This magical set of plate armour made from silvery metal with blue reflections shines dimly with divine light when it deflects a blow.
You have a +1 bonus to AC while wearing this armor.
Celestial Command: A paladin or cleric attuned to the armor can use their Channel Divinity to cause the armor to shine brightly with divine flames, calling to a creature to submit to its power. As an action 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, is considered prone and has to stay in this position until the start of your next turn. Regardless of the result of the saving throw, the creature takes 2d8 psychic damage.
Spell Deflection: The armor has 7 charges. When a creature within 80 feet of you casts a spell you may choose to deflect it back at the caster. The armor consumes 1 charge per spell level of the deflected spell. If the armor doesn't have enough charges to deflect the spell, nothing happens and no charges are expended. The armor regains 1d6 charges daily at midnight. If you expend the armor's last charge make a Wisdom saving throw against your own spell save DC. You take 2d8 psychic damage on a failure and half that on a success.
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, by a paladin or a cleric, Combat, Warding, Str. 15 Required, Stealth Disadvantage
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