A weakened devil may ask for forgiveness from a kind-hearted paladin. The devil makes a deal with the paladin, that is fully within the paladin's benefit, as the devil fights for survival. If the paladin agrees to this, the devil will merge into a suit of armor, and transform it into this magical plate mail. A paladin attuned to this armor gains the benefits of plate mail, while also ignoring disadvantage on stealth checks. The devil persists, using the armor as its catalyst, being able to speak telepathically with a creature attuned to this armor, knowing the languages of Common, Infernal, Abyssal, Undercommon, and Primordial. It is Lawful Neutral with a slight inherent pull towards evil, has an Intelligence of 16, a Wisdom of 16, and a Charisma of 18. It has darkvision out to a range of 120 feet, and is able to see perfectly through magical and nonmagical darkness. It knows better than to sway the paladin to perform evil actions, but it will weigh in on decisions with its own point of view.
Uncommon (Any Level):
You gain a new pool of hit points, equal to your Lay on Hands, which is called Touch of Demise. As an action, you can touch a creature, and deal necrotic damage to that creature, equal to the amount of Touch of Demise hit points you choose to expend. You can also expend 5 of these hit points, to inflict one of the following conditions onto a creature you touch: blinded, deafened, frightened, stunned, poisoned. A creature inflicted with this condition can make a Constitution saving throw at the end of each of its turns, save DC equal to your spell save DC, ending the condition on a successful save. The pool of hit points from Touch of Demise are replenished whenever you finish a long rest.
Rare (7th Level +):
This armor provides a +1 bonus to Armor Class. The armor is covered in spikes, that you can choose to extend or retract, costing no action on your part. While these spikes are out, you deal 2d4 piercing damage to any creature that you have grappled, or that is grappling you, at the start of each of that creature's turns. This damage is magical for the purposes of overcoming resistances and immunities against nonmagical damage.
Very Rare (12th Level +):
This armor provides a +1 bonus to Armor Class (+2 overall at this rarity). You can choose for your Divine Smite to deal necrotic damage as opposed to radiant damage (your choice whenever you use your Divine Smite feature). Divine Smite also deals its additional damage if used against celestials, elementals, fey, and dragons, in addition to fiends and undead. A creature that is one of these creature types, that is damaged by Divine Smite, must also succeed on a Charisma saving throw, save DC equal to your spell save DC, or have its Armor Class reduced by an amount equal to your Charisma modifier (minimum of 1), until the end of your next turn.
Legendary (17th Level +):
This armor provides a +1 bonus to Armor Class (+3 overall at this rarity). You deal an additional 1d8 necrotic damage whenever you hit a creature with a melee weapon attack. You ignore resistance against radiant and necrotic damage, and immunity against radiant and necrotic damage is treated as resistance, whenever you deal either damage type. You also have two additional uses of Channel Divinity. Expended uses of Channel Divinity are regained whenever you finish a short or long rest, as normal.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Notes: Bonus: Armor Class, Bonus: Armor Class, Bonus: Armor Class, Damage: Piercing, Damage: Necrotic, Stealth Disadvantage: Remove, paladin, Str. 15 Required, Stealth Disadvantage
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