Armor (light, medium, or heavy), rare (requires attunement by a Paladin)

Magic Armor , Rare, requires attunement by a paladin 

A set of +1 armor that shines dimly with divine light when it deflects a blow. This item’s magic adds 10 ft. to the radius of your Aura of Courage, Aura of Protection, and Aura of Hate (if Oathbreaker paladin). This item also increases the radius of auras generated by spells such as Aura of Life, Aura of Purity, and Aura of Vitality. 

You have a +1 bonus to AC while wearing this armor.

As a bonus once per long rest, a paladin attuned to the armor can use their Channel Divinity to cause the armor to shine brightly with divinity, calling to a creature to submit to its power. You may force a creature that can see and hear you within 80 ft. to make a CHA saving throw with a DC equal to your spell save DC. On a failed save, the creature drops to their knees and bows to you in submission until your next turn. Regardless of the result of the saving throw, the creature takes 2d8 psychic damage. Recharges after long rest. 

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, Paladin, Combat, Warding, Str. 15 Required, Stealth Disadvantage

Item Tags: Combat Warding

Seroserea