped and in one of your hands.
Stronger Over Time. any weapon's or cantrip'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.
Fast Attacker. you gain the ability to attack twice per action you use at level 6. you then can attack 3 times per action you use to attack things at level 14.
Armor Of Light. your armor class, minus the armor class benefit of a shield or your Dual Chakrams Of Light, is (14 + your charisma 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.
Extra Spells You Have. you have extra spells as a member of the cleric class. these are the spells:
Holy Bolt. using an action, you shoot a magical laser at something. the magical laser has a range of up to 120 feet. the magical laser does (1d12 + your wisdom ability modifier) radiant damage to a target or (1d12 + your wisdom ability modifier) fire damage to a target or (1d12 + your wisdom ability modifier) lightning damage to a target or (1d12 + your wisdom ability modifier) cold damage to a target or (1d12 + your wisdom ability modifier) force damage to a target or (1d12 + your wisdom ability modifier) thunder damage to a target. 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 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 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 charisma ability modifier). The healing is increased by (4d4 multiplied by the number that is your maximum spell level). this is a cantrip.
Mass Healing Word. Using 1 bonus action and a 3rd spell slot, up to six 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. Using a Higher-Level Spell Slot. The healing increases by 1d4 for each spell slot level above 3.
Mass Cure Wounds. 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 Charisma ability modifier. When using a Higher-Level Spell Slot. The healing increases by 1d8 for each spell slot level above 5.
Mass Esuna. using 1 action and 3rd level or higher spell slot, 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.
True Seeing. Using 1 action and 1 spell slot of any spell level, For 12 hours, you and your party members have Truesight with a range of 60 feet.
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